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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.

Mind Over Body

Mind Over Body

( points)

Focusing your thoughts inward allows you to rise above the pain of wounds inflicted upon your body.

Until the start of your next turn, reduce any damage you take by 2.

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.

Practiced Roll

Practiced Roll

( points)

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

Perceptive Stance

Perceptive Stance

( points)

Nothing within your sight is of minor significance and you take in your surroundings with great care even as arrows fly and blades clash upon shields.

Iron Will

Iron Will

( points)

Withdrawing into your mind, you focus and concentrate to steel your nerves.

Dangerous Strikes

Dangerous Strikes

( points)

The execution and follow through of your strike is exquisite with not an iota of force wasted.

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, your weapon attacks score a critical hit 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). 
 

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. 

Shoulder Check

Shoulder Check

( points)

Watching a companion under attack infuriates you and you fling yourself at their opponent with a powerful shove.

After a creature within your reach makes a melee attack against an ally, you can use your reaction to make an Athletics check against the creature’s maneuver DC. On a success you shove the creature 10 feet away from you and you move 10 feet in that direction. 

Shield Wall

Shield Wall

( points)

Falling into step with a fellow warrior and putting both of your shields together makes each of you harder to hit.

While you are wielding a shield, you can choose one ally within 5 feet that is also wielding a shield. Until the start of your next turn, as long as that ally remains within 5 feet of you and is able to take actions both you and your ally increase your AC by 2.