Skip to main content

Taunt

Taunt

( points)

Abilities: Charisma

Goad

Goad

( points)

Abilities: Charisma

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

Triumphant Return

Triumphant Return

( points)

Not to be kept down, you return to the battle, defiant and ready for more.

Sporting Chance

Sporting Chance

( points)

Confident in your ability to prevail, you handicap yourself, granting your opponent a chance at victory and renewing your resolve.

Overconfident Gambit

Overconfident Gambit

( points)

With utter certainty, you announce your impending success and the impressive means by which you’ll achieve it. The sheer audacity of the attempt makes it that much more inspiring if you succeed.

Engender Doubt

Engender Doubt

( points)

When a creature misses you with a melee weapon attack, you can use your reaction to disparage its performance.