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Instant Allyship

Instant Allyship

( points)

The art of battle is driven as much by the minds of combatants as it is their muscles, and you have made it your business to get into a foe’s head, even if only for a brief moment

Quick, Drink This

Quick, Drink This

( points)

No matter how deadly or serious an opponent is, if they can drink, you can splash something down their throat with superlative timing.

Make a Persuasion check opposed by the Insight check of a creature within your reach. On a success, the creature drinks whatever item you are offering to it, whether that is a potion, poison, or otherwise. Any alchemical item (such as an acid flask or alchemist’s fire) deals four times as much damage as normal when a creature drinks it in this way, although any ongoing damage is only dealt twice.

 

Rolling With The Punches

Rolling With The Punches

( points)

Suffering in silence is the worst—pain is far easier to bear when you can laugh it off.

As long as you are able to speak, did not cast a spell with vocalized components on your last turn, and have an ally who can hear and respond to you, once per round you can reduce the damage you take from an attack or spell by an amount equal to your proficiency bonus.

Just A Giggle

Just A Giggle

( points)

Inversion is at the heart of humor, and nothing upends a no-holdsbarred fight faster than a solid joke.

Skull Taker

Skull Taker

( points)

Channeling your dark power into a single brutal attack, you attempt to decapitate your target. Make a melee weapon attack.

Hungry Ghosts

Hungry Ghosts

( points)

You draw up the dead to do your horrible bidding. Choose a number of squares equal to your Charisma modifier within 30 feet. These squares become occupied with shadowy apparitions, which have an AC equal to 10 + your Charisma modifier your Maneuver DC and 10 hit points.

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.