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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 Source
Always Prepared 2 1st degree Mindful Body Bonus Action Take the ready action as a bonus action. Voidrunner's Codex
Anticipate Spell 1 1st degree Mist and Shade Bonus Action Attack an adjacent creature which tries to cast a spell. Adventurer's Guide
Anticipated Intercept 1 1st degree Mindful Body Reaction Move to intercept an enemy’s movement. Voidrunner's Codex
Blackguard’s Blight 1 1st degree Eldritch Blackguard Bonus Action Place a curse upon an enemy Gate Pass Gazette
Blind Stance 1 1st degree Mindful Body Bonus Action (Stance) Gain blindsight and immunity to the blinded condition. Voidrunner's Codex
Bombing Formation 1 1st degree Ace Starfighter Bonus Action (Stance) Allied ships coordinate a salvo. Voidrunner's Codex
Bounding Charge 1 1st degree Beast Unity Action Your animal companion springs forward and strikes with bestial fury. Gate Pass Gazette
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
Catch Your Breath 2 1st degree Adamant Mountain Bonus Action Pause to regain hit points. Adventurer's Guide
Cavalier Stance 1 1st degree Spirited Steed Bonus Action (Stance) Increase your mount’s AC. Adventurer's Guide
Challenger's Strike 2 1st degree Gallant Heart Action With a confident blow, you taunt your foe into rapt attention. Gate Pass Gazette
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
Covering Fire 1 1st degree Biting Zephyr Action Protect an ally from opportunity attack. 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
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
Don't Hit Me 2 1st degree Comedic Jabs Reaction A well-timed absurdity can save your life Gate Pass Gazette
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
Dreadful Edge 1 1st degree Eldritch Blackguard Action Foul magic makes your strikes unnerving Gate Pass Gazette
Engender Doubt 1 1st degree Gallant Heart Reaction You second-guess your enemies as they flounder, worsening their resolve. Gate Pass Gazette
Exploit Footing 2 1st degree Razor’s Edge Reaction Trip a creature which misses you. Adventurer's Guide
Eye Slash 2 1st degree Rapid Current Action Blind your enemy with a well-aimed strike. Adventurer's Guide
Farshot Stance 1 1st degree Biting Zephyr Bonus Action (Stance) Increase the range of your missiles. Adventurer's Guide
Fetch! 1 1st degree Beast Unity Bonus Action Your animal companion is well-trained in the most basic of commands: fetch. It’s also proficient in fetching more than just sticks… Gate Pass Gazette
Frigid Strike 1 1st degree Arcane Knight Action With a shivering whisper of clouding breath, you strike at your target and shift the chill onto them. Gate Pass Gazette
Get Back! 2 1st degree Beast Unity Reaction Your beloved companion won’t die today—not if you can help it. Gate Pass Gazette
Grasp of the Storm 2 1st degree Arcane Knight Action With a sharp gesture, you reach out toward a nearby foe, sending a hand made of lightning to violently draw them in. Gate Pass Gazette
Grasping Shadows 2 1st degree Eldritch Blackguard Action At your behest, the shadows themselves grip at your foes, pulling and dragging like quicksand. Gate Pass Gazette