Heroic Substitution
Heroic Substitution
When damage from a successful attack roll would reduce your animal companion’s hit points to 0, you may move up to your base speed to position yourself between your companion and the attack, moving your companion 5 feet if necessary, and take the damage of the attack instead.This maneuver does not cost your animal
companion’s reaction.
Starfield Vision
Starfield Vision
While aboard a capital ship, you can recognize patterns and strategies, then intuit and perform actions that could dynamically tilt the battle in your favor.
Tactical Retreat
Tactical Retreat
When you realize an expedient exit is needed (perhaps due to the arrival of enemy reinforcements), you can quickly identify the best route and create the space for you and your allies to make a hasty escape.
You use your reaction to make a Wisdom (Deception) check opposed by an enemy’s passive Perception. On a success, you and allies within 30 feet (or within the same region during a space battle) can take the Disengage action and move up to twice your Speed (or engage your FTL engines) without invoking an opportunity attack.
Kinesthetic Geometry
Kinesthetic Geometry
You instinctively identify and leverage the perfect angles and impact points for throwing your weapon.
Assess Defenses
Assess Defenses
A quick scan reveals weaknesses you can exploit.
You can use a bonus action to gain advantage on all attack rolls made during an Attack action you take on the same turn.
Martial Alacrity
Martial Alacrity
With a little quick thinking on your feet, you can adjust your attack strategy to find additional ways to hit an opponent.
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. Immediately after, you can make two unarmed strikes against the target of your last attack.
Total Dismemberment
Total Dismemberment
With a flurry of lightning-fast cuts, you sever all of your opponent’s limbs.
Make an attack against a creature within reach with a starglaive blade or polearm. This attack bypasses the target’s resistance to damage, but its immunity to damage is unchanged. Your attack is made at disadvantage.
Unstoppable Attack
Unstoppable Attack
Your attacks are ferocious enough that nothing can stop them.
Attacks you make with a starglaive bypass immunity to its damage until the start of your next turn.
Reeling Strike
Reeling Strike
With a gesture, you telekinetically pull a distant foe towards you and strike them with your starglaive.
One target you can see or sense within 30 feet makes a Strength saving throw or is pulled towards you until it hits a stationary barrier (e.g. a wall or force field) or is within reach of your melee attacks. If the target ends up within reach of your melee attacks, you immediately take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack.
Sever Limb
Sever Limb
With a swift, clean blow you sever the limb of your opponent.
Make an attack against a creature within reach with a starglaive blade or polearm. This attack bypasses the target’s resistance to damage, but its immunity to damage is unchanged. Your attack is made at disadvantage. On a hit you cleanly sever one of the target’s limbs and the target takes an additional 1d10 psychic damage. In addition, the creature suffers a level of strife. The limb is not severed if the target has immunity to the weapon’s damage or the creature is two or more sizes larger than you.