Adventurer Techniques
Everyone's getting maneuvers! Techniques include the a variation on some fighter maneuvers; martial abilities that let you swordfight cool, shoot better, or smash harder. But Adventurer techniques also include all sorts of tricks and tools that will be used by any adventurer. Your sorcerer can now brace up and prepare for an oncoming attack, your bard can now scramble for cover under a hail of arrows, and your witch can now snatch a hair from a foes head in the heat of combat.
Focus
Every technique is fuelled using focus points. You have a pool of focus points, and the amount of points in that pool is equal to your Proficiency bonus, plus an extra amount depending on your class. Martial classes like fighters and rogues have a bonus focus pool equal to their level. Classes that have access to some level of magic but still rely on martial prowess have a bonus focus pool equal to half their level. Classes that rely heavily on magic, such as clerics and wizards do not have a bonus focus pool.
| Class Type | Focus Pool |
|---|---|
| Martial | Proficiency Bonus + Level |
| Half Caster | Proficiency Bonus + Half Level |
| Full Caster | Proficiency Bonus |
You regain all of your spent focus points when you complete a long rest.
You can use multiple techniques on the same turn, but the maximum amount of focus you can expend on a single turn is equal to your proficiency bonus. You cannot use multiple techniques on the same trigger (for example, you could not use Balance-Toppling Strike on the same attack you use Vaulting Strike).
Techniques Known
Each character knows a number of techniques that they can use their focus points on. The number of techniques known depends on the character's class. Martials know a number of techniques equal to their level plus half their level, rounded up. Half casters know a number of techniques equal to their level. Full casters know a number of techniques equal to half their level, rounded up. The amount of techniques known per level is shown in the table on the next page for ease of character creation and levelling up.
Whenever you learn a new technique, you can instead choose to advance a technique that you already know by choosing one of the two advancement options. Each technique has two unique advancement options available. You can learn both advancement options of a technique, but you cannot use both options at the same time. You must choose which advancement to use when you use the technique.
When you gain a level, you can swap out one of your known techniques or advancements for another technique you can learn.
Technique Performing Time
Each technique has a performance time listed in its description. This is the amount of time it takes to use that technique.
Techniques that have a performance time of attack can be taken in place of making one or more attacks as part of the attack action. This means that characters with the extra attack feature can use one of these techniques and make an attack, or potentially even use multiple of these techniques in a turn. Techniques that have a performance time of special can be used automatically when you meet certain criteria, described in the technique description.
Maneuver Save DC
Some maneuvers force a target to make a saving throw to resist it's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier
Types of Class
The table below specifies for each class whether it is a Martial, a Half Caster, or a Full Caster. These are loose definitions for each class purely for the purposes of techniques. Martials gain Techniques at 1st level, half casters gain Techniques at 2nd level, and full casters get Techniques at 3rd level.
| Class | Class Type |
|---|---|
| Artificer | Half Caster |
| Barbarian | Martial |
| Bard | Full Caster |
| Cleric | Full Caster |
| Druid | Full Caster |
| Fighter | Martial |
| Inventor | Half Caster |
| Occultist | Full Caster |
| Monk | Martial |
| Paladin | Half Caster |
| Psion | Full Caster |
| Ranger | Half Caster |
| Rogue | Martial |
| Sorcerer | Full Caster |
| Spellblade | Half Caster |
| Warden | Half Caster |
| Warlock | Half Caster |
| Warlord | Martial |
| Wizard | Full Caster |
Class Techniques Known
