Skip to main content

Breadcrumb

Combat Maneuvers

Tip: Ctrl-click will select (and deselect) multiple options in a select list above.
Name Points Degree Tradition Action Type Summary Source
Charge 1 1st degree Rapid Current Action Move and make a melee attack. Adventurer's Guide
Cleaving Swing 2 1st degree Adamant Mountain Reaction Cleaving Swing Adventurer's Guide
Coordinated Trip 2 2nd degree Beast Unity Bonus Action Working together, you are able to more easily topple creatures than either of you could alone. Gate Pass Gazette
Countershot 1 2nd degree Biting Zephyr Reaction Shoot a missile out of the air. Adventurer's Guide
Covering Fire 1 1st degree Biting Zephyr Action Protect an ally from opportunity attack. Adventurer's Guide
Crushing Blow 2 3rd degree Adamant Mountain Action Paralyze your opponent with a heavy weapon. Adventurer's Guide
Dangerous Signature 1 1st degree Unending Wheel Reaction Cut a symbol into your target in order to frighten it. Adventurer's Guide
Dangerous Strikes 1 1st degree Razor’s Edge Action Score critical hits on a roll of 19–20 for one round. Adventurer's Guide
Darkstalkers 3 5th degree Eldritch Blackguard Other You draw forth the unquiet dead and force them to your bidding. Gate Pass Gazette
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. Adventurer's Guide
Death Blow 3 5th degree Razor’s Edge Action Make an attack that critically hits and possibly even incapacitates your opponent. Adventurer's Guide
Deathgrip 3 4th degree Eldritch Blackguard Action A phantasmal force manifests around your weapon, waiting to wrap itself around a foe. Gate Pass Gazette
Deceptive Stance 1 1st degree Mist and Shade Bonus Action (Stance) Gain an expertise die on Deception and Sleight of Hand checks in combat. Adventurer's Guide
Deflect Strike 1 2nd degree Unending Wheel Reaction Reduce damage from an attack. Adventurer's Guide
Defy Magic 2 3rd degree Tempered Iron Reaction Make a spellcaster miss you with its spell attack. Adventurer's Guide
Devoted Assault 3 4th degree Tempered Iron Bonus Action Ignoring other enemies allows you to strike one foe more accurately. Adventurer's Guide
Dimensional Strike 2 4th degree Arcane Knight Action You teleport mid-attack, taking your enemy off guard. Gate Pass Gazette
Disarm None Basic maneuver None Action Knock your target's weapon from their grasp. Adventurer's Guide
Disarming Assault 1 3rd degree Unending Wheel Action Knock your enemy’s weapon or shield from their grasp. Adventurer's Guide
Disarming Counter 2 3rd degree Rapid Current Reaction Your enemy drops their weapon when they miss you. Adventurer's Guide
Discerning Strike 2 4th degree Mirror’s Glint Action Learn the health and defenses of opponents you damage. Adventurer's Guide
Dispelling Assault 2 3rd degree Tempered Iron Action Your attacks are critical hits on rolls of 19–20 and they end spells. Adventurer's Guide
Disrupting Charge 2 4th degree Tempered Iron Reaction Dart up to an opponent casting a spell and strike them, possibly disrupting the magic. Adventurer's Guide
Dive For Cover 2 4th degree Biting Zephyr Reaction Use your reaction to take cover behind a creature or object when a ranged attack misses you. Adventurer's Guide
Don't Hit Me 2 1st degree Comedic Jabs Reaction A well-timed absurdity can save your life Gate Pass Gazette
Double Tackle 3 2nd degree Sanguine Knot Action You and an ally knock a creature prone. Adventurer's Guide
Doubleshot 1 1st degree Biting Zephyr Action Fire two missiles and do extra damage. Adventurer's Guide
Doubleteam 1 1st degree Sanguine Knot Bonus Action A nearby ally can push a creature as a bonus action. Adventurer's Guide
Doubletime 2 4th degree Sanguine Knot Action You and up to 3 allies can disengage and move their Speed. Adventurer's Guide
Douse 1 3rd degree Mist and Shade Bonus Action Dash a container of liquid over a nearby foe. Adventurer's Guide

Pagination