![]() ![]() ![]() There are endless cycles of debate about Tome of Battle: why it sucks, why it’s great, why the fluff is awful, whether it’s balanced, etcetera. Plus, you don’t need any fancy multiclassing: warblade 20 is an excellent build. While this guide can help, just picking maneuvers that sound cool will make you quite capable. This applies to all Tome of Battle characters, but it’s worth bringing up - it’s very hard to screw up as a warblade unless you try to. You have the best of both worlds when it comes to refreshing. You refresh all your maneuvers by making a normal attack maybe the crusader can use one every turn, but you have full control over which you ready. You can refresh maneuvers at a moment’s thought. Stance Mastery is undoubtedly the best capstone of any of the martial adept classes. Plus, the Battle line of features provides some very handy bonuses in general combat, along with great Int synergy. And good ones at that: a boatload of bonus feats to help you deal with prereqs or just provide nice benefits. Warblades can move, initiate a standard-action strike for respectable damage, mix a swift-action boost into this somewhere and still perform a counter when it's not their turn. A higher level wizard can move, fire off a spell as a standard action, cast another swift action spell, and still use an immediate action in response to his opponent.įighters move and attack. You have efficient use of the action economy. ![]() Before we even get to maneuvers and all that good stuff, you have a d12 hit die and full BAB. Wizards of the Coast kindly provided the full warblade class on their website, along with maneuver cards, which can help streamline play. Here are just a few of the selling points for the warblade. They’re also arguably the strongest of the three, pure warriors who are exemplars of sheer martial skill – and they certainly don’t fail to meet expectations. Warblades, introduced in Tome of Battle: The Book of Nine Swords, are one of the three martial adept classes. ![]()
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