Discerning Strike
|
2
|
4th degree
|
Mirror’s Glint
|
Action
|
Learn the health and defenses of opponents you damage.
|
Adventurer's Guide
|
Disarm
|
None
|
Basic maneuver
|
None
|
Action
|
Knock your target's weapon from their grasp.
|
Adventurer's Guide
|
Charge
|
1
|
1st degree
|
Rapid Current
|
Action
|
Move and make a melee attack.
|
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
|
Drive Back
|
2
|
3rd degree
|
Razor’s Edge
|
Action
|
Push your foe 10 feet on a hit.
|
Adventurer's Guide
|
Doubleshot
|
1
|
1st degree
|
Biting Zephyr
|
Action
|
Fire two missiles and do extra damage.
|
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
|
Preternatural Strikes
|
1
|
2nd degree
|
Unending Wheel
|
Action
|
Strike targets who normally require magic.
|
Adventurer's Guide
|
Disarming Assault
|
1
|
3rd degree
|
Unending Wheel
|
Action
|
Knock your enemy’s weapon or shield from their grasp.
|
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
|
Unsettling Injury
|
3
|
3rd degree
|
Unending Wheel
|
Action
|
Make your target unable to cast spells or use combat maneuvers.
|
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
|
Spirited Whistle
|
2
|
4th degree
|
Spirited Steed
|
Action
|
As long as you can see your mount, with but a whistle it rushes to your side.
|
Adventurer's Guide
|
Wind Strike
|
3
|
4th degree
|
Unending Wheel
|
Action
|
Make a strike so superb that the wake it cuts through the air damages an enemy beyond your reach.
|
Adventurer's Guide
|
Bounding Charge
|
1
|
1st degree
|
Beast Unity
|
Action
|
Your animal companion springs forward and strikes with bestial fury.
|
Gate Pass Gazette
|
Perfect Assault
|
3
|
5th degree
|
Unending Wheel
|
Action
|
Exhaust your exertion pool to transform all of your attacks into combat maneuvers.
|
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
|
Knockdown
|
None
|
Basic maneuver
|
None
|
Action
|
Trip or push a creature down.
|
Adventurer's Guide
|
Overrun
|
None
|
Basic maneuver
|
None
|
Action
|
Force your way through a hostile creature's space.
|
Adventurer's Guide
|
Shove
|
None
|
Basic maneuver
|
None
|
Action
|
Push a creature away.
|
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
|
Raking Strikes
|
2
|
1st degree
|
Tooth and Claw
|
Action
|
On a hit, hit the target again with disadvantage.
|
Adventurer's Guide
|
Saddled Blows
|
3
|
3rd degree
|
Spirited Steed
|
Action
|
On a hit, make your target confused, prone, or slowed.
|
Adventurer's Guide
|
Perplexing Flurry
|
1
|
1st degree
|
Mist and Shade
|
Action
|
Cause your enemy to suffer disadvantage while you focus all your attacks on them.
|
Adventurer's Guide
|
Rapid Strike
|
2
|
3rd degree
|
Rapid Current
|
Action
|
Make an additional attack against a creature you have hit.
|
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
|
Rearing Menace
|
3
|
2nd degree
|
Spirited Steed
|
Action
|
Frighten nearby foes from atop your mount.
|
Adventurer's Guide
|
Covering Fire
|
1
|
1st degree
|
Biting Zephyr
|
Action
|
Protect an ally from opportunity attack.
|
Adventurer's Guide
|
Rake
|
1
|
3rd degree
|
Tooth and Claw
|
Action
|
Do extra damage when making multiple attacks.
|
Adventurer's Guide
|