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Always Prepared

Always Prepared

( points)

You are always looking for the right opportunity.

You take the Ready action as a bonus action.

Anticipate Spell

Anticipate Spell

( points)

You make your move while your foe is busy casting a spell.

Anticipated Intercept

Anticipated Intercept

( points)

You intuit your enemy’s movements and hamper them.

When you see a creature start to use its movement, you can use your reaction to move up to your Speed to a square 5 feet from where it started its movement. The creature makes a Wisdom saving throw or its Speed is reduced to 0 for the remainder of its turn.

Blackguard’s Blight

Blackguard’s Blight

( points)

With a hissing malediction, you place your curse upon a specific foe. Before the start of your next turn, when you hit a creature with a melee weapon attack you can choose to lay a curse on it.

Blind Stance

Blind Stance

( points)

Even when you can’t see, you are able to sense your environment.

While in this stance you have blindsight to a range of 30 feet, and you are immune to the blinded condition.

Bombing Formation

Bombing Formation

( points)

You form up and coordinate your salvos into a single devastating bombing run.

When you fire a weapon with the salvo property while in this formation, any other ships in the formation can use their reaction to fire one weapon with the salvo property. Any effects that can shoot down or block weapons with the salvo property treat all munitions fired in this way as a single salvo.

Bounding Charge

Bounding Charge

( points)

If you have Extra Attack, you may use this maneuver in place of one attack. You command your animal companion to move up to its base movement speed in a straight line toward a creature. If your animal companion ends this movement within melee range, it makes one attack against that creature. Your animal companion cannot take the Dash action and this maneuver on the same turn.

Bounding Strike

Bounding Strike

( points)

You leap and bound toward your enemy with animal fury.

Catch Your Breath

Catch Your Breath

( points)

You have a limited well of stamina that you can draw on to protect yourself from harm.

You regain hit points equal to 1d6 + your proficiency bonus + your Constitution modifier (minimum 0).

 

Cavalier Stance

Cavalier Stance

( points)

You protect your mount as you ride.

While you are riding your mount, its Armor Class increases by an amount equal to half your proficiency bonus.

Challenger's Strike

Challenger's Strike

( points)

When you activate this maneuver, you take the Attack action and

Charge

Charge

( points)

Flinging yourself forward you barrel towards an enemy with your weapon held at the ready to unleash an attack before they can react!

Move up to 30 feet in a straight line and make a melee weapon attack. You can’t take the Dash action and use this maneuver on the same turn.

 

Cleaving Swing

Cleaving Swing

( points)

After you slam your weapon into an opponent you work the momentum of the blow into another strike at a second enemy nearby in a devastating display of might.

When you hit with a melee weapon attack using a weapon with the heavy property, you can use your reaction to make an additional melee weapon attack against a second creature that is also within your reach.

Covering Fire

Covering Fire

( points)

Making haphazard shots to dissuade enemies, you force opponents onto the defensive by unleashing death from above so an ally can move into position.

Dangerous Signature

Dangerous Signature

( points)

You have mastered a strike that is unmistakably your own.

Dangerous Strikes

Dangerous Strikes

( points)

The execution and follow through of your strike is exquisite with not an iota of force wasted.

When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Until the start of your next turn, your weapon attacks score a critical hit on a roll of 19–20. 

If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20). 
 

Deceptive Stance

Deceptive Stance

( points)

With practice and training you learn how to shut off your facial reactions amidst battle, taking on a passive countenance from which nothing can be easily gleaned.

You gain an expertise die on Deception and Sleight of Hand checks made in combat

 

Don't Hit Me

Don't Hit Me

( points)

Even a well-told lie of being harmless only works if you’re really believing it when you tell it—and in the midst of a pitched fight it’s easy to muster some real feeling to briefly fool a foe.

Doubleshot

Doubleshot

( points)

You palm two blades or nock two arrows, launching both missiles at the same opponent.

The next ranged weapon attack you make uses two missiles instead of one. On a hit, you deal an additional weapon damage die.

