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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
Lancer Strike 1 1st degree Spirited Steed Action Deal extra damage and knock your target prone with a lance. Adventurer's Guide
Throwing Stance 1 1st degree Unending Wheel Bonus Action (Stance) Give your weapon the rebounding and thrown properties. 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
Off-Balancing Strikes 1 2nd degree Mirror’s Glint Bonus Action Knock your target off-balance, reducing its Speed and agility. Adventurer's Guide
Deflect Strike 1 2nd degree Unending Wheel Reaction Reduce damage from an attack. Adventurer's Guide
Shield Wall 1 1st degree Sanguine Knot Bonus Action Adjacent allies with shields gain +2 AC. Adventurer's Guide
Preternatural Strikes 1 2nd degree Unending Wheel Action Strike targets who normally require magic. Adventurer's Guide
Disarming Assault 1 3rd degree Unending Wheel Action Knock your enemy’s weapon or shield from their grasp. Adventurer's Guide
Shoulder Check 1 1st degree Sanguine Knot Reaction Shove a creature 10 feet when it attacks an ally. 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
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
Knockdown Assault 1 1st degree Mirror’s Glint Action Knock your target prone when you hit with a melee attack. Adventurer's Guide
Painful Pickpocket 1 1st degree Mist and Shade Reaction Use your reaction to make a Sleight of Hand check against a target which hits you. Adventurer's Guide
Use The Pain 1 2nd degree Razor’s Edge Reaction Get a free attack against a foe who scores a critical hit against you. Adventurer's Guide
Blindshot 1 3rd degree Biting Zephyr Bonus Action Attack hidden targets without disadvantage. 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
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
Covering Fire 1 1st degree Biting Zephyr Action Protect an ally from opportunity attack. Adventurer's Guide
Doubleshot 1 1st degree Biting Zephyr Action Fire two missiles and do extra damage. Adventurer's Guide
Farshot Stance 1 1st degree Biting Zephyr Bonus Action (Stance) Increase the range of your missiles. Adventurer's Guide
Stand Tall Stance 1 4th degree Adamant Mountain Bonus Action (Stance) Be bigger than you really are. 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
Iron Will 1 1st degree Razor’s Edge Reaction Get advantage to resist being charmed or frightened. Adventurer's Guide
Anticipate Spell 1 1st degree Mist and Shade Bonus Action Attack an adjacent creature which tries to cast a spell. Adventurer's Guide
Springing Stance 1 1st degree Tooth and Claw Bonus Action (Stance) Increase your jump distances. 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
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
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
Pickpocket 1 3rd degree Mist and Shade Reaction Use your reaction to make a Sleight of Hand check. Adventurer's Guide
Rake 1 3rd degree Tooth and Claw Action Do extra damage when making multiple attacks. Adventurer's Guide

Pagination