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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
Quick Switch 2 3rd degree Beast Unity Reaction Your animal companion knows how to shuffle itself around the battlefield to better protect and position its allies—or put other creatures in a worse position. Gate Pass Gazette
Grasp of the Storm 2 1st degree Arcane Knight Action With a sharp gesture, you reach out toward a nearby foe, sending a hand made of lightning to violently draw them in. Gate Pass Gazette
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
Howl of Challenge 2 3rd degree Beast Unity Bonus Action The fierce cry of your animal companion draws enemies to battle. Gate Pass Gazette
Arcane Dismissal 2 3rd degree Arcane Knight Action With a violent arc of your weapon you batter your foes away like pieces across the chessboard. Gate Pass Gazette
Argent Strike 2 5th degree Arcane Knight Action You disorient your enemy with a concussive burst of silver light. Gate Pass Gazette
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
Flame Burst 2 4th degree Arcane Knight Reaction With a broad slash of your weapon you conjure forth flames that flicker threateningly. Gate Pass Gazette
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
Dimensional Strike 2 4th degree Arcane Knight Action You teleport mid-attack, taking your enemy off guard. Gate Pass Gazette
Doubletime 2 4th degree Sanguine Knot Action You and up to 3 allies can disengage and move their Speed. Adventurer's Guide
Warding Flourish 2 1st degree Arcane Knight Action With a mystical flourish of your weapon you create a shield of force around a nearby ally. Gate Pass Gazette
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
Perfect Edge Stance 2 4th degree Razor’s Edge Bonus Action (Stance) Focus on making your strikes as devastating as possible, increasing how often you score a critical hit. Adventurer's Guide
Grasping Shadows 2 1st degree Eldritch Blackguard Action At your behest, the shadows themselves grip at your foes, pulling and dragging like quicksand. Gate Pass Gazette
Flowing Form 2 3rd degree Mirror’s Glint Action Make melee attacks against all enemies who miss you. Adventurer's Guide
Redirect 2 3rd degree Mirror’s Glint Reaction Redirect an attack to strike an adjacent creature. Adventurer's Guide
Discerning Strike 2 4th degree Mirror’s Glint Action Learn the health and defenses of opponents you damage. Adventurer's Guide
Retributive Blow 2 4th degree Mirror’s Glint Reaction Use a reaction to respond to a weapon attack with a strike of your own that disrupts a foe’s offensive. Adventurer's Guide
Strike the Cracks Stance 2 4th degree Mirror’s Glint Bonus Action (Stance) Focus on weak spots to deal more critical hits that inflict more damage. Adventurer's Guide
Rapid Strike 2 3rd degree Rapid Current Action Make an additional attack against a creature you have hit. Adventurer's Guide
Whirlwind Strike 2 3rd degree Rapid Current Bonus Action Attack all creatures adjacent to you. Adventurer's Guide
Agile Feint 2 2nd degree Mist and Shade Bonus Action Gain advantage against a nearby creature. Adventurer's Guide
Force Hesitation 2 2nd degree Mist and Shade Action Trick a creature into not attacking anyone but 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

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