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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
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
Branding Steel 3 5th degree Tempered Iron Bonus Action Brand a foe to make it reticent to approach or attack you. Adventurer's Guide
Bravado Taunt 2 4th degree Gallant Heart Action You open your guard in a brazen display of confidence, daring your foes to strike you. Gate Pass Gazette
Break Spell 2 3rd degree Tempered Iron Reaction Make a melee attack against an enemy casting a spell. Adventurer's Guide
Bring the Mighty Low 3 4th degree Beast Unity Reaction With the right tactics it is possible even for small creatures to topple mighty foes. Gate Pass Gazette
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
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
Calculated Trajectory 1 3rd degree Mindful Body Reaction Gain expertise and ignore cover on a ranged weapon attack. Voidrunner's Codex
Captivating Speech 5 5th degree Gallant Heart Action Through moving words, you stir the hearts of your allies and captivate your enemies so completely that your allies go unseen. Gate Pass Gazette
Catch Your Breath 2 1st degree Adamant Mountain Bonus Action Pause to regain hit points. Adventurer's Guide
Cavalier Stance 1 1st degree Spirited Steed Bonus Action (Stance) Increase your mount’s AC. Adventurer's Guide
Center None Basic maneuver Dueling Maneuvers Reaction Take a moment to consider Gate Pass Gazette
Challenger's Strike 2 1st degree Gallant Heart Action With a confident blow, you taunt your foe into rapt attention. Gate Pass Gazette
Charge 1 1st degree Rapid Current Action Move and make a melee attack. Adventurer's Guide
Cleaving Swing 2 1st degree Adamant Mountain Reaction Cleaving Swing Adventurer's Guide
Coordinated Trip 2 2nd degree Beast Unity Bonus Action Working together, you are able to more easily topple creatures than either of you could alone. Gate Pass Gazette
Countershot 1 2nd degree Biting Zephyr Reaction Shoot a missile out of the air. Adventurer's Guide
Covering Fire 1 1st degree Biting Zephyr Action Protect an ally from opportunity attack. Adventurer's Guide
Crushing Blow 2 3rd degree Adamant Mountain Action Paralyze your opponent with a heavy weapon. Adventurer's Guide
Dangerous Signature 1 1st degree Unending Wheel Reaction Cut a symbol into your target in order to frighten it. Adventurer's Guide
Dangerous Strikes 1 1st degree Razor’s Edge Action Score critical hits on a roll of 19–20 for one round. Adventurer's Guide
Darkstalkers 3 5th degree Eldritch Blackguard Other You draw forth the unquiet dead and force them to your bidding. Gate Pass Gazette
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
Death Blow 3 5th degree Razor’s Edge Action Make an attack that critically hits and possibly even incapacitates your opponent. Adventurer's Guide
Deathgrip 3 4th degree Eldritch Blackguard Action A phantasmal force manifests around your weapon, waiting to wrap itself around a foe. 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
Deflect None Basic maneuver Dueling Maneuvers Reaction Intuit your enemy's movements Gate Pass Gazette
Deflect Missile 1 4th degree Blazing Starglaive Other Reflect a ranged attack back at the attacker. Voidrunner's Codex
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