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Ace Maneuvering

Ace Maneuvering

( points)

You pull a maneuver either too brilliant or foolhardy for your tail to predict—putting them in your crosshairs.

One starfighter of your choice currently locked on to you makes a Wisdom saving throw or its lock on you is broken and you lock on to it instead. While locked on to a target you have advantage on attacks made against it. This lock on ends if you attack a different target or attempt to lock on to a different target.

Any Weapon Stance

Any Weapon Stance

( points)

What you wield isn’t what makes you a deadly combatant—you are the weapon. Attaining mastery of some weaponry has taught you how to focus and bring all that practice to bear even with lethal implements you’ve never seen before.

You gain proficiency with all weapons (including rare weapons).

Attack in Tandem

Attack in Tandem

( points)

You and your animal companion must both take this stance to gain its benefits.

Blind Instinct

Blind Instinct

( points)

You use all your senses to focus your attacks on a single enemy.

You gain blindsight out to a range of 30 feet. 

If a creature leaves the range of your blindsight, you can use your reaction to mark it as prey and move up to your Speed. The next melee weapon attack you make against that creature before the end of your next turn deals an additional weapon damage die.

Blinding Blow Stance

Blinding Blow Stance

( points)

You pace your attacks in a disruptive flow that makes it easy to follow a strike with maneuvering that temporarily blinds your foes.

Bloody Roar

Bloody Roar

( points)

A victorious battle cry strikes fear in the heart of your foes.

Bodyguard

Bodyguard

( points)

You interpose yourself to take a hit for your ally.

When an ally within your reach is hit by an attack, you can use your reaction to swap places with them and become the target of that attack, taking half as much damage as normal.

Bravado Taunt

Bravado Taunt

( points)

You open your guard in a brazen display of  confidence, daring your foes to strike you.

Bring the Mighty Low

Bring the Mighty Low

( points)

When a creature of up to one size category larger than your animal companion makes a melee attack against it, you command your animal companion to respond by harrying the attacker’s movements.

Brotherhood Stance

Brotherhood Stance

( points)

By focusing on keeping enemies off-balance, you help allies attack more effectively.

Whenever you hit a creature with a melee weapon attack, you can also take the Help action. On a critical hit, the target of your Help action can use their reaction to take the Dodge action.

Dashing Razor

Dashing Razor

( points)

You feed off the adrenaline from a solid strike and turn that energy into frenetic movement.

Move up to your Speed and make a melee weapon attack against a creature. On a hit, for the next minute your Speed is increased by 10 feet.

Deathgrip

Deathgrip

( points)

A phantasmal force manifests around your weapon, waiting to wrap itself around a foe.

Deflect Missile

Deflect Missile

( points)

You block a missile and direct it back at your attackers.

Devoted Assault

Devoted Assault

( points)

The battle around you narrows as you focus your ire on a single opponent, ignoring other threats or enemies.

Discerning Strike

Discerning Strike

( points)

A probing blow allows you to take the measure of your foe.

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. Until the start of your next turn, when you deal damage to a creature you learn its current hit points, hit point maximum, immunities, resistances, and vulnerabilities. 

Disrupting Charge

Disrupting Charge

( points)

You charge a spellcaster in order to interrupt their spell.

When a creature you can see casts a spell, you can use your reaction to move up to your Speed. If you end your movement adjacent to that creature, you can make a melee weapon attack against it. On a critical hit, the spell is interrupted (expending the spell slot) and has no effect.

Dive For Cover

Dive For Cover

( points)

Under fire, you dive for cover.

When you are targeted by a ranged attack, after it hits or misses you, you can use your reaction to move up to your Speed. 

If your movement ends adjacent to either a solid barrier as big as you are or a creature the same size as you or larger, until the beginning of your next turn you have three-quarters cover against ranged attacks (+5 bonus to AC and saving throws) as long as you remain adjacent to the barrier or creature.

 

Doubletime

Doubletime

( points)

You execute a perfect retreat that distracts enemies and allows your companions to fall back beside you.

You take the Disengage action, and up to 3 allies within your reach can use their reactions to take the Disengage action and move their Speed.

First Blood

First Blood

( points)

You react and attack quicker than the eye can see.

After rolling initiative, you can use your reaction to treat your initiative as if you had rolled a critical success.

 

Flame Burst

Flame Burst

( points)

After dealing damage with a melee weapon, select three squares within your reach.

