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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. \columnbreak ### 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. \pagebreakNum ### 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. \columnbreak ### 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. \pagebreakNum ### 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. \columnbreak ### 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. \pagebreakNum ### 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. \columnbreak ### 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. \pagebreakNum ### 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. \columnbreak ### 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. \pagebreakNum ### 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. \columnbreak ### 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.