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Combat Maneuvers

Tip: Ctrl-click will select (and deselect) multiple options in a select list above.
Name Points Degree Tradition Action Type Summary Source
Cavalier Stance 1 1st degree Spirited Steed Bonus Action (Stance) Increase your mount’s AC. Adventurer's Guide
Center None Basic maneuver Dueling Maneuvers Reaction Take a moment to consider Gate Pass Gazette
Challenger's Strike 2 1st degree Gallant Heart Action With a confident blow, you taunt your foe into rapt attention. Gate Pass Gazette
Charge 1 1st degree Rapid Current Action Move and make a melee attack. Adventurer's Guide
Cleaving Swing 2 1st degree Adamant Mountain Reaction Cleaving Swing Adventurer's Guide
Coordinated Trip 2 2nd degree Beast Unity Bonus Action Working together, you are able to more easily topple creatures than either of you could alone. Gate Pass Gazette
Countershot 1 2nd degree Biting Zephyr Reaction Shoot a missile out of the air. Adventurer's Guide
Covering Fire 1 1st degree Biting Zephyr Action Protect an ally from opportunity attack. Adventurer's Guide
Crushing Blow 2 3rd degree Adamant Mountain Action Paralyze your opponent with a heavy weapon. Adventurer's Guide
Dangerous Signature 1 1st degree Unending Wheel Reaction Cut a symbol into your target in order to frighten it. Adventurer's Guide
Dangerous Strikes 1 1st degree Razor’s Edge Action Score critical hits on a roll of 19–20 for one round. Adventurer's Guide
Darkstalkers 3 5th degree Eldritch Blackguard Other You draw forth the unquiet dead and force them to your bidding. Gate Pass Gazette
Dashing Razor 1 4th degree Razor’s Edge Action Charge forward to strike an enemy and feed off of the adrenaline from hitting, increasing your Speed. Adventurer's Guide
Death Blow 3 5th degree Razor’s Edge Action Make an attack that critically hits and possibly even incapacitates your opponent. Adventurer's Guide
Deathgrip 3 4th degree Eldritch Blackguard Action A phantasmal force manifests around your weapon, waiting to wrap itself around a foe. Gate Pass Gazette
Deceptive Stance 1 1st degree Mist and Shade Bonus Action (Stance) Gain an expertise die on Deception and Sleight of Hand checks in combat. Adventurer's Guide
Deflect None Basic maneuver Dueling Maneuvers Reaction Intuit your enemy's movements Gate Pass Gazette
Deflect Strike 1 2nd degree Unending Wheel Reaction Reduce damage from an attack. Adventurer's Guide
Defy Magic 2 3rd degree Tempered Iron Reaction Make a spellcaster miss you with its spell attack. Adventurer's Guide
Devoted Assault 3 4th degree Tempered Iron Bonus Action Ignoring other enemies allows you to strike one foe more accurately. Adventurer's Guide
Dimensional Strike 2 4th degree Arcane Knight Action You teleport mid-attack, taking your enemy off guard. Gate Pass Gazette
Disarm None Basic maneuver None Action Knock your target's weapon from their grasp. Adventurer's Guide
Disarming Assault 1 3rd degree Unending Wheel Action Knock your enemy’s weapon or shield from their grasp. Adventurer's Guide
Disarming Counter 2 3rd degree Rapid Current Reaction Your enemy drops their weapon when they miss you. Adventurer's Guide
Discerning Strike 2 4th degree Mirror’s Glint Action Learn the health and defenses of opponents you damage. Adventurer's Guide
Dispelling Assault 2 3rd degree Tempered Iron Action Your attacks are critical hits on rolls of 19–20 and they end spells. Adventurer's Guide
Disrupting Charge 2 4th degree Tempered Iron Reaction Dart up to an opponent casting a spell and strike them, possibly disrupting the magic. Adventurer's Guide
Dive For Cover 2 4th degree Biting Zephyr Reaction Use your reaction to take cover behind a creature or object when a ranged attack misses you. Adventurer's Guide
Don't Hit Me 2 1st degree Comedic Jabs Reaction A well-timed absurdity can save your life Gate Pass Gazette
Double Tackle 3 2nd degree Sanguine Knot Action You and an ally knock a creature prone. Adventurer's Guide

Pagination