Flowing Steps Stance

Flowing Steps Stance

( points)

You focus on moving so swiftly and with such subtlety that nothing can stop you.

Grasping Gauntlet

Grasping Gauntlet

( points)

Choose a creature of no more than one size category larger than you that is within 30 feet.

Heartseeker

Heartseeker

( points)

You aim carefully at your opponent’s most vulnerable spot.

Heroic Substitution

Heroic Substitution

( points)

When damage from a successful attack roll would reduce your animal companion’s hit points to 0, you may move up to your base speed to position yourself between your companion and the  attack, moving your companion 5 feet if necessary, and take the damage of the attack instead.This maneuver does not cost your animal 
companion’s reaction.

Hit the Brakes

Hit the Brakes

( points)

You suddenly decelerate, causing your foe to fly past you and into your gunsights.

Choose another starfighter operating in the same combat zone which has locked on to you. The starfighter makes a Dexterity saving throw. On a failure, you make an attack against the target.

Hungry Ghosts

Hungry Ghosts

( points)

You draw up the dead to do your horrible bidding. Choose a number of squares equal to your Charisma modifier within 30 feet. These squares become occupied with shadowy apparitions, which have an AC equal to 10 + your Charisma modifier your Maneuver DC and 10 hit points.

Hunting Stance

Hunting Stance

( points)

The hunter must be focused and swift to bring down their prey.

Impeccable Presence

Impeccable Presence

( points)

The icon of decorum, your presence leaves no doubt of your whereabouts. When you have the attention you seek, you can add extra flourish that makes hearts swoon.

Allies within 30 feet of you are always aware of your location, regardless of effects or cover that would obfuscate you. You can target them and they can target you as if you can see or hear each other.

Kinesthetic Geometry

Kinesthetic Geometry

( points)

You instinctively identify and leverage the perfect angles and impact points for throwing your weapon.

Merciless Ambush

Merciless Ambush

( points)

You’ve waited until just the right moment to spring your ambush and bring down your quarry.

Mercurial Striking Stance

Mercurial Striking Stance

( points)

By tapping into your basic survival instincts you not only unleash your potential—you make certain that every strike counts.

The minimum result on a damage die rolled with a natural weapon, unarmed strike, or weapon with the dual-wielding property is a 3.
 

Mistaken Opportunity

Mistaken Opportunity

( points)

Mastery is making sure even a mistake becomes an opportunity. You follow through on a miss to attack a different enemy.

When you miss with a melee weapon attack against a creature, you can use your reaction to take your momentum and target a different creature within your reach with a melee attack using the same weapon. 

Mundane Missile Stance

Mundane Missile Stance

( points)

By focusing on balance and heft you can throw whatever you have in hand with deadly accuracy.

While you are wielding a weapon that does not have the heavy or special property, it gains the thrown property.

 

Perfect Edge Stance

Perfect Edge Stance

( points)

By relying on your training and countless hours of repetition, you can easily manipulate the battlefield to position yourself where your strikes are able to inflict the most harm.

Your weapon attacks score a critical hit on a roll of 18–20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).

Pilot’s Trance Stance

Pilot’s Trance Stance

( points)

You put your game face on as you strap into the pilot’s seat.

While piloting a vehicle:

Predict Movements

Predict Movements

( points)

Even the swiftest and most erratic quarries have predictable patterns in their movements for the hawk-eyed hunter.

Until the beginning of your next turn, any creature that you target with a ranged weapon attack does not add its Dexterity modifier to its Armor Class for the purposes of these attacks.

Prodigious Leap

Prodigious Leap

( points)

Your mount makes an incredible leap, soaring through the air.

When your mount makes an Athletics check to jump, you can use your reaction to grant it a fly speed equal to half its Speed until the end of your turn. Your mount can only fly in a straight line.

Quick, Drink This

Quick, Drink This

( points)

No matter how deadly or serious an opponent is, if they can drink, you can splash something down their throat with superlative timing.

Make a Persuasion check opposed by the Insight check of a creature within your reach. On a success, the creature drinks whatever item you are offering to it, whether that is a potion, poison, or otherwise. Any alchemical item (such as an acid flask or alchemist’s fire) deals four times as much damage as normal when a creature drinks it in this way, although any ongoing damage is only dealt twice.

