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A Game of Chicken

A Game of Chicken

( points)

You fly head on against another starfighter, daring them to blink first and swerve out of the way.

Choose another starfighter operating in the same combat zone and make an opposed Charisma check against it. On a success that starfighter’s pilot becomes rattled for the next 1d6 rounds. On a tied result you instead ram the chosen ship (see Star Captain's Manual).

Agile Feint

Agile Feint

( points)

You juke left and right, throw sand, whip out your cloak, or otherwise try to distract your opponent and make them vulnerable to attack.

Assisted Roll

Assisted Roll

( points)

You take the force delivered by an opponent’s failed attack and make it your own, propelling yourself away.

Back To Back

Back To Back

( points)

You know how to fight while surrounded by foes and can quickly instruct an ally on how to move in concert to survive against an overwhelming number of foes.

Choose an ally within 5 feet. Until the start of your next turn, as long as that ally remains within 5 feet of you and is able to take actions, and both of you are unmounted, you and your ally increase your AC by 2. 

Barrel Roll

Barrel Roll

( points)

Your starfighter spins and jukes in response to oncoming fire.

As a reaction to being targeted by an attack, you force the attack to suffer disadvantage.

Blazing Pursuit

Blazing Pursuit

( points)

If a creature moves out of your reach, you may expend your reaction to move in the same direction up to 20 feet and make a single melee attack against the creature if they are within your reach.

Blinding Light

Blinding Light

( points)

Focusing your mind on your weapon, the illumination from your starglaive intensifies, blinding your foes.

Use an action to intensify your starglaive briefly. All creatures within 10 feet of you who can see the light of your starglaive must make a Constitution saving throw. On a failure, they are blinded until the end of their next turn.

Countershot

Countershot

( points)

With awe-inspiring skill you unleash a thrown weapon or arrow, knocking a missile out of the air.

When you see a missile from a ranged weapon attack enter into the normal range of a weapon you are wielding, you can use your reaction to deflect it. Use a weapon to make a ranged attack against an AC equal to the attack roll of the missile. On a hit, the missile is deflected and misses its target. 

At the Narrator’s discretion, certain ranged weapon attacks (like a giant’s thrown rock) may be too heavy to be deflected by Countershot.

 

Deflect Strike

Deflect Strike

( points)

With a bit of effort as an opponent strikes at you, you can knock the blow away and divert the attack.

Double Tackle

Double Tackle

( points)

You and an ally tackle a foe together, your combined strength forcing them to the ground.

Choose an ally you can see. Your ally can use their reaction to move up to 20 feet to be adjacent to a creature you designate. 

Duelist's Sigil

Duelist's Sigil

( points)

As part of this stance, you trace a rune onto a melee weapon. Your mark is transferred to the next creature you successfully hit with the inscribed weapon. If the marked creature attempts to attack any other target but you, it takes force damage equal to your Intelligence modifier, regardless of whether the attack hits. This stance ends early if you wish to mark another creature or if the target is more than 30 feet away from you.

Elusive Maneuvering

Elusive Maneuvering

( points)

You are ever-present in the moment, allowing you to evade foes with ease.

You take the Dash or Disengage action (1 point) or the Dodge action (2 points) as a bonus action.

Escort Formation

Escort Formation

( points)

The squadron forms up around a single member to protect them from fire.

When you enter this formation, choose one of the starfighters in the formation. Until the start of your next turn, any attacks made against the chosen ship have disadvantage and attacks made against any other ships in the formation have advantage.

Expert Tumble

Expert Tumble

( points)

You throw your body across the battlefield, careening around opponents in a route and manner that makes it difficult to anticipate where you’ll move next.

Faith Within

Faith Within

( points)

As soon as you spot the workings of magic nearby you can reflexively draw upon your willpower to fortify your mind, body, and soul.

Force Hesitation

Force Hesitation

( points)

After working your way into an opponent’s guard you convince them that every step will lead to a disastrous end, and that to divert their attention away from you for even a moment invites devastation.

Gaze Of Conviction

Gaze Of Conviction

( points)

You lock eyes with an opponent with a fury so potent that it cannot be ignored.

Goading Stance

Goading Stance

( points)

You command your animal companion to tactically lower its guard.

Green-Flame Strike

Green-Flame Strike

( points)

You draw your hand along your blade, limning it in hellish flame.

Guided Throw

Guided Throw

( points)

You throw your starglaive at your target, and it returns instantly to your hand.

