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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).

Anticipate Spell

Anticipate Spell

( points)

You make your move while your foe is busy casting a spell.

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.

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).

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.

Battering Strike

Battering Strike

( points)

A powerful blow smashes a weapon from your enemy’s grasp.

Blackguard’s Blight

Blackguard’s Blight

( points)

With a hissing malediction, you place your curse upon a specific foe. Before the start of your next turn, when you hit a creature with a melee weapon attack you can choose to lay a curse on it.

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.

Blindshot

Blindshot

( points)

By closing your eyes and focusing on the sound of the environment, you target an unseen foe with uncanny accuracy.

Bombing Formation

Bombing Formation

( points)

You form up and coordinate your salvos into a single devastating bombing run.

When you fire a weapon with the salvo property while in this formation, any other ships in the formation can use their reaction to fire one weapon with the salvo property. Any effects that can shoot down or block weapons with the salvo property treat all munitions fired in this way as a single salvo.

Bounding Charge

Bounding Charge

( points)

If you have Extra Attack, you may use this maneuver in place of one attack. You command your animal companion to move up to its base movement speed in a straight line toward a creature. If your animal companion ends this movement within melee range, it makes one attack against that creature. Your animal companion cannot take the Dash action and this maneuver on the same turn.

Bounding Strike

Bounding Strike

( points)

You leap and bound toward your enemy with animal fury.

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.

Cavalier Stance

Cavalier Stance

( points)

You protect your mount as you ride.

While you are riding your mount, its Armor Class increases by an amount equal to half your proficiency bonus.

Charge

Charge

( points)

Flinging yourself forward you barrel towards an enemy with your weapon held at the ready to unleash an attack before they can react!

Move up to 30 feet in a straight line and make a melee weapon attack. You can’t take the Dash action and use this maneuver on the same 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.

 

Covering Fire

Covering Fire

( points)

Making haphazard shots to dissuade enemies, you force opponents onto the defensive by unleashing death from above so an ally can move into position.

Dangerous Signature

Dangerous Signature

( points)

You have mastered a strike that is unmistakably your own.

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). 
 

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.

Deceptive Stance

Deceptive Stance

( points)

With practice and training you learn how to shut off your facial reactions amidst battle, taking on a passive countenance from which nothing can be easily gleaned.

You gain an expertise die on Deception and Sleight of Hand checks made in combat

 

Deflect Missile

Deflect Missile

( points)

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

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.

Disarming Assault

Disarming Assault

( points)

Instead of waiting for an opponent to strike so you can slap their weapon away, you lay into them with attacks that knock it from their hands.

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.

Doubleshot

Doubleshot

( points)

You palm two blades or nock two arrows, launching both missiles at the same opponent.

The next ranged weapon attack you make uses two missiles instead of one. On a hit, you deal an additional weapon damage die.

Doubleteam

Doubleteam

( points)

Working in tandem with an ally, you fray the defenses of an opponent so your companion can better land a strike.

Choose a creature within your reach. The next ally within 20 feet that makes a melee weapon attack against that creature can use their bonus action to make an Athletics check against the target’s maneuver DC to grapple or push the target 10 feet.

Douse

Douse

( points)

You quickly dash a container of liquid over your opponent at an opportune moment.

Dreadful Edge

Dreadful Edge

( points)

Foul magic makes your strikes unnerving.

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.

Engender Doubt

Engender Doubt

( points)

When a creature misses you with a melee weapon attack, you can use your reaction to disparage its performance.

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.

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.

Farshot Stance

Farshot Stance

( points)

By arching your back and stretching your arms to their fullest extent, you make your ranged weaponry travel further than usual.

When you use a weapon to make a ranged attack, increase its normal range by 20 feet and long range by 50 feet.

 

 

Fetch!

Fetch!

( points)

Choose a creature of the up to one size category larger than your animal companion within 20 feet.

Formal Introduction

Formal Introduction

( points)

You announce yourself, why you’re here, and what you’re about to do. From your opponent’s reaction, you can take their measure.

When you activate this maneuver, choose one creature that has rolled initiative, shares a language with you, and hasn’t had damage dealt to it by you in this combat. You reveal your name, as well as one piece of critical information about you (such as a notable title, your current objective, or a dark secret).

Frigid Strike

Frigid Strike

( points)

With a shivering whisper of clouding breath, you strike at your target and shift the chill onto them.

Make a melee weapon attack. If you deal damage, your target’s Speed is reduced by 15 feet until the end of your next turn.

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

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.

