Skip to main content

Breadcrumb

Combat Maneuvers

Tip: Ctrl-click will select (and deselect) multiple options in a select list above.
Name Points Degree Sort ascending Tradition Action Type Summary Source
Fell Spines 3 3rd degree Eldritch Blackguard Action Flesh and bone obey your command and form spines along your forearm. Gate Pass Gazette
Drive Back 2 3rd degree Razor’s Edge Action Push your foe 10 feet on a hit. Adventurer's Guide
Instinctive Counterattack 2 3rd degree Razor’s Edge Reaction Use a reaction to make a melee attack. Adventurer's Guide
Mind Over Body 1 3rd degree Razor’s Edge Bonus Action Reduce the damage you take. Adventurer's Guide
Whirlwind Strike 2 3rd degree Rapid Current Bonus Action Attack all creatures adjacent to you. Adventurer's Guide
Mistfade Retreat 2 3rd degree Eldritch Blackguard Reaction As your foe’s deadly attack falls upon you, your form becomes mist and shadow. Gate Pass Gazette
Flowing Form 2 3rd degree Mirror’s Glint Action Make melee attacks against all enemies who miss you. Adventurer's Guide
Heightened Reflexes 1-3 3rd degree Mirror’s Glint Bonus Action Gain additional reactions for this round. Adventurer's Guide
Redirect 2 3rd degree Mirror’s Glint Reaction Redirect an attack to strike an adjacent creature. Adventurer's Guide
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
Douse 1 3rd degree Mist and Shade Bonus Action Dash a container of liquid over a nearby foe. Adventurer's Guide
Feinting Strike 2 3rd degree Mist and Shade Action Use a Sleight of Hand check as your attack bonus. Adventurer's Guide
Pickpocket 1 3rd degree Mist and Shade Reaction Use your reaction to make a Sleight of Hand check. Adventurer's Guide
Quickening 1 2nd degree Arcane Knight Reaction As enemies draw near, you summon magic to enhance your response time. Gate Pass Gazette
Instant Strike 3 2nd degree Unending Wheel Bonus Action Quickly draw a melee weapon and attack a creature. Adventurer's Guide
Preternatural Strikes 1 2nd degree Unending Wheel Action Strike targets who normally require magic. Adventurer's Guide
Expert Tumble 2 2nd degree Tooth and Claw Bonus Action Increase your AC as long as you move at full Speed 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
Primal Intercept 2 2nd degree Tooth and Claw Reaction Attack a creature which grapples you. Adventurer's Guide
Mystic Feint 1 2nd degree Arcane Knight Reaction For a moment you distort your enemy’s perception, causing them to overextend themselves. Gate Pass Gazette
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
Reactive Knockdown 1 2nd degree Adamant Mountain Reaction Trip your foe as an opportunity attack. Adventurer's Guide
Shrug It Off 2 2nd degree Adamant Mountain Reaction Use your reaction to avoid being frightened, poisoned, or stunned. Adventurer's Guide
Warding Wield 1 2nd degree Adamant Mountain Bonus Action Increase your AC by 2 for one round. Adventurer's Guide
Blazing Pursuit 2 2nd degree Arcane Knight Reaction With fiery heat, you pursue a fleeing foe. Gate Pass Gazette
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
Dual Grapple 2 2nd degree Sanguine Knot Bonus Action You and an ally restrain a creature. Adventurer's Guide
Practiced Roll 1 2nd degree Razor’s Edge Bonus Action Move 20 feet without provoking opportunity attacks. Adventurer's Guide
Twist the Blade 2 2nd degree Razor’s Edge Reaction Use a reaction to turn a roll of 18 or more into a critical hit. Adventurer's Guide

Pagination