Maneuver Lists
The following lists all Combat Maneuvers, sorted by Combat Tradition and degree. Each includes the brief description from the Adventurer's Guide.
+: Maneuvers with a small plus sign after the name require a bonus action to use.
!: Manevuers with a small exclamation mark after the name use your reaction.
Basic Maneuvers
Note that all successful Basic Maneuvers also deal bludgeoning damage equal to 1 + your Strength modifier. Basic melee damage does not trigger additional damage effects (such as Sneak Attack or Divine Smite) unless it specifies otherwise. Creatures with a Challenge Rating of 0 or less cannot deal basic melee damage.
- Disarm: Knock an foe's weapon from their grasp.
- Grab On: Grab hold of a large creature.
- Grapple: Grab or wrestle a creature.
- Knockdown: Knock your target prone.
- Overrun: Force your way past a hostile creature.
- Shove: Push a creature away.
Adamant Mountain
Hardiness, Might, Power
Berserker, Fighter
1st Degree
- Catch Your Breath+: Pause to regain hit points.
- Cleaving Swing!: Make an additional attack with a heavy weapon.
- Heavy Stance+: Gain an expertise die on Athletics checks and saving throws against combat maneuvers, and reduce difficult terrain.
- Lean Into It: Knock your target prone when you hit with a melee attack.
2nd Degree
- Reactive Knockdown!: Trip your foe as an opportunity attack.
- Shrug it Off!: Use your reaction to avoid being frightened, poisoned, or stunned.
- Warding Wield+: Increase your AC by 2 for one round.
3rd Degree
- Battering Strike!: Knock your opponent’s weapon flying.
- Crushing Blow: Paralyze your opponent with a heavy weapon.
- Unbreakable!: Defy death.
4th Degree
- Stand Tall Stance+: Be bigger than you really are.
- Unstoppable!: Prevent yourself from being paralyzed, petrified, or stunned.
- Wild Swing!: Turn a miss with a heavy weapon into an attack against a different target.
5th Degree
- Unyielding!: Heal yourself when reduced to 0 hit points.
- World-Shaking Strike: Create a massive shockwave by striking the ground with a heavy weapon.
Biting Zephyr
Distance, Sharpshooting, Thrown Weapons
Fighter, Marshal, Ranger, Rogue
1st Degree
- Covering Fire: Protect an ally from opportunity attack.
- Doubleshot+: Fire two missiles and do extra damage.
- Farshot Stance+: Increase the range of your missiles.
- Point Blank Shot+: Use a bonus action to make ranged weapon attacks in melee without disadvantage.
2nd Degree
- Countershot!: Shoot a missile out of the air.
- Quickdraw!: Use your reaction to draw a weapon and make a ranged attack when initiative is rolled.
- Trickshot: Perform an impressive trick with a ranged weapon attack.
3rd Degree
- Blindshot+: Attack hidden targets without disadvantage.
- Missile Volley: Attack a group of creatures within 10 feet of a focal point.
- Ricochet+: Ignore your target’s cover with a ranged attack.
4th Degree
- Dive for Cover!: Use your reaction to take cover behind a creature or object when a ranged attack misses you.
- Heartseeker: Aim for and exploit a foe’s weak spot with a dangerous shot.
- Mundane Missile Stance+: Give nearly any weapon the thrown property.
5th Degree
- Hear the Wind+: Concentrate on what you can hear to see what cannot be seen and deftly evade attacks.
- Horizon Shot: Use a ranged weapon to attack to shoot a creature from as far away as you can see.
Mirror's Glint
Flowing, Insightful, Reactive
Adept, Berserker, Fighter, Marshal, Ranger
1st Degree
- Knockdown Assault: Knock your target prone when you hit with a melee attack.
- Leading Throw!: Use your reaction to throw an enemy who misses you.
- Warning Strike!: Stop a creature from moving away from you.
- Wary Stance+: Gain an expertise die on Insight checks and increase your passive Insight score.