Hamstring

Hamstring

( points)

You slow your quarry down and keep them from escaping by hobbling their legs or wings.

Make a single ranged weapon attack against a creature. On a hit, the target takes an additional 1d6 damage and its Speed is reduced by 10 feet until the start of your next turn. If the creature has multiple movement speeds, pick one.

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.

Heavy Stance

Heavy Stance

( points)

You set yourself firmly in place, determined not to move.

High Ground

High Ground

( points)

When you have the high ground, you have the advantage.

If you are 5 feet or more higher than your foe and they make a melee attack against you while within reach of your starglaive, you can use your reaction to interrupt their attack with an attack of your own. Make a melee attack. This attack takes place before your attacker’s attack. Quickdraw (1 point)

Imposing Glare

Imposing Glare

( points)

For a moment you unleash your fury forcing your enemy to hesitate.

Iron Will

Iron Will

( points)

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

Jovial Stance

Jovial Stance

( points)

Just the right amount of lightness to a warrior’s step can frustrate an opponent and make them easy to trick.

Knockdown Assault

Knockdown Assault

( points)

Your unpredictable maneuvering puts your opponent off-balance—when you connect with your weapon they stumble and fall.

Leading Throw

Leading Throw

( points)

An opponent that strikes at you invites peril as they find the momentum from their attack turned against them.

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.

Legion Stance

Legion Stance

( points)

You strike your foes in such a way as to leave an opening for your allies to follow-up.

Lock On

Lock On

( points)

Dogfighting is all about putting your enemy in your sights and staying out of theirs, taking the best shots while staying on target.

Choose a target in your combat zone. The target makes a Dexterity or Strength saving throw (it’s choice) or you lock on to it. While locked on a target you have advantage on attacks against it. This lock on ends if you attack a different target or attempt to lock onto a different target.

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.

Malicious Mark

Malicious Mark

( points)

As a bonus action, you can mark a creature within 15 feet with a sigil. Alternatively, you may activate this stance by expending your reaction after dealing weapon damage, marking the creature you damaged. While a target is marked in this way, any attempt to use the Help action against that target is a bonus action, rather than an action. This stance ends early if you wish to mark another creature or if the target is more than 30 feet away from you.

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.
 

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.

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.

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. 

Old Pal

Old Pal

( points)

Sometimes putting on a friendly face and sidling up to an enemy thirsting for your blood is just unexpected enough to work.

Make a Deception check opposed by the Insight check of a creature able to see you. On a success, until the end of your next turn the creature treats you as an ally (instead of an enemy) for the purposes of traits and other effects. The creature can still target you with attacks, and the effects of this combat maneuver end early if you damage it.

Overwatch

Overwatch

( points)

Attentive and watchful, you snap off a shot at whatever dared to try and catch you by surprise.

When you are surprised, you may immediately draw a ranged or thrown weapon and make a single ranged weapon attack at the start of initiative.

Painful Pickpocket

Painful Pickpocket

( points)

Sometimes a good diversion is presented to you and though a foe might bloody you, your light fingers find opportunity in the exchange.

When a creature hits you with a melee attack, you can use your reaction to make a Sleight of Hand check against it.

 

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.

 

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.

Perplexing Flurry

Perplexing Flurry

( points)

A rain of short, sharp strikes disorients your enemy.

Pickpocket

Pickpocket

( points)

You snatch something from your enemy.

When a creature is within your reach, you can use your reaction to make a Sleight of Hand check against it.

 

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:

Point Blank Shot

Point Blank Shot

( points)

With uncanny swiftness you ready a weapon normally only used at range, compensating for making an attack at an opponent within only a few feet and giving your enemies reason to be wary.

Practiced Roll

Practiced Roll

( points)

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

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.

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.
 

Purge Magic

Purge Magic

( points)

As soon as your senses seize upon the uttering of an incantation or a hand working the gestures of magic your body reflexively reacts with violence.

When a creature you can see within your reach casts a spell, you can use your reaction to make a melee weapon attack against it. 

Quickdraw

Quickdraw

( points)

You reflexively draw your starglaive and attack with it in one blinding movement.

When you activate this maneuver, you take the Attack action and make a weapon attack with a starglaive, as well as any additional attacks granted by Extra Attack. You can draw and activate a starglaive as part of making your attack. You can do so even if it is not in your possession at the beginning of your turn as long as it is within 15 feet, is unattended, and a straight line path from it to you is unobstructed.

Quickening

Quickening

( points)

You can expend your reaction to gain

Rake

Rake

( points)

With two deft attacks you rend at your opponent, striking at them first to diminish their defenses then delivering a ferocious second blow.