Doubleteam

Doubleteam

( points)

Working in tandem with an ally, you fray the defenses of an opponent so your companion can better land a strike.

Choose a creature within your reach. The next ally within 20 feet that makes a melee weapon attack against that creature can use their bonus action to make an Athletics check against the target’s maneuver DC to grapple or push the target 10 feet.

Dreadful Edge

Dreadful Edge

( points)

Foul magic makes your strikes unnerving.

Engender Doubt

Engender Doubt

( points)

When a creature misses you with a melee weapon attack, you can use your reaction to disparage its performance.

Exploit Footing

Exploit Footing

( points)

Deftly surging forward and weaving around your opponent, when their attack fails you quickly move around your foe and force them to stumble.

Eye Slash

Eye Slash

( points)

You rapidly lash out in a rising strike targeting your opponent’s brow, leaving a wound that obscures their vision.

Farshot Stance

Farshot Stance

( points)

By arching your back and stretching your arms to their fullest extent, you make your ranged weaponry travel further than usual.

When you use a weapon to make a ranged attack, increase its normal range by 20 feet and long range by 50 feet.

 

 

Fetch!

Fetch!

( points)

Choose a creature of the up to one size category larger than your animal companion within 20 feet.

Frigid Strike

Frigid Strike

( points)

With a shivering whisper of clouding breath, you strike at your target and shift the chill onto them.

Make a melee weapon attack. If you deal damage, your target’s Speed is reduced by 15 feet until the end of your next turn.

Get Back!

Get Back!

( points)

When a creature successfully damages your animal companion, you order it to retreat. As long as it can hear you, your companion moves up to its Speed toward you in the most direct course it is able to, stopping at the end of its movement or when you are between it and the creature that injured it (whichever comes first).

Grasping Shadows

Grasping Shadows

( points)

At your behest, the shadows themselves grip at your foes, pulling and dragging like quicksand.

Gunner’s Focus

Gunner’s Focus

( points)

Bringing a heightened focus to the gunner’s seat, you can make a difficult shot seem easy.

You make an attack using a vehicle’s direct fire or indirect fire weapon with advantage.

Hamstring

Hamstring

( points)

You slow your quarry down and keep them from escaping by hobbling their legs or wings.

Make a single ranged weapon attack against a creature. On a hit, the target takes an additional 1d6 damage and its Speed is reduced by 10 feet until the start of your next turn. If the creature has multiple movement speeds, pick one.

Heavy Stance

Heavy Stance

( points)

You set yourself firmly in place, determined not to move.

High Ground

High Ground

( points)

When you have the high ground, you have the advantage.

If you are 5 feet or more higher than your foe and they make a melee attack against you while within reach of your starglaive, you can use your reaction to interrupt their attack with an attack of your own. Make a melee attack. This attack takes place before your attacker’s attack. Quickdraw (1 point)

Imposing Glare

Imposing Glare

( points)

For a moment you unleash your fury forcing your enemy to hesitate.

Iron Will

Iron Will

( points)

Withdrawing into your mind, you focus and concentrate to steel your nerves.

Jovial Stance

Jovial Stance

( points)

Just the right amount of lightness to a warrior’s step can frustrate an opponent and make them easy to trick.

Knockdown Assault

Knockdown Assault

( points)

Your unpredictable maneuvering puts your opponent off-balance—when you connect with your weapon they stumble and fall.

Leading Throw

Leading Throw

( points)

An opponent that strikes at you invites peril as they find the momentum from their attack turned against them.

Lean Into It

Lean Into It

( points)

Not just commiting to an assault, you shoulder into it with all the strength you can bear and deliver hits that resonate in the very bones of your foes.

Legion Stance

Legion Stance

( points)

You strike your foes in such a way as to leave an opening for your allies to follow-up.

Lock On

Lock On

( points)

Dogfighting is all about putting your enemy in your sights and staying out of theirs, taking the best shots while staying on target.

