Skip to main content

Elusive Maneuvering

Elusive Maneuvering

( points)

You are ever-present in the moment, allowing you to evade foes with ease.

You take the Dash or Disengage action (1 point) or the Dodge action (2 points) as a bonus action.

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.

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.

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.

Always Prepared

Always Prepared

( points)

You are always looking for the right opportunity.

You take the Ready action as a bonus action.

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.

Reeling Strike

Reeling Strike

( points)

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.

Deflect Missile

Deflect Missile

( points)

You block a missile and direct it back at your attackers.

Sever Limb

Sever Limb

( points)

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.