You sprint through your enemies, striking at every one you pass.
You take the Dash action. During your turn, any time you become adjacent to a creature, you can make a melee attack against it using a weapon that has the dual-wielding or finesse properties.
You cannot attack the same creature twice in a row in this manner or make more attacks than your proficiency bonus.
You spin around, gathering momentum as you strike your foes harder and harder.
Make a melee weapon attack against any number of creatures within 5 feet of you, making a separate attack roll for each target. For each subsequent hit after the first, you deal an additional 1d6 damage.
With an array of quick, carefully placed attacks against the same opponent you throw them off their guard.
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. After hitting a creature with a melee weapon attack, you can use your bonus action to make an additional attack against the same creature.
On a hit with this additional attack, you can use your reaction to spend 2 exertion points and attack the same creature again.
Flowing through battle like the wind itself, you deftly sprint forward through the reach of enemies to deliver an unexpected attack.
You rapidly lash out in a rising strike targeting your opponent’s brow, leaving a wound that obscures their vision.
Flinging yourself forward you barrel towards an enemy with your weapon held at the ready to unleash an attack before they can react!
Move up to 30 feet in a straight line and make a melee weapon attack. You can’t take the Dash action and use this maneuver on the same turn.
You swiftly adjust your enemy’s armor so that they cannot move.
You make a skillful, deceptive strike which your foe doesn’t see coming.
Make a melee weapon attack roll using the result of a Sleight of Hand check instead of your attack bonus.
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 rain of short, sharp strikes disorients your enemy.