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
|
Devoted Assault
|
3
|
4th degree
|
Tempered Iron
|
Bonus Action
|
Ignoring other enemies allows you to strike one foe more accurately.
|
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
|
Branding Steel
|
3
|
5th degree
|
Tempered Iron
|
Bonus Action
|
Brand a foe to make it reticent to approach or attack you.
|
Adventurer's Guide
|
Burning Embers of Faith
|
3
|
5th degree
|
Tempered Iron
|
Reaction
|
Use a reaction when you would be reduced to 0 hit points to heal yourself.
|
Adventurer's Guide
|
Cavalier Stance
|
1
|
1st degree
|
Spirited Steed
|
Bonus Action (Stance)
|
Increase your mount’s AC.
|
Adventurer's Guide
|
Lancer Strike
|
1
|
1st degree
|
Spirited Steed
|
Action
|
Deal extra damage and knock your target prone with a lance.
|
Adventurer's Guide
|
Mounted Charge
|
2
|
1st degree
|
Spirited Steed
|
Action
|
Move your mount’s Speed and gain advantage on your first attack.
|
Adventurer's Guide
|
Riding Leap
|
1
|
1st degree
|
Spirited Steed
|
Bonus Action
|
Increase the size of your mount’s jump.
|
Adventurer's Guide
|
Rearing Menace
|
3
|
2nd degree
|
Spirited Steed
|
Action
|
Frighten nearby foes from atop your mount.
|
Adventurer's Guide
|
Spur Mount
|
1
|
2nd degree
|
Spirited Steed
|
Reaction
|
Grant advantage to your mount’s ability checks and saving throws.
|
Adventurer's Guide
|
Trample
|
2
|
2nd degree
|
Spirited Steed
|
Bonus Action
|
Move and knock those in your path prone.
|
Adventurer's Guide
|
Launched Strike
|
2
|
3rd degree
|
Spirited Steed
|
Action
|
Leap from your mount to score a critical hit against an enemy.
|
Adventurer's Guide
|
Sacrifice Mount
|
2
|
3rd degree
|
Spirited Steed
|
Reaction
|
Make your mount the target of an attack.
|
Adventurer's Guide
|
Saddled Blows
|
3
|
3rd degree
|
Spirited Steed
|
Action
|
On a hit, make your target confused, prone, or slowed.
|
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
|
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
|
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
|
Reassuring Pat
|
3
|
5th degree
|
Spirited Steed
|
Reaction
|
Encourage your mount and restore some of its hit points.
|
Adventurer's Guide
|
Wheeling Charge
|
3
|
5th degree
|
Spirited Steed
|
Action
|
Caper about an enemy and rain down attacks from atop your mount, circling back with every strike.
|
Adventurer's Guide
|
Back To Back
|
1
|
2nd degree
|
Sanguine Knot
|
Action
|
Both you and an adjacent ally gain +2 AC.
|
Adventurer's Guide
|
Double Tackle
|
3
|
2nd degree
|
Sanguine Knot
|
Action
|
You and an ally knock a creature prone.
|
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
|
Hurl Ally
|
3
|
3rd degree
|
Sanguine Knot
|
Bonus Action
|
Throw a smaller ally at a creature within 20 feet.
|
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
|
Bodyguard
|
3
|
4th degree
|
Sanguine Knot
|
Reaction
|
Take a hit for an ally and reduce the damage it inflicts on you.
|
Adventurer's Guide
|
Brotherhood Stance
|
3
|
4th degree
|
Sanguine Knot
|
Bonus Action (Stance)
|
Take the Help action whenever you hit with a melee weapon attack.
|
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
|
Rallying Cry
|
3
|
5th degree
|
Sanguine Knot
|
Reaction
|
Use a reaction to inspire an ally to fight onward when they take a hit.
|
Adventurer's Guide
|