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.
Horizon Shot
Horizon Shot
No matter how far away a foe is, if you can see them they’re still in danger.
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.
Trample
Trample
You trample down enemies in your path.
You must be mounted to use this maneuver.
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.
Blindshot
Blindshot
By closing your eyes and focusing on the sound of the environment, you target an unseen foe with uncanny accuracy.
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.
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.
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).