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Split the Arrow

Split the Arrow

( points)

With one true strike, you are able to rapidly repeat the same movements and land the rest of your strikes on the same exact spot.

Merciless Ambush

Merciless Ambush

( points)

You’ve waited until just the right moment to spring your ambush and bring down your quarry.

Stalking Crouch

Stalking Crouch

( points)

Amidst the chaos of combat, you set your attention on your quarry while keeping yourself hidden from them.

Run Down

Run Down

( points)

With your quarry in sight, you make a final sprint to close the distance and strike like a predator pouncing on its prey.

Move up to your Speed in a straight line. If at the end of your movement there is a creature within your reach, you can take the Attack action with a melee weapon, as well as any additional attacks granted by Extra Attack. The first attack you make as part of this maneuver has advantage.

Thread the Needle

Thread the Needle

( points)

You see through all distractions and obstacles to strike true.

Hamstring

Hamstring

( points)

You slow your quarry down and keep them from escaping by hobbling their legs or wings.

Make a single ranged weapon attack against a creature. On a hit, the target takes an additional 1d6 damage and its Speed is reduced by 10 feet until the start of your next turn. If the creature has multiple movement speeds, pick one.

Sympathetic Heart Stop

Sympathetic Heart Stop

( points)

By first aligning with then clashing violently against the exact rhythm of your opponent’s movements, breath, and even heartbeat, your physical touch interrupts their life force.

Starfield Vision

Starfield Vision

( points)

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.

Kinesthetic Geometry

Kinesthetic Geometry

( points)

You instinctively identify and leverage the perfect angles and impact points for throwing your weapon.

Martial Alacrity

Martial Alacrity

( points)

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.