Taunt
Taunt
(
points)
Abilities: Charisma
Reposition
Reposition
(
points)
Abilities: Strength, Dexterity
Low Blow
Low Blow
(
points)
Abilities: Intelligence, Wisdom
Knee Strike
Knee Strike
(
points)
Abilities: Dexterity, Intelligence, Wisdom
Goad
Goad
(
points)
Abilities: Charisma
Gain the High Ground
Gain the High Ground
(
points)
Abilities: Dexterity, Wisdom, Intelligence
Deflect
Deflect
(
points)
Abilities: Dexterity, Wisdom
Center
Center
(
points)
When you or your opponent takes an action or bonus action, you can take a moment to consider an opening to exploit. The next time you use a basic maneuver or dueling maneuver, you can use your choice of Intelligence, Wisdom, or Charisma to calculate your Maneuver DC for that maneuver, as well as to qualify for any ability score prerequisites it may have.
Block
Block
(
points)
Abilities: Strength, Constitution
Blinding Diversion
Blinding Diversion
(
points)
Abilities: Dexterity, Intelligence, or Wisdom