Choose a target in your combat zone. The target makes a Dexterity or Strength saving throw (it’s choice) or you lock on to it. While locked on a target you have advantage on attacks against it. This lock on ends if you attack a different target or attempt to lock onto a different target.

Malicious Mark

Malicious Mark

( points)

As a bonus action, you can mark a creature within 15 feet with a sigil. Alternatively, you may activate this stance by expending your reaction after dealing weapon damage, marking the creature you damaged. While a target is marked in this way, any attempt to use the Help action against that target is a bonus action, rather than an action. This stance ends early if you wish to mark another creature or if the target is more than 30 feet away from you.

Mounted Charge

Mounted Charge

( points)

You charge your foe using your mount’s strength and swiftness to add power to your attack.

When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack.

You must be mounted to use this maneuver. 

Painful Pickpocket

Painful Pickpocket

( points)

Sometimes a good diversion is presented to you and though a foe might bloody you, your light fingers find opportunity in the exchange.

When a creature hits you with a melee attack, you can use your reaction to make a Sleight of Hand check against it.

 

Perceptive Stance

Perceptive Stance

( points)

Nothing within your sight is of minor significance and you take in your surroundings with great care even as arrows fly and blades clash upon shields.

Perplexing Flurry

Perplexing Flurry

( points)

A rain of short, sharp strikes disorients your enemy.

Pie To The Face

Pie To The Face

( points)

The extremely rapid delivery of food can be not only hilariously satisfying, but also give a warrior an edge in combat.

Point Blank Shot

Point Blank Shot

( points)

With uncanny swiftness you ready a weapon normally only used at range, compensating for making an attack at an opponent within only a few feet and giving your enemies reason to be wary.

Purge Magic

Purge Magic

( points)

As soon as your senses seize upon the uttering of an incantation or a hand working the gestures of magic your body reflexively reacts with violence.

When a creature you can see within your reach casts a spell, you can use your reaction to make a melee weapon attack against it. 

Quick Spill

Quick Spill

( points)

With daring-do and practiced grace you seamlessly fling an obstacle across the floor with surprising swiftness. With some extra effort, you can distract from the violent intent.

Quickdraw

Quickdraw

( points)

You reflexively draw your starglaive and attack with it in one blinding movement.

When you activate this maneuver, you take the Attack action and make a weapon attack with a starglaive, as well as any additional attacks granted by Extra Attack. You can draw and activate a starglaive as part of making your attack. You can do so even if it is not in your possession at the beginning of your turn as long as it is within 15 feet, is unattended, and a straight line path from it to you is unobstructed.

Raking Strikes

Raking Strikes

( points)

You lash out with one strike that sets up another, faster and wilder attack.

Reactive Re-arm

Reactive Re-arm

( points)

When your opponent disarms you, you recall your weapon instantly.

If you are disarmed, you can use your reaction to instantly teleport your starglaive back to your hand.

Resteady

Resteady

( points)

You catch yourself about to blunder, steady yourself, and adjust your aim.

When you make an attack roll but before you know the result of your attack, you can use your reaction to reroll that attack, taking the new result.

Ride Enemy

Ride Enemy

( points)

You leap atop your enemy just as it attacks.

Riding Leap

Riding Leap

( points)

You coax your mount into making a remarkable leap.

As long as you are mounted and move at least 30 feet in a straight line first, your mount can jump further and higher than usual. The height of the jump increases by a number of feet equal to your proficiency bonus and the distance of the jump increases by a number of feet equal to twice your proficiency bonus. 

Scouting Formation

Scouting Formation

( points)

You position yourselves to put active eyes on as much of the area as possible.

Starfighter pilots in this formation gain an expertise die on Perception checks and when rolling for initiative.

Shadowy Feint

Shadowy Feint

( points)

Lashing out at your target gives you a moment to escape amongst concealing shadows. After making a successful melee attack, you may use your reaction to deal basic melee damage instead of normal weapon damage.

