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Earthstrike

Earthstrike

( points)

You strike the ground with a starglaive maul, causing a psychic shockwave to knock nearby creatures prone.

Use an action to strike the ground with a starglaive. All creatures within 10 feet of you make a Strength saving throw against your psionics save DC. On a failed save the target is pushed 5 feet and knocked prone.

Imbued Strike

Imbued Strike

( points)

You imbue your strike with additional psychic energy.

When you next hit a target with a starglaive before the start of your next turn, you deal an additional 2d6 psychic damage.

Pass-Through

Pass-Through

( points)

You deactivate your blade momentarily just before it would be blocked by your enemy’s, and reactivate it to finish the strike.

When you make an attack against an enemy with a starglaive or an energy-imbued weapon, you make the attack at advantage using a maneuver to neatly bypass their defence.

Blinding Light

Blinding Light

( points)

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.

Guided Throw

Guided Throw

( points)

You throw your starglaive at your target, and it returns instantly to your hand.

Make a melee weapon attack with a starglaive against a creature within 30 feet. If you have additional attacks granted by Extra Attack, this maneuver replaces only one of them, and you may use the remaining attacks as normal

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.

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.

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.

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)

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.