 

Really Very Funny

Really Very Funny

( points)

A little bit of slipping, an ungainly flip, or a teetering and unlikely turn disorients even the most perceptive of opponents.

Reeling Strike

Reeling Strike

( points)

With a gesture, you telekinetically pull a distant foe towards you and strike them with your starglaive.

One target you can see or sense within 30 feet makes a Strength saving throw or is pulled towards you until it hits a stationary barrier (e.g. a wall or force field) or is within reach of your melee attacks. If the target ends up within reach of your melee attacks, you immediately take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack.

Retributive Blow

Retributive Blow

( points)

You return a blow so quickly that your opponent is shocked.

Sever Limb

Sever Limb

( points)

With a swift, clean blow you sever the limb of your opponent.

Make an attack against a creature within reach with a starglaive blade or polearm. This attack bypasses the target’s resistance to damage, but its immunity to damage is unchanged. Your attack is made at disadvantage. On a hit you cleanly sever one of the target’s limbs and the target takes an additional 1d10 psychic damage. In addition, the creature suffers a level of strife. The limb is not severed if the target has immunity to the weapon’s damage or the creature is two or more sizes larger than you.

Spell Shattering Strike

Spell Shattering Strike

( points)

You strike a spellcaster and disrupt their control over magic, fracturing the power behind a spell and transforming the energy so it roots them to the spot.

Spinning Parry

Spinning Parry

( points)

A quick step and suddenly you and your foe exchange places.

You can use your reaction to make a Sleight of Hand check when a creature makes a melee attack against you, turning it into a miss if your result is higher than the attack roll. 

Spirited Whistle

Spirited Whistle

( points)

You summon your mount to your side.

When you have become separated from your mount but can see it, you can use an action to whistle. As long as your mount is able to hear you, it uses its reaction to move until it is adjacent to you. 

Steal Momentum

Steal Momentum

( points)

A quick jab to a pressure point locks your opponent’s joints.

Steely Steed Stance

Steely Steed Stance

( points)

You focus on a deep and unspoken connection with your mount, lending it strength and working together as one.

Strike the Cracks Stance

Strike the Cracks Stance

( points)

You focus on targeting your enemy’s weakest spots.

When you make melee weapon attacks, you score critical hits on a roll of 19–20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).

You deal one additional weapon damage die when determining the extra damage for a critical hit with a melee weapon attack.

 

Tactical Retreat

Tactical Retreat

( points)

When you realize an expedient exit is needed (perhaps due to the arrival of enemy reinforcements), you can quickly identify the best route and create the space for you and your allies to make a hasty escape.

You use your reaction to make a Wisdom (Deception) check opposed by an enemy’s passive Perception. On a success, you and allies within 30 feet (or within the same region during a space battle) can take the Disengage action and move up to twice your Speed (or engage your FTL engines) without invoking an opportunity attack.

Trench Run

Trench Run

( points)

You fly dangerously close to avoid the guns firing above you and line up a perfect shot, but doing so puts you right in the crosshairs of the close range guns.

You may only perform this starship maneuver while operating in a combat zone surrounding a capital ship. Until the end of your next turn, any attacks that target you have disadvantage, and you have disadvantage on saving throws against weapons with the anti-starfighter property.

Triumphant Return

Triumphant Return

( points)

Not to be kept down, you return to the battle, defiant and ready for more.

Unstoppable

Unstoppable

( points)

You power through your enemy’s special attacks.

Vicious Blade

Vicious Blade

( points)

You enchant your weapon with clinging shadows.

Whirlpool Strike

Whirlpool Strike

( points)

You spin around, gathering momentum as you strike your foes harder and harder.

Make a melee weapon attack against any number of creatures within 5 feet of you, making a separate attack roll for each target. For each subsequent hit after the first, you deal an additional 1d6 damage.

 

Wild Swing

Wild Swing

( points)

You wield your weapon with abandon, striking seemingly at random.

When you miss with an attack using a weapon that has the heavy property, you can use your reaction to make an attack with the same weapon against another target within your reach.

 

Wind Strike

Wind Strike

( points)

You use a melee weapon to strike a foe from a distance.

Choose a weapon when you learn this combat maneuver. You can use the chosen weapon to strike a distant target with air pressure, giving your attack a normal range of 20 feet and long range of 60 feet. This functions as if your weapon had the thrown property except you don’t actually throw it.