| Class Level | Martial Basic Techniques Known | Martial Techniques Known | Martial Highest Degree | Half Caster Basic Techniques Known | Half Caster Techniques Known | Half Caster Highest Degree | Full Caster Techniques Known | Full Caster Highest Degree |
|---|---|---|---|---|---|---|---|---|
| 1st | 2 | 2 | 1st | - | - | - | - | - |
| 2nd | 2 | 3 | 1st | 2 | 2 | 1st | - | - |
| 3rd | 3 | 5 | 1st | 2 | 3 | 1st | 2 | 1st |
| 4th | 3 | 6 | 1st | 2 | 4 | 1st | 2 | 1st |
| 5th | 4 | 8 | 2nd | 3 | 5 | 1st | 3 | 1st |
| 6th | 4 | 9 | 2nd | 3 | 6 | 1st | 3 | 1st |
| 7th | 5 | 11 | 2nd | 3 | 7 | 2nd | 4 | 1st |
| 8th | 5 | 12 | 2nd | 3 | 8 | 2nd | 4 | 1st |
| 9th | 6 | 14 | 3rd | 4 | 9 | 2nd | 5 | 2nd |
| 10th | 6 | 15 | 3rd | 4 | 10 | 2nd | 5 | 2nd |
| 11th | 6 | 17 | 3rd | 4 | 11 | 2nd | 6 | 2nd |
| 12th | 6 | 18 | 3rd | 4 | 12 | 2nd | 6 | 2nd |
| 13th | 7 | 20 | 4th | 5 | 13 | 3rd | 7 | 2nd |
| 14th | 7 | 21 | 4th | 5 | 14 | 3rd | 7 | 2nd |
| 15th | 7 | 23 | 4th | 5 | 15 | 3rd | 8 | 2nd |
| 16th | 7 | 24 | 4th | 5 | 16 | 3rd | 8 | 2nd |
| 17th | 8 | 26 | 5th | 6 | 17 | 3rd | 9 | 3rd |
| 18th | 8 | 27 | 5th | 6 | 18 | 3rd | 9 | 3rd |
| 19th | 8 | 29 | 5th | 6 | 19 | 4th | 10 | 3rd |
| 20th | 8 | 30 | 5th | 6 | 20 | 4th | 10 | 3rd |
Stances
When you use a technique with the word "stance" in it's name, the technique's benefits can last for a number of rounds, defined in the technique description. While you are in a stance you gain the benefits of the technique. The following factors cause break your stance:
- Performing another technique that enters a stance. You exit the stance you are in and enter the new stance if you perform a technique that enters a stance. You can't be in two stances at once.
- Casting a spell that requires concentration. You exit the stance you are in and concentrate on the new spell if you cast a spell that requires concentration.
- Taking Damage. Whenever you take damage while you are in a stance, you must make a Strength or Dexterity saving throw (your choice) to maintain your stance. The DC equals 10 or half the damage you take, whichever number is higher.
- Being incapacitated or killed. You break your stance if you are incapacitated or if you die.
- Choosing to break it. You can choose to break your stance at any time, without requiring an action.
Basic Techniques
Some techniques are simple enough that they don't require focus points to use. Only martials and half casters can choose to learn basic techniques. The amount of basic techniques known are shown in the table above. As with other techniques, when you learn a new basic technique, you can choose to instead take an advancement of a basic technique that you know.
Forms
Some techniques allow a character to enter a certain form for the rest of the day. These form techniques usually grant the character a passive benefit until they finish a long rest. Characters cannot use multiple forms at the same time. If you use a form technique while aready gaining the benefits of a form technique, you lose the benefits of the first form technique you used.
Variant Features
Variant: Multiclassing
When you multiclass into different classes, you can work out how many focus points you have using the following calculation.
Focus Pool = your levels in a martial class + half your levels in a half caster class + your Proficiency bonus
When calculating your techniques known, you add together your levels in a martial class, half your levels in a half caster class (rounded up), one third of your levels in a full caster class (rounded up).
Variant: Starting Proficiencies
If your players are playing a Fighter or a Paladin while using these maneuvers, consider allowing them to change their starting saving throw Proficiencies to Strength and Dexterity for a Fighter and Strength and Wisdom or Dexterity and Charisma for a Paladin. Granting a class proficiency in these makes it easier for them to remain in a stance after taking damage, which is especially important for martial characters.
Refocus
3rd Level Barbarian, Fighter, Monk, Rogue, and Warlord Feature You steel yourself to the world and refocus yourself. When you complete a short rest, you can choose to regain expent focus points equal to half your [class] level. Once you do so, you cannot do so again until you complete a long rest.
