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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.

Always Prepared

Always Prepared

( points)

You are always looking for the right opportunity.

You take the Ready action as a bonus action.

Arcane Dismissal

Arcane Dismissal

( points)

Choose up to three creatures within your reach to make Strength

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 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.

Blood Tracking

Blood Tracking

( points)

Every shifted blade of grass and drop of blood tells a story that betrays the prey to the hunter.

You quickly scan your surroundings and pinpoint your quarry. You immediately know the precise location of every living creature within 60 feet that is currently below its maximum hit points and do not treat such creatures as hidden.

Bravado Taunt

Bravado Taunt

( points)

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

Break Spell

Break Spell

( points)

You interrupt a spell to stop it being cast.

Catch Your Breath

Catch Your Breath

( points)

You have a limited well of stamina that you can draw on to protect yourself from harm.

You regain hit points equal to 1d6 + your proficiency bonus + your Constitution modifier (minimum 0).

 

Challenger's Strike

Challenger's Strike

( points)

When you activate this maneuver, you take the Attack action and

Cleaving Swing

Cleaving Swing

( points)

After you slam your weapon into an opponent you work the momentum of the blow into another strike at a second enemy nearby in a devastating display of might.

When you hit with a melee weapon attack using a weapon with the heavy property, you can use your reaction to make an additional melee weapon attack against a second creature that is also within your reach.

Crushing Blow

Crushing Blow

( points)

With a bone crushing strike you briefly deprive an opponent of their very ability to move.

Defy Magic

Defy Magic

( points)

The potency of magic is dependent upon whoever wields it, and whether arcane or divine most spells and spellcasters pale in comparison to your obsessive conviction.

When you see a creature within 30 feet make a spell attack against you, you can use your reaction to defy it. The creature makes a spellcasting ability check against your maneuver DC or automatically misses with its spell attack. 

If the spell is of 7th-level or higher, this combat maneuver has no effect.

 

Disarming Counter

Disarming Counter

( points)

With expert timing you apply just the right amount of force to send an opponent’s weapon flying just as they strike.

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. 

Dispelling Assault

Dispelling Assault

( points)

You attack with such fury that your enemy’s magical defenses wither and fail.

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, your weapon attacks score a critical hit on a roll of 19–20, and when you score a critical hit against a creature any spell of 3rd-level or lower on the creature ends. 

If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).
 

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 Bomb

Dive Bomb

( points)

Throwing personal safety by the wayside, you dive directly at your target to ensure the hit regardless of what little time there is to pull away afterward.

Make an attack with advantage against a target in the same combat zone. After the attack make a DC 15 Strength or Dexterity saving throw (your choice). On a failed save you ram the target of your attack (see Star Captain's Manual) unless your target can successfully save to avoid you.

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.

 

Don't Hit Me

Don't Hit Me

( points)

Even a well-told lie of being harmless only works if you’re really believing it when you tell it—and in the midst of a pitched fight it’s easy to muster some real feeling to briefly fool a foe.

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.

Drive Back

Drive Back

( points)

You move inexorably forward with an attack which cannot be stopped by blade or shield, forcing your opponent back.

Make a melee weapon attack against a creature. Whether or not you hit, the creature is pushed back 10 feet.

Earthstrike

Earthstrike

( points)

You strike the ground with a starglaive maul, causing a psychic shockwave to knock nearby creatures prone.

Use an action to strike the ground with a starglaive. All creatures within 10 feet of you make a Strength saving throw against your psionics save DC. On a failed save the target is pushed 5 feet and knocked prone.

Expert Sidestep

Expert Sidestep

( points)

You respond to an attacker’s weapon with a peerless defensive step that displays your prowess as a warrior.

When a creature makes a weapon attack against you, you can use your reaction to gain a bonus to AC equal to your proficiency bonus, possibly turning a hit into a miss.
 

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.

Exploit Footing

Exploit Footing

( points)

Deftly surging forward and weaving around your opponent, when their attack fails you quickly move around your foe and force them to stumble.

