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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
Devoted Assault 3 4th degree Tempered Iron Bonus Action Ignoring other enemies allows you to strike one foe more accurately. Adventurer's Guide
Dimensional Strike 2 4th degree Arcane Knight Action You teleport mid-attack, taking your enemy off guard. Gate Pass Gazette
Disarm None Basic maneuver None Action Knock your target's weapon from their grasp. Adventurer's Guide
Disarming Assault 1 3rd degree Unending Wheel Action Knock your enemy’s weapon or shield from their grasp. Adventurer's Guide
Disarming Counter 2 3rd degree Rapid Current Reaction Your enemy drops their weapon when they miss you. Adventurer's Guide
Discerning Strike 2 4th degree Mirror’s Glint Action Learn the health and defenses of opponents you damage. Adventurer's Guide
Dispelling Assault 2 3rd degree Tempered Iron Action Your attacks are critical hits on rolls of 19–20 and they end spells. Adventurer's Guide
Disrupting Charge 2 4th degree Tempered Iron Reaction Dart up to an opponent casting a spell and strike them, possibly disrupting the magic. Adventurer's Guide
Dive Bomb 2 3rd degree Ace Starfighter Action Make an attack with advantage but risk collision. Voidrunner's Codex
Dive For Cover 2 4th degree Biting Zephyr Reaction Use your reaction to take cover behind a creature or object when a ranged attack misses you. Adventurer's Guide
Don't Hit Me 2 1st degree Comedic Jabs Reaction A well-timed absurdity can save your life Gate Pass Gazette
Double Tackle 3 2nd degree Sanguine Knot Action You and an ally knock a creature prone. Adventurer's Guide
Doubleshot 1 1st degree Biting Zephyr Action Fire two missiles and do extra damage. Adventurer's Guide
Doubleteam 1 1st degree Sanguine Knot Bonus Action A nearby ally can push a creature as a bonus action. 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
Douse 1 3rd degree Mist and Shade Bonus Action Dash a container of liquid over a nearby foe. Adventurer's Guide
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
Earthstrike 2 3rd degree Blazing Starglaive Action Knock nearby creatures prone with a psychic shockwave. Voidrunner's Codex
Elusive Maneuvering 1-3 2nd degree Mindful Body Bonus Action Use Dash or Disengage as a bonus action. Voidrunner's Codex
Engender Doubt 1 1st degree Gallant Heart Reaction You second-guess your enemies as they flounder, worsening their resolve. Gate Pass Gazette
Escort Formation 1 2nd degree Ace Starfighter Bonus Action (Stance) Protect a single ship but make the escorts more vulnerable. Voidrunner's Codex
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