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. Until the start of your next turn, when you hit a creature with two or more melee weapon attacks, each hit after the first deals 1d8 extra damage.

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.

Reactive Re-arm

Reactive Re-arm

( points)

When your opponent disarms you, you recall your weapon instantly.

If you are disarmed, you can use your reaction to instantly teleport your starglaive back to your hand.

Riding Leap

Riding Leap

( points)

You coax your mount into making a remarkable leap.

As long as you are mounted and move at least 30 feet in a straight line first, your mount can jump further and higher than usual. The height of the jump increases by a number of feet equal to your proficiency bonus and the distance of the jump increases by a number of feet equal to twice your proficiency bonus. 

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.

Scouting Formation

Scouting Formation

( points)

You position yourselves to put active eyes on as much of the area as possible.

Starfighter pilots in this formation gain an expertise die on Perception checks and when rolling for initiative.

Shadowy Feint

Shadowy Feint

( points)

Lashing out at your target gives you a moment to escape amongst concealing shadows. After making a successful melee attack, you may use your reaction to deal basic melee damage instead of normal weapon damage.

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.

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.

Shielded Stance

Shielded Stance

( points)

You stand firm, deflecting incoming missile attacks.

While you are wielding a starglaive, you can use your reaction to slice through or block ammunition when you are hit by a ranged weapon attack. When you do so, your AC against ranged attacks is increased by double your Wisdom modifier (including against the triggering attack) until the end of your next turn.

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. 

Speed Over Strength

Speed Over Strength

( points)

With practiced agility you weave around an opponent wielding a more cumbersome weapon, quickly darting in to strike with a lighter armament.

When a creature attacks you with a melee weapon that has the heavy property, or a Large-sized or larger creature attacks you with a natural weapon, you can use your reaction to make a melee weapon attack against it using a weapon that has the dual-wielding or finesse property.

 

Springing Stance

Springing Stance

( points)

Every time you step, slide, or turn you do so more quickly than usual and it becomes much easier to hurl yourself about.

You increase the distance of your horizontal jumps by a number of feet equal to your proficiency bonus, and the distance of your vertical jumps by a number of feet equal to half your proficiency bonus. In addition, you gain an expertise die on Acrobatics checks and checks made to jump.

Spur Mount

Spur Mount

( points)

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

Striding Swings

Striding Swings

( points)

With supreme confidence you march forward with your attack, stepping heavily into every strike and driving each blow home.

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.

Swift Stance

Swift Stance

( points)

You adopt a loose stance that gives you an extra bit of swiftness that can make all the difference in a fight or chase.

Your Speed increases by 5 feet.

 

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.

Throwing Stance

Throwing Stance

( points)

You wield your weapon with a practiced familiarity that makes it deadly even when a foe is beyond your reach, able to hurl it as accurately as a thrown dagger.

Choose a weapon when you learn this combat maneuver. While you are wielding the chosen weapon it has the rebounding property and thrown property (range 30/60 feet). 
 

Trickshot

Trickshot

( points)

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

Trusting Stance

Trusting Stance

( points)

Relaxing your mind, you trust your instincts, allowing your psionic energy to guide your actions.

When you roll a 9 or less on an attack roll with a starglaive, you may treat that roll as though it were a 10.

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.

Victory Pose

Victory Pose

( points)

Your victory pose spurs your allies.

Choose a weapon when you learn this combat maneuver. When you score a critical hit with this weapon, you can use your reaction to pose dramatically as you finish the strike. 

Vigilant Stance

Vigilant Stance

( points)

You command your animal companion to take a stance.

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.

 

Warning Strike

Warning Strike

( points)

When an opponent opens themselves up to a reflexive strike you can deliver a blow that shakes them to their core and forces them to hesitate.

When a hostile creature that you can see moves out of your reach, you can use your reaction to make a melee weapon attack and on a hit its Speed is reduced to 0 until the start of its next turn.

 

Wary Stance

Wary Stance

( points)

With a keen eye you constantly assess everything within sight, paying close attention to subtle visual cues and tells to better anticipate an opponent.

Wild Capering

Wild Capering

( points)

You move through the environment like a cat, running along walls and easily leaping across gaps.

Move 30 feet. Until the start of your next turn, you gain a climb speed equal to your Speed and your minimum jump distance increases to 10 feet vertically and 15 feet horizontally. 

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.

 

Zealous Stance

Zealous Stance

( points)

By submitting to your fervor you make yourself vulnerable but gain an edge on your opponents.