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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
Wild Capering 1 3rd degree Tooth and Claw Bonus Action Move and gain a climb speed. Adventurer's Guide
Mugging Hit 1 2nd degree Mist and Shade Bonus Action Make a Sleight of Hand check against a creature you have hit. Adventurer's Guide
Gaze Of Conviction 2 2nd degree Tempered Iron Bonus Action Force a creature to attack you. Adventurer's Guide
Devoted Assault 3 4th degree Tempered Iron Bonus Action Ignoring other enemies allows you to strike one foe more accurately. Adventurer's Guide
Whirlwind Strike 2 3rd degree Rapid Current Bonus Action Attack all creatures adjacent to you. Adventurer's Guide
Branding Steel 3 5th degree Tempered Iron Bonus Action Brand a foe to make it reticent to approach or attack you. Adventurer's Guide
Catch Your Breath 2 1st degree Adamant Mountain Bonus Action Pause to regain hit points. Adventurer's Guide
Fetch! 1 1st degree Beast Unity Bonus Action Your animal companion is well-trained in the most basic of commands: fetch. It’s also proficient in fetching more than just sticks… Gate Pass Gazette
Vicious Blade 2 4th degree Eldritch Blackguard Bonus Action You enchant your weapon with clinging shadows. Gate Pass Gazette
Green-Flame Strike 1 2nd degree Eldritch Blackguard Bonus Action You draw your hand along your blade, limning it in hellish flame. Gate Pass Gazette
Warding Wield 1 2nd degree Adamant Mountain Bonus Action Increase your AC by 2 for one round. Adventurer's Guide
Anticipate Spell 1 1st degree Mist and Shade Bonus Action Attack an adjacent creature which tries to cast a spell. 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
Agile Feint 2 2nd degree Mist and Shade Bonus Action Gain advantage against a nearby creature. Adventurer's Guide
Trample 2 2nd degree Spirited Steed Bonus Action Move and knock those in your path prone. Adventurer's Guide
Ricochet 2 3rd degree Biting Zephyr Bonus Action Ignore your target’s cover with a ranged attack. Adventurer's Guide
Hear the Wind 3 5th degree Biting Zephyr Bonus Action Concentrate on what you can hear to see what cannot be seen and deftly evade attacks. Adventurer's Guide
Horizon Shot 3 5th degree Biting Zephyr Bonus Action Use a ranged weapon to attack to shoot a creature from as far away as you can see. Adventurer's Guide
Doubleteam 1 1st degree Sanguine Knot Bonus Action A nearby ally can push a creature as a bonus action. Adventurer's Guide
Living Shadow 3 2nd degree Eldritch Blackguard Bonus Action Severing yourself from your own shadow, you place it at your opponent’s back! Gate Pass Gazette
Shield Wall 1 1st degree Sanguine Knot Bonus Action Adjacent allies with shields gain +2 AC. Adventurer's Guide
Rapid Drink 2 2nd degree Rapid Current Bonus Action Quickly consume or administer a potion. Adventurer's Guide
Dual Grapple 2 2nd degree Sanguine Knot Bonus Action You and an ally restrain a creature. Adventurer's Guide
Hurl Ally 3 3rd degree Sanguine Knot Bonus Action Throw a smaller ally at a creature within 20 feet. Adventurer's Guide
Wild Strikes 2 2nd degree Beast Unity Bonus Action You encourage your animal companion to attack ferociously, eschewing accuracy. Gate Pass Gazette
Coordinated Trip 2 2nd degree Beast Unity Bonus Action Working together, you are able to more easily topple creatures than either of you could alone. Gate Pass Gazette
Howl of Challenge 2 3rd degree Beast Unity Bonus Action The fierce cry of your animal companion draws enemies to battle. Gate Pass Gazette
Practiced Roll 1 2nd degree Razor’s Edge Bonus Action Move 20 feet without provoking opportunity attacks. Adventurer's Guide
Quick Spill 2 1st degree Comedic Jabs Bonus Action Throw things to gain the edge in combat Gate Pass Gazette
Douse 1 3rd degree Mist and Shade Bonus Action Dash a container of liquid over a nearby foe. Adventurer's Guide

Pagination