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Combat Maneuvers

Tip: Ctrl-click will select (and deselect) multiple options in a select list above.
Name Points Degree Tradition Action Type Summary
Agile Feint 2 2nd degree Mirror’s Glint Bonus Action Gain advantage against a nearby creature.
Anticipate Spell 1 1st degree Mist and Shade Bonus Action Attack an adjacent creature which tries to cast a spell.
Any Weapon Stance 1 4th degree Unending Wheel Bonus Action (Stance) Focusing on your in depth training with certain weaponry gives you proficiency with all weapons.
Armor Lock 3 5th degree Mist and Shade Action Use an enemy’s armor against them, paralyzing them.
Assisted Roll 1 2nd degree Mirror’s Glint Reaction Roll away from an opponent who misses you.
Back To Back 1 2nd degree Sanguine Knot Action Both you and an adjacent ally gain +2 AC.
Battering Strike 1 3rd degree Adamant Mountain Reaction Knock your opponent’s weapon flying.
Blind Instinct 3 4th degree Tooth and Claw Bonus Action Briefly see without the use of sight and use a reaction to chase down a fleeing enemy.
Blinding Blow Stance 2 4th degree Mist and Shade Bonus Action (Stance) Attack in a shifting flow of deft strikes that make it easy to blind enemies.
Blinding Strikes 3 5th degree Mirror’s Glint Action Deprive your opponents of any ability to see, whether with their eyes or otherwise.
Blindshot 1 3rd degree Biting Zephyr Bonus Action Attack hidden targets without disadvantage.
Bloody Roar 3 4th degree Tooth and Claw Action Unleash a powerful yell that injures and frightens your foes.
Bodyguard 3 4th degree Sanguine Knot Reaction Take a hit for an ally and reduce the damage it inflicts on you.
Bounding Strike 1 1st degree Tooth and Claw Action Jump at an enemy and use your ability check as your attack roll.
Branding Steel 3 5th degree Tempered Iron Bonus Action Brand a foe to make it reticent to approach or attack you.
Break Spell 2 3rd degree Tempered Iron Reaction Make a melee attack against an enemy casting a spell.
Brotherhood Stance 3 4th degree Sanguine Knot Bonus Action (Stance) Take the Help action whenever you hit with a melee weapon attack.
Burning Embers of Faith 3 5th degree Tempered Iron Reaction Use a reaction when you would be reduced to 0 hit points to heal yourself.
Catch Your Breath 2 1st degree Adamant Mountain Bonus Action Pause to regain hit points.
Cavalier Stance 1 1st degree Spirited Steed Bonus Action (Stance) Increase your mount’s AC.
Charge 1 1st degree Rapid Current Action Move and make a melee attack.
Cleaving Swing 2 1st degree Adamant Mountain Reaction Cleaving Swing
Countershot 1 2nd degree Biting Zephyr Reaction Shoot a missile out of the air.
Covering Fire 1 1st degree Biting Zephyr Action Protect an ally from opportunity attack.
Crushing Blow 2 3rd degree Adamant Mountain Action Paralyze your opponent with a heavy weapon.
Dangerous Signature 1 1st degree Unending Wheel Reaction Cut a symbol into your target in order to frighten it.
Dangerous Strikes 1 1st degree Razor’s Edge Action Score critical hits on a roll of 19–20 for one round.
Dashing Razor 1 4th degree Razor’s Edge Action Charge forward to strike an enemy and feed off of the adrenaline from hitting, increasing your Speed.
Death Blow 3 5th degree Razor’s Edge Action Make an attack that critically hits and possibly even incapacitates your opponent.
Deceptive Stance 1 1st degree Mist and Shade Bonus Action (Stance) Gain an expertise die on Deception and Sleight of Hand checks in combat.