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Combat Maneuvers

Tip: Ctrl-click will select (and deselect) multiple options in a select list above.
Name Sort ascending Points Degree Tradition Action Type Summary Source
Hear the Wind 3 5th degree Biting Zephyr Bonus Action Concentrate on what you can hear to see what cannot be seen and deftly evade attacks. Adventurer's Guide
Gut Strike 3 3rd degree Tooth and Claw Reaction Strike your enemy and cause fatigue. Adventurer's Guide
Groundshatter 3 3rd degree Arcane Knight Action With a mighty swing, you strike the ground and unleash a powerful burst of energy. Gate Pass Gazette
Green-Flame Strike 1 2nd degree Eldritch Blackguard Bonus Action You draw your hand along your blade, limning it in hellish flame. Gate Pass Gazette
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
Grasping Gauntlet 3 4th degree Arcane Knight Action Balling your hand into a fist, you speak a word of power and conjure a large, translucent gauntlet that seizes up your enemy. 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
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
Goading Stance 2 2nd degree Beast Unity Bonus Action (Stance) Like a cat that exposes its belly with murderous intent, your animal companion knows how to lure enemies into its claws. Gate Pass Gazette
Get Back! 2 1st degree Beast Unity Reaction Your beloved companion won’t die today—not if you can help it. Gate Pass Gazette
Gaze Of Conviction 2 2nd degree Tempered Iron Bonus Action Force a creature to attack you. 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
Frigid Strike 1 1st degree Arcane Knight Action With a shivering whisper of clouding breath, you strike at your target and shift the chill onto them. Gate Pass Gazette
Fortifying Reassurance 3 5th degree Beast Unity Reaction Your animal companion takes heart from your reassuring words. Gate Pass Gazette
Formal Introduction 1 3rd degree Gallant Heart Bonus Action You announce yourself, why you’re here, and what you’re about to do. Gate Pass Gazette
Force Hesitation 2 2nd degree Mist and Shade Action Trick a creature into not attacking anyone but you. 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
Flowing Steps Stance 3 4th degree Rapid Current Bonus Action (Stance) Ignore difficult terrain and be better able to resist being immobilized. Adventurer's Guide
Flowing Form 2 3rd degree Mirror’s Glint Action Make melee attacks against all enemies who miss you. 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
First Blood 3 4th degree Rapid Current Reaction React to danger with unnatural swiftness. Adventurer's Guide
Fetch! 1 1st degree Beast Unity Bonus Action Your animal companion is well-trained in the most basic of commands: fetch. It’s also proficient in fetching more than just sticks… Gate Pass Gazette
Fell Spines 3 3rd degree Eldritch Blackguard Action Flesh and bone obey your command and form spines along your forearm. Gate Pass Gazette
Feinting Strike 2 3rd degree Mist and Shade Action Use a Sleight of Hand check as your attack bonus. Adventurer's Guide
Farshot Stance 1 1st degree Biting Zephyr Bonus Action (Stance) Increase the range of your missiles. Adventurer's Guide
Faith Within 1 2nd degree Tempered Iron Reaction Reroll a saving throw when charmed, frightened, poisoned, or stunned. Adventurer's Guide
Eye Slash 2 1st degree Rapid Current Action Blind your enemy with a well-aimed strike. Adventurer's Guide
Exploit Footing 2 1st degree Razor’s Edge Reaction Trip a creature which misses you. Adventurer's Guide
Expert Tumble 2 2nd degree Tooth and Claw Bonus Action Increase your AC as long as you move at full Speed Adventurer's Guide

Pagination