Revised Martial Maneuvers

The initial versions of the following martial maneuvers can be found in the 3.5 manual entitled Tome of Battle: The Book of Nine Swords. This sample is still incomplete.

Fiery Assault
Desert Wind (Stance) [Fire]
Level: Swordsage 5
Prerequisite: Two Desert Wind maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
Waves of intense heat limn you and your weaponry, simmering malevolently.

While you are in this stance, every melee attack you make deals an extra 1d6 points of fire damage. This stance is a supernatural ability.

Entangling Blade
Devoted Spirit (Strike)
Level: Crusader 3
Prerequisite: One Devoted Spirit maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
You hack into your foe’s limbs, forcing its movement to slow and resolution to falter.

As part of this maneuver, you make a single melee attack. If it hits, this attack deals extra damage equal to 1d6 + your initiator level. In addition, provided your target is dealt damage from this attack, all of its extraordinary movement speeds are reduced by half until the end of its next turn, during which time it cannot run or charge.

Foehammer
Devoted Spirit (Strike)
Level: Crusader 2
Initiation Acton: 1 standard action
Range: Melee attack
Target: One creature
You pour great fervor into an attack that goes unhindered by any resistance to harm your opponent might have to offer.

As part of this maneuver, you make a single melee attack. If it hits, this attack automatically overcomes the target's damage reduction and deals extra damage equal to 1d6 + your initiator level.

Martial Spirit
Devoted Spirit (Stance)
Level: Crusader 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
You capture the momentum of your fighting spirit, so you may later channel it towards recovery.

While you are in this stance, you gain 1d4 momentum points each time you make a successful melee attack that deals damage to an opponent posing a threat to you or your allies in some direct or immediate way.
    Momentum points are cumulative, but they expire all at once for a given creature when it fails to gain more of them for a consecutive number of rounds equal to 10 + its initiator level + its Charisma modifier. As a standard action that does not provoke attacks of opportunity, a creature with momentum points may spend any number of them to restore an equal number of hit points in themselves or another single creature they touch. Momentum points cannot be spent in excess of what it takes to restore a creature to its full normal maximum hit point total.

Iron Heart Endurance
Iron Heart (Boost)
Level: Warblade 6
Prerequisite: Two Iron Heart maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You push aside the pain of your injuries and fight on past mortal limits.

You recover 1d4 hit points per initiator level. Upon recovering these hit points, those that carry your current total of actual hit points above half your normal maximum, are instead gained as temporary hit points that last for 1 round.

Leaping Dragon Stance
Tiger Claw (Stance)
Level: Swordsage 3, Warblade 3
Prerequisite: One Tiger Claw maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
The state of your relationship with gravity improves by leaps and bounds.

You may enter this stance only when you are upon a firm surface that you can jump from without penalty. While you are in this stance, you may reroll each Jump check once, and keep the best result. In addition, you may use your Dexterity or Strength modifier for any Jump check you make, and all jump checks you make are considered running jumps. Any falling damage you suffer while in this stance is reduced by half and rounded down.

Rabid Bear Strike
Tiger Claw (Strike)
Level: Swordsage 5, Warblade 5
Prerequisite: Two Tiger Claw maneuvers
Initiation Acton: 1 standard action
Range: Melee attack
Target: One creature
You drop your guard a little to make a powerful lunge attack against a nearby opponent.

As rabid wolf strike, except this strike deals extra damage equal to 10d6 + your initiator level.

Rabid Wolf Strike
Tiger Claw (Strike)
Level: Swordsage 2, Warblade 2
Initiation Acton: 1 standard action
Range: Melee attack
Target: One creature
You drop your guard a little to make a powerful lunge attack against a nearby opponent.

As part of this maneuver, you make a single melee attack. You gain a +4 bonus on this attack roll and if it hits, it deals extra damage equal to 2d6 + your initiator level. After finishing this maneuver, you also suffer a -4 penalty to AC until the start of your next turn, as you are taken off balance.