Brutal Critical
9th-level barbarian optional feature
Beginning at 9th level, your weapon attacks using Strength score a critical hit on a roll of 19 or 20, and you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
The critical hit range increases to 18, 19 and 20 at 13th level, and 17, 18, 19, and 20 at 17th level. The bonus damage dice increases to- two additional dice at 13th level and three additional dice at 17th level.
The increase in critical hit range means that it is more likely to critically hit as a barbarian, especially when using reckless attack. This allows barbarians to scale in damage better throughout tiers 3 and 4, something they struggled to otherwise.
Master of a Hundred Forms
Variant Monk Feature: Replaces Stunning Strike
Through dedication and practice you have mastered a form. Choose a 1st degree form technique available to the monk. You learn this technique, and it does not count agianst your techniques known. You always gain the benefit of this technique, without having to expend focus on it. You can use other form techniques without losing this form, combining the two into your own unique style. You can still only use one other form technique at a time.
Master of a Thousand Forms
Variant 13th Level Monk Feature
Through dedication and practice you have mastered a second form. Choose a 1st or 2nd degree form technique available to the monk. You learn this technique, and it does not count agianst your techniques known. You always gain the benefit of this technique, without having to expend focus on it. You can use other form techniques without losing this form, combining the three into your own unique style. You can still only use one other form technique at a time.
Companion Techniques
If your class grants you a permanent or easily resummonable creature via a class feature and not a spell, such as a beastmaster's animal companion, a wildfire druid's wildfire spirit, or a pact of the chain warlock's familiar, they learn a number of techniques. They count as the same class and level as you for determining their techniques known and their highest degree available. Your companion shares your focus pool. Work with your dungeon master to determine which techniques your companion would be able to learn.
Expanded Technique Lists
With most subclasses in the game that get access to spells, your subclass comes with a small list of expanded spells from the spell lists of other classes. This would take a million years to do for each subclass in the game with techniques. Instead, if you feel like there is a technique from outside of your class that you think would be fitting, consult with your DM to see if it would fit your character. Outside of a small selection of techniques, most techniques will not affect the game if used on another class.
For example, a zealot barbarian could learn some paladin techniques, a pact of the blade warlock could learn some fighter techniques, or a scout rogue could learn some ranger techniques.
Barbarian
Basic Techniqes
- Aerial Dive
- Bulk Up
- Charge
- Hunker Down
- No Escape
- Punish Magic
- Rapid Quaff
- Size Up
1st Degree
- Athletic Surge
- Battlefield Etiquette
- Beacon of Bravery
- Bounding Attack
- Brace Up
- Choking Boa Form
- Helpful Throw
- Hurl Ally
- Hurling Hurricane Stance
- Imposing Glare
- Imposing Stride
- Jump Boost
- Leading Throw
- Microaggression
- Mighty Leap
- Mighty Thrust
- Play Dead
- Pocket Sand
- Pushing Strike
- Opportunistic Grab
