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Combat Maneuvers

Tip: Ctrl-click will select (and deselect) multiple options in a select list above.
Name Points Degree Sort descending Tradition Action Type 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
Farshot Stance 1 1st degree Biting Zephyr Bonus Action (Stance) Increase the range of your missiles. Adventurer's Guide
Doubleshot 1 1st degree Biting Zephyr Action Fire two missiles and do extra damage. 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
Shoulder Check 1 1st degree Sanguine Knot Reaction Shove a creature 10 feet when it attacks an ally. Adventurer's Guide
Riding Leap 1 1st degree Spirited Steed Bonus Action Increase the size of your mount’s jump. Adventurer's Guide
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
Springing Stance 1 1st degree Tooth and Claw Bonus Action (Stance) Increase your jump distances. Adventurer's Guide
Ride Enemy 2 1st degree Tooth and Claw Reaction Jump onto a larger creature. Adventurer's Guide
Raking Strikes 2 1st degree Tooth and Claw Action On a hit, hit the target again with disadvantage. Adventurer's Guide
Bounding Strike 1 1st degree Tooth and Claw Action Jump at an enemy and use your ability check as your attack roll. Adventurer's Guide
Point Blank Shot 1 1st degree Biting Zephyr Bonus Action Use a bonus action to make ranged weapon attacks in melee without disadvantage. Adventurer's Guide
Mounted Charge 2 1st degree Spirited Steed Action Move your mount’s Speed and gain advantage on your first attack. Adventurer's Guide
Purge Magic 1 1st degree Tempered Iron Reaction Make a melee attack against an enemy casting a spell. Adventurer's Guide
Imposing Glare 1 1st degree Tempered Iron Bonus Action Frighten a nearby foe. Adventurer's Guide
Covering Fire 1 1st degree Biting Zephyr Action Protect an ally from opportunity attack. Adventurer's Guide
Dangerous Signature 1 1st degree Unending Wheel Reaction Cut a symbol into your target in order to frighten it. Adventurer's Guide
Striding Swings 1 1st degree Tempered Iron Action Move up to 15 feet though hostile spaces. Adventurer's Guide
Cavalier Stance 1 1st degree Spirited Steed Bonus Action (Stance) Increase your mount’s AC. Adventurer's Guide
Exploit Footing 2 1st degree Razor’s Edge Reaction Trip a creature which misses you. Adventurer's Guide
Catch Your Breath 2 1st degree Adamant Mountain Bonus Action Pause to regain hit points. Adventurer's Guide
Cleaving Swing 2 1st degree Adamant Mountain Reaction Cleaving Swing Adventurer's Guide
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
Lean Into It 2 1st degree Adamant Mountain Action Knock your target prone when you hit with a melee attack. Adventurer's Guide
Lancer Strike 1 1st degree Spirited Steed Action Deal extra damage and knock your target prone with a lance. 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
Shield Wall 1 1st degree Sanguine Knot Bonus Action Adjacent allies with shields gain +2 AC. Adventurer's Guide
Wounding Strike 2 1st degree Unending Wheel Bonus Action Cause ongoing damage to your target. Adventurer's Guide
Victory Pose 1 1st degree Unending Wheel Reaction Grant allies advantage on death saving throws when you score a critical hit. Adventurer's Guide
Throwing Stance 1 1st degree Unending Wheel Bonus Action (Stance) Give your weapon the rebounding and thrown properties. Adventurer's Guide

Pagination