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Terror and pain can be unleashed through those willing to delve into dark magics and blend them with martial prowess. Note. Unlike normal combat maneuvers, mystical martial maneuvers cannot be used where magic is suppressed, such as within an antimagic field or similar effect

Skull Taker

Skull Taker

( points)

Channeling your dark power into a single brutal attack, you attempt to decapitate your target. Make a melee weapon attack.

Vicious Blade

Vicious Blade

( points)

You enchant your weapon with clinging shadows.

Hungry Ghosts

Hungry Ghosts

( points)

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.

Deathgrip

Deathgrip

( points)

A phantasmal force manifests around your weapon, waiting to wrap itself around a foe.

Mistfade Retreat

Mistfade Retreat

( points)

As your foe’s deadly attack falls upon you, your form becomes mist and shadow.

Life Drinker

Life Drinker

( points)

With a baleful word and a vicious strike you draw the very lifeforce from your target.

Fell Spines

Fell Spines

( points)

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.

Necrotic Grip

Necrotic Grip

( points)

Your grip can wither flesh from bone.

Living Shadow

Living Shadow

( points)

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.