Shield Wall

Shield Wall

( points)

Falling into step with a fellow warrior and putting both of your shields together makes each of you harder to hit.

While you are wielding a shield, you can choose one ally within 5 feet that is also wielding a shield. Until the start of your next turn, as long as that ally remains within 5 feet of you and is able to take actions both you and your ally increase your AC by 2.

Shoulder Check

Shoulder Check

( points)

Watching a companion under attack infuriates you and you fling yourself at their opponent with a powerful shove.

After a creature within your reach makes a melee attack against an ally, you can use your reaction to make an Athletics check against the creature’s maneuver DC. On a success you shove the creature 10 feet away from you and you move 10 feet in that direction. 

Speed Over Strength

Speed Over Strength

( points)

With practiced agility you weave around an opponent wielding a more cumbersome weapon, quickly darting in to strike with a lighter armament.

When a creature attacks you with a melee weapon that has the heavy property, or a Large-sized or larger creature attacks you with a natural weapon, you can use your reaction to make a melee weapon attack against it using a weapon that has the dual-wielding or finesse property.

 

Springing Stance

Springing Stance

( points)

Every time you step, slide, or turn you do so more quickly than usual and it becomes much easier to hurl yourself about.

You increase the distance of your horizontal jumps by a number of feet equal to your proficiency bonus, and the distance of your vertical jumps by a number of feet equal to half your proficiency bonus. In addition, you gain an expertise die on Acrobatics checks and checks made to jump.

Stoic Stance

Stoic Stance

( points)

You ignore distractions and focus on the task at hand.

Striding Swings

Striding Swings

( points)

With supreme confidence you march forward with your attack, stepping heavily into every strike and driving each blow home.

When you activate this technique, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack.

Swift Stance

Swift Stance

( points)

You adopt a loose stance that gives you an extra bit of swiftness that can make all the difference in a fight or chase.

Your Speed increases by 5 feet.

 

Thread the Needle

Thread the Needle

( points)

You see through all distractions and obstacles to strike true.

Throwing Stance

Throwing Stance

( points)

You wield your weapon with a practiced familiarity that makes it deadly even when a foe is beyond your reach, able to hurl it as accurately as a thrown dagger.

Choose a weapon when you learn this combat maneuver. While you are wielding the chosen weapon it has the rebounding property and thrown property (range 30/60 feet). 
 

Trusting Stance

Trusting Stance

( points)

Relaxing your mind, you trust your instincts, allowing your psionic energy to guide your actions.

When you roll a 9 or less on an attack roll with a starglaive, you may treat that roll as though it were a 10.

Victory Pose

Victory Pose

( points)

Your victory pose spurs your allies.

Choose a weapon when you learn this combat maneuver. When you score a critical hit with this weapon, you can use your reaction to pose dramatically as you finish the strike. 

Vigilant Stance

Vigilant Stance

( points)

You command your animal companion to take a stance.

Warding Flourish

Warding Flourish

( points)

Choose an ally within 15 feet that you can see. As long as that ally stays within 15 feet of you, they increase their AC by 2. You can only ward one creature at a time, and cannot use this ward on yourself. This effect ends if you can no longer take actions.

Warning Strike

Warning Strike

( points)

When an opponent opens themselves up to a reflexive strike you can deliver a blow that shakes them to their core and forces them to hesitate.

When a hostile creature that you can see moves out of your reach, you can use your reaction to make a melee weapon attack and on a hit its Speed is reduced to 0 until the start of its next turn.

 

Wary Stance

Wary Stance

( points)

With a keen eye you constantly assess everything within sight, paying close attention to subtle visual cues and tells to better anticipate an opponent.

Wounding Strike

Wounding Strike

( points)

Swinging or thrusting with your weapon like you have thousands of times before, you know precisely where its tip grazes and your swing hits at the smallest flaw in an opponent’s armor to deliver a painful wound.

Zealous Stance

Zealous Stance

( points)

By submitting to your fervor you make yourself vulnerable but gain an edge on your opponents.