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
|