- Quick Feet
- Shield Reflect
- Shield Wall
- Steelskin Stance
- Underfoot Trip
- Vaulting Strike
- Victory Pose
- Warding Whirlwind Stance
- Warning Strike
2nd Degree
- Balance-Toppling Strike
- Blind Instinct Stance
- Distracting Strike
- Dual Grapple
- Lone Wolf Stance
- Parry
- Pierce the Weave
- Reactive Knockdown
- Shrug it Off
- Red Mist Stance
- Use the Pain
Bard
1st Degree
- Beacon of Bravery
- Bolstering Bolero
- Call the Retreat
- Cut and Run
- Dodge Roll
- Duelists Retreat
- Fancy Footwork Stance
- Helpful Throw
- Honourable Duel
- Hurling Hurricane Stance
- Imposing Stride
- Irritating Earworm
- Juggling Jester Stance
- Jump Boost
- Kip-Up
- Mournful Requiem
- Overcast
- Play Dead
- Pocket Sand
- Quick Feet
- Quick Getaway
- Restore Conviction
- Thunderous Solo
- Underfoot Trip
- Uplifting Melody
- Victory Pose
2nd Degree
- Assisted Roll
- Distracting Strike
- Doubleshot
- Magical Feedback
- Parry
- Signature Strike
Cleric
1st Degree
- Bait and Switch
- Beacon of Bravery
- Brace Up
- Faith Within Stance
- Helpful Throw
- Jump Boost
- Overcast
- Restore Conviction
- Shield Reflect
- Shield Wall
- Underfoot Trip
2nd Degree
- Magical Feedback
- Restorative Triage
Druid
1st Degree
- Bounding Attack
- Faith Within Stance
- Helpful Throw
- Hurl Ally
- Imposing Glare
- Jump Boost
- Mighty Leap
- Mighty Thrust
- Overcast
- Play Dead
- Pocket Sand
- Opportunistic Grab
- Quick Getaway
- Restore Conviction
- Shield Reflect
- Shield Wall
- Underfoot Trip
2nd Degree
- Blind Instinct Stance
- Lone Wolf Stance
- Magical Feedback
- Restorative Triage
Fighter
Basic Techniqes
- Aerial Dive
- Assist
- Bulk Up
- Charge
- Combat Roll
- Coordination
- Covering Fire
- Hunker Down
- No Escape
- Punish Magic
- Rapid Quaff
- Recovery Position
- Size Up
- Vantage Point
1st Degree
- Athletic Surge
- Bait and Switch
- Battlefield Etiquette
- Beacon of Bravery
- Brace Up
- Call the Retreat
- Choking Boa Form
- countershot
- Cut and Run
- Dodge Roll
- Duelists Retreat
- Eye For Detail
- Faith Within Stance
- Fancy Footwork Stance
- Farshot Stance
- Helpful Throw
- Honourable Duel
- Hurl Ally
- Hurling Hurricane Stance
- Impsoing Glare
- Imposing Stride
- Improvised Technique
- Jump Boost
- Kip-Up
- Leading Throw
- Mighty Leap
- Mighty Thrust
- Play Dead
- Pocket Sand
- Pushing Strike
- Opportunistic Grab
- Quick Feet
- Quick Getaway
- Restore Conviction
- Ropeshot
- Shield Reflect
- Shield Wall
- Steelskin Stance
- Underfoot Trip
- Vaulting Strike
- Victory Pose
- Warding Whirlwind Stance
- Warning Strike
2nd Degree
- Assisted Roll
- Balance-Toppling Strike
- Blind Instinct Stance
- Distracting Strike
- Doubleshot
- Dual Grapple
- Instant Step
- Lone Wolf Stance
- Magical Feedback
- Parry
- Pierce the Weave
- Quickdraw
- Reactive Knockdown
- Restorative Triage
- Shrug it Off
- Signature Strike
- Snapshot
- Trueshot Stance
- Use the Pain
Inventor
Basic Techniqes
- Assist
- Charge
- Combat Roll
- Coordination
- Covering Fire
- Hunker Down
- No Escape
- Punish Magic
- Rapid Quaff
- Recovery Position
- Size Up
- Vantage Point
1st Degree
- Bait and Switch
- Brace Up
- Call the Retreat
- Helpful Throw
- Hurl Ally
- Hurling Hurricane Stance
- Jump Boost
- Mighty Thrust
- Pocket Sand
- Opportunistic Grab
- Quick Feet
- Ropeshot
- Shield Reflect
- Shield Wall
- Steelskin Stance
- Underfoot Trip
2nd Degree
- Balance-Toppling Strike
- Distracting Strike
- Dual Grapple
- Magical Feedback
- Restorative Triage
- Snapshot
- Trueshot Stance
