Mist and Shade
Warriors that rely on Mist and Shade maneuvers are confounding foes that play mental games amidst battle, feinting and leading their enemies into crucial mistakes they are all too ready to exploit.
1st Degree
Anticipate Spell
1st degree mist and shade maneuver
Exertion Cost: 1 exertion point
Casting Time: 1 reaction
Range: 5 feet
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Rogues
You make your move while your opponent is busy casting a spell. When you see a creature cast a spell, you can use your reaction to make an attack of opportunity against them.
Deceptive Stance
1st degree mist and shade maneuver
Exertion Cost: 1 exertion point
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: Stance, until the start of your next turn
Classes: Fighters, Rogues
You enter a stance that conceals your movements and makes you hard to predict. You gain advantage on sleight of hand checks made in combat until the start of your next turn.
Additionally, your attacks do not trigger attacks of opportunity until the start of your next turn.
Painful Pickpocket
1st degree mist and shade maneuver
Exertion Cost: 1 exertion point
Casting Time: 1 bonus action
Range: 5 feet
Target: 1 creature
Duration: Up to 1 minute
Classes: Fighters, Rogues
You slip a toxin into your opponents pocket. If you hit a creature with an attack, you can use your bonus action to make a sleight of hand check versus the targets passive perception. On a success, the creature takes 1d4 poison damage at the start of each of it's turns.
The creature can make a perception check versus your maneuver save DC at the end of each of it's turns to end the effect.
Perplexing Flurry
1st degree mist and shade maneuver
Exertion Cost: 1 exertion point
Casting Time: Part of an attack
Range: Your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Rogues
You target one foe, hitting them with a string of unpredictable attacks. If you target a single foe with all of your attacks and hit all of them, that enemy has disadvantage on attacks made against you until the start of your next turn.
2nd Degree
Agile Feint
2nd degree mist and shade 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, Rogues
You juke left and right, throw sand, or otherwise distract your enemy. As part of an attack with a melee weapon, you feint, giving yourself advantage on the melee weapon's attack.
Force Hesitation
2nd degree mist and shade maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 action
Range: 5 feet
Target: 1 creature
Duration: Until the start of your next turn
Classes: Fighters, Rogues
You get inside your opponents mind, making them think that your next move could be their demise. The opponent must make an intelligence saving throw versus your maneuver save DC, and on a failure, their attacks have disadvantage to hit anyone but you until the start of your next turn.
After you have used this maneuver on a creature, it has advantage on it's saving throws until the end of combat.
Slip In
2nd degree mist and shade maneuver
Exertion Cost: 1 exertion points
Casting Time: 1 bonus action
Range: Your melee weapon's range
Target: 1 creature
Duration: Until the start of your next turn
Classes: Fighters, Rogues
You take careful watch over an enemy, getting ready to slip in when the opportunity arises. You use your bonus action to mark an enemy, and the next time that creature takes damage after your turn ends, you can use your reaction to make an attack of opportunity against it with a melee weapon, even if it took the disengage action.
3rd Degree
Douse
3rd degree mist and shade maneuver
Exertion Cost: 1 exertion point
Casting Time: 1 bonus action
Range: 20 feet
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Rogues
You quickly dash a container of liquid over an opponent in an opportune moment. You can splash a held container of liquid, such as contact poison, holy water, or alchemical substance at one creature within 20 feet of you. The target must make a dexterity saving throw versus your maneuver save DC or it is hit by the liquid.
You can also use this maneuver to extinguish a small nonmagical fire in a 5 foot square area.
Feinting Strike
3rd degree mist and shade 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, Rogues
You feint a strike, and then follow up with a real one, throwing your opponent off. Your attack is rolled with a sleight of hand check instead of an attack roll, and deals an additional 2d6 damage.
Hidden Strike
3rd degree mist and shade maneuver
Exertion Cost: 1 exertion point
Casting Time: Part of an attack
Range: Your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Rogues
If you make an attack while hidden from a creature, you deal an additional weapon damage die.
4th Degree
Blinding Blow
4th degree mist and shade 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, Rogues
You pace your attacks in an unpredictable way, allowing you to easily follow up with a blinding strike. Your attack deals an extra 2d6 damage, and you roll a sleight of hand check versus the targets AC. On a success, you blind the target until the end of their next turn.
Spinning Parry
4th degree mist and shade maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 reaction
Range: 5 feet
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Rogues
You can use your reaction to make a sleight of hand check when an opponent makes a melee attack against you, turning it into a miss if your result is higher than the attack roll. In addition, you may also swap places with the attacker without provoking attacks of opportunity.
Steal Momentum
4th degree mist and shade maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 reaction
Range: 5 feet
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Rogues
When a creature moves into your reach, you can use your reaction to make a sleight of hand check versus their AC. On a success, the creature's speed drops to 0 until the end of it's turn.
5th Degree
Armor Lock
5th degree mist and shade maneuver
Exertion Cost: 5 exertion points
Casting Time: 1 action
Range: 5 feet
Target: 1 creature
Duration: Until the end of the creatures next turn.
Classes: Fighters, Rogues
As an action, you can make a sleight of hand check versus a target who is wearing armor. If your sleight of hand check is higher than 5 + the creatures AC, the creature is paralyzed until the end of their next turn.
Pilfer Object
5th degree mist and shade maneuver
Exertion Cost: 3 exertion points
Casting Time: 1 reaction
Range: 15 feet
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Rogues
When a creature draws or stows an object or weapon, you can use your reaction to move up to 15 feet towards the creature without provoking attacks of opportunity. If you end within 5 feet of the creature, you can make a sleight of hand check versus the targets athletics or acrobatics check, stealing the item on a success.