Make a melee weapon attack with a starglaive against a creature within 30 feet. If you have additional attacks granted by Extra Attack, this maneuver replaces only one of them, and you may use the remaining attacks as normal

Harrying Shots

Harrying Shots

( points)

Your precise attacks lead an opponent when you want them to go.

Until the start of your next turn, when you hit a creature with a ranged weapon attack, you can forgo damage to instead drive it into an adjacent unoccupied square of your choice. This movement does not provoke opportunity attacks. If this movement would drive a creature off a cliff or into a similar hazard, it makes a Dexterity saving throw with advantage. On a success, it isn’t forced to move.

Honourable Bout

Honourable Bout

( points)

Choose one creature within 30 feet of you that can see or hear you and has a clear path to you. Make a Persuasion check against the creature’s passive Insight.

Imbued Strike

Imbued Strike

( points)

You imbue your strike with additional psychic energy.

When you next hit a target with a starglaive before the start of your next turn, you deal an additional 2d6 psychic damage.

Instant Strike

Instant Strike

( points)

You quickly draw and strike with a weapon in the blink of an eye.

Choose a creature within your reach. You draw a melee weapon and use it to make an attack against that creature. You cannot use this combat maneuver against the same creature more than once per combat.

Leaping Strike

Leaping Strike

( points)

Like a stalking predator you run down your prey and pounce with a lethal attack that throws your opponent to the ground or knocks them back.

Living Shadow

Living Shadow

( points)

Severing yourself from your own shadow, you place it at your opponent’s back! Choose a square within 15 feet. Until the start of your next turn, your shadow (AC 10, 1 hp) occupies the chosen space and has a range of 5 feet. It cannot attack, but it can serve as a flanking partner for you and one other creature that you designate when using this maneuver.

Lose Them

Lose Them

( points)

You break direct line of sight with your enemies by flying into an area that’s dangerous or obscured.

You may only perform this starship maneuver while operating in a combat zone with the obscuring property. Any ships with a lock on you must make a Wisdom saving throw or lose their lock.

Martial Alacrity

Martial Alacrity

( points)

With a little quick thinking on your feet, you can adjust your attack strategy to find additional ways to hit an opponent.

When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Immediately after, you can make two unarmed strikes against the target of your last attack.

Mugging Hit

Mugging Hit

( points)

As your enemy howls in pain, you swiftly snatch something away from them.

Choose a creature you can see. On a hit with your next melee attack against it before the start of your next turn, you can also make a Sleight of Hand check against the creature.

Necrotic Grip

Necrotic Grip

( points)

Your grip can wither flesh from bone.

Off-Balancing Strikes

Off-Balancing Strikes

( points)

Focusing your attacks on an opponent’s weak points allows you to not just wound, but to confound.

Until the start of your next turn, when you hit a creature with a melee weapon attack instead of dealing damage you can choose to use pulls, shoves, and strikes to put your target off-balance. 

On Task

On Task

( points)

Despite any number of intrusions into your mind or distractions surrounding you, your mind is unimpeded and on task.

Overconfident Gambit

Overconfident Gambit

( points)

With utter certainty, you announce your impending success and the impressive means by which you’ll achieve it. The sheer audacity of the attempt makes it that much more inspiring if you succeed.

Parrying Counter

Parrying Counter

( points)

Pointing your weapon at your foe you challenge them, forcing them to lower their defenses so you can launch an attack of your own.

At the end of your turn, you can use your reaction to gain an expertise die to your AC against one creature you can see within reach. This increase to your AC only applies to the chosen creature and ends at the start of your next turn. 

If the creature misses with one or more attacks against you before the start of your next turn, you can make a melee weapon attack against it.

 

Pass-Through

Pass-Through

( points)

You deactivate your blade momentarily just before it would be blocked by your enemy’s, and reactivate it to finish the strike.

When you make an attack against an enemy with a starglaive or an energy-imbued weapon, you make the attack at advantage using a maneuver to neatly bypass their defence.

Practiced Roll

Practiced Roll

( points)

With a series of low steps and somersaults you expertly maneuver around opponents.

Pratfall Pull

Pratfall Pull

( points)

Physical comedy resonates best if performed in tandem, and with the right footwork even the unsuspecting can be made into an impromptu stage partner.

Preternatural Strikes

Preternatural Strikes

( points)

By executing your attacks with perfect precision your weapon can slip beneath even supernatural defenses.