2nd Degree
- Assisted Roll!: Roll away from an opponent who misses you.
- Off-Balancing Strikes+: Knock your target off-balance, reducing its Speed and agility.
- Take Weapon!: Snatch your foe’s weapon away when they miss you.
3rd Degree
- Flowing Form: Make melee attacks against all enemies who miss you.
- Heightened Reflexes+: Gain additional reactions for this round.
- Redirect!: Redirect an attack to strike an adjacent creature.
4th Degree
- Discerning Strike: Learn the health and defenses of opponents you damage.
- Retributive Blow!: Use a reaction to respond to a weapon attack with a strike of your own that disrupts a foe’s offensive.
- Strike the Cracks Stance+: Focus on weak spots to deal more critical hits that inflict more damage.
5th Degree
- Blinding Strikes: Deprive your opponents of any ability to see, whether with their eyes or otherwise.
- Reflect Attack!: Use a reaction to turn an attacker’s strike back upon them.
Mist and Shade
Diversion, Feinting, Mental
Fighter, Marshal, Rogue
1st Degree
- Anticipate Spell+: Attack an adjacent creature which tries to cast a spell.
- Deceptive Stance+: Gain an expertise die on Deception and Sleight of Hand checks in combat.
- Painful Pickpocket!: Use your reaction to make a Sleight of Hand check against a target which hits you.
- Perplexing Flurry: Cause your enemy to suffer disadvantage while you focus all your attacks on them.
2nd Degree
- Agile Feint+: Gain advantage against a nearby creature.
- Force Hesitation: Trick a creature into not attacking anyone but you.
- Mugging Hit+: Make a Sleight of Hand check against a creature you have hit.
3rd Degree
- Douse+: Dash a container of liquid over a nearby foe.
- Feinting Strike: Use a Sleight of Hand check as your attack bonus.
- Pickpocket!: Use your reaction to make a Sleight of Hand check.
4th Degree
- Blinding Blow Stance+: Attack in a shifting flow of deft strikes that make it easy to blind enemies.
- Spinning Parry!: Use a reaction to evade an opponent’s attack and swap places with your attacker, stunning them.
- Steal Momentum!: Make a quick strike against a foe that moves within your reach and arrest their movement.
5th Degree
- Armor Lock: Use an enemy’s armor against them, paralyzing them.
- Pilfer Object!: Move next to an enemy about to use an item and take it from their hands.
Rapid Current
Fast Strikes, Mobility, Swiftness
Adept, Berserker, Fighter, Marshal, Ranger, Rogue
1st Degree
- Charge: Move and make a melee attack.
- Eye Slash: Blind your enemy with a well-aimed strike.
- Speed Over Strength!: Make a quick attack against a large foe or a foe which attacks you with a heavy weapon.
- Swift Stance+: Increase your Speed by 5 feet.
2nd Degree
- Parrying Counter!: Increase your AC against one creature and gain a free attack if it misses you.
- Rapid Drink+: Quickly consume or administer a potion.
- Rolling Strike: Move and make a melee attack.
3rd Degree
- Disarming Counter!: Your enemy drops their weapon when they miss you.
- Rapid Strike: Make an additional attack against a creature you have hit.
- Whirlwind Strike: Attack all creatures adjacent to you.
4th Degree
- First Blood!: React to danger with unnatural swiftness.
- Flowing Steps Stance+: Ignore difficult terrain and be better able to resist being immobilized.
- Whirlpool Strike: Attack all creatures adjacent to you and deal extra damage.
5th Degree
- Tidal Parry!: Use a reaction when hit with an attack to possibly turn it into a miss.
- Tsunami Dash: Flow past your enemies and deliver a strike against each of them.
Razor's Edge
Awareness, Concentration, Discipline
Adept, Fighter, Marshal, Ranger
1st Degree
- Dangerous Strikes: Score critical hits on a roll of 19–20 for one round.
- Exploit Footing!: Trip a creature which misses you.
