Skip to main content

Deathgrip

Deathgrip

( points)

A phantasmal force manifests around your weapon, waiting to wrap itself around a foe.

Fell Spines

Fell Spines

( points)

Flesh and bone obey your command and form spines along your forearm. Flinging your arm out, you launch the bony projectiles into your opponents. Choose a number of targets up to your proficiency bonus in a 15 foot cone.

Living Shadow

Living Shadow

( points)

Severing yourself from your own shadow, you place it at your opponent’s back! Choose a square within 15 feet. Until the start of your next turn, your shadow (AC 10, 1 hp) occupies the chosen space and has a range of 5 feet. It cannot attack, but it can serve as a flanking partner for you and one other creature that you designate when using this maneuver.

Stormrider

Stormrider

( points)

As an action, teleport up to your Speed to an unoccupied space you can see.

Grasping Gauntlet

Grasping Gauntlet

( points)

Choose a creature of no more than one size category larger than you that is within 30 feet.

Groundshatter

Groundshatter

( points)

When you use this ability, choose an adjacent square.

Strike from Below

Strike from Below

( points)

If you have Extra Attack, you may use this maneuver in place of one attack.

Fortifying Reassurance

Fortifying Reassurance

( points)

If you are within 20 feet when your animal companion is hit by an attack, you can use your reaction to call out and help it regain its fighting spirit. As long as it is able to hear you, your animal companion regains hit points equal to your level.

Bring the Mighty Low

Bring the Mighty Low

( points)

When a creature of up to one size category larger than your animal companion makes a melee attack against it, you command your animal companion to respond by harrying the attacker’s movements.

Attack in Tandem

Attack in Tandem

( points)

You and your animal companion must both take this stance to gain its benefits.