Physical

## HP Cost

To use Physical Abilities, you expend the cost in Hit Points instead of AP.

*Cost: 2 HP*

### **2nd level - Gale Slash**:

All hostile creatures within 10 feet of you must make a Dexterity Saving Throw against your Ability Save DC. On a failure, they take 1d10 Slashing damage or half as much on a successful save.

*Cost: 4 HP*

### **3rd level - Myriad Slash:**

Make a melee Ability attack. On a hit the target takes 1d10 slashing damage. You may make this attack 1d2+1 times before the turn ends.

*Cost: 6 HP*

### 3rd level - Power Slash:

Make a melee Ability Attack. On a hit, the target takes 2d10 Slashing damage.

*Cost: 4 HP*

### 3rd level - Giant Slice:

Make a melee Ability attack. On a hit, deal 1d10 Slashing damage to one target within 5 feet of you. If you are under the effects of a Baton Pass you deal an extra 1d10 slashing Damage.

*Cost: 4 HP*

### 4th level - Blade of Fury:

Make a melee Ability Attack. On a hit the target takes 1d10 slashing damage. You may repeat this attack 1d3+1 times before the turn ends.

*Cost: 10 HP*

### 4th level - Mighty Swing:

Make a melee Ability Attack. On a hit the target takes 3d10 slashing damage.

*Cost: 8 HP*

### 4th level - Vajra Blast:

All hostile creatures within 10 feet of you must make a Dexterity Saving Throw against your Ability Save DC. On a failure, they take 2d10 Slashing damage or half as much on a successful save.

*Cost: 8 HP*

### 5th level - Rising Slash:

Make a melee Ability attack. On a hit, deal 3d10 Slashing damage to one target within 5 feet of you. If you are under the effects of a Baton Pass you deal an extra 2d10 slashing Damage.

*Cost: 12 HP*

### 6th level - Death Scythe:

Make a melee Ability Attack. On a hit, deal 3d10 Bludgeoning damage to the target and it must make a Wisdom saving throw against your Ability Save DC or be Frightened. It may repeat the saving throw at the end of its turns.

*Cost: 12 HP*

### 6th level - Heat Wave:

All hostile creatures within 10 feet of you must make a Dexterity Saving Throw against your Ability Save DC. On a failure, they take 3d10 Slashing damage or half as much on a successful save.

*Cost: 14 HP*

### 7th level - Brave Blade:

Make a melee Ability Attack. On a hit, deal 4d10 Slashing damage to one target within 5 feet of you.

*Cost: 20 HP*

### 7th level - Beast Weaver:

Make a melee Ability Attack the target takes 8d10 Slashing damage on a hit. Afterwards, you receive the effects of Tarunda. *Cost: 20 HP* (Must be of the Fortune Arcana)

### 7th level - Cross Slash:

Make a melee Ability Attack. On a hit, deal 3d8 slashing damage to one target. You may make this attack two times and the attacks have a +5 bonus to their attack rolls.

*Cost: 25 HP*

### 8th level - Sword Dance:

Make a melee Ability Attack. On a hit, deal 6d10 Slashing damage to one target within 5 feet of you. In addition, this ability scores a critical hit on a roll of 18-20.

*Cost: 25 HP*

### 8th level - Tempest Slash:

Make a melee Ability attack they take 3d10 Slashing damage on a hit. You may repeat this attack 1d2+1 times before the turn ends.

*Cost: 36 HP*

### 8th level - Heaven's Blade:

Make a melee Ability Attack. On a hit, deal 8d10 Slashing damage to one target within 5 feet of you.

*Cost: 30 HP* (\*Must be of Justice arcana)

### 8th level - Vorpal Blade:

All hostile creatures within 10 feet of you must make a Dexterity Saving Throw against your Ability Save DC. On a failure, the creature takes 5d10 slashing damage or half as much on a successful save.

