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Agile Feint

Agile Feint

( points)

You juke left and right, throw sand, whip out your cloak, or otherwise try to distract your opponent and make them vulnerable to attack.

Anticipate Spell

Anticipate Spell

( points)

You make your move while your foe is busy casting a spell.

Heightened Reflexes

Heightened Reflexes

( points)

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.

Off-Balancing Strikes

Off-Balancing Strikes

( points)

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. 

Mind Over Body

Mind Over Body

( points)

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.

Practiced Roll

Practiced Roll

( points)

With a series of low steps and somersaults you expertly maneuver around opponents.

Hurl Ally

Hurl Ally

( points)

You throw your ally at an opponent, lending them extra power.

Shield Wall

Shield Wall

( points)

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.

Doubleteam

Doubleteam

( points)

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.