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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 Sort descending Summary Source
Steely Steed Stance 3 4th degree Spirited Steed Bonus Action (Stance) Fight with and alongside your mount, altering your assault to make it deadlier and harder to hurt. Adventurer's Guide
Mundane Missile Stance 2 4th degree Biting Zephyr Bonus Action (Stance) Give nearly any weapon the thrown property. 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
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
Perceptive Stance 1 1st degree Razor’s Edge Bonus Action (Stance) Enhance your perception. Adventurer's Guide
Perfect Edge Stance 2 4th degree Razor’s Edge Bonus Action (Stance) Focus on making your strikes as devastating as possible, increasing how often you score a critical hit. Adventurer's Guide
Malicious Mark 1 1st degree Arcane Knight Bonus Action (Stance) You shift your attention to magically make your opponent easier to combat. Gate Pass Gazette
Wary Stance 1 1st degree Mirror’s Glint Bonus Action (Stance) Gain an expertise die on Insight checks and increase your passive Insight score. Adventurer's Guide
Strike the Cracks Stance 2 4th degree Mirror’s Glint Bonus Action (Stance) Focus on weak spots to deal more critical hits that inflict more damage. Adventurer's Guide
Hungry Ghosts 3 4th degree Eldritch Blackguard Bonus Action (Stance) You draw up the dead to do your horrible bidding. Gate Pass Gazette
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
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
Jovial Stance 1 1st degree Comedic Jabs Bonus Action (Stance) Adopt a bouncing, jovial stance Gate Pass Gazette
Swift Stance 1 1st degree Rapid Current Bonus Action (Stance) Increase your Speed by 5 feet. 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
Rolling With The Punches 3 3rd degree Comedic Jabs Bonus Action (Stance) Pain is easier to bear when you can laugh it off. Gate Pass Gazette
Vigilant Stance 1 1st degree Beast Unity Bonus Action (Stance) Your companion has learned to prioritize defense over offense. 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
Attack in Tandem 3 4th degree Beast Unity Bonus Action (Stance) You and your animal companion sync your focus and movements. Gate Pass Gazette
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
Ride Enemy 2 1st degree Tooth and Claw Reaction Jump onto a larger creature. 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
Cleaving Swing 2 1st degree Adamant Mountain Reaction Cleaving Swing Adventurer's Guide
Reactive Knockdown 1 2nd degree Adamant Mountain Reaction Trip your foe as an opportunity attack. Adventurer's Guide
Shrug It Off 2 2nd degree Adamant Mountain Reaction Use your reaction to avoid being frightened, poisoned, or stunned. Adventurer's Guide
Taunt None Basic maneuver Dueling Maneuvers Reaction Force an emotional mistake Gate Pass Gazette
Bodyguard 3 4th degree Sanguine Knot Reaction Take a hit for an ally and reduce the damage it inflicts on you. Adventurer's Guide
Rallying Cry 3 5th degree Sanguine Knot Reaction Use a reaction to inspire an ally to fight onward when they take a hit. Adventurer's Guide
Iron Will 1 1st degree Razor’s Edge Reaction Get advantage to resist being charmed or frightened. Adventurer's Guide
Twist the Blade 2 2nd degree Razor’s Edge Reaction Use a reaction to turn a roll of 18 or more into a critical hit. Adventurer's Guide

Pagination