Mystical Maneuvers

Subclass featureValdaPlayerPack22014Sorcerer

You can use the following martial maneuvers.

Blinding Attack

When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend two Sorcery Points as a Bonus Action to attempt to blind the target. Add 2d8 to the attack's damage roll. The target must succeed on a Constitution saving throw against your spell save DC or have the Blinded condition for 1 minute. At the end of each of its turns, the target repeats the save, ending the condition on itself on a success.

Ruinous Blow

When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend two Sorcery Points as a Bonus Action to sunder its defenses. Add 2d8 to the attack's damage roll. The target has a -3 penalty to AC until the end of your next turn.

Wounding Strike

When you hit a creature with an attack using a weapon or Unarmed Strike, you can expend two Sorcery Points as a Bonus Action to deal the target a bleeding wound. Add 2d8 to the attack's damage roll. A creature with a bleeding wound can't regain Hit Points and takes Necrotic damage equal to 1d8 for each of its wounds at the start of each of its turns. This damage ignores Resistance and Immunity. A creature can take an action to staunch all of its bleeding wounds.

Raw data
{
  "name": "Mystical Maneuvers",
  "level": 14,
  "__prop": "subclassFeature",
  "header": 2,
  "source": "ValdaPlayerPack2",
  "entries": [
    "You can use the following martial maneuvers.",
    {
      "name": "Blinding Attack",
      "type": "entries",
      "entries": [
        "When you hit a creature with an attack using a weapon or {@variantrule Unarmed Strike|XPHB}, you can expend two Sorcery Points as a {@variantrule Bonus Action|XPHB} to attempt to blind the target. Add {@damage 2d8} to the attack's damage roll. The target must succeed on a Constitution saving throw against your spell save DC or have the {@condition Blinded|XPHB} condition for 1 minute. At the end of each of its turns, the target repeats the save, ending the condition on itself on a success."
      ]
    },
    {
      "name": "Ruinous Blow",
      "type": "entries",
      "entries": [
        "When you hit a creature with an attack using a weapon or {@variantrule Unarmed Strike|XPHB}, you can expend two Sorcery Points as a {@variantrule Bonus Action|XPHB} to sunder its defenses. Add {@damage 2d8} to the attack's damage roll. The target has a -3 penalty to AC until the end of your next turn."
      ]
    },
    {
      "name": "Wounding Strike",
      "type": "entries",
      "entries": [
        "When you hit a creature with an attack using a weapon or {@variantrule Unarmed Strike|XPHB}, you can expend two Sorcery Points as a {@variantrule Bonus Action|XPHB} to deal the target a bleeding wound. Add {@dice 2d8} to the attack's damage roll. A creature with a bleeding wound can't regain {@variantrule Hit Points|XPHB} and takes Necrotic damage equal to {@dice 1d8} for each of its wounds at the start of each of its turns. This damage ignores {@variantrule Resistance|XPHB} and {@variantrule Immunity|XPHB}. A creature can take an action to staunch all of its bleeding wounds."
      ]
    }
  ],
  "className": "Sorcerer",
  "classSource": "XPHB",
  "subclassSource": "ValdaPlayerPack2",
  "subclassShortName": "Heroic"
}