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Crushing Blow

Crushing Blow

( points)

With a bone crushing strike you briefly deprive an opponent of their very ability to move.

Shrug It Off

Shrug It Off

( points)

Girding yourself when your body is assaulted by more than clenched fists or sharp steel, you defy weakness and overcome.

Lean Into It

Lean Into It

( points)

Not just commiting to an assault, you shoulder into it with all the strength you can bear and deliver hits that resonate in the very bones of your foes.

Cleaving Swing

Cleaving Swing

( points)

After you slam your weapon into an opponent you work the momentum of the blow into another strike at a second enemy nearby in a devastating display of might.

When you hit with a melee weapon attack using a weapon with the heavy property, you can use your reaction to make an additional melee weapon attack against a second creature that is also within your reach.

Catch Your Breath

Catch Your Breath

( points)

You have a limited well of stamina that you can draw on to protect yourself from harm.

You regain hit points equal to 1d6 + your proficiency bonus + your Constitution modifier (minimum 0).

 

Spell Shattering Strike

Spell Shattering Strike

( points)

You strike a spellcaster and disrupt their control over magic, fracturing the power behind a spell and transforming the energy so it roots them to the spot.

Disrupting Charge

Disrupting Charge

( points)

You charge a spellcaster in order to interrupt their spell.

When a creature you can see casts a spell, you can use your reaction to move up to your Speed. If you end your movement adjacent to that creature, you can make a melee weapon attack against it. On a critical hit, the spell is interrupted (expending the spell slot) and has no effect.

Dispelling Assault

Dispelling Assault

( points)

You attack with such fury that your enemy’s magical defenses wither and fail.

When you activate this technique, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Until the start of your next turn, your weapon attacks score a critical hit on a roll of 19–20, and when you score a critical hit against a creature any spell of 3rd-level or lower on the creature ends. 

If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).
 

Defy Magic

Defy Magic

( points)

The potency of magic is dependent upon whoever wields it, and whether arcane or divine most spells and spellcasters pale in comparison to your obsessive conviction.

When you see a creature within 30 feet make a spell attack against you, you can use your reaction to defy it. The creature makes a spellcasting ability check against your maneuver DC or automatically misses with its spell attack. 

If the spell is of 7th-level or higher, this combat maneuver has no effect.

 

Break Spell

Break Spell

( points)

You interrupt a spell to stop it being cast.