Ace Maneuvering
Ace Maneuvering
You pull a maneuver either too brilliant or foolhardy for your tail to predict—putting them in your crosshairs.
One starfighter of your choice currently locked on to you makes a Wisdom saving throw or its lock on you is broken and you lock on to it instead. While locked on to a target you have advantage on attacks made against it. This lock on ends if you attack a different target or attempt to lock on to a different target.
Armor Lock
Armor Lock
You swiftly adjust your enemy’s armor so that they cannot move.
Assess Defenses
Assess Defenses
A quick scan reveals weaknesses you can exploit.
You can use a bonus action to gain advantage on all attack rolls made during an Attack action you take on the same turn.
Attack in Tandem
Attack in Tandem
You and your animal companion must both take this stance to gain its benefits.
Blind Instinct
Blind Instinct
You use all your senses to focus your attacks on a single enemy.
You gain blindsight out to a range of 30 feet.
If a creature leaves the range of your blindsight, you can use your reaction to mark it as prey and move up to your Speed. The next melee weapon attack you make against that creature before the end of your next turn deals an additional weapon damage die.
Blinding Light
Blinding Light
Focusing your mind on your weapon, the illumination from your starglaive intensifies, blinding your foes.
Use an action to intensify your starglaive briefly. All creatures within 10 feet of you who can see the light of your starglaive must make a Constitution saving throw. On a failure, they are blinded until the end of their next turn.
Blinding Strikes
Blinding Strikes
With a vicious strike, you
Bloody Roar
Bloody Roar
A victorious battle cry strikes fear in the heart of your foes.
Bodyguard
Bodyguard
You interpose yourself to take a hit for your ally.
When an ally within your reach is hit by an attack, you can use your reaction to swap places with them and become the target of that attack, taking half as much damage as normal.
Branding Steel
Branding Steel
You permanently mark your foe with your sword.
Bring the Mighty Low
Bring the Mighty Low
When a creature of up to one size category larger than your animal companion makes a melee attack against it, you command your animal companion to respond by harrying the attacker’s movements.
Brotherhood Stance
Brotherhood Stance
By focusing on keeping enemies off-balance, you help allies attack more effectively.
Whenever you hit a creature with a melee weapon attack, you can also take the Help action. On a critical hit, the target of your Help action can use their reaction to take the Dodge action.
Burning Embers of Faith
Burning Embers of Faith
Digging within, you stave off the call of death and surge renewed towards your foes.
When you are reduced to 0 hit points, you can use your reaction to heal a number of hit points equal to your proficiency bonus.
Darkstalkers
Darkstalkers
action (stance)
Death Blow
Death Blow
All your training culminates in this lethal attack. You deliver the perfect killing blow with a single secret technique.
Deathgrip
Deathgrip
A phantasmal force manifests around your weapon, waiting to wrap itself around a foe.
Devoted Assault
Devoted Assault
The battle around you narrows as you focus your ire on a single opponent, ignoring other threats or enemies.
Double Tackle
Double Tackle
You and an ally tackle a foe together, your combined strength forcing them to the ground.
Choose an ally you can see. Your ally can use their reaction to move up to 20 feet to be adjacent to a creature you designate.
Fell Spines
Fell Spines
Flesh and bone obey your command and form spines along your forearm. Flinging your arm out, you launch the bony projectiles into your opponents. Choose a number of targets up to your proficiency bonus in a 15 foot cone.
First Blood
First Blood
You react and attack quicker than the eye can see.
After rolling initiative, you can use your reaction to treat your initiative as if you had rolled a critical success.
Flowing Steps Stance
Flowing Steps Stance
You focus on moving so swiftly and with such subtlety that nothing can stop you.
Fortifying Reassurance
Fortifying Reassurance
If you are within 20 feet when your animal companion is hit by an attack, you can use your reaction to call out and help it regain its fighting spirit. As long as it is able to hear you, your animal companion regains hit points equal to your level.
Furious Barrage
Furious Barrage
You unleash blow after blow, striking your opponent again and again, oblivious to your surroundings.
Make a melee weapon attack against a creature. On a hit, make another melee weapon attack. You can keep attacking until you miss. You cannot make more attacks than your proficiency bonus in this manner.
Attack rolls against you have advantage until the beginning of your next turn.
Grasping Gauntlet
Grasping Gauntlet
Choose a creature of no more than one size category larger than you that is within 30 feet.
Groundshatter
Groundshatter
When you use this ability, choose an adjacent square.
Gut Strike
Gut Strike
You instinctively know when you hit an opponent’s weak spot and can muster an extra bit of force to devastating effect, causing your foe to suffer momentary fatigue.
Hear the Wind
Hear the Wind
You can literally hear the sound of incoming missiles and react to them easily.
Until the end of your next turn, you gain blindsight to a range of 20 feet. When you are hit by a ranged attack, you make a Perception check against a DC equal to the attack roll.
On a success the attack misses you, and on a critical success you redirect it back at the attacker.