- Iron Will!: Get advantage to resist being charmed or frightened.
- Perceptive Stance+: Enhance your perception.
2nd Degree
- Practiced Roll+: Move 20 feet without provoking opportunity attacks.
- Twist the Blade!: Use a reaction to turn a roll of 18 or more into a critical hit.
- Use the Pain!: Get a free attack against a foe who scores a critical hit against you.
3rd Degree
- Drive Back: Push your foe 10 feet on a hit.
- Instinctive Counterattack!: Use a reaction to make a melee attack.
- Mind Over Body+: Reduce the damage you take.
4th Degree
- Dashing Razor: Charge forward to strike an enemy and feed off of the adrenaline from hitting, increasing your Speed.
- Perfect Edge Stance+: Focus on making your strikes as devastating as possible, increasing how often you score a critical hit.
- Sharpened Awareness!: Use a reaction when attacked to evade by relying on your Perception, gaining an edge on your attacker with a successful dodge.
5th Degree
- Death Blow: Make an attack that critically hits and possibly even incapacitates your opponent.
- Heightened Concentration!: Use a reaction to retain concentration when you would otherwise lose it.
Sanguine Knot
Legion, Teamwork, Trust
Fighter, Herald, Marshal
1st Degree
- Doubleteam+: A nearby ally can push a creature as a bonus action.
- Legion Stance+: An ally can attack a foe you hit with a critical hit.
- Shield Wall+: Adjacent allies with shields gain +2 AC.
- Shoulder Check!: Shove a creature 10 feet when it attacks an ally.
2nd Degree
- Back to Back+: Both you and an adjacent ally gain +2 AC.
- Double Tackle: You and an ally knock a creature prone.
- Dual Grapple+: You and an ally restrain a creature.
3rd Degree
- Follow-Up Topple!: Attack a creature an ally has attacked to knock it prone.
- Hurl Ally+: Throw a smaller ally at a creature within 20 feet.
- Look At Me!: Turn your weapon attacks into distractions that allow allies to move through the battlefield more freely.
4th Degree
- Bodyguard!: Take a hit for an ally and reduce the damage it inflicts on you.
- Brotherhood Stance+: Take the Help action whenever you hit with a melee weapon attack.
- Doubletime: You and up to 3 allies can disengage and move their Speed.
5th Degree
- Rallying Cry!: Use a reaction to inspire an ally to fight onward when they take a hit.
- United We Stand: Fall upon an enemy in concert with your allies and make their attacks more effective with every blow struck.
Spirited Steed
Mounted, Soldiering, Warfare
Fighter, Herald, Marshal, Ranger
1st Degree
- Cavalier Stance+: Increase your mount’s AC.
- Lancer Strike: Deal extra damage and knock your target prone with a lance.
- Mounted Charge: Move your mount’s Speed and gain advantage on your first attack.
- Riding Leap+: Increase the distance of your mount’s jump.
2nd Degree
- Rearing Menace: Frighten nearby foes from atop your mount.
- Spur Mount!: Grant advantage to your mount’s ability checks and saving throws.
- Trample+: Move and knock those in your path prone.
3rd Degree
- Launched Strike: Leap from your mount to score a critical hit against an enemy.
- Sacrifice Mount!: Make your mount the target of an attack.
- Saddled Blows: On a hit, make your target confused, prone, or slowed.
4th Degree
- Prodigious Leap!: Use a reaction and spur your mount to jump impossible distances.
- Spirited Whistle: As long as you can see your mount with but a whistle it rushes to your side.
- Steely Steed Stance+: Fight with and alongside your mount, altering your assault to make it deadlier and harder to hurt.
5th Degree
- Reassuring Pat!: Encourage your mount and restore some of its hit points.
- Wheeling Charge: Caper about an enemy and rain down attacks from atop your mount, circling back with every strike.
Tempered Iron
Confidence, Conviction, Zealotry
Berserker, Fighter, Herald
1st Degree
- Imposing Glare+: Frighten a nearby foe.