Battle Leader's Charge
White Raven (Strike)
Level: Crusader 2, Warblade 2
Prerequisite: One White Raven maneuver
Initiation Acton: 1 full-round action
Range: Melee attack
Target: One creature
You rush an opponent with elusive alacrity and attack with calculated momentum.

As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals extra damage equal to 2d6 + your initiator level.

War Leader's Charge
White Raven (Strike)
Level: Crusader 5, Warblade 5
Prerequisite: Two White Raven maneuvers
Initiation Acton: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1 round
You rush an opponent with elusive alacrity and attack with calculated momentum, briefly unbalancing them upon success.

As battle leader's charge, except that a successful charge attack deals extra damage equal to 8d6 + your initiator level. In addition, provided your target is dealt damage from this attack, it suffers a -1 penalty to attack rolls, skill checks, ability checks, AC and Reflex saves for 1 round.

War Master's Charge
White Raven (Strike)
Level: Crusader 8, Warblade 8
Prerequisite: Three White Raven maneuvers
Initiation Acton: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1 round
You rush an opponent with elusive alacrity and attack with calculated momentum, briefly unbalancing them upon success.

As battle leader's charge, except that a successful charge attack deals extra damage equal to 14d6 + your initiator level. In addition, provided your target is dealt damage from this attack, it suffers a -2 penalty to attack rolls, skill checks, ability checks, AC and Reflex saves for 1 round.

White Raven Hammer
White Raven (Strike)
Level: Crusader 7, Warblade 7
Prerequisite: Three White Raven maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
You deliver a powerful blow capable of knocking your foe senseless.

As part of this maneuver, you make a single melee attack. If it hits, this attack deals extra damage equal to 3d6 + your initiator level. In addition, provided your target is dealt damage from this attack, it is also dazed for 1 round.

White Raven Strike
White Raven (Strike)
Level: Crusader 4, Warblade 4
Prerequisite: One White Raven maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You aim a well placed attack that seeks to expose your opponent to attack from others nearby.

As part of this maneuver, you make a single melee attack. If it hits, this attack deals extra damage equal to 2d6 + your initiator level. In addition, provided your target is dealt damage from this attack, it instantly provokes an attack of opportunity from every other creature that currently threatens it.

New Martial Maneuvers

The initial body of published martial maneuvers can be found in the 3.5 manual entitled Tome of Battle: The Book of Nine Swords. The following sample of maneuvers are drafted here to offer additional options and flexibility.

Spellbreaking Strike
Diamond Mind (Strike)
Level: Swordsage 4, Warblade 4
Prerequisite: One Diamond Mind maneuver
Initiation Acton: 1 standard action
Range: Melee
Target: One creature or object
You briefly limn yourself in a layer of disruptive ki energy as you attack an opponent, bypassing and possibly negating various forms of magic protecting that opponent.

As part of this maneuver, you make a single melee attack. This attack ignores any bonuses to AC the target might have from ongoing spells and spell-like abilities in effect upon it and its possessions. If this attack hits and deals damage to the target, you instantly and automatically dispel all ongoing spells and spell-like abilities in effect upon it and its possessions, which grant a bonus to AC.

Iron Heart Vitality
Iron Heart (Boost)
Level: Warblade 3
Prerequisite: One Iron Heart maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You momentarily gird yourself with a rush of vital energy and tolerance to harm.

You gain 1d4 temporary hit points per initiator level, which last for 1 round.

Blackfrost Barrage
Shadow Hand (Stance) [Cold]
Level: Swordsage 5
Prerequisite: Two Shadow Hand maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
A thin layer of frost forms upon you and your weaponry, glimmering malevolently.

While you are in this stance, every melee attack you make deals an extra 1d6 points of cold damage. This stance is a supernatural ability.

Freezing Blade
Shadow Hand (Boost) [Cold]
Level: Swordsage 4
Prerequisite: One Shadow Hand maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Ice shards swarm about you and bond to the wounds you score upon your foes.

