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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
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
Really Very Funny 4 4th degree Comedic Jabs Action A funny gesticulation to disorient enemies Gate Pass Gazette
Deathgrip 3 4th degree Eldritch Blackguard Action A phantasmal force manifests around your weapon, waiting to wrap itself around a foe. Gate Pass Gazette
Grasping Gauntlet 3 4th degree Arcane Knight Action Balling your hand into a fist, you speak a word of power and conjure a large, translucent gauntlet that seizes up your enemy. Gate Pass Gazette
Back To Back 1 2nd degree Sanguine Knot Action Both you and an adjacent ally gain +2 AC. Adventurer's Guide
Charge 1 1st degree Rapid Current Action Move and make a melee attack. 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
Arcane Dismissal 2 3rd degree Arcane Knight Action With a violent arc of your weapon you batter your foes away like pieces across the chessboard. Gate Pass Gazette
Stunning Assault 3 2nd degree Tempered Iron Action Stun your target with a successful attack. Adventurer's Guide
Life Drinker 2 3rd degree Eldritch Blackguard Action With a baleful word and a vicious strike you draw the very lifeforce from your target. Gate Pass Gazette
Look At Me! 2 3rd degree Sanguine Knot Action Turn your weapon attacks into distractions that allow allies to move through the battlefield more freely. Adventurer's Guide
Skull Taker 3 5th degree Eldritch Blackguard Action Channeling your dark power into a single brutal attack, you attempt to decapitate your target. Gate Pass Gazette
Striding Swings 1 1st degree Tempered Iron Action Move up to 15 feet though hostile spaces. Adventurer's Guide
Dangerous Strikes 1 1st degree Razor’s Edge Action Score critical hits on a roll of 19–20 for one round. Adventurer's Guide
Groundshatter 3 3rd degree Arcane Knight Action With a mighty swing, you strike the ground and unleash a powerful burst of energy. Gate Pass Gazette
United We Stand 3 5th degree Sanguine Knot Action Fall upon an enemy in concert with your allies and make their attacks more effective with every blow struck. Adventurer's Guide
Bravado Taunt 2 4th degree Gallant Heart Action You open your guard in a brazen display of confidence, daring your foes to strike you. Gate Pass Gazette
Bounding Charge 1 1st degree Beast Unity Action Your animal companion springs forward and strikes with bestial fury. Gate Pass Gazette
Bloody Roar 3 4th degree Tooth and Claw Action Unleash a powerful yell that injures and frightens your foes. Adventurer's Guide
Grasp of the Storm 2 1st degree Arcane Knight Action With a sharp gesture, you reach out toward a nearby foe, sending a hand made of lightning to violently draw them in. Gate Pass Gazette
Rake 1 3rd degree Tooth and Claw Action Do extra damage when making multiple attacks. Adventurer's Guide
Stormrider 3 5th degree Arcane Knight Action Calling the power of the storm to your weapon, you fling yourself across the battlefield and drag lightning from the sky onto your foes. Gate Pass Gazette
Whirlpool Strike 3 4th degree Rapid Current Action Attack all creatures adjacent to you and deal extra damage. 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
Heart of the Sword 3 5th degree Unending Wheel Bonus Action Focusing on your training with a weapon, you make your attacks more devastating and ignore an enemy’s defenses. Adventurer's Guide
Warding Wield 1 2nd degree Adamant Mountain Bonus Action Increase your AC by 2 for one round. Adventurer's Guide
Whirlwind Strike 2 3rd degree Rapid Current Bonus Action Attack all creatures adjacent to you. Adventurer's Guide
Wild Capering 1 3rd degree Tooth and Claw Bonus Action Move and gain a climb speed. Adventurer's Guide
To The Death 4 5th degree Gallant Heart Bonus Action A duel is not fittingly dramatic without the proper stakes. You lock blades with a worthy foe, and fight to the bitter end. To the winner goes the glory. Gate Pass Gazette

Pagination