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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
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
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
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 Bonus 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
Drive Back 2 3rd degree Razor’s Edge Action Push your foe 10 feet on a hit. Adventurer's Guide
Dual Grapple 2 2nd degree Sanguine Knot Bonus Action You and an ally restrain a creature. Adventurer's Guide
Expert Sidestep 2 3rd degree Unending Wheel Reaction Gain an AC bonus when you are hit. Adventurer's Guide
Expert Tumble 2 2nd degree Tooth and Claw Bonus Action Increase your AC as long as you move at full Speed Adventurer's Guide
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
Faith Within 1 2nd degree Tempered Iron Reaction Reroll a saving throw when charmed, frightened, poisoned, or stunned. Adventurer's Guide
Farshot Stance 1 1st degree Biting Zephyr Bonus Action (Stance) Increase the range of your missiles. 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
First Blood 3 4th degree Rapid Current Reaction React to danger with unnatural swiftness. Adventurer's Guide
Flowing Form 2 3rd degree Mirror’s Glint Action Make melee attacks against all enemies who miss you. Adventurer's Guide
Flowing Steps Stance 3 4th degree Rapid Current Bonus Action (Stance) Ignore difficult terrain and be better able to resist being immobilized. Adventurer's Guide
Follow-Up Topple 2 3rd degree Sanguine Knot Reaction Attack a creature an ally has attacked to knock it prone. Adventurer's Guide
Force Hesitation 2 2nd degree Mist and Shade Action Trick a creature into not attacking anyone but you. Adventurer's Guide
Furious Barrage 3 5th degree Tooth and Claw Action Make a frenetic series of attacks until one of your strikes misses. Adventurer's Guide