Agile Feint
|
2
|
2nd degree
|
Mist and Shade
|
Bonus Action
|
Gain advantage against a nearby creature.
|
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
|
Douse
|
1
|
3rd degree
|
Mist and Shade
|
Bonus Action
|
Dash a container of liquid over a nearby foe.
|
Adventurer's Guide
|
Formal Introduction
|
1
|
3rd degree
|
Gallant Heart
|
Bonus Action
|
You announce yourself, why you’re here, and what you’re about to do.
|
Gate Pass Gazette
|
Rapid Drink
|
2
|
2nd degree
|
Rapid Current
|
Bonus Action
|
Quickly consume or administer a potion.
|
Adventurer's Guide
|
Honourable Bout
|
3
|
2nd degree
|
Gallant Heart
|
Bonus Action
|
You lock eyes with a worthy foe and challenge them to an honest trade of blows
|
Gate Pass Gazette
|
Whirlwind Strike
|
2
|
3rd degree
|
Rapid Current
|
Bonus Action
|
Attack all creatures adjacent to you.
|
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
|
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
|
Wild Strikes
|
2
|
2nd degree
|
Beast Unity
|
Bonus Action
|
You encourage your animal companion to attack ferociously, eschewing accuracy.
|
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
|
Unsettling Injury
|
3
|
3rd degree
|
Unending Wheel
|
Action
|
Make your target unable to cast spells or use combat maneuvers.
|
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
|
Knockdown
|
None
|
Basic maneuver
|
None
|
Action
|
Trip or push a creature down.
|
Adventurer's Guide
|
Overrun
|
None
|
Basic maneuver
|
None
|
Action
|
Force your way through a hostile creature's space.
|
Adventurer's Guide
|
Raking Strikes
|
2
|
1st degree
|
Tooth and Claw
|
Action
|
On a hit, hit the target again with disadvantage.
|
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
|
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
|
Lean Into It
|
2
|
1st degree
|
Adamant Mountain
|
Action
|
Knock your target prone when you hit with a melee attack.
|
Adventurer's Guide
|
Rearing Menace
|
3
|
2nd degree
|
Spirited Steed
|
Action
|
Frighten nearby foes from atop your mount.
|
Adventurer's Guide
|
Launched Strike
|
2
|
3rd degree
|
Spirited Steed
|
Action
|
Leap from your mount to score a critical hit against an enemy.
|
Adventurer's Guide
|
Wheeling Charge
|
3
|
5th degree
|
Spirited Steed
|
Action
|
Caper about an enemy and rain down attacks from atop your mount, circling back with every strike.
|
Adventurer's Guide
|
Back To Back
|
1
|
2nd degree
|
Sanguine Knot
|
Action
|
Both you and an adjacent ally gain +2 AC.
|
Adventurer's Guide
|
Double Tackle
|
3
|
2nd degree
|
Sanguine Knot
|
Action
|
You and an ally knock a creature prone.
|
Adventurer's Guide
|
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
|
Doubletime
|
2
|
4th degree
|
Sanguine Knot
|
Action
|
You and up to 3 allies can disengage and move their Speed.
|
Adventurer's Guide
|
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
|
Dangerous Strikes
|
1
|
1st degree
|
Razor’s Edge
|
Action
|
Score critical hits on a roll of 19–20 for one round.
|
Adventurer's Guide
|
Drive Back
|
2
|
3rd degree
|
Razor’s Edge
|
Action
|
Push your foe 10 feet on a hit.
|
Adventurer's Guide
|
Dashing Razor
|
1
|
4th degree
|
Razor’s Edge
|
Action
|
Charge forward to strike an enemy and feed off of the adrenaline from hitting, increasing your Speed.
|
Adventurer's Guide
|