Skip to main content

Tsunami Dash

Tsunami Dash

( points)

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.

 

Whirlpool Strike

Whirlpool Strike

( points)

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.

 

Rapid Strike

Rapid Strike

( points)

With an array of quick, carefully placed attacks against the same opponent you throw them off their guard.

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. After hitting a creature with a melee weapon attack, you can use your bonus action to make an additional attack against the same creature. 

On a hit with this additional attack, you can use your reaction to spend 2 exertion points and attack the same creature again.

 

Rolling Strike

Rolling Strike

( points)

Flowing through battle like the wind itself, you deftly sprint forward through the reach of enemies to deliver an unexpected attack.

Eye Slash

Eye Slash

( points)

You rapidly lash out in a rising strike targeting your opponent’s brow, leaving a wound that obscures their vision.

Charge

Charge

( points)

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.

 

Armor Lock

Armor Lock

( points)

You swiftly adjust your enemy’s armor so that they cannot move.

Feinting Strike

Feinting Strike

( points)

You make a skillful, deceptive strike which your foe doesn’t see coming.

Make a melee weapon attack roll using the result of a Sleight of Hand check instead of your attack bonus.

 

Force Hesitation

Force Hesitation

( points)

After working your way into an opponent’s guard you convince them that every step will lead to a disastrous end, and that to divert their attention away from you for even a moment invites devastation.

Perplexing Flurry

Perplexing Flurry

( points)

A rain of short, sharp strikes disorients your enemy.