Eye Slash

Eye Slash

( points)

You rapidly lash out in a rising strike targeting your opponent’s brow, leaving a wound that obscures their vision.

Feinting Strike

Feinting Strike

( points)

You make a skillful, deceptive strike which your foe doesn’t see coming.

Make a melee weapon attack roll using the result of a Sleight of Hand check instead of your attack bonus.

 

Flame Burst

Flame Burst

( points)

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

Flowing Form

Flowing Form

( points)

You turn into a twisting leaf upon the wind of battle, turning every dodged strike into a sublime counterattack.

Follow-Up Topple

Follow-Up Topple

( points)

As your ally strikes an opponent, you seize the moment of imbalance to knock them down.

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.

Get Back!

Get Back!

( points)

When a creature successfully damages your animal companion, you order it to retreat. As long as it can hear you, your companion moves up to its Speed toward you in the most direct course it is able to, stopping at the end of its movement or when you are between it and the creature that injured it (whichever comes first).

Goading Stance

Goading Stance

( points)

You command your animal companion to tactically lower its guard.

Grasping Shadows

Grasping Shadows

( points)

At your behest, the shadows themselves grip at your foes, pulling and dragging like quicksand.

Heartseeker

Heartseeker

( points)

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

Howl of Challenge

Howl of Challenge

( points)

On your animal companion’s turn, it makes a melee attack against a creature as it roars , howls, or makes some similar threatening noise.

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.

Instinctive Counterattack

Instinctive Counterattack

( points)

Utilizing reflexes perfected by dedicated training, your body flows into a sublime strike almost without a thought.

When your exertion pool is not empty, you can use your reaction to make a melee weapon attack.

Interceptor Formation

Interceptor Formation

( points)

You and your wingmen corral your targets to keep them from escaping.

Whenever you successfully lock on to a starfighter, any other ships in the formation can use their reaction to lock on to that same target. While locked on ships in the formation have advantage on attacks against it. If you lose the lock on a target other ships in the formation lose that lock as well.

Launched Strike

Launched Strike

( points)

You leap from your mount to attack a nearby opponent.

You must be mounted to use this maneuver. 

You leap 10 feet away from your mount and make a melee weapon attack against a creature within your reach before you land. On a hit, your attack becomes a critical hit.

Lean Into It

Lean Into It

( points)

Not just commiting to an assault, you shoulder into it with all the strength you can bear and deliver hits that resonate in the very bones of your foes.

Life Drinker

Life Drinker

( points)

With a baleful word and a vicious strike you draw the very lifeforce from your target.

Look At Me!

Look At Me!

( points)

Your strikes make foes hesitate, leaving openings for your allies to move free of danger.

Missile Volley

Missile Volley

( points)

Seizing upon the moment you make the sky rain death, striking at a multitude of creatures in rapid succession.

Make a ranged weapon attack against a number of creatures within 10 feet of a point you can see within your weapon’s range.

You may only target a number of creatures equal to or less than your proficiency bonus, you must have ammunition for each target, and you make a separate attack roll for each target.

 

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. 

Mistfade Retreat

Mistfade Retreat

( points)

As your foe’s deadly attack falls upon you, your form becomes mist and shadow.

Mounted Charge

Mounted Charge

( points)

You charge your foe using your mount’s strength and swiftness to add power to your attack.

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. 

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.

 

Necrotic Grip

Necrotic Grip

( points)

Your grip can wither flesh from bone.

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.

Partner Fall

Partner Fall

( points)

The art of the pratfall is to make the dive to the floor spectacular, and nothing impresses like taking somebody down with you.

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.

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).

Pie To The Face

Pie To The Face

( points)

The extremely rapid delivery of food can be not only hilariously satisfying, but also give a warrior an edge in combat.

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.

Primal Intercept

Primal Intercept

( points)

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

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).

Pull Up

Pull Up

( points)

Suddenly the empty space in front of you is occupied and you desperately try to pull your ship out of a collision course!

When you fail a saving throw to avoid a collision or attempted ramming, use your reaction to reroll the failed saving throw, taking the new result.

