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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 Sort descending Summary Source
Discerning Strike 2 4th degree Mirror’s Glint Action Learn the health and defenses of opponents you damage. Adventurer's Guide
Disarm None Basic maneuver None Action Knock your target's weapon from their grasp. Adventurer's Guide
Charge 1 1st degree Rapid Current Action Move and make a melee attack. 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
Drive Back 2 3rd degree Razor’s Edge Action Push your foe 10 feet on a hit. Adventurer's Guide
Doubleshot 1 1st degree Biting Zephyr Action Fire two missiles and do extra damage. Adventurer's Guide
Feinting Strike 2 3rd degree Mist and Shade Action Use a Sleight of Hand check as your attack bonus. Adventurer's Guide
Preternatural Strikes 1 2nd degree Unending Wheel Action Strike targets who normally require magic. Adventurer's Guide
Disarming Assault 1 3rd degree Unending Wheel Action Knock your enemy’s weapon or shield from their grasp. Adventurer's Guide
Mounted Charge 2 1st degree Spirited Steed Action Move your mount’s Speed and gain advantage on your first attack. Adventurer's Guide
Unsettling Injury 3 3rd degree Unending Wheel Action Make your target unable to cast spells or use combat maneuvers. Adventurer's Guide
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
Spirited Whistle 2 4th degree Spirited Steed Action As long as you can see your mount, with but a whistle it rushes to your side. Adventurer's Guide
Wind Strike 3 4th degree Unending Wheel Action Make a strike so superb that the wake it cuts through the air damages an enemy beyond your reach. Adventurer's Guide
Bounding Charge 1 1st degree Beast Unity Action Your animal companion springs forward and strikes with bestial fury. Gate Pass Gazette
Perfect Assault 3 5th degree Unending Wheel Action Exhaust your exertion pool to transform all of your attacks into combat maneuvers. Adventurer's Guide
Grab On None Basic maneuver None Action Jump onto a creature's back. Adventurer's Guide
Grapple None Basic maneuver None Action Grab or wrestle a creature. Adventurer's Guide
Knockdown None Basic maneuver None Action Trip or push a creature down. Adventurer's Guide
Overrun None Basic maneuver None Action Force your way through a hostile creature's space. Adventurer's Guide
Shove None Basic maneuver None Action Push a creature away. Adventurer's Guide
Bounding Strike 1 1st degree Tooth and Claw Action Jump at an enemy and use your ability check as your attack roll. Adventurer's Guide
Raking Strikes 2 1st degree Tooth and Claw Action On a hit, hit the target again with disadvantage. Adventurer's Guide
Saddled Blows 3 3rd degree Spirited Steed Action On a hit, make your target confused, prone, or slowed. Adventurer's Guide
Perplexing Flurry 1 1st degree Mist and Shade Action Cause your enemy to suffer disadvantage while you focus all your attacks on them. Adventurer's Guide
Rapid Strike 2 3rd degree Rapid Current Action Make an additional attack against a creature you have hit. Adventurer's Guide
Leaping Strike 1 2nd degree Tooth and Claw Action Move up to 40 feet and either push or knock your target prone. Adventurer's Guide
Rearing Menace 3 2nd degree Spirited Steed Action Frighten nearby foes from atop your mount. Adventurer's Guide
Covering Fire 1 1st degree Biting Zephyr Action Protect an ally from opportunity attack. Adventurer's Guide
Rake 1 3rd degree Tooth and Claw Action Do extra damage when making multiple attacks. Adventurer's Guide

Pagination