Heart of the Sword
Heart of the Sword
You focus on the bond between you and your weapon.
Choose a weapon when you learn this combat maneuver. For the next minute, attacks made with the chosen weapon score a critical hit on a roll of 19–20 and ignore any damage resistances a target might have. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).
Heightened Concentration
Heightened Concentration
You nearly lose
Heroic Substitution
Heroic Substitution
When damage from a successful attack roll would reduce your animal companion’s hit points to 0, you may move up to your base speed to position yourself between your companion and the attack, moving your companion 5 feet if necessary, and take the damage of the attack instead.This maneuver does not cost your animal
companion’s reaction.
Hit the Brakes
Hit the Brakes
You suddenly decelerate, causing your foe to fly past you and into your gunsights.
Choose another starfighter operating in the same combat zone which has locked on to you. The starfighter makes a Dexterity saving throw. On a failure, you make an attack against the target.
Honourable Bout
Honourable Bout
Choose one creature within 30 feet of you that can see or hear you and has a clear path to you. Make a Persuasion check against the creature’s passive Insight.
Horizon Shot
Horizon Shot
No matter how far away a foe is, if you can see them they’re still in danger.
Hungry Ghosts
Hungry Ghosts
You draw up the dead to do your horrible bidding. Choose a number of squares equal to your Charisma modifier within 30 feet. These squares become occupied with shadowy apparitions, which have an AC equal to 10 + your Charisma modifier your Maneuver DC and 10 hit points.
Hunting Stance
Hunting Stance
The hunter must be focused and swift to bring down their prey.
Hurl Ally
Hurl Ally
You throw your ally at an opponent, lending them extra power.
Instant Allyship
Instant Allyship
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
Instant Strike
Instant Strike
You quickly draw and strike with a weapon in the blink of an eye.
Choose a creature within your reach. You draw a melee weapon and use it to make an attack against that creature. You cannot use this combat maneuver against the same creature more than once per combat.
Just A Giggle
Just A Giggle
Inversion is at the heart of humor, and nothing upends a no-holdsbarred fight faster than a solid joke.
Kinesthetic Geometry
Kinesthetic Geometry
You instinctively identify and leverage the perfect angles and impact points for throwing your weapon.
Living Shadow
Living Shadow
Severing yourself from your own shadow, you place it at your opponent’s back! Choose a square within 15 feet. Until the start of your next turn, your shadow (AC 10, 1 hp) occupies the chosen space and has a range of 5 feet. It cannot attack, but it can serve as a flanking partner for you and one other creature that you designate when using this maneuver.
Martial Alacrity
Martial Alacrity
With a little quick thinking on your feet, you can adjust your attack strategy to find additional ways to hit an opponent.
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. Immediately after, you can make two unarmed strikes against the target of your last attack.
Merciless Ambush
Merciless Ambush
You’ve waited until just the right moment to spring your ambush and bring down your quarry.
Perfect Assault
Perfect Assault
In a blur of smooth motion, you unleash a sequence of attacks.
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.
Pilfer Object
Pilfer Object
You dart forward and snatch an item from a foe just as they start to use it.
Prodigious Leap
Prodigious Leap
Your mount makes an incredible leap, soaring through the air.
When your mount makes an Athletics check to jump, you can use your reaction to grant it a fly speed equal to half its Speed until the end of your turn. Your mount can only fly in a straight line.
Psychic Sunder
Psychic Sunder
Focusing your psychic energy, you strike an object with concentrated force.
You make a single attack against an unattended object of size Large or smaller, such as a door, with a starglaive maul. On a hit, the object gains the broken condition. If the object is reinforced, you must instead beat its AC by 4 points or more in order to sunder it.
Quantum Slip
Quantum Slip
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.
Quick, Drink This
Quick, Drink This
No matter how deadly or serious an opponent is, if they can drink, you can splash something down their throat with superlative timing.
Make a Persuasion check opposed by the Insight check of a creature within your reach. On a success, the creature drinks whatever item you are offering to it, whether that is a potion, poison, or otherwise. Any alchemical item (such as an acid flask or alchemist’s fire) deals four times as much damage as normal when a creature drinks it in this way, although any ongoing damage is only dealt twice.
Rallying Cry
Rallying Cry
You offer inspiring encouragement to an ally and they gain their second wind.
When an ally you can see takes damage from an attack, you can use your reaction to release a hearty rallying cry. As long as they are able to hear you, your ally regains an amount of hit points equal to twice your proficiency bonus.
Rearing Menace
Rearing Menace
You rear your mount, intimidating nearby opponents.
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.
Reassuring Pat
Reassuring Pat
Your mount takes comfort from your presence and gains its second wind.
When your mount is hit by an attack, you can use your reaction to pat it reassuringly. Your mount regains hit points equal to your level.
Reeling Strike
Reeling Strike
With a gesture, you telekinetically pull a distant foe towards you and strike them with your starglaive.