Quick Spill

Quick Spill

( points)

With daring-do and practiced grace you seamlessly fling an obstacle across the floor with surprising swiftness. With some extra effort, you can distract from the violent intent.

Quick Switch

Quick Switch

( points)

You command your animal companion to switch places with a creature within 5 feet of it.

Quickdraw

Quickdraw

( points)

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

Raking Strikes

Raking Strikes

( points)

You lash out with one strike that sets up another, faster and wilder attack.

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.

 

Rapid Strike

Rapid Strike

( points)

With an array of quick, carefully placed attacks against the same opponent you throw them off their guard.

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. After hitting a creature with a melee weapon attack, you can use your bonus action to make an additional attack against the same creature. 

On a hit with this additional attack, you can use your reaction to spend 2 exertion points and attack the same creature again.

 

Redirect

Redirect

( points)

Your opponent’s blow is not simply turned away but re-oriented entirely, forced into inflicting a wound against a foe unfortunate enough to be nearby.

Resteady

Resteady

( points)

You catch yourself about to blunder, steady yourself, and adjust your aim.

When you make an attack roll but before you know the result of your attack, you can use your reaction to reroll that attack, taking the new result.

Retributive Blow

Retributive Blow

( points)

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

Ricochet

Ricochet

( points)

With careful judgments of distances, materials, wind, and applied force you let loose a shot that bounces off of one or more surfaces to strike opponents crouching behind walls or otherwise hidden from sight by cover.

Ride Enemy

Ride Enemy

( points)

You leap atop your enemy just as it attacks.

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.

Sacrifice Mount

Sacrifice Mount

( points)

You use your mount as a shield.

You must be mounted to use this maneuver. 

When a creature targets you with an attack you can use your reaction to swing down the side of your mount, making it the target of the attack instead of 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.

Singular Focus

Singular Focus

( points)

No obstacle can impede you, and no noise can distract you—there is only you, your quarry, and your determination to bring it down.

When you activate this maneuver, choose a creature you can see. Until the start of your next turn, weapon attacks you make against the chosen creature ignore any condition, effect, or circumstance that would impose disadvantage.

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. 

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.

Stalking Crouch

Stalking Crouch

( points)

Amidst the chaos of combat, you set your attention on your quarry while keeping yourself hidden from them.

Steal Momentum

Steal Momentum

( points)

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

Stoic Stance

Stoic Stance

( points)

You ignore distractions and focus on the task at hand.

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.

 

Sympathetic Heart Stop

Sympathetic Heart Stop

( points)

By first aligning with then clashing violently against the exact rhythm of your opponent’s movements, breath, and even heartbeat, your physical touch interrupts their life force.

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

Thread the Needle

Thread the Needle

( points)

You see through all distractions and obstacles to strike true.

Tidal Parry

Tidal Parry

( points)

An expert parry turns a hit into a miss.

To My Side

To My Side

( points)

You beckon someone to your side with infectious fervor, be they stranger or comrade-in-arms.

Trample

Trample

( points)

You trample down enemies in your path.

You must be mounted to use this maneuver. 

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.

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.

Vicious Blade

Vicious Blade

( points)

You enchant your weapon with clinging shadows.

Warding Flourish

Warding Flourish

( points)

Choose an ally within 15 feet that you can see. As long as that ally stays within 15 feet of you, they increase their AC by 2. You can only ward one creature at a time, and cannot use this ward on yourself. This effect ends if you can no longer take actions.

Warning Cry

Warning Cry

( points)

When a creature makes a weapon attack against your animal companion, your warning causes your companion to shift position, gaining a bonus to AC equal to your proficiency bonus and possibly turning a hit into a miss.

Whirlwind Strike

Whirlwind Strike

( points)

Shouldering into a hard spin you lash out at opponents that have surrounded you, striking at each of them in rapid succession.

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.

Wounding Strike

Wounding Strike

( points)

Swinging or thrusting with your weapon like you have thousands of times before, you know precisely where its tip grazes and your swing hits at the smallest flaw in an opponent’s armor to deliver a painful wound.