At its heart combat is a dance between opponents and practicing the Mirror’s Glint tradition means reading, interpreting, and anticipating one’s foe. Using instinct and your insight from battles won and lost, you are excellent at reacting to an enemy in order to gain the upper hand.
Knockdown Assault (1 point)
1st degree Mirror’s Glint action
Your unpredictable maneuvering puts your opponent off-balance —when you connect with your weapon they stumble and fall. When you activate this maneuver, you take the Attack action and make a melee weapon attack, as well as any additional attacks granted by Extra Attack. Until the start of your next turn, when you hit with a melee weapon attack against a creature and deal 8 or more damage it makes an Anchor saving throw or is knocked prone.
Leading Throw (1 point)
1st degree Mirror’s Glint reaction
An opponent that strikes at you invites peril as they find the momentum from their attack turned against them. When a creature within your reach misses you with a melee weapon attack, you can use your reaction to try to throw it. The creature makes a Anchor saving throw or moves 15 feet in a straight line in a direction of your choice.
Warning Strike (1 point)
1st degree Mirror’s Glint reaction
When an opponent opens themself up to a reflexive strike you can deliver a blow that shakes them to their core and forces them to hesitate. When a hostile creature that you can see moves out of your reach, you can use your reaction to make a melee weapon attack and on a hit its Speed is reduced to 0 until the start of its next turn.
Wary Stance (1 point)
1st degree Mirror’s Glint bonus action (stance)
With a keen eye you constantly assess everything within sight, paying close attention to subtle visual cues and tells to better anticipate an opponent. You gain an expertise die on Insight checks and increase your passive Insight score by 3.
Assisted Roll (1 point)
2nd degree Mirror’s Glint reaction
You take the force delivered by an opponent’s failed attack and make it your own, propelling yourself away. When a creature within your reach misses you with a melee weapon attack, you can use your reaction to move 15 feet without provoking opportunity attacks.
Off-Balancing Strikes (1 point)
2nd degree Mirror’s Glint bonus action
Focusing your attacks on an opponent’s weak points allows you to not just wound, but to confound. Until the start of your next turn, when you hit a creature with a melee weapon attack instead of dealing damage you can choose to use pulls, shoves, and strikes to put your target off-balance. Until the end of your next turn, the target moves at half Speed, and it has disadvantage on ability checks, and Anchor and Reflex saving throws.
Take Weapon (2 points)
2nd degree Mirror’s Glint reaction
You snatch your enemy’s weapon and use it against them. When a creature misses you with a melee weapon attack against you using a weapon, you can use your reaction to flip it out of the creature’s hands. The creature makes an Anchor saving throw, and on a failure it drops the weapon and you grab it from mid-air. You can spend 2 exertion points to immediately use the weapon to make a melee weapon attack against the creature
Flowing Form (2 points)
3rd degree Mirror’s Glint action
You turn into a twisting leaf upon the wind of battle, turning every dodged strike into a sublime counterattack. You take the Dodge action. Until the start of your next turn you make one melee weapon attack against each target that misses you with a melee weapon attack, and you have disadvantage on Wisdom (Awareness) checks.
Heightened Reflexes (1–3 points)
3rd degree Mirror’s Glint bonus action
Bracing yourself with a controlled burst of adrenaline propels you into a state of superior awareness along with the energy to act with unnatural quickness. You gain a number of reactions equal to exertion points spent. You must use these reactions before the start of your next turn.
Redirect (2 points)
3rd degree Mirror’s Glint reaction
Your opponent’s blow is not simply turned away but re-oriented entirely, forced into inflicting a wound against a foe unfortunate enough to be nearby. When you are hit with a melee weapon attack, you can use your reaction to force the attacker to make a Reflex saving throw. On a failure, you take no damage and the attack targets another creature within 5 feet. A Huge-sized or larger attacker has advantage on the saving throw. Once you have used this maneuver against a creature, until the end of combat it has advantage on saving throws to resist Redirect.
Discerning Strike (2 points)
4th degree Mirror’s Glint action
A probing blow allows you to take the measure of your foe. When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Until the start of your next turn, when you deal damage to a creature you learn its current hit points, hit point maximum, immunities, resistances, and vulnerabilities. If you score a critical hit you can choose one of the creature’s resistances or immunities. The creature loses that resistance or immunity until the end of your next turn. In addition, until the beginning of your next turn you gain advantage on melee weapon attacks against that creature.
Retributive Blow (2 points)
4th degree Mirror’s Glint reaction
You return a blow so quickly that your opponent is shocked. 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 creature has disadvantage on attack rolls against you until the beginning of your next turn.
Strike the Cracks Stance (2 points)
4th degree Mirror’s Glint bonus action (stance)
You focus on targeting your enemy’s weakest spots. When you make melee weapon attacks, you score critical hits on a roll of 19–20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20). You deal one additional weapon damage die when determining the extra damage for a critical hit with a melee weapon attack.
Blinding Strikes (3 points)
5th degree Mirror’s Glint action
With a vicious strike, you blind your enemy. When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Until the start of your next turn, when you use a melee weapon to deal damage against a creature, it is blinded and can’t benefit from either blindsight or tremorsense. At the beginning of each of its turns, a creature blinded by this maneuver can make a Composure saving throw, ending the effect on itself on a success.
Reflect Attack (3 points)
5th degree Mirror’s Glint reaction
You redirect your enemy’s attack back upon itself. When you are hit with a melee weapon attack, you can use your reaction to redirect the force back to the attacker. The attack misses you and the creature makes an Intelligence saving throw. On a failure, the attack is redirected and it becomes the target. If you have already hit that creature with a Mirror’s Glint maneuver since the beginning of your last turn, the redirected attack is a critical hit