Taunt
Taunt
Abilities: Charisma
Goad
Goad
Abilities: Charisma
Gain the High Ground
Gain the High Ground
Abilities: Dexterity, Wisdom, Intelligence
Deflect
Deflect
Abilities: Dexterity, Wisdom
Center
Center
When you or your opponent takes an action or bonus action, you can take a moment to consider an opening to exploit. The next time you use a basic maneuver or dueling maneuver, you can use your choice of Intelligence, Wisdom, or Charisma to calculate your Maneuver DC for that maneuver, as well as to qualify for any ability score prerequisites it may have.
Block
Block
Abilities: Strength, Constitution
Triumphant Return
Triumphant Return
Not to be kept down, you return to the battle, defiant and ready for more.
Sporting Chance
Sporting Chance
Confident in your ability to prevail, you handicap yourself, granting your opponent a chance at victory and renewing your resolve.
Overconfident Gambit
Overconfident Gambit
With utter certainty, you announce your impending success and the impressive means by which you’ll achieve it. The sheer audacity of the attempt makes it that much more inspiring if you succeed.
Engender Doubt
Engender Doubt
When a creature misses you with a melee weapon attack, you can use your reaction to disparage its performance.