Always Prepared
Always Prepared
You are always looking for the right opportunity.
You take the Ready action as a bonus action.
Anticipate Spell
Anticipate Spell
You make your move while your foe is busy casting a spell.
Anticipated Intercept
Anticipated Intercept
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
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
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
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
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
You leap and bound toward your enemy with animal fury.
Catch Your Breath
Catch Your Breath
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
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
When you activate this maneuver, you take the Attack action and
Charge
Charge
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
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
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
You have mastered a strike that is unmistakably your own.
Dangerous Strikes
Dangerous Strikes
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
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
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
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
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
Foul magic makes your strikes unnerving.
Engender Doubt
Engender Doubt
When a creature misses you with a melee weapon attack, you can use your reaction to disparage its performance.
Exploit Footing
Exploit Footing
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
You rapidly lash out in a rising strike targeting your opponent’s brow, leaving a wound that obscures their vision.
Farshot Stance
Farshot Stance
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!
Choose a creature of the up to one size category larger than your animal companion within 20 feet.
Frigid Strike
Frigid Strike
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!
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).
Grasp of the Storm
Grasp of the Storm
Make a single
Grasping Shadows
Grasping Shadows
At your behest, the shadows themselves grip at your foes, pulling and dragging like quicksand.
Gunner’s Focus
Gunner’s Focus
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
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
You set yourself firmly in place, determined not to move.
High Ground
High Ground
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
For a moment you unleash your fury forcing your enemy to hesitate.
Iron Will
Iron Will
Withdrawing into your mind, you focus and concentrate to steel your nerves.
Jovial Stance
Jovial Stance
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
Your unpredictable maneuvering puts your opponent off-balance—when you connect with your weapon they stumble and fall.
Lancer Strike
Lancer Strike
You knock your opponent
Leading Throw
Leading Throw
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
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
You strike your foes in such a way as to leave an opening for your allies to follow-up.
Lock On
Lock On
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
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
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
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
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
A rain of short, sharp strikes disorients your enemy.
Pie To The Face
Pie To The Face
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
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
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
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
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
You lash out with one strike that sets up another, faster and wilder attack.
Reactive Re-arm
Reactive Re-arm
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
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
You leap atop your enemy just as it attacks.
Riding Leap
Riding Leap
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
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
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
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
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.
Socialite Stance
Socialite Stance
You gain an
Speed Over Strength
Speed Over Strength
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
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
You ignore distractions and focus on the task at hand.
Striding Swings
Striding Swings
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
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
You see through all distractions and obstacles to strike true.
Throwing Stance
Throwing Stance
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
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
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
You command your animal companion to take a stance.
Warding Flourish
Warding Flourish
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
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
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
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
By submitting to your fervor you make yourself vulnerable but gain an edge on your opponents.