*Cost: 50 HP*

### 8th level - Deadly Fury:

Make a melee Ability attack. On a hit, deal 6d10 Slashing damage to one target within 5 feet of you. If you are under the effects of a Baton Pass you deal an extra 4d10 Slashing Damage.

*Cost: 40 HP*

### 8th level - Gigantomachia:

All hostile creatures within 5 feet of you must make a Dexterity Saving Throw against your Ability Save DC. On a failure, deal 6d10 Slashing damage or half as much on a successful save.

*Cost: 60 HP*

### 8th level - Hassou Tobi:

All hostile creatures within 10 feet of you must make a Dexterity Saving Throw against your Ability Save DC. On a failure, they take 8d10 Slashing damage or half as much on a successful save.

*Cost: 70 HP*

## Bludgeoning

### 1st level - Bash:

Make a melee Ability Attack. On a hit, deal 1d10 Bludgeoning damage.

*Cost: 2 HP*

### 1st level - Lucky Punch:

Make a melee Ability Attack. On a hit, deal 1d6 Bludgeoning damage. This attack inflicts a critical hit on a roll 18-20.

*Cost: 2 HP*

### 2nd level - Swift Strike:

All hostile creatures within 10 feet of you must make a Strength Saving Throw against your Ability Save DC. On a failure, they take 1d10 Bludgeoning damage or half as much on a successful save.

*Cost: 6 HP*

### 3rd level - Sonic Punch:

Make a melee Ability Attack. On a hit, deal 2d10 Bludgeoning damage to one target within 5 feet of you.

*Cost: 4 HP*

### 3rd Level - Miracle Punch:

Make a melee Ability Attack On a hit, deal 2d6 Bludgeoning. This attack inflicts a critical hit on a roll 18-20.

*Cost: 4 HP*

### 3rd level - Rampage:

All hostile creatures within 10 feet of you must make a Strength Saving Throw against your Ability Save DC. On a failure, they take 2d10 Bludgeoning damage or half as much on a successful save.

*Cost: 10 HP*

### 3rd level - Headbutt:

Make a melee Ability Attack. On a hit, deal 1d10 Bludgeoning damage to the target and it must make a Constitution saving throw against your Ability Save DC or be Stunned until the end of your next turn.

*Cost: 12 HP*

### 4th level - Bad Beat:

All hostile creatures within 10 feet of you must make a Strength Saving Throw against your Ability Save DC. On a failure, they take 1d10 Bludgeoning damage and be Frightened or take only half as much damage on a successful save.

*Cost: 10 HP*

### 4th level - Hysterical Slap:

All hostile creatures within 10 feet of you must make a Strength Saving Throw against your Ability Save DC. On a failure, they take 1d10 Bludgeoning damage and can only target you for the next two turns or take only half as much damage on a successful save.

*Cost: 7 AP*

### 4th level - Miracle Rush:

All hostile creatures within 10 feet of you must make a Constitution Saving Throw against your Ability Save DC. On a failure, they take 2d6 Bludgeoning damage and are knocked prone or only take half as much on a successful save.

*Cost: 16 HP*

### 5th level - Hammer Smash:

Make a melee Ability Attack. On a hit, deal 3d10 Bludgeoning damage.

*Cost: 8 HP*

### 5th level - Brain Shake:

All hostile creatures within 10 feet of you must make a Strength Saving Throw against your Ability Save DC. On a failure, they take 1d10 Bludgeoning damage and be Charmed by you or take only half as much damage on a successful save.

*Cost: 14 HP*

### 6th level - Agneyastra:

All hostile creatures within 10 feet of you must make a Strength Saving Throw against your Ability Save DC. On a failure, they take 3d10 Bludgeoning damage or half as much on a successful save.

*Cost: 20 HP*

### 7th level - Vicious Strike:

All hostile creatures within 10 feet of you must make a Strength Saving Throw against your Ability Save DC. On a failure, they take 4d10 Bludgeoning damage or half as much on a successful save.

