Agile Feint
Agile Feint
You juke left and right, throw sand, whip out your cloak, or otherwise try to distract your opponent and make them vulnerable to attack.
Always Prepared
Always Prepared
You are always looking for the right opportunity.
You take the Ready action as a bonus action.
Anticipate Spell
Anticipate Spell
You make your move while your foe is busy casting a spell.
Assess Defenses
Assess Defenses
A quick scan reveals weaknesses you can exploit.
You can use a bonus action to gain advantage on all attack rolls made during an Attack action you take on the same turn.
Blackguard’s Blight
Blackguard’s Blight
With a hissing malediction, you place your curse upon a specific foe. Before the start of your next turn, when you hit a creature with a melee weapon attack you can choose to lay a curse on it.
Blind Instinct
Blind Instinct
You use all your senses to focus your attacks on a single enemy.
You gain blindsight out to a range of 30 feet.
If a creature leaves the range of your blindsight, you can use your reaction to mark it as prey and move up to your Speed. The next melee weapon attack you make against that creature before the end of your next turn deals an additional weapon damage die.
Blinding Diversion
Blinding Diversion
Abilities: Dexterity, Intelligence, or Wisdom
Blindshot
Blindshot
By closing your eyes and focusing on the sound of the environment, you target an unseen foe with uncanny accuracy.
Blood Tracking
Blood Tracking
Every shifted blade of grass and drop of blood tells a story that betrays the prey to the hunter.
You quickly scan your surroundings and pinpoint your quarry. You immediately know the precise location of every living creature within 60 feet that is currently below its maximum hit points and do not treat such creatures as hidden.
Branding Steel
Branding Steel
You permanently mark your foe with your sword.
Catch Your Breath
Catch Your Breath
You have a limited well of stamina that you can draw on to protect yourself from harm.
You regain hit points equal to 1d6 + your proficiency bonus + your Constitution modifier (minimum 0).
Coordinated Trip
Coordinated Trip
You command your animal companion to make a
Devoted Assault
Devoted Assault
The battle around you narrows as you focus your ire on a single opponent, ignoring other threats or enemies.
Doubleshot
Doubleshot
You palm two blades or nock two arrows, launching both missiles at the same opponent.
The next ranged weapon attack you make uses two missiles instead of one. On a hit, you deal an additional weapon damage die.
Doubleteam
Doubleteam
Working in tandem with an ally, you fray the defenses of an opponent so your companion can better land a strike.
Choose a creature within your reach. The next ally within 20 feet that makes a melee weapon attack against that creature can use their bonus action to make an Athletics check against the target’s maneuver DC to grapple or push the target 10 feet.
Douse
Douse
You quickly dash a container of liquid over your opponent at an opportune moment.
Dual Grapple
Dual Grapple
You join in a
Elusive Maneuvering
Elusive Maneuvering
You are ever-present in the moment, allowing you to evade foes with ease.
You take the Dash or Disengage action (1 point) or the Dodge action (2 points) as a bonus action.
Expert Tumble
Expert Tumble
You throw your body across the battlefield, careening around opponents in a route and manner that makes it difficult to anticipate where you’ll move next.
Fetch!
Fetch!
Choose a creature of the up to one size category larger than your animal companion within 20 feet.
Formal Introduction
Formal Introduction
You announce yourself, why you’re here, and what you’re about to do. From your opponent’s reaction, you can take their measure.
When you activate this maneuver, choose one creature that has rolled initiative, shares a language with you, and hasn’t had damage dealt to it by you in this combat. You reveal your name, as well as one piece of critical information about you (such as a notable title, your current objective, or a dark secret).
Gaze Of Conviction
Gaze Of Conviction
You lock eyes with an opponent with a fury so potent that it cannot be ignored.
Green-Flame Strike
Green-Flame Strike
You draw your hand along your blade, limning it in hellish flame.
Harrying Shots
Harrying Shots
Your precise attacks lead an opponent when you want them to go.
Until the start of your next turn, when you hit a creature with a ranged weapon attack, you can forgo damage to instead drive it into an adjacent unoccupied square of your choice. This movement does not provoke opportunity attacks. If this movement would drive a creature off a cliff or into a similar hazard, it makes a Dexterity saving throw with advantage. On a success, it isn’t forced to move.