Monk
Basic Techniques
- Aerial Dive
- Assist
- Charge
- Combat Roll
- Coordination
- Covering Fire
- Hunker Down
- Punish Magic
- Rapid Quaff
- Recovery Position
- Size Up
- Vantage Point
1st Degree
- Athletic Surge
- Bait and Switch
- Battlefield Etiquette
- Beacon of Bravery
- Choking Boa Form
- Clear Mind
- Countershot
- Dancing Crane Form
- Dodge Roll
- Eye For Detail
- Faith Within Stance
- Fancy Footwork Stance
- Farshot Stance
- Fluttering Hummingbird Form
- Guardian Naga Form
- Helpful Throw
- Honourable Duel
- Hurling Hurricane Stance
- Imposing Stride
- Juggling Jester Stance
- Jump Boost
- Kip-Up
- Lashing Dragon's Tail Form
- Leading Throw
- Leaping Mantis Form
- Mighty Leap
- Pocket Sand
- Pouncing Tiger Form
- Pushing Strike
- Opportunistic Grab
- Quick Feet
- Quick Getaway
- Restore Conviction
- Ropeshot
- Shroud Spirit
- Snapping Turtle Form
- Steelskin Stance
- Striking Viper Form
- Titanic Fist Form
- Underfoot Trip
- Vaulting Strike
- Warning Strike
- Wolf Maw Form
2nd Degree
- Assisted Roll
- Balance-Toppling Strike
- Blind Instince Stance
- Distracting Strike
- Doubleshot
- Dual Grapple
- Instant Step
- Lone Wolf Stance
- Parry
- Pierce the Weave
- Quickdraw
- Reactive Knockdown
- Restorative Triage
- Signature Strike
- Snapshot
- Trueshot Stance
- Use the Pain
Occultist
1st Degree
- Bounding Attack
- Helpful Throw
- Jump Boost
- Overcast
- Play Dead
- Pocket Sand
- Quick Getaway
- Shield Reflect
- Shield Wall
- Underfoot Trip
2nd Degree
- Blind Instinct Stance
- Magical Feedback
- Restorative Triage
Paladin
Basic Techniques
- Assist
- Bulk Up
- Charge
- Coordination
- Hunker Down
- No Escape
- Punish Magic
- Rapid Quaff
- Recovery Position
- Size Up
1st Degree
- Athletic Surge
- Bait and Switch
- Battlefield Etiquette
- Beacon of Bravery
- Brace Up
- Call the Retreat
- Faith Within Stance
- Helpful Throw
- Honourable Duel
- Hurl Ally
- Imposing Glare
- Imposing Stride
- Jump Boost
- Leading Throw
- Mighty Leap
- Mighty Thrust
- Pushing Strike
- Restore Conviction
- Shield Reflect
- Shield Wall
- Steelskin Stance
- Underfoot Trip
- Vaulting Strike
- Victory Pose
- Warding Whirlwind Stance
- Warning Strike
2nd Degree
- Balance-Toppling Strike
- Blind Instinct Stance
- Distracting Strike
- Dual Grapple
- Lone Wolf Stance
- Magical Feedback
- Parry
- Pierce the Weave
- Restorative Triage
- Shrug it Off
- Use the Pain
Psion
1st Degree
- Call the Retreat
- Clear Mind
- Eye for Detail
- Helpful Throw
- Jump Boost
- Shroud Spirit
- Underfoot Trip
2nd Degree
- Blind Instinct Stance
- Magical Feedback
Ranger
Basic Techniques
- Aerial Dive
- Assist
- Charge
- Combat Roll
- Coordination
- Covering Fire
- Create Hunting Trap
- Hunker Down
- Punish Magic
- Rapid Quaff
- Recovery Position
- Size Up
- Vantage Point
1st Degree
- Athletic Surge
- Bounding Attack
- Brace Up
- Call the Retreat
- Countershot
- Dodge Roll
- Eye for Detail
- Fancy Footwork Stance
- Farshot Stance
- Helpful Throw
- Honourable Duel
- Hurling Hurricane Stance
- Imposing Glare
- Imposing Stride
- Jump Boost
- Kip-Up
- Mighty Leap
- Play Dead
- Pocket Sand
- Pushing Strike
- Opportunistic Grab
- Quick Feet
- Quick Getaway
- Ropeshot
- Shield Reflect
- Shield Wall
- Underfoot Trip
- Vaulting Strike
- Warning Strike
2nd Degree
- Assisted Roll
- Balance-Toppling Strike
- Blind Instinct Stance
- Distracting Strike
- Doubleshot
- Lone Wolf Stance
- Magical Feedback
- Parry
- Pierce the Weave
- Quickdraw
- Restorative Triage
- Snapshot
