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Kinesthetic Geometry

Kinesthetic Geometry

( points)

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

Psychosomatic Encouragement

Psychosomatic Encouragement

( points)

You can uplift an ally’s spirits and boost their endurance.

Select a friendly target that can see, hear, feel, or otherwise sense your presence. You impart the target with temporary hit points equal to 1d6 + your proficiency bonus + your Charisma modifier (minimum 0).

Calculated Trajectory

Calculated Trajectory

( points)

You instantly calculate and adjust your aim.

When you make a ranged weapon attack, you can use your reaction to gain an expertise die on the attack roll. If the weapon is a light or medium caster, a pistol, or a rifle, you can forgo the expertise die to instead ignore half or three-quarters cover.

Assess Defenses

Assess Defenses

( points)

A quick scan reveals weaknesses you can exploit.

You can use a bonus action to gain advantage on all attack rolls made during an Attack action you take on the same turn.

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.

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.

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.

Gunner’s Focus

Gunner’s Focus

( points)

Bringing a heightened focus to the gunner’s seat, you can make a difficult shot seem easy.

You make an attack using a vehicle’s direct fire or indirect fire weapon with advantage.

Blind Stance

Blind Stance

( points)

Even when you can’t see, you are able to sense your environment.

While in this stance you have blindsight to a range of 30 feet, and you are immune to the blinded condition.

Anticipated Intercept

Anticipated Intercept

( points)

You intuit your enemy’s movements and hamper them.

When you see a creature start to use its movement, you can use your reaction to move up to your Speed to a square 5 feet from where it started its movement. The creature makes a Wisdom saving throw or its Speed is reduced to 0 for the remainder of its turn.