Hear the Wind
Hear the Wind
You can literally hear the sound of incoming missiles and react to them easily.
Until the end of your next turn, you gain blindsight to a range of 20 feet. When you are hit by a ranged attack, you make a Perception check against a DC equal to the attack roll.
On a success the attack misses you, and on a critical success you redirect it back at the attacker.
Heart of the Sword
Heart of the Sword
You focus on the bond between you and your weapon.
Choose a weapon when you learn this combat maneuver. For the next minute, attacks made with the chosen weapon score a critical hit on a roll of 19–20 and ignore any damage resistances a target might have. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).
Heightened Reflexes
Heightened Reflexes
Bracing yourself with a controlled burst of adrenaline propels you into a state of superior awareness along with the energy to act with unnatural quickness.
You gain a number of reactions equal to exertion points spent. You must use these reactions before the start of your next turn.
Honourable Bout
Honourable Bout
Choose one creature within 30 feet of you that can see or hear you and has a clear path to you. Make a Persuasion check against the creature’s passive Insight.
Horizon Shot
Horizon Shot
No matter how far away a foe is, if you can see them they’re still in danger.
Howl of Challenge
Howl of Challenge
On your animal companion’s turn, it makes a melee attack against a creature as it roars , howls, or makes some similar threatening noise.
Hurl Ally
Hurl Ally
You throw your ally at an opponent, lending them extra power.
Imbued Strike
Imbued Strike
You imbue your strike with additional psychic energy.
When you next hit a target with a starglaive before the start of your next turn, you deal an additional 2d6 psychic damage.
Imposing Glare
Imposing Glare
For a moment you unleash your fury forcing your enemy to hesitate.
Instant Strike
Instant Strike
You quickly draw and strike with a weapon in the blink of an eye.
Choose a creature within your reach. You draw a melee weapon and use it to make an attack against that creature. You cannot use this combat maneuver against the same creature more than once per combat.
Knee Strike
Knee Strike
Abilities: Dexterity, Intelligence, Wisdom
Living Shadow
Living Shadow
Severing yourself from your own shadow, you place it at your opponent’s back! Choose a square within 15 feet. Until the start of your next turn, your shadow (AC 10, 1 hp) occupies the chosen space and has a range of 5 feet. It cannot attack, but it can serve as a flanking partner for you and one other creature that you designate when using this maneuver.
Mind Over Body
Mind Over Body
Focusing your thoughts inward allows you to rise above the pain of wounds inflicted upon your body.
Until the start of your next turn, reduce any damage you take by 2.
Mugging Hit
Mugging Hit
As your enemy howls in pain, you swiftly snatch something away from them.
Choose a creature you can see. On a hit with your next melee attack against it before the start of your next turn, you can also make a Sleight of Hand check against the creature.
Off-Balancing Strikes
Off-Balancing Strikes
Focusing your attacks on an opponent’s weak points allows you to not just wound, but to confound.
Until the start of your next turn, when you hit a creature with a melee weapon attack instead of dealing damage you can choose to use pulls, shoves, and strikes to put your target off-balance.
Old Pal
Old Pal
Sometimes putting on a friendly face and sidling up to an enemy thirsting for your blood is just unexpected enough to work.
Make a Deception check opposed by the Insight check of a creature able to see you. On a success, until the end of your next turn the creature treats you as an ally (instead of an enemy) for the purposes of traits and other effects. The creature can still target you with attacks, and the effects of this combat maneuver end early if you damage it.
Point Blank Shot
Point Blank Shot
With uncanny swiftness you ready a weapon normally only used at range, compensating for making an attack at an opponent within only a few feet and giving your enemies reason to be wary.
Practiced Roll
Practiced Roll
With a series of low steps and somersaults you expertly maneuver around opponents.
Predict Movements
Predict Movements
Even the swiftest and most erratic quarries have predictable patterns in their movements for the hawk-eyed hunter.
Until the beginning of your next turn, any creature that you target with a ranged weapon attack does not add its Dexterity modifier to its Armor Class for the purposes of these attacks.