- Purge Magic!: Make a melee attack against an enemy casting a spell.
- Striding Swings: Move up to 15 feet though hostile spaces.
- Zealous Stance+: Gain expertise dice on attacks in exchange for granting expertise dice to your foes.
2nd Degree
- Faith Within!: Reroll a saving throw when charmed, frightened, poisoned, or stunned.
- Gaze of Conviction+: Force a creature to attack you.
- Stunning Assault: Stun your target with a successful attack.
3rd Degree
- Break Spell!: Make a melee attack against an enemy casting a spell.
- Defy Magic!: Make a spellcaster miss you with its spell attack.
- Dispelling Assault: Your attacks are critical hits on rolls of 19–20 and they end spells.
4th Degree
- Devoted Assault+: Ignoring other enemies allows you to strike one foe more accurately.
- Disrupting Charge!: Dart up to an opponent casting a spell and strike them, possibly disrupting the magic.
- Spell Shattering Strike!: Disrupt an enemy’s spellcasting and fray the magic to disorient them as well.
5th Degree
- Branding Steel+: Brand a foe to make it reticent to approach or attack you.
- Burning Embers of Faith!: Use a reaction when you would be reduced to 0 hit points to heal yourself.
Tooth and Claw
Animalistic, Movement, Natural
Berserker, Fighter
1st Degree
- Bounding Strike: Jump at an enemy and use your ability check as your attack roll.
- Raking Strikes: On a hit, hit the target again with disadvantage.
- Ride Enemy!: Jump onto a larger creature.
- Springing Stance+: Increase your jump distances.
2nd Degree
- Expert Tumble+: Increase your AC as long as you move at full Speed.
- Leaping Strike: Move up to 40 feet and either push or knock your target prone.
- Primal Intercept!: Attack a creature which grapples you.
3rd Degree
- Gut Strike!: Strike your enemy and cause fatigue.
- Rake: Do extra damage when making multiple attacks.
- Wild Capering+: Move and gain a climb speed.
4th Degree
- Blind Instinct+: Briefly see without the use of sight and use a reaction to chase down a fleeing enemy.
- Bloody Roar: Unleash a powerful yell that injures and frightens your foes.
- Mercurial Striking Stance+: Focus on making every hit with a natural weapon, unarmed strike, or dual-wielding weapon have a satisfying impact.
5th Degree
- Furious Barrage: Make a frenetic series of attacks until one of your strikes misses.
- Wounded Animal Gambit!: Pretend to die and then strike when an opponent makes themself vulnerable.
Unending Wheel
Mastery, Patience, Training
Adept, Fighter, Marshal, Ranger
1st Degree
- Dangerous Signature!: Cut a symbol into your target in order to frighten it.
- Throwing Stance+: Give your weapon the rebounding and thrown properties.
- Victory Pose!: Grant allies advantage on death saving throws when you score a critical hit.
- Wounding Strike+: Cause ongoing damage to your target.
2nd Degree
- Deflect Strike!: Reduce damage from an attack.
- Instant Strike+: Quickly draw a melee weapon and attack a creature.
- Preternatural Strikes: Strike targets who normally require magic.
3rd Degree
- Disarming Assault: Knock your enemy’s weapon or shield from their grasp.
- Expert Sidestep!: Gain an AC bonus when you are hit.
- Unsettling Injury: Make your target unable to cast spells or use combat maneuvers.
4th Degree
- Any Weapon Stance+: Focusing on your in depth training with certain weaponry gives you proficiency with all weapons.
- Mistaken Opportunity!: Use a reaction to turn a strike that misses into an attack against a different opponent.
- Wind Strike: Make a strike so superb that the wake it cuts through the air damages an enemy beyond your reach.
5th Degree
- Heart of the Sword+: Focusing on your training with a weapon, you make your attacks more devastating and ignore an enemy’s defenses.
- Perfect Assault: Exhaust your exertion pool to transform all of your attacks into combat maneuvers.