Mirror's Glint
At its heart combat is a dance between opponents and practicing the Mirror’s Glint tradition means reading, interpreting, and anticipating one’s foe.
1st Degree
Knockdown Assault
1st degree mirror's glint maneuver
Exertion Cost: 1 exertion point
Casting Time: 1 reaction
Range: Your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Monks, Rangers, Unkindled
You are always looking for an opening in battle. Whenever an enemy is knocked prone within your melee weapon's reach, you can immediately use a reaction to make an attack against that creature. Your attack is always rolled with advantage, and if you miss, your reaction is not spent.
Leading Throw
1st degree mirror's glint maneuver
Exertion Cost: 1 exertion point
Casting Time: 1 reaction
Range: 5 feet
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Monks, Rangers, Unkindled
As an opponent strikes at you, you nimbly dodge out of the way and use their momentum against them. Whenever a creature within 5 feet of you misses with a melee attack, you can use your reaction to try and throw them. The creature must make a dexterity saving throw versus your maneuver save DC or moves 15 feet in a straight line in a direction of your choice.
Warning Strike
1st degree mirror's glint maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 reaction
Range: your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Monks, Rangers, Unkindled
As an opponent turns their back on you or approaches, you can retaliate at them. Whenever an opponent leaves your reach or enters it, you can use your reaction to make an attack of opportunity against them, even if they took disengage action. If you hit, their speed drops to 0 until the start of their next turn.
Wary Stance
1st degree mirror's glint maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: Concentration, Stance, until the start of your next turn
Classes: Fighters, Monks, Rangers, Unkindled
With a keen eye, you constantly assess everything within sight, anticipating your opponents next move. You make an insight check against an opponent of your choice that you can see. If your insight check is higher than their deception check, that creature has disadvantage to hit you until the start of your next turn.
When this maneuver ends, you can spend 1 exertion point to continue the effects of it, assuming you did not lose the effects from losing concentration or breaking your stance.
2nd Degree
Dodge Roll
2nd degree mirror's glint maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 reaction
Range: Self
Target: Self
Duration: Instantaneous
Classes: Fighters, Monks, Rangers, Unkindled
You're always ready to disengage when pressured. When an enemy misses you with a melee attack, you can use your reaction to move up to 15 feet without provoking opportunity attacks.
Off-Balancing Strikes
2nd degree mirror's glint maneuver
Exertion Cost: 2 exertion points
Casting Time: Part of an attack
Range: Your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Monks, Rangers, Unkindled
You focus your attacks on your opponents weak points, confounding your enemy. As part of an attack, you deal an additional 2d6 damage, and force the enemy to make a constitution saving throw. On a failure, their speed is halved until the end of their next turn.
Take Weapon
2nd degree mirror's glint maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 reaction
Range: 5 feet
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Monks, Rangers, Unkindled
When an enemy misses you with a melee weapon attack against you, you can use your reaction to flip it out of the creatures hand. The creature must make a strength or dexterity throw (it's choice), or it drops the weapon and you immediately grab it from mid air.
If the creature fails, you can spend 1 more exertion point to immediately use the weapon to make a melee attack against the creature.
3rd Degree
Flowing Form
3rd degree mirror's glint maneuver
Exertion Cost: 3 exertion points
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: Stance, until the start of your next turn
Classes: Fighters, Monks, Rangers, Unkindled
You take the dodge action. Until the start of your next turn, you can make one melee weapon attack against each target that misses you. You can only make a maximum number of attacks equal to your proficiency bonus
Heightened Reflexes
3rd degree mirror's glint maneuver
Exertion Cost: 4 exertion points
Casting Time: Free Action
Range: Self
Target: Self
Duration: Instantaneous
Classes: Fighters, Monks, Rangers, Unkindled
Bracing yourself with a controlled burst of adrenaline, you propel yourself into a state of superior energy. You can take an additional bonus action this turn. You can only use this maneuver once per round.
Redirect
3rd degree mirror's glint maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 reaction
Range: 5 feet
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Monks, Rangers, Unkindled
When you are hit with a melee weapon attack, you can attempt to befuddle and redirect the attack. Your opponent must roll an intelligence save versus your maneuver save DC. On a failure, you can redirect the opponents strike to another creature within 5 feet of you. The opponent uses the same attack roll.
4th Degree
Discerning Strike
4th degree mirror's glint maneuver
Exertion Cost: 2 exertion points
Casting Time: Part of an attack
Range: Your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Monks, Rangers, Unkindled
When you are hit with a melee weapon attack, you can attempt to befuddle and redirect the attack. Your opponent must roll an intelligence save versus your maneuver save DC. On a failure, you can redirect the opponents strike to another creature within 5 feet of you. The opponent uses the same attack roll.
Critical Blow
4th degree mirror's glint maneuver
Exertion Cost: 4 exertion points
Casting Time: 1 reaction
Range: Self
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Monks, Rangers, Unkindled
When you roll an attack roll and the total is 30 or more, you can make the strike count as a critical hit.
Retributive Blow
4th degree mirror's glint maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 reaction
Range: Self
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Monks, Rangers, Unkindled
When you are hit with a melee weapon attack, you can use your reaction to make a melee weapon attack against the attacker. On a hit, that the target has disadvantage on it's next attack roll against you until the end of its turn.
5th Degree
Blinding Strikes
5th degree mirror's glint maneuver
Exertion Cost: 3 exertion points
Casting Time: Part of an attack
Range: Your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Monks, Rangers, Unkindled
You strike at a creatures eyes, blinding it. Your attack deals an extra 3d6 damage, and blinds the target until the start of your next turn.
Reflect Attack
5th degree mirror's glint maneuver
Exertion Cost: 3 exertion points
Casting Time: 1 reaction
Range: Self
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Monks, Rangers, Unkindled
When you are hit with a melee weapon attack, you can use your reaction to deflect the attack back at the attacker. The attacker must make an intelligence saving throw versus your maneuver save DC. On a failure, the strike becomes a critical hit.