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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
Agile Feint 2 2nd degree Mist and Shade Bonus Action Gain advantage against a nearby creature. Adventurer's Guide
Anticipate Spell 1 1st degree Mist and Shade Bonus Action Attack an adjacent creature which tries to cast a spell. Adventurer's Guide
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. Adventurer's Guide
Armor Lock 3 5th degree Mist and Shade Action Use an enemy’s armor against them, paralyzing them. Adventurer's Guide
Assisted Roll 1 2nd degree Mirror’s Glint Reaction Roll away from an opponent who misses you. Adventurer's Guide
Back To Back 1 2nd degree Sanguine Knot Action Both you and an adjacent ally gain +2 AC. Adventurer's Guide
Battering Strike 1 3rd degree Adamant Mountain Reaction Knock your opponent’s weapon flying. Adventurer's Guide
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. Adventurer's Guide
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. Adventurer's Guide
Blinding Strikes 3 5th degree Mirror’s Glint Action Deprive your opponents of any ability to see, whether with their eyes or otherwise. Adventurer's Guide
Blindshot 1 3rd degree Biting Zephyr Bonus Action Attack hidden targets without disadvantage. Adventurer's Guide
Bloody Roar 3 4th degree Tooth and Claw Action Unleash a powerful yell that injures and frightens your foes. Adventurer's Guide
Bodyguard 3 4th degree Sanguine Knot Reaction Take a hit for an ally and reduce the damage it inflicts on you. 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
Branding Steel 3 5th degree Tempered Iron Bonus Action Brand a foe to make it reticent to approach or attack you. Adventurer's Guide
Break Spell 2 3rd degree Tempered Iron Reaction Make a melee attack against an enemy casting a spell. Adventurer's Guide
Brotherhood Stance 3 4th degree Sanguine Knot Bonus Action (Stance) Take the Help action whenever you hit with a melee weapon attack. Adventurer's Guide
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. 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
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
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
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
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