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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
Steal Momentum 2 4th degree Mist and Shade Reaction Make a quick strike against a foe that moves within your reach and arrest their movement. Adventurer's Guide
Break Spell 2 3rd degree Tempered Iron Reaction Make a melee attack against an enemy casting a spell. Adventurer's Guide
Defy Magic 2 3rd degree Tempered Iron Reaction Make a spellcaster miss you with its spell attack. 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
Disrupting Charge 2 4th degree Tempered Iron Reaction Dart up to an opponent casting a spell and strike them, possibly disrupting the magic. Adventurer's Guide
Spell Shattering Strike 2 4th degree Tempered Iron Reaction Disrupt an enemy’s spellcasting and fray the magic to disorient them as well. Adventurer's Guide
Whirlwind Strike 2 3rd degree Rapid Current Bonus Action Attack all creatures adjacent to 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
Lean Into It 2 1st degree Adamant Mountain Action Knock your target prone when you hit with a melee 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
Crushing Blow 2 3rd degree Adamant Mountain Action Paralyze your opponent with a heavy weapon. Adventurer's Guide
Spinning Parry 2 4th degree Mist and Shade Reaction Use a reaction to evade an opponent’s attack and swap places with your attacker, stunning them. Adventurer's Guide
Spirited Whistle 2 4th degree Spirited Steed Action As long as you can see your mount, with but a whistle it rushes to your side. Adventurer's Guide
Dive For Cover 2 4th degree Biting Zephyr Reaction Use your reaction to take cover behind a creature or object when a ranged attack misses you. 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
Heartseeker 2 4th degree Biting Zephyr Action Aim for and exploit a foe’s weak spot with a dangerous shot. Adventurer's Guide
Mundane Missile Stance 2 4th degree Biting Zephyr Bonus Action (Stance) Give nearly any weapon the thrown property. Adventurer's Guide
Agile Feint 2 2nd degree Mist and Shade Bonus Action Gain advantage against a nearby creature. Adventurer's Guide
Rapid Drink 2 2nd degree Rapid Current Bonus Action Quickly consume or administer a potion. Adventurer's Guide
Dual Grapple 2 2nd degree Sanguine Knot Bonus Action You and an ally restrain a creature. Adventurer's Guide
Follow-Up Topple 2 3rd degree Sanguine Knot Reaction Attack a creature an ally has attacked to knock it 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
Eye Slash 2 1st degree Rapid Current Action Blind your enemy with a well-aimed strike. 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
Blinding Blow Stance 2 4th degree Mist and Shade Bonus Action (Stance) Attack in a shifting flow of deft strikes that make it easy to blind enemies. Adventurer's Guide
Exploit Footing 2 1st degree Razor’s Edge Reaction Trip a creature which misses you. 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
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

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