When you activate this technique, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack.

Choose a weapon when you learn this combat maneuver. Until the start of your next turn, your weapon attacks using that weapon ignore resistance to nonmagical weapon damage.
 

Primal Intercept

Primal Intercept

( points)

The instant you sense an opponent has moved within your guard you immediately attack in response.

Quickdraw

Quickdraw

( points)

With incredible swiftness you tear your weapon from its sheath and let fly a reckless attack.

Quickening

Quickening

( points)

You can expend your reaction to gain

Rapid Drink

Rapid Drink

( points)

As casually as any seasoned alchemist, you pluck the cork from a magical concoction and pour it down your throat or a companion’s.

You drink a potion or administer a potion to a creature within reach.

 

Reactive Knockdown

Reactive Knockdown

( points)

Putting yourself in just the right position as you strike, your unbalancing hit sends a retreating opponent into a reeling stumble and then the ground.

Rearing Menace

Rearing Menace

( points)

You rear your mount, intimidating nearby opponents.

When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. You must be mounted to use this maneuver. 

Rolling Strike

Rolling Strike

( points)

Flowing through battle like the wind itself, you deftly sprint forward through the reach of enemies to deliver an unexpected attack.

Run Down

Run Down

( points)

With your quarry in sight, you make a final sprint to close the distance and strike like a predator pouncing on its prey.

Move up to your Speed in a straight line. If at the end of your movement there is a creature within your reach, you can take the Attack action with a melee weapon, as well as any additional attacks granted by Extra Attack. The first attack you make as part of this maneuver has advantage.

Shake Them Off

Shake Them Off

( points)

The end of many a good pilot has been a turret or enemy starfighter that stayed locked on for just a bit too long. It’s best to shake them off with some evasive flying.

One ship of your choice that is locked on to you makes a Dexterity saving throw or loses its lock on you.

Shrug It Off

Shrug It Off

( points)

Girding yourself when your body is assaulted by more than clenched fists or sharp steel, you defy weakness and overcome.

Splash of Humor

Splash of Humor

( points)

There’s truth to the old adage that practice makes perfect—and you have endlessly practiced splashing people.

Spur Mount

Spur Mount

( points)

In tune with your mount, you guide it to greater heights.

Stunning Assault

Stunning Assault

( points)

You strike your opponent with enough force to stun them.

When you activate this technique, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack.

Take Weapon

Take Weapon

( points)

You snatch your enemy’s weapon and use it against them.

Targeted Fire

Targeted Fire

( points)

Lining up the shots, you carefully pick out your target along a ship’s massive frame.

This is Yours

This is Yours

( points)

A good warrior is ready for anything, but even the most experienced opponents don’t expect to receive a gift.

Make a Persuasion or nonmusical Performance check opposed by the Insight check of a creature within reach. On a success, as long as the creature has a free hand and is able to understand you, it takes the object you offer to it. On a success by 5 or more, the creature does not need to be able to understand you

Thoughtful Assistance

Thoughtful Assistance

( points)

You have a level of awareness and the presence of mind to support an ally in need.

You take the Help action.

Trample

Trample

( points)

You trample down enemies in your path.

You must be mounted to use this maneuver. 

Trickshot

Trickshot

( points)

Carefully judging the wind and everything else that might interfere, you unleash an impressive shot that delights all who see it.

Twist the Blade

Twist the Blade

( points)

After striking your foe, you twist the blade.

When you hit a creature with a melee weapon attack on a roll of 18 or 19, you can use your reaction to turn the attack into a critical hit.

Use The Pain

Use The Pain

( points)

Seizing on the surge of adrenaline that comes from suffering a severe blow, you lash out with a vengeful strike.

When a creature makes a critical hit against you using a melee weapon attack, you can use your reaction to make a melee weapon attack against it.

Warding Wield

Warding Wield

( points)

With seeming ease you whirl your weapon about your body, weaving it in a threatening pattern that makes your opponents hesitant to attack.

Until the start of your next turn, your AC increases by 2.

 

Wild Strikes

Wild Strikes

( points)

You command your animal companion to attack wildly on its turn. Your animal companion may take the Attack action to make a number of natural weapon attacks equal to your proficiency bonus.

Wink and Smile

Wink and Smile

( points)

A tossed rose, a blown kiss—you acknowledge someone whose eye was caught by your swagger.