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Scouting Formation

Scouting Formation

( points)

You position yourselves to put active eyes on as much of the area as possible.

Starfighter pilots in this formation gain an expertise die on Perception checks and when rolling for initiative.

Bombing Formation

Bombing Formation

( points)

You form up and coordinate your salvos into a single devastating bombing run.

When you fire a weapon with the salvo property while in this formation, any other ships in the formation can use their reaction to fire one weapon with the salvo property. Any effects that can shoot down or block weapons with the salvo property treat all munitions fired in this way as a single salvo.

Impeccable Presence

Impeccable Presence

( points)

The icon of decorum, your presence leaves no doubt of your whereabouts. When you have the attention you seek, you can add extra flourish that makes hearts swoon.

Allies within 30 feet of you are always aware of your location, regardless of effects or cover that would obfuscate you. You can target them and they can target you as if you can see or hear each other.

Rolling With The Punches

Rolling With The Punches

( points)

Suffering in silence is the worst—pain is far easier to bear when you can laugh it off.

As long as you are able to speak, did not cast a spell with vocalized components on your last turn, and have an ally who can hear and respond to you, once per round you can reduce the damage you take from an attack or spell by an amount equal to your proficiency bonus.

Jovial Stance

Jovial Stance

( points)

Just the right amount of lightness to a warrior’s step can frustrate an opponent and make them easy to trick.

Hungry Ghosts

Hungry Ghosts

( points)

You draw up the dead to do your horrible bidding. Choose a number of squares equal to your Charisma modifier within 30 feet. These squares become occupied with shadowy apparitions, which have an AC equal to 10 + your Charisma modifier your Maneuver DC and 10 hit points.

Duelist's Sigil

Duelist's Sigil

( points)

As part of this stance, you trace a rune onto a melee weapon. Your mark is transferred to the next creature you successfully hit with the inscribed weapon. If the marked creature attempts to attack any other target but you, it takes force damage equal to your Intelligence modifier, regardless of whether the attack hits. This stance ends early if you wish to mark another creature or if the target is more than 30 feet away from you.

Malicious Mark

Malicious Mark

( points)

As a bonus action, you can mark a creature within 15 feet with a sigil. Alternatively, you may activate this stance by expending your reaction after dealing weapon damage, marking the creature you damaged. While a target is marked in this way, any attempt to use the Help action against that target is a bonus action, rather than an action. This stance ends early if you wish to mark another creature or if the target is more than 30 feet away from you.

Attack in Tandem

Attack in Tandem

( points)

You and your animal companion must both take this stance to gain its benefits.