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Breadcrumb

Combat Maneuvers

Tip: Ctrl-click will select (and deselect) multiple options in a select list above.
Name Points Degree Tradition Action Type Sort descending Summary Source
Dispelling Assault 2 3rd degree Tempered Iron Action Your attacks are critical hits on rolls of 19–20 and they end spells. Adventurer's Guide
Rake 1 3rd degree Tooth and Claw Action Do extra damage when making multiple attacks. Adventurer's Guide
Crushing Blow 2 3rd degree Adamant Mountain Action Paralyze your opponent with a heavy weapon. Adventurer's Guide
Furious Barrage 3 5th degree Tooth and Claw Action Make a frenetic series of attacks until one of your strikes misses. Adventurer's Guide
Leaping Strike 1 2nd degree Tooth and Claw Action Move up to 40 feet and either push or knock your target prone. Adventurer's Guide
Missile Volley 2 3rd degree Biting Zephyr Action Attack a group of creatures within 10 feet of a focal point. Adventurer's Guide
Lean Into It 2 1st degree Adamant Mountain Action Knock your target prone when you hit with a melee attack. Adventurer's Guide
Trickshot 1 2nd degree Biting Zephyr Action Perform an impressive trick with a ranged weapon attack. Adventurer's Guide
Raking Strikes 2 1st degree Tooth and Claw Action On a hit, hit the target again with disadvantage. Adventurer's Guide
Bounding Strike 1 1st degree Tooth and Claw Action Jump at an enemy and use your ability check as your attack roll. Adventurer's Guide
Shove None Basic maneuver None Action Push a creature away. Adventurer's Guide
Overrun None Basic maneuver None Action Force your way through a hostile creature's space. Adventurer's Guide
Knockdown None Basic maneuver None Action Trip or push a creature down. Adventurer's Guide
Grapple None Basic maneuver None Action Grab or wrestle a creature. Adventurer's Guide
Grab On None Basic maneuver None Action Jump onto a creature's back. Adventurer's Guide
Disarm None Basic maneuver None Action Knock your target's weapon from their grasp. Adventurer's Guide
Perfect Assault 3 5th degree Unending Wheel Action Exhaust your exertion pool to transform all of your attacks into combat maneuvers. Adventurer's Guide
Rearing Menace 3 2nd degree Spirited Steed Action Frighten nearby foes from atop your mount. Adventurer's Guide
Wind Strike 3 4th degree Unending Wheel Action Make a strike so superb that the wake it cuts through the air damages an enemy beyond your reach. Adventurer's Guide
Covering Fire 1 1st degree Biting Zephyr Action Protect an ally from opportunity attack. Adventurer's Guide
Stunning Assault 3 2nd degree Tempered Iron Action Stun your target with a successful attack. Adventurer's Guide
Unsettling Injury 3 3rd degree Unending Wheel Action Make your target unable to cast spells or use combat maneuvers. Adventurer's Guide
Mounted Charge 2 1st degree Spirited Steed Action Move your mount’s Speed and gain advantage on your first attack. Adventurer's Guide
Disarming Assault 1 3rd degree Unending Wheel Action Knock your enemy’s weapon or shield from their grasp. Adventurer's Guide
Preternatural Strikes 1 2nd degree Unending Wheel Action Strike targets who normally require magic. Adventurer's Guide
Lancer Strike 1 1st degree Spirited Steed Action Deal extra damage and knock your target prone with a lance. Adventurer's Guide
Bloody Roar 3 4th degree Tooth and Claw Action Unleash a powerful yell that injures and frightens your foes. Adventurer's Guide
World-Shaking Strike 3 5th degree Adamant Mountain Action Create a massive shockwave by striking the ground with a heavy weapon. Adventurer's Guide
Doubleshot 1 1st degree Biting Zephyr Action Fire two missiles and do extra damage. Adventurer's Guide
Striding Swings 1 1st degree Tempered Iron Action Move up to 15 feet though hostile spaces. Adventurer's Guide

Pagination