- Trueshot Stance
- Use the Pain
Rogue
Basic Techniques
- Aerial Dive
- Assist
- Chaarge
- Combat Roll
- Coordination
- Covering Fire
- Hunker Down
- Punish Magic
- Rapid Quaff
- Recovery Position
- Size Up
- Vantage Point
1st Degree
- Bait and Switch
- Bounding Attack
- Call the Retreat
- Clear Mind
- Countershot
- Cut and Run
- Dodge Roll
- Duelists Retreat
- Eye for Detail
- Fancy Footwork Stance
- Farshot Stance
- Helpful Throw
- Honourable Duel
- Hurling Hurricane Stance
- Imposing Glare
- Imposing Stride
- Juggling Jester Stance
- Jump Boost
- Kip-Up
- Mighty Leap
- Painful Pickpocket
- Play Dead
- Pocket Sand
- Pushing Strike
- Opportunistic Grab
- Quick Feet
- Quick Getaway
- Ropeshot
- Shroud Spirit
- Underfoot Trip
- Vaulting Strike
- Warning Strike
2nd Degree
- Assisted Roll
- Balance-Toppling Strike
- Blind Instinct Stance
- Distracting Strike
- Doubleshot
- Instant Step
- Lone Wolf Stance
- Magical Feedback
- Parry
- Pierce the Weave
- Quickdraw
- Reactive Knockdown
- Restorative Triage
- Signature Strike
- Steal Weapon
- Snapshot
- Twist the Blade
- Trueshot Stance
- Use the Pain
Sorcerer
1st Degree
- Arcane Mimicry
- Helpful Throw
- Jump Boost
- Magical Conduit
- Overcast
- Play Dead
- Quick Getaway
- Underfoot Trip
2nd Degree
- Attract Magic
- Magical Feedback
Spellblade
Basic Techniques
- Aerial Dive
- Assist
- Charge
- Combat Roll
- Coordination
- Hunker Down
- No Escape
- Punish Magic
- Rapid Quaff
- Size Up
1st Degree
- Bait and Switch
- Didge Roll
- Duelist's Retreat
- Helpful Throw
- Honourable Duel
- Jump Boost
- Mighty Leap
- Pushing Strike
- Quick Feet
- Quick Getaway
- Underfoot Trip
- Vaulting Strike
- Warning Strike
2nd Degree
- Assisted Roll
- Balance-Toppling Strike
- Distracting Strike
- Magical Feedback
- Parry
- Pierce the Weave
- Signature Strike
- Use the Pain
Warden
Basic Techniques
- Assist
- Bulk Up
- Charge
- Coordination
- Hunker Down
- No Escape
- Punish Magic
- Rapid Quaff
- Recovery Position
- Size Up
1st Degree
- Athletic Surge
- Bait and Switch
- Beacon of Bravery
- Bounding Attack
- Brace Up
- Call the Retreat
- Helpful Throw
- Hurl Ally
- Imposing Glare
- Imposing Stride
- Jump Boost
- Leading Throw
- Mighty Leap
- Mighty Thrust
- Pocket Sand
- Pushing Strike
- Opportunistic Grab
- Restore Conviction
- Shield Reflect
- Shield Wall
- Steelskin Stance
- Underfoot Trip
- Warding Whirlwind Stance
- Warning Strike
2nd Degree
- Balance-Toppling Strike
- Blind Instinct Stance
- Distracting Strike
- Dual Grapple
- Lone Wolf Stance
- Magical Feedback
- Parry
- Pierce the Weave
- Reactive Knockdown
- Restorative Triage
- Shrug it Off
- Use the Pain
Warlock
Basic Techniques
- Aerial Dive
- Charge
- Combat Roll
- Coordination
- Covering Fire
- Hunker Down
- Punish Magic
- Rapid Quaff
- Size Up
- Vantage Point
1st Degree
- Clear Mind
- Cut and Run
- Helpful Throw
- Imposing Stride
- Jump Boost
- Play Dead
- Pocket Sand
- Quick Getaway
- Underfoot Trip
2nd Degree
- Magical Feedback
Warlord
Basic Techniques
- Assist
- Bulk Up
- Charge
- Combat Roll
- Coordination
- Covering Fire
- Hunker Down
- Punish Magic
- Rapid Quaff
- Recovery Position
- Size Up
- Vantage Point
1st Degree
- Athletic Surge
- Bait and Switch
- Battlefield Etiquette
- Beacon of Bravery
- brace Up
- Call the Retreat
- Countershot
- Duelists Retreat
- Eye for Detail
- Helpful Throw
- Hurl Ally
- Hurling Hurricane Stance
- Imposing Glare
- Imposing Stride
- Jump Boost
- Mighty Leap
- Mighty Thrust
- Pocket Sand
