Level Up Combat Maneuver List

by LonePaladin

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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.
 

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