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Combat Maneuvers

Tip: Ctrl-click will select (and deselect) multiple options in a select list above.
Name Points Sort ascending Degree Tradition Action Type Summary Source
Make Them Laugh 6 5th degree Comedic Jabs Action Make a fool of yourself for the delight of others Gate Pass Gazette
Captivating Speech 5 5th degree Gallant Heart Action Through moving words, you stir the hearts of your allies and captivate your enemies so completely that your allies go unseen. Gate Pass Gazette
Impeccable Presence 4 4th degree Gallant Heart Bonus Action (Stance) The icon of decorum, your presence leaves no doubt of your whereabouts. Gate Pass Gazette
To The Death 4 5th degree Gallant Heart Bonus Action A duel is not fittingly dramatic without the proper stakes. You lock blades with a worthy foe, and fight to the bitter end. To the winner goes the glory. Gate Pass Gazette
Really Very Funny 4 4th degree Comedic Jabs Action A funny gesticulation to disorient enemies Gate Pass Gazette
Shove None Basic maneuver None Action Push a creature away. Adventurer's Guide
Overrun None Basic maneuver None Action Force your way through a hostile creature's space. Adventurer's Guide
Knockdown None Basic maneuver None Action Trip or push a creature down. Adventurer's Guide
Grapple None Basic maneuver None Action Grab or wrestle a creature. Adventurer's Guide
Grab On None Basic maneuver None Action Jump onto a creature's back. Adventurer's Guide
Disarm None Basic maneuver None Action Knock your target's weapon from their grasp. Adventurer's Guide
Heightened Reflexes 1-3 3rd degree Mirror’s Glint Bonus Action Gain additional reactions for this round. Adventurer's Guide
Reactive Ward 1-3 3rd degree Arcane Knight Reaction At the sight of incoming danger, you briefly call up a warding shield around yourself and nearby allies. Gate Pass Gazette
World-Shaking Strike 3 5th degree Adamant Mountain Action Create a massive shockwave by striking the ground with a heavy weapon. Adventurer's Guide
Saddled Blows 3 3rd degree Spirited Steed Action On a hit, make your target confused, prone, or slowed. Adventurer's Guide
Stunning Assault 3 2nd degree Tempered Iron Action Stun your target with a successful attack. Adventurer's Guide
Steely Steed Stance 3 4th degree Spirited Steed Bonus Action (Stance) Fight with and alongside your mount, altering your assault to make it deadlier and harder to hurt. Adventurer's Guide
Devoted Assault 3 4th degree Tempered Iron Bonus Action Ignoring other enemies allows you to strike one foe more accurately. Adventurer's Guide
Reassuring Pat 3 5th degree Spirited Steed Reaction Encourage your mount and restore some of its hit points. Adventurer's Guide
Gut Strike 3 3rd degree Tooth and Claw Reaction Strike your enemy and cause fatigue. Adventurer's Guide
Rearing Menace 3 2nd degree Spirited Steed Action Frighten nearby foes from atop your mount. Adventurer's Guide
Instant Strike 3 2nd degree Unending Wheel Bonus Action Quickly draw a melee weapon and attack a creature. Adventurer's Guide
Unyielding 3 5th degree Adamant Mountain Reaction Heal yourself when reduced to 0 hit points. Adventurer's Guide
Perfect Assault 3 5th degree Unending Wheel Action Exhaust your exertion pool to transform all of your attacks into combat maneuvers. Adventurer's Guide
Heart of the Sword 3 5th degree Unending Wheel Bonus Action Focusing on your training with a weapon, you make your attacks more devastating and ignore an enemy’s defenses. Adventurer's Guide
Wind Strike 3 4th degree Unending Wheel Action Make a strike so superb that the wake it cuts through the air damages an enemy beyond your reach. Adventurer's Guide
Prodigious Leap 3 4th degree Spirited Steed Reaction Use a reaction and spur your mount to jump impossible distances. Adventurer's Guide
Bloody Roar 3 4th degree Tooth and Claw Action Unleash a powerful yell that injures and frightens your foes. Adventurer's Guide
Furious Barrage 3 5th degree Tooth and Claw Action Make a frenetic series of attacks until one of your strikes misses. Adventurer's Guide
Wounded Animal Gambit 3 5th degree Tooth and Claw Reaction Pretend to die and then strike when an opponent makes themself vulnerable. Adventurer's Guide

Pagination