Adamant Mountain
The maneuvers from the School of the Adamant Mountain train the user to be strong and durable, making them able to stand at the front lines of the battle.
1st Degree
Catch Your Breath
1st degree adamant mountain maneuver
Exertion Cost: 1 exertion point
Casting Time: 1 action
Range: Self
Target: Self
Duration: Instantaneous
Classes: Barbarians, Fighters, Unkindled
You pause for a moment, catching your breath and restoring your vitality. You roll a d10 and add your constitution modifier to the result, regaining hit points equal to the total.
Heavy Stance
1st degree adamant mountain maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: Stance, until the start of your next turn.
Classes: Barbarians, Fighters, Unkindled
At the beginning of your turn, you can choose to hunker down, getting ready to absorb blows. Your speed drops to 0 when assuming this stance, and you lose the benefits of this maneuver immediately upon moving. Once per round when you take damage, you can roll a d8 and reduce the damage taken by the number rolled on the die.
At the start of your next turn, assuming you have not broken your stance, you can spend 1 exertion point to continue the stance.
Cleaving Swing
1st degree adamant mountain maneuver
Exertion Cost: Variable, 2 exertion points
Casting Time: Part of an attack
Range: Your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Barbarians, Fighters, Unkindled
You swing your melee weapon with extra force, cleaving through your original target. You can choose another target within your reach, making the attack roll also target the other creature as well. The additional target only suffers the base weapon's damage, not any additional damage such as sneak attack or smite.
You can spend 2 more exertion to make the attack also target a third creature within your reach.
Battering Strike
1st degree adamant mountain maneuver
Exertion Cost: Variable, 2 exertion points
Casting Time: Part of an attack
Range: Your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Barbarians, Fighters, Unkindled
You swing your melee weapon at another creatures weapon, attempting to knock it from their grasp. The creature must make a strength saving throw versus your maneuver save DC or their weapon flies from their grip, landing in a space 10 feet away from them.
2nd Degree
Punishing Blow
2nd degree adamant mountain maneuver
Exertion Cost: 2 exertion points
Casting Time: Part of an attack
Range: Your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Barbarians, Fighters, Unkindled
You aim for the legs of another creature, attempting to topple them. Your attack deals an additional 2d6 damage, and the target must make a strength saving throw versus your maneuver save DC or be knocked prone.
Shrug It Off
2nd degree adamant mountain maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: Until the end of your turn
Classes: Barbarians, Fighters, Unkindled
At the start of your turn, if you are under any of the following effects: frightened, poisoned, or stunned; you may use your bonus action (even if the effect would not normally allow the use of your bonus action) to suspend the effects of the condition until the end of your turn.
Warding Wield
2nd degree adamant mountain maneuver
Exertion Cost: 1 exertion points
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: Stance, until the start of your next turn
Classes: Barbarians, Fighters, Unkindled
With seeming ease, you whirl your weapon about your body, weaving it in a threatening pattern that makes your opponents hesitant to attack. Until the start of your next turn, once per round when you are attacked by an enemy, you can choose to add +2 to your AC for that creature's attacks.
3rd Degree
Crushing Blow
3rd degree adamant mountain maneuver
Exertion Cost: 2 exertion points
Casting Time: Part of an attack
Range: your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Barbarians, Fighters, Unkindled
With a bone crushing strike, you hit your opponent over the head with your weapon. Your attack deals an additional 2d6 damage, and the target must make a strength saving throw versus your maneuver save DC. On a failure, the creature makes one less attack (minimum of 1) and cannot use bonus actions or reactions until the end of its next turn.
Heavy Strike
3rd degree adamant mountain maneuver
Exertion Cost: 2 exertion points
Casting Time: Part of an attack
Range: your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Barbarians, Fighters, Unkindled
You put all of your force into your strike, shoving your opponent with the force. Your attack deals an extra 2d6 damage, and the target must make a strength save versus your maneuver save DC. On a failure, they are shoved up to 20 feet straight backwards, and on a success, you can only shove them up to 10 feet straight backwards.
Unbreakable
3rd degree adamant mountain maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 reaction
Range: Self
Target: Self
Duration: Instantaneous
Classes: Barbarians, Fighters, Unkindled
At the edge of death, you firmly cling to life. When you fail a death saving throw, you can use your reaction to succeed instead.Â
Alternatively, if you roll an 18 or a 19 on a death saving throw, you can use this maneuver to treat it as a natural 20.
4th Degree
Stand Tall Stance
4th degree adamant mountain maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: Stance, until the end of your next turn
Classes: Barbarians, Fighters, Unkindled
You stand tall, making your presence appear larger than it actually is. Until the end of your next turn, you count as one size category larger, and you count as one tier higher on the strength chart.
When this stance ends, you can choose to stay in the stance by spending 1 exertion point, extending it to last until the end of your next turn.
Unstoppable
4th degree adamant mountain maneuver
Exertion Cost: 3 exertion points
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: Until the end of your turn
Classes: Barbarians, Fighters, Unkindled
At the start of your turn, if you are under any of the following effects: paralyzed, petrified, incapacitated, or charmed; you may use your bonus action (even if the effect would not normally allow the use of your bonus action) to suspend the effects of the condition until the end of your turn.
Wild Swings
4th degree adamant mountain maneuver
Exertion Cost: 2 exertion points
Casting Time: Part of an attack
Range: Self
Target: Self
Duration: Instantaneous
Classes: Barbarians, Fighters, Unkindled
You wildly swing your weapons, striking seemingly at random. After you roll an attack roll and miss, you can reroll once against a second target within your reach.
5th Degree
World Shaking Strike
5th degree adamant mountain maneuver
Exertion Cost: 4 exertion points
Casting Time: 1 action
Range: Self
Target: Self
Duration: Instantaneous
Classes: Barbarians, Fighters, Unkindled
You smash the ground with your weapon, sending a massive shockwave across the battlefield. Every creature within a 30 foot radius sphere centered on you must make a strength saving throw versus your maneuver DC. On a failure, the targets take your weapons damage plus an additional 6d6 force damage and is knocked prone. On a success, they take half as much damage and aren't knocked prone.
Unyielding
5th degree adamant mountain maneuver
Exertion Cost: 4 exertion points
Casting Time: 1 reaction
Range: Self
Target: Self
Duration: Instantaneous
Classes: Barbarians, Fighters, Unkindled
Badly wounded, you force yourself to continue fighting. When you are reduced to 0 hit points, you can use your reaction to regain hit points equal to 1d12 + half your level. You can use this reaction even if you are incapacitated.