Gaze Of Conviction
|
2
|
2nd degree
|
Tempered Iron
|
Bonus Action
|
Force a creature to attack you.
|
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
|
Gut Strike
|
3
|
3rd degree
|
Tooth and Claw
|
Reaction
|
Strike your enemy and cause fatigue.
|
Adventurer's Guide
|
Hear the Wind
|
3
|
5th degree
|
Biting Zephyr
|
Bonus Action
|
Concentrate on what you can hear to see what cannot be seen and deftly evade attacks.
|
Adventurer's Guide
|
Heart of the Sword
|
3
|
5th degree
|
Unending Wheel
|
Bonus Action
|
Focusing on your training with a weapon, you make your attacks more devastating and ignore an enemy’s defenses.
|
Adventurer's Guide
|
Heartseeker
|
2
|
4th degree
|
Biting Zephyr
|
Action
|
Aim for and exploit a foe’s weak spot with a dangerous shot.
|
Adventurer's Guide
|
Heavy Stance
|
1
|
1st degree
|
Adamant Mountain
|
Bonus Action (Stance)
|
Gain an expertise die on Athletics checks and saving throws against combat maneuvers, and reduce difficult terrain.
|
Adventurer's Guide
|
Heightened Concentration
|
3
|
5th degree
|
Razor’s Edge
|
Reaction
|
Use a reaction to retain concentration when you would otherwise lose it.
|
Adventurer's Guide
|
Heightened Reflexes
|
1-3
|
3rd degree
|
Mirror’s Glint
|
Bonus Action
|
Gain additional reactions for this round.
|
Adventurer's Guide
|
Horizon Shot
|
3
|
5th degree
|
Biting Zephyr
|
Bonus Action
|
Use a ranged weapon to attack to shoot a creature from as far away as you can see.
|
Adventurer's Guide
|
Hurl Ally
|
3
|
3rd degree
|
Sanguine Knot
|
Bonus Action
|
Throw a smaller ally at a creature within 20 feet.
|
Adventurer's Guide
|
Imposing Glare
|
1
|
1st degree
|
Tempered Iron
|
Bonus Action
|
Frighten a nearby foe.
|
Adventurer's Guide
|
Instant Strike
|
3
|
2nd degree
|
Unending Wheel
|
Bonus Action
|
Quickly draw a melee weapon and attack a creature.
|
Adventurer's Guide
|
Instinctive Counterattack
|
2
|
3rd degree
|
Razor’s Edge
|
Reaction
|
Use a reaction to make a melee attack.
|
Adventurer's Guide
|
Iron Will
|
1
|
1st degree
|
Razor’s Edge
|
Reaction
|
Get advantage to resist being charmed or frightened.
|
Adventurer's Guide
|
Knockdown
|
None
|
Basic maneuver
|
None
|
Action
|
Trip or push a creature down.
|
Adventurer's Guide
|
Knockdown Assault
|
1
|
1st degree
|
Mirror’s Glint
|
Action
|
Knock your target prone when you hit with a melee attack.
|
Adventurer's Guide
|
Lancer Strike
|
1
|
1st degree
|
Spirited Steed
|
Action
|
Deal extra damage and knock your target prone with a lance.
|
Adventurer's Guide
|
Launched Strike
|
2
|
3rd degree
|
Spirited Steed
|
Action
|
Leap from your mount to score a critical hit against an enemy.
|
Adventurer's Guide
|
Leading Throw
|
1
|
1st degree
|
Mirror’s Glint
|
Reaction
|
Use your reaction to throw an enemy who misses you.
|
Adventurer's Guide
|
Lean Into It
|
2
|
1st degree
|
Adamant Mountain
|
Action
|
Knock your target prone when you hit with a melee attack.
|
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
|
Legion Stance
|
1
|
1st degree
|
Sanguine Knot
|
Bonus Action (Stance)
|
An ally can attack a foe you hit with a critical hit.
|
Adventurer's Guide
|
Look At Me!
|
2
|
3rd degree
|
Sanguine Knot
|
Action
|
Turn your weapon attacks into distractions that allow allies to move through the battlefield more freely.
|
Adventurer's Guide
|
Mercurial Striking Stance
|
1
|
4th degree
|
Tooth and Claw
|
Bonus Action (Stance)
|
Focus on making every hit with a natural weapon, unarmed strike, or dual-wielding weapon have a satisfying impact.
|
Adventurer's Guide
|
Mind Over Body
|
1
|
3rd degree
|
Razor’s Edge
|
Bonus Action
|
Reduce the damage you take.
|
Adventurer's Guide
|
Missile Volley
|
2
|
3rd degree
|
Biting Zephyr
|
Action
|
Attack a group of creatures within 10 feet of a focal point.
|
Adventurer's Guide
|
Mistaken Opportunity
|
2
|
4th degree
|
Unending Wheel
|
Reaction
|
Use a reaction to turn a strike that misses into an attack against a different opponent.
|
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
|