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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
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

Pagination