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Shield Wall

Shield Wall

( points)

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.

Doubleteam

Doubleteam

( points)

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.

Horizon Shot

Horizon Shot

( points)

No matter how far away a foe is, if you can see them they’re still in danger.

Hear the Wind

Hear the Wind

( points)

You can literally hear the sound of incoming missiles and react to them easily.

Until the end of your next turn, you gain blindsight to a range of 20 feet. When you are hit by a ranged attack, you make a Perception check against a DC equal to the attack roll. 

On a success the attack misses you, and on a critical success you redirect it back at the attacker.

 

Trample

Trample

( points)

You trample down enemies in your path.

You must be mounted to use this maneuver. 

Ricochet

Ricochet

( points)

With careful judgments of distances, materials, wind, and applied force you let loose a shot that bounces off of one or more surfaces to strike opponents crouching behind walls or otherwise hidden from sight by cover.

Riding Leap

Riding Leap

( points)

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. 

Blindshot

Blindshot

( points)

By closing your eyes and focusing on the sound of the environment, you target an unseen foe with uncanny accuracy.

Point Blank Shot

Point Blank Shot

( points)

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.

Warding Wield

Warding Wield

( points)

With seeming ease you whirl your weapon about your body, weaving it in a threatening pattern that makes your opponents hesitant to attack.

Until the start of your next turn, your AC increases by 2.