One target you can see or sense within 30 feet makes a Strength saving throw or is pulled towards you until it hits a stationary barrier (e.g. a wall or force field) or is within reach of your melee attacks. If the target ends up within reach of your melee attacks, you immediately take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack.
Reflect Attack
Reflect Attack
You redirect your enemy’s attack back upon itself.
Rolling With The Punches
Rolling With The Punches
Suffering in silence is the worst—pain is far easier to bear when you can laugh it off.
As long as you are able to speak, did not cast a spell with vocalized components on your last turn, and have an ally who can hear and respond to you, once per round you can reduce the damage you take from an attack or spell by an amount equal to your proficiency bonus.
Saddled Blows
Saddled Blows
From atop your mount, you strike down at your foes with powerful blows.
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.
Sever Limb
Sever Limb
With a swift, clean blow you sever the limb of your opponent.
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. On a hit you cleanly sever one of the target’s limbs and the target takes an additional 1d10 psychic damage. In addition, the creature suffers a level of strife. The limb is not severed if the target has immunity to the weapon’s damage or the creature is two or more sizes larger than you.
Sharpened Awareness
Sharpened Awareness
You tune your senses, focusing on the fight at hand.
Skull Taker
Skull Taker
Channeling your dark power into a single brutal attack, you attempt to decapitate your target. Make a melee weapon attack.
Split the Arrow
Split the Arrow
With one true strike, you are able to rapidly repeat the same movements and land the rest of your strikes on the same exact spot.
Sporting Chance
Sporting Chance
Confident in your ability to prevail, you handicap yourself, granting your opponent a chance at victory and renewing your resolve.
Starfield Vision
Starfield Vision
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.
Stealth Formation
Stealth Formation
You mask each other’s energy signatures and try to fly under the radar.
Starfighter pilots in this formation gain an expertise die on Stealth checks.
Steely Steed Stance
Steely Steed Stance
You focus on a deep and unspoken connection with your mount, lending it strength and working together as one.
Stormrider
Stormrider
As an action, teleport up to your Speed to an unoccupied space you can see.
Strike from Below
Strike from Below
If you have Extra Attack, you may use this maneuver in place of one attack.
Stunning Assault
Stunning Assault
You strike your opponent with enough force to stun them.
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.
Tactical Retreat
Tactical Retreat
When you realize an expedient exit is needed (perhaps due to the arrival of enemy reinforcements), you can quickly identify the best route and create the space for you and your allies to make a hasty escape.
You use your reaction to make a Wisdom (Deception) check opposed by an enemy’s passive Perception. On a success, you and allies within 30 feet (or within the same region during a space battle) can take the Disengage action and move up to twice your Speed (or engage your FTL engines) without invoking an opportunity attack.
Total Dismemberment
Total Dismemberment
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.
Triumphant Return
Triumphant Return
Not to be kept down, you return to the battle, defiant and ready for more.
Trust Your Instincts
Trust Your Instincts
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.
Tsunami Dash
Tsunami Dash
You sprint through your enemies, striking at every one you pass.
You take the Dash action. During your turn, any time you become adjacent to a creature, you can make a melee attack against it using a weapon that has the dual-wielding or finesse properties.
You cannot attack the same creature twice in a row in this manner or make more attacks than your proficiency bonus.
Unbreakable
Unbreakable
At the edge of death, you cling firmly to life.
United We Stand
United We Stand
You and your allies combine forces and attack a single foe with devastating results.
Make a melee weapon attack against a creature. Any willing ally within your reach can use their reaction to make a melee weapon attack against the same creature.
If the creature is hit by two attacks, it takes extra damage equal to your proficiency bonus.
Unsettling Injury
Unsettling Injury
Your attack unnerves your foe, making it hard for them to concentrate.
Unstoppable
Unstoppable
You power through your enemy’s special attacks.
Unstoppable Attack
Unstoppable Attack
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.
Unyielding
Unyielding
Badly wounded, you force yourself to keep fighting.
When you are reduced to 0 hit points, you can use your reaction to regain hit points equal to 1d12 + your proficiency bonus + your Constitution modifier (minimum 0).
Wheeling Charge
Wheeling Charge
You repeatedly charge your mount at your opponent, attacking again and again.
Whirlpool Strike
Whirlpool Strike
You spin around, gathering momentum as you strike your foes harder and harder.
Make a melee weapon attack against any number of creatures within 5 feet of you, making a separate attack roll for each target. For each subsequent hit after the first, you deal an additional 1d6 damage.
Wind Strike
Wind Strike
You use a melee weapon to strike a foe from a distance.
Choose a weapon when you learn this combat maneuver. You can use the chosen weapon to strike a distant target with air pressure, giving your attack a normal range of 20 feet and long range of 60 feet. This functions as if your weapon had the thrown property except you don’t actually throw it.
World-Shaking Strike
World-Shaking Strike
You smash the ground, knocking down your enemies with a shockwave.
Wounded Animal Gambit
Wounded Animal Gambit
Playing dead, you surprise your foe with a sudden attack.