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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 ascending Summary Source
Zealous Stance 1 1st degree Tempered Iron Bonus Action (Stance) Gain expertise dice on attacks in exchange for granting expertise dice to your foes. Adventurer's Guide
Malicious Mark 1 1st degree Arcane Knight Bonus Action (Stance) You shift your attention to magically make your opponent easier to combat. Gate Pass Gazette
Heavy Stance 1 1st degree Adamant Mountain Bonus Action (Stance) Gain an expertise die on Athletics checks and saving throws against combat maneuvers, and reduce difficult terrain. Adventurer's Guide
Stand Tall Stance 1 4th degree Adamant Mountain Bonus Action (Stance) Be bigger than you really are. Adventurer's Guide
Strike the Cracks Stance 2 4th degree Mirror’s Glint Bonus Action (Stance) Focus on weak spots to deal more critical hits that inflict more damage. Adventurer's Guide
Farshot Stance 1 1st degree Biting Zephyr Bonus Action (Stance) Increase the range of your missiles. Adventurer's Guide
Attack in Tandem 3 4th degree Beast Unity Bonus Action (Stance) You and your animal companion sync your focus and movements. Gate Pass Gazette
Cavalier Stance 1 1st degree Spirited Steed Bonus Action (Stance) Increase your mount’s AC. Adventurer's Guide
Duelist's Sigil 1 2nd degree Arcane Knight Bonus Action (Stance) Drawing a fingertip across your weapon, you briefly inscribe a glowing mark before you strike your opponent, which reminds them of your threat when they seek to engage others. Gate Pass Gazette
Swift Stance 1 1st degree Rapid Current Bonus Action (Stance) Increase your Speed by 5 feet. Adventurer's Guide
Steely Steed Stance 3 4th degree Spirited Steed Bonus Action (Stance) Fight with and alongside your mount, altering your assault to make it deadlier and harder to hurt. Adventurer's Guide
Vigilant Stance 1 1st degree Beast Unity Bonus Action (Stance) Your companion has learned to prioritize defense over offense. Gate Pass Gazette
Mundane Missile Stance 2 4th degree Biting Zephyr Bonus Action (Stance) Give nearly any weapon the thrown property. Adventurer's Guide
Hungry Ghosts 3 4th degree Eldritch Blackguard Bonus Action (Stance) You draw up the dead to do your horrible bidding. Gate Pass Gazette
Rolling With The Punches 3 3rd degree Comedic Jabs Bonus Action (Stance) Pain is easier to bear when you can laugh it off. Gate Pass Gazette
Legion Stance 1 1st degree Sanguine Knot Bonus Action (Stance) An ally can attack a foe you hit with a critical hit. Adventurer's Guide
Socialite Stance 1 1st degree Gallant Heart Bonus Action (Stance) With dignified mien and impeccable politesse, you carry yourself with a sense of grandeur. Gate Pass Gazette
Impeccable Presence 4 4th degree Gallant Heart Bonus Action (Stance) The icon of decorum, your presence leaves no doubt of your whereabouts. Gate Pass Gazette
Brotherhood Stance 3 4th degree Sanguine Knot Bonus Action (Stance) Take the Help action whenever you hit with a melee weapon attack. Adventurer's Guide
Goading Stance 2 2nd degree Beast Unity Bonus Action (Stance) Like a cat that exposes its belly with murderous intent, your animal companion knows how to lure enemies into its claws. Gate Pass Gazette
Perceptive Stance 1 1st degree Razor’s Edge Bonus Action (Stance) Enhance your perception. Adventurer's Guide
Perfect Edge Stance 2 4th degree Razor’s Edge Bonus Action (Stance) Focus on making your strikes as devastating as possible, increasing how often you score a critical hit. Adventurer's Guide
Wounding Strike 2 1st degree Unending Wheel Bonus Action Cause ongoing damage to your target. 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
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
Wild Capering 1 3rd degree Tooth and Claw Bonus Action Move and gain a climb speed. 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
Warding Wield 1 2nd degree Adamant Mountain Bonus Action Increase your AC by 2 for one round. Adventurer's Guide
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
Practiced Roll 1 2nd degree Razor’s Edge Bonus Action Move 20 feet without provoking opportunity attacks. Adventurer's Guide

Pagination