Warblades, introduced in
Tome of Battle: The Book of Nine Swords, are one of the three martial initiator classes. Exemplars of sheer martial skill, they are arguably the strongest of the three.
Here are just a few of the warblade's selling points.
- They're free to play. Wizards of the Coast kindly provided the full
warblade class on their website, along with
maneuver cards, which can help streamline play.
- You’re as good as it gets. Before we even get to maneuvers and all the rest, you have a d12 hit die, two good saves, and full BAB.
- You have efficient use of the action economy. Warblades can move, initiate a standard-action strike for respectable damage, mix in a swift-action boost and still perform a counter when it's not their turn. Fighters, on the other hand, just move and attack.
- As you advance, you gain a number of useful class features which boost your overall combat capability, from free feats to abilities that grant you excellent Int synergy. And your capstone is undoubtedly the best of the three martial adepts', providing an incentive to stay in warblade all the way to the end.
- You can refresh maneuvers at a moment’s thought. To refresh their maneuvers, a warblade just has to make a normal attack.
- You’re great straight out of the box. 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. Although this guide can help, just picking maneuvers that sound cool will make you quite capable. Nor do you even need to multi class; warblade 20 is an excellent build.