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Sympathetic Heart Stop

Sympathetic Heart Stop

( points)

By first aligning with then clashing violently against the exact rhythm of your opponent’s movements, breath, and even heartbeat, your physical touch interrupts their life force.

Starfield Vision

Starfield Vision

( points)

While aboard a capital ship, you can recognize patterns and strategies, then intuit and perform actions that could dynamically tilt the battle in your favor.

Total Dismemberment

Total Dismemberment

( points)

With a flurry of lightning-fast cuts, you sever all of your opponent’s limbs.

Make an attack against a creature within reach with a starglaive blade or polearm. This attack bypasses the target’s resistance to damage, but its immunity to damage is unchanged. Your attack is made at disadvantage.

Unstoppable Attack

Unstoppable Attack

( points)

Your attacks are ferocious enough that nothing can stop them.

Attacks you make with a starglaive bypass immunity to its damage until the start of your next turn.

Quantum Slip

Quantum Slip

( points)

You use irregularities in the space-time continuum to continuously jink your ship, making it impossible to target you. Until the start of your next turn, when an attack would hit your starfighter, it misses instead, and when you would fail a saving throw, you succeed instead.

Trust Your Instincts

Trust Your Instincts

( points)

Dispensing with targeting systems and electronic aids, you focus your mind and make an attack out of pure instinct. Your next attack with a starfighter weapon before the start of your next turn automatically hits its target.

To The Death

To The Death

( points)

A duel is not fittingly dramatic without the proper stakes. You lock blades with a worthy foe, and fight to the bitter end. To the winner goes the glory.

Captivating Speech

Captivating Speech

( points)

Through moving words, you stir the hearts of your allies and captivate your enemies so completely that your allies go unseen.

When you activate this maneuver, roll a Persuasion check. Then choose up to six creatures within 30 feet of you that can hear you. You can choose which of the following two effects to apply to each target.

Make Them Laugh

Make Them Laugh

( points)

With unmatched enthusiasm you undertake a fantastic bit of comedic gymnastics—flipping off of walls, slipping into cartwheels, landing in splits, and otherwise making a grand fool of yourself to the absolute delight of those able to see your exhausting display.

Instant Allyship

Instant Allyship

( points)

The art of battle is driven as much by the minds of combatants as it is their muscles, and you have made it your business to get into a foe’s head, even if only for a brief moment