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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
Dreadful Edge 1 1st degree Eldritch Blackguard Action Foul magic makes your strikes unnerving Gate Pass Gazette
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
Duelist's Sigil 1 2nd degree Arcane Knight Bonus Action (Stance) Drawing a fingertip across your weapon, you briefly inscribe a glowing mark before you strike your opponent, which reminds them of your threat when they seek to engage others. 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
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
Fell Spines 3 3rd degree Eldritch Blackguard Action Flesh and bone obey your command and form spines along your forearm. Gate Pass Gazette
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
First Blood 3 4th degree Rapid Current Reaction React to danger with unnatural swiftness. Adventurer's Guide
Flame Burst 2 4th degree Arcane Knight Reaction With a broad slash of your weapon you conjure forth flames that flicker threateningly. Gate Pass Gazette
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
Formal Introduction 1 3rd degree Gallant Heart Bonus Action You announce yourself, why you’re here, and what you’re about to do. Gate Pass Gazette
Fortifying Reassurance 3 5th degree Beast Unity Reaction Your animal companion takes heart from your reassuring words. 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
Furious Barrage 3 5th degree Tooth and Claw Action Make a frenetic series of attacks until one of your strikes misses. Adventurer's Guide
Gaze Of Conviction 2 2nd degree Tempered Iron Bonus Action Force a creature to attack you. Adventurer's Guide
Get Back! 2 1st degree Beast Unity Reaction Your beloved companion won’t die today—not if you can help it. Gate Pass Gazette
Goading Stance 2 2nd degree Beast Unity Bonus Action (Stance) Like a cat that exposes its belly with murderous intent, your animal companion knows how to lure enemies into its claws. Gate Pass Gazette
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
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

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