Psychosomatic Encouragement
Psychosomatic Encouragement
You can uplift an ally’s spirits and boost their endurance.
Select a friendly target that can see, hear, feel, or otherwise sense your presence. You impart the target with temporary hit points equal to 1d6 + your proficiency bonus + your Charisma modifier (minimum 0).
Quantum Slip
Quantum Slip
You use irregularities in the space-time continuum to continuously jink your ship, making it impossible to target you. Until the start of your next turn, when an attack would hit your starfighter, it misses instead, and when you would fail a saving throw, you succeed instead.
Quick Spill
Quick Spill
With daring-do and practiced grace you seamlessly fling an obstacle across the floor with surprising swiftness. With some extra effort, you can distract from the violent intent.
Rapid Drink
Rapid Drink
As casually as any seasoned alchemist, you pluck the cork from a magical concoction and pour it down your throat or a companion’s.
You drink a potion or administer a potion to a creature within reach.
Ricochet
Ricochet
With careful judgments of distances, materials, wind, and applied force you let loose a shot that bounces off of one or more surfaces to strike opponents crouching behind walls or otherwise hidden from sight by cover.
Riding Leap
Riding Leap
You coax your mount into making a remarkable leap.
As long as you are mounted and move at least 30 feet in a straight line first, your mount can jump further and higher than usual. The height of the jump increases by a number of feet equal to your proficiency bonus and the distance of the jump increases by a number of feet equal to twice your proficiency bonus.
Shield Wall
Shield Wall
Falling into step with a fellow warrior and putting both of your shields together makes each of you harder to hit.
While you are wielding a shield, you can choose one ally within 5 feet that is also wielding a shield. Until the start of your next turn, as long as that ally remains within 5 feet of you and is able to take actions both you and your ally increase your AC by 2.
Singular Focus
Singular Focus
No obstacle can impede you, and no noise can distract you—there is only you, your quarry, and your determination to bring it down.
When you activate this maneuver, choose a creature you can see. Until the start of your next turn, weapon attacks you make against the chosen creature ignore any condition, effect, or circumstance that would impose disadvantage.
Strike from Below
Strike from Below
If you have Extra Attack, you may use this maneuver in place of one attack.
Thoughtful Assistance
Thoughtful Assistance
You have a level of awareness and the presence of mind to support an ally in need.
You take the Help action.
To The Death
To The Death
A duel is not fittingly dramatic without the proper stakes. You lock blades with a worthy foe, and fight to the bitter end. To the winner goes the glory.
Trample
Trample
You trample down enemies in your path.
You must be mounted to use this maneuver.
Trust Your Instincts
Trust Your Instincts
Dispensing with targeting systems and electronic aids, you focus your mind and make an attack out of pure instinct. Your next attack with a starfighter weapon before the start of your next turn automatically hits its target.
Unstoppable Attack
Unstoppable Attack
Your attacks are ferocious enough that nothing can stop them.
Attacks you make with a starglaive bypass immunity to its damage until the start of your next turn.
Vicious Blade
Vicious Blade
You enchant your weapon with clinging shadows.
Warding Wield
Warding Wield
With seeming ease you whirl your weapon about your body, weaving it in a threatening pattern that makes your opponents hesitant to attack.
Until the start of your next turn, your AC increases by 2.
Whirlwind Strike
Whirlwind Strike
Shouldering into a hard spin you lash out at opponents that have surrounded you, striking at each of them in rapid succession.
Wild Capering
Wild Capering
You move through the environment like a cat, running along walls and easily leaping across gaps.
Move 30 feet. Until the start of your next turn, you gain a climb speed equal to your Speed and your minimum jump distance increases to 10 feet vertically and 15 feet horizontally.
Wild Strikes
Wild Strikes
You command your animal companion to attack wildly on its turn. Your animal companion may take the Attack action to make a number of natural weapon attacks equal to your proficiency bonus.
Wink and Smile
Wink and Smile
A tossed rose, a blown kiss—you acknowledge someone whose eye was caught by your swagger.
Wounding Strike
Wounding Strike
Swinging or thrusting with your weapon like you have thousands of times before, you know precisely where its tip grazes and your swing hits at the smallest flaw in an opponent’s armor to deliver a painful wound.