Making the wrong move in a fight can be fatal— particularly when an opponent causes such a misstep. 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.
Anticipate Spell (1 point)
1st degree Mist and Shade bonus action
You make your move while your foe is busy casting a spell. Until the start of your next turn, when you see a creature within 5 feet of you cast a spell you can use your reaction to make either an opportunity attack or a Thievery check against it.
Deceptive Stance (1 point)
1st degree Mist and Shade bonus action (stance)
With practice and training you learn how to shut off your facial reactions amidst battle, taking on a passive countenance from which nothing can be easily gleaned. You gain an expertise die on Deception and Thievery checks made in combat.
Painful Pickpocket (1 point)
1st degree Mist and Shade reaction
Sometimes a good diversion is presented to you and though a foe might bloody you, your light fingers find opportunity in the exchange. When a creature hits you with a melee attack, you can use your reaction to make a Thievery check against it.
Perplexing Flurry (1 point)
1st degree Mist and Shade action
A rain of short, sharp strikes disorients 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. As long as all of your attacks on your turn are melee weapon attacks that target the same creature, that creature has disadvantage on attack rolls against you until the start of your next turn.
Agile Feint (2 points)
2nd degree Mist and Shade bonus action
You juke left and right, throw sand, whip out your cloak, or otherwise try to distract your opponent and make them vulnerable to attack. Choose a creature within your reach. You have advantage on your next weapon attack roll against it.
Force Hesitation (2 points)
2nd degree Mist and Shade action
After working your way into an opponent’s guard you convince them that every step will lead to a disastrous end, and that to divert their attention away from you for even a moment invites devastation. A creature within your reach makes an Sanity saving throw. On a failure, it reacts to a strike from you that never comes. As long as you remain within the target’s reach, until the start of your next turn it cannot attack any creature other than you. After you have used this maneuver against a creature, until the end of combat it has advantage on saving throws against Force Hesitation.
Mugging Hit (1 point)
2nd degree Mist and Shade bonus action
As your enemy howls in pain, you swiftly snatch something away from them. Choose a creature you can see. On a hit with your next melee attack against it before the start of your next turn, you can also make a Thievery check against the creature.
Douse (1 point)
3rd degree Mist and Shade bonus action
You quickly dash a container of liquid over your opponent at an opportune moment. You splash a held container of liquid, such as a contact poison, holy water, or alchemical substance, at a target within 20 feet. The target makes a Reflex saving throw or is hit by the liquid. This maneuver can also be used to extinguish a small nonmagical fire in a 5-foot-square area.
Feinting Strike (2 points)
3rd degree Mist and Shade action
You make a skillful, deceptive strike which your foe doesn’t see coming. Make a melee weapon attack roll using the result of a Thievery check instead of your attack bonus.
Pickpocket (1 point)
3rd degree Mist and Shade reaction
You snatch something from your enemy. When a creature is within your reach, you can use your reaction to make a Thievery check against it.
Blinding Blow Stance (2 points)
4th degree Mist and Shade bonus action (stance)
You pace your attacks in a disruptive flow that makes it easy to follow a strike with maneuvering that temporarily blinds your foes. After you hit a creature with a melee weapon attack, you can spend 1 exertion to make a Thievery check, blinding it if the result is higher than its AC. At the beginning of each of its turns, the blinded creature can make a Composure saving throw to recover from its blindness.
Spinning Parry (2 points)
4th degree Mist and Shade reaction
A quick step and suddenly you and your foe exchange places. You can use your reaction to make a Thievery check when a creature 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 (no opportunity attacks provoked), forcing it to make a Composure saving throw or be stunned until the beginning of its next turn.
Steal Momentum (2 points)
4th degree Mist and Shade reaction
A quick jab to a pressure point locks your opponent’s joints. When a creature moves into your reach you can use your reaction to make a Thievery check against its AC. On a success, the creature becomes restrained until the beginning of its next turn
Armor Lock (3 points)
5th degree Mist and Shade action
You swiftly adjust your enemy’s armor so that they cannot move. Make a Thievery check against the AC of a creature within reach that is wearing armor, paralyzing it on a success. At the beginning of each of its turns, a creature paralyzed by this maneuver can make a Anchor saving throw, ending the effect on itself on a success (unlike normal, the paralyzed creature doesn’t automatically fail this save). A creature wearing heavy armor has disadvantage on its saving throw.
Pilfer Object (3 points)
5th degree Mist and Shade reaction
You dart forward and snatch an item from a foe just as they start to use it. When a creature within 15 feet draws an item or takes the Use an Object action, you can use your reaction to move adjacent to it and force it to make a Composure saving throw. This movement does not provoke opportunity attacks. On a failure, you can either take the item for yourself or choose the target of the creature’s Use an Object action.