*Cost: 30 HP*

### 8th level - Ayamur:

Make a melee Ability Attack. On a hit, deal 2d10 Bludgeoning damage to one target. You may make this attack four times.

Cost: 34 HP

### 8th level - God's Hand:

Make a melee Ability Attack. On a hit, deal 8d10 Bludgeoning damage to one target within 5 feet of you.

*Cost: 40 HP*

### 8th level - Weary Strike:

Make a melee Ability Attack. On a hit, deal 6d10 Bludgeoning damage to one target within 5 feet of you. If you have at least 1 level of exhaustion, this attack deals an additional 4d10 damage. Additionally, you may choose to expend all of your HP to deal an automatic Critical.

*Cost: 30 HP*

### 8th level - Akashic Arts:

All hostile creatures within 10 feet of you must make a Strength Saving Throw against your Ability Save DC. On a failure, they take 6d10 Bludgeoning damage or half as much on a successful save.

*Cost: 60 HP*

## Piercing

### 1st level - Lunge:

Make a melee Ability Attack. On a hit, deal 1d10 piercing damage.

*Cost: 2 HP*

### 1st level - Single Shot:

Make a ranged Ability Attack. On a hit, deal 1d8 piercing damage to one target within 120 feet of you. This move counts as a Gun Type Attack.

*Cost: 2 HP*

### 2nd Level - Cornered Fang:

Make a melee Ability Attack. On a hit, deal 1d10 piercing damage to one target within 5 feet of you. On the first turn of combat, this instead deals 4d6 piercing Damage.

*Cost: 4 HP*

### 3rd level - Snap:

Make a ranged Ability Attack. On a hit, deal 2d8 piercing damage to one target within 50 feet of you. This Move Counts as a Gun-type attack.

*Cost: 4 HP*

### 3rd level - Twin Shot:

Make a ranged Ability Attack. On a hit, deal 1d8 piercing damage to one target within 50 feet of you. You may make this attack one more time this turn.

Cost: 4 HP

### 5th level - Cruel Attack:

Make a melee Ability Attack. On a hit, deal 3d10 piercing damage to one target within 5 feet of you. This attack deals an additional 1d10 damage if the target is prone.

*Cost: 14 HP*

### 6th level - Riot Gun:

All hostile creatures within 30 feet of you must make a Constitution Saving Throw against your Ability Save DC. On a failure, they take 3d8 piercing damage or half as much on a successful save. This move counts as a gun-type attack.

*Cost: 28 HP*

### 7th level - Double Fang:

Make a melee Ability Attack. On a hit, deal 2d10 piercing damage to one target within 5 feet of you. You may make this attack one more time this turn.

*Cost: 14 HP*

### 7th level - Vile Assault:

Make a melee Ability Attack. On a hit, deal 4d10 piercing damage to one target within 5 feet of you. This attack deals an additional 2d10 damage if the target is prone.

*Cost: 26 HP*

### 8th level - One-shot Kill:

Make a ranged Ability Attack. On a hit, deal 5d8 piercing damage to one target within 50 feet of you. This attack reduces your critical range by 1. This move counts as a gun-type attack.

*Cost: 22 HP*

### 8th level - Primal Force:

Make a melee Ability Attack. On a hit, deal 6d10 piercing damage to one target within 5 feet of you.

*Cost: 26 HP*

### 8th level - Arrow Rain:

Choose an area equal to a 20-foot cube within 50 feet of you. Any hostile creatures in the area must make a Constitution Saving Throw against your Ability Save DC. On a failure, they take 4d8 piercing damage or half as much on a successful save.

*Cost: 42 HP*

### 8th level - Pralaya:

All hostile creatures within 10 feet of you must make a Wisdom Saving Throw against your Ability Save DC. On a failure, they take 5d10 piercing damage and become frightened for 30 seconds or half as much damage and aren't frightened on a successful save.

*Cost: 80 HP*