For the rest of your turn, your melee attacks deal extra cold damage equal to 2d6 + your initiator level. This maneuver is a supernatural ability.

Glacial Blade
Shadow Hand (Boost) [Cold]
Level: Swordsage 7
Prerequisite: Three Shadow Hand maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Particles of frozen atmosphere, weave misty trails in the wake of your attacks.

For the rest of your turn, your melee attacks deal extra cold damage equal to 3d6 + your initiator level. This maneuver is a supernatural ability.

Grace Incarnate
Shadow Hand (Stance)
Level: Swordsage 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
You achieve a state of increased bodily awareness, enabling you to better coordinate your movements.

While in this stance, you may reroll each Dexterity-based skill check once, and keep the best result.

Shivering Blade
Shadow Hand (Boost) [Cold]
Level: Swordsage 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Ice particles form to flurry about you, gathering in the wounds you score upon your foes.

For the rest of your turn, your melee attacks deal extra cold damage equal to 1d6 + your initiator level. This maneuver is a supernatural ability.

Discharging Torrent
Storm Scion (Stance) [Electricity, Sonic]
Level: Swordsage 8
Prerequisite: Three Storm Scion maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
Electricity pulsates through you and your weaponry, thrumming malevolently.

While you are in this stance, every melee attack you make deals an extra 1d4 points of electricity damage and an extra 1d4 points of sonic damage. This stance is a supernatural ability.

Flash Bang Breach
Storm Scion (Strike) [Light, Sonic]
Level: Swordsage 1
Initiation Acton: 1 standard action
Range: As weapon (see text)
Target: One creature
Area: 20-ft.-radius burst centered on target (see text)
Duration: 1 round
You focus your ki into an attack that hits with the sight and sound of the coming storm.

As part of this maneuver, you make a single melee attack. Alternatively, you can instead choose to make a single ranged attack by throwing any weapon associated with the Storm Scion discipline. If this attack hits and deals damage to the target, that creature and any flat-footed creatures within the area of effect, become dazzled and deafened for 1 round. This maneuver is a supernatural ability.

Howling Blade
Storm Scion (Boost) [Sonic]
Level: Swordsage 4
Prerequisite: One Storm Scion maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Muted echoes rumble about you to unhinge upon your foes as you strike them.

For the rest of your turn, your melee attacks deal extra sonic damage equal to 2d6 + your initiator level. This maneuver is a supernatural ability.

Lightning Blade
Storm Scion (Boost) [Electricity]
Level: Swordsage 7
Prerequisite: Three Storm Scion maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Bolts of electricity jump about you and arc into your foes as you strike them.

For the rest of your turn, your melee attacks deal extra electricity damage equal to 3d6 + your initiator level. This maneuver is a supernatural ability.

Pandemonium Blade
Storm Scion (Boost) [Sonic]
Level: Swordsage 7
Prerequisite: Three Storm Scion maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Cacophonous curtains of energy lie in wait about you, to break through your foes as you strike them.

For the rest of your turn, your melee attacks deal extra sonic damage equal to 3d6 + your initiator level. This maneuver is a supernatural ability.

Roaring Blade
Storm Scion (Boost) [Sonic]
Level: Swordsage 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Fierce vibrations thrum about you and crash into your foes as you strike them.

For the rest of your turn, your melee attacks deal extra sonic damage equal to 1d6 + your initiator level. This maneuver is a supernatural ability.

Shocking Blade
Storm Scion (Boost) [Electricity]
Level: Swordsage 4
Prerequisite: One Storm Scion maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Ribbons of electricity jump about you and arc into your foes as you strike them.

For the rest of your turn, your melee attacks deal extra electricity damage equal to 2d6 + your initiator level. This maneuver is a supernatural ability.

Zapping Blade
Storm Scion (Boost) [Electricity]
Level: Swordsage 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Threads of electricity jump about you and arc into your foes as you strike them.

For the rest of your turn, your melee attacks deal extra electricity damage equal to 1d6 + your initiator level. This maneuver is a supernatural ability.