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Combat Maneuvers

Tip: Ctrl-click will select (and deselect) multiple options in a select list above.
Name Points Sort descending Degree Tradition Action Type Summary Source
Countershot 1 2nd degree Biting Zephyr Reaction Shoot a missile out of the air. Adventurer's Guide
Wild Capering 1 3rd degree Tooth and Claw Bonus Action Move and gain a climb speed. Adventurer's Guide
Rake 1 3rd degree Tooth and Claw Action Do extra damage when making multiple attacks. Adventurer's Guide
Trickshot 1 2nd degree Biting Zephyr Action Perform an impressive trick with a ranged weapon attack. 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
Wild Swing 1 4th degree Adamant Mountain Reaction Turn a miss with a heavy weapon into an attack against a different target. Adventurer's Guide
Springing Stance 1 1st degree Tooth and Claw Bonus Action (Stance) Increase your jump distances. Adventurer's Guide
Doubleshot 1 1st degree Biting Zephyr Action Fire two missiles and do extra damage. Adventurer's Guide
Battering Strike 1 3rd degree Adamant Mountain Reaction Knock your opponent’s weapon flying. 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
Faith Within 1 2nd degree Tempered Iron Reaction Reroll a saving throw when charmed, frightened, poisoned, or stunned. Adventurer's Guide
Striding Swings 1 1st degree Tempered Iron Action Move up to 15 feet though hostile spaces. 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
Mercurial Striking Stance 1 4th degree Tooth and Claw Bonus Action (Stance) Focus on making every hit with a natural weapon, unarmed strike, or dual-wielding weapon have a satisfying impact. 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
Reactive Knockdown 1 2nd degree Adamant Mountain Reaction Trip your foe as an opportunity attack. 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
Stand Tall Stance 1 4th degree Adamant Mountain Bonus Action (Stance) Be bigger than you really are. Adventurer's Guide
Covering Fire 1 1st degree Biting Zephyr Action Protect an ally from opportunity attack. Adventurer's Guide
Any Weapon Stance 1 4th degree Unending Wheel Bonus Action (Stance) Focusing on your in depth training with certain weaponry gives you proficiency with all weapons. 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
Warding Wield 1 2nd degree Adamant Mountain Bonus Action Increase your AC by 2 for one round. Adventurer's Guide
Disarming Assault 1 3rd degree Unending Wheel Action Knock your enemy’s weapon or shield from their grasp. Adventurer's Guide
Preternatural Strikes 1 2nd degree Unending Wheel Action Strike targets who normally require magic. Adventurer's Guide
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
Deflect Strike 1 2nd degree Unending Wheel Reaction Reduce damage from an attack. Adventurer's Guide
Farshot Stance 1 1st degree Biting Zephyr Bonus Action (Stance) Increase the range of your missiles. 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