- Pushing Strike
- Quick Feet
- Quick Getaway
- Restore Conviction
- Shield Reflect
- Shield Wall
- Steelskin Stance
- Underfoot Trip
- Warding Whirlwind Stance
- Warning Strike
2nd Degree
- Assisted Roll
- Balance-Toppling Strike
- Blind Instinct Stance
- Distracting Strike
- Dual Grapple
- Lone Wolf Stance
- Parry
- Pierce the Weave
- Quickdraw
- Reactive Knockdown
- Restorative Triage
- Shrug it Off
- Snapshot
- Trueshot Stance
- Use the Pain
Wizard
1st Degree
- Helpful Throw
- Jump Boost
- Overcast
- Quick Getaway
- Underfoot Trip
- Unerring Eye For Arcana
2nd Degree
- Flash Recall
- Magical Feedback
Basic Techniques
Aerial Dive
- Category: Basic Mobility
- Focus Cost: 0 points
- Action: Reaction, when you fall
- Classes: Barbarian, Fighter, Monk, Ranger, Rogue, Spellblade, Warlock,
You angle your descent. While you are falling, you can choose to move 5 feet horizontally in a direction for every 20 feet you fall for the duration you are falling. If you have another reaction you can take that will reduce the amount of damage you would take from falling, it does not use your reaction while you are affected by this technique.
Advancements
Death From Above. If you land on a creature, you can choose for the creature to make a saving throw to avoid damage using your Technique save DC. If you choose to do so and the creature fails, you take no damage from the fall.
Terminal Velocity. Creatures have disadvantage on attack rolls against you while you are falling.
Assist
- Category: Basic Offensive
- Focus Cost: 0 points
- Action: 1 Attack
- Classes: Fighter, Inventor, Monk, Paladin, Ranger, Rogue, Spellblade, Warden, Warlord
You give keen advice to your ally. You take the help action to assist with an attack roll. When you take the help action in this way, you can use it on a creature within 20 feet of you.
Advancements
Distraction. The creature must make a Wisdom saving throw. On a failed save, it has disadvantage on it's next attack roll.
Expose Weakness. If the attack that benefits from, the help action hits, it deals an additional 1d6 points of damage.
Bulk Up
- Category: Basic Defensive
- Focus Cost: 0 points
- Action: Bonus Action
- Classes: Barbarian, Fighter, Paladin, Warden, Warlord
You prepare yourself for an oncoming blow. The next time you take damage before the start of your next turn, you can reduce the damage by 1d4.
Advancements
Brawny. You can add 1d4 to your next Strength (Athletics) check before the start of your next turn.
Fortify. When you use this technique, you can use your action to also gain resistance to the first instance of damage you take before the start of your next turn.
Charge
- Category: Basic Offensive
- Focus Cost: 0 points
- Action: 1 Attack
- Classes: Barbarian, Fighter, Inventor, Monk, Paladin, Ranger, Rogue, Spellblade, Warden, Warlock, Warlord
You charge your foes with unbridled fury. Move up to 20 feet in a straight line towards a hostile creature. If you reach the target, they must make a Dexterity saving throw or take 1d6 points of Bludgeoning damage. If you are wielding a weapon, you can choose for the damage type to be the same as the weapons damage type.
Advancements
Leaping. Your charge does not provoke attacks of opportunity, and you can choose to gain a flying speed for the duration of the charge.
Trampling. If the creature fails its saving throw, you have advantage on your next melee attack against it before the start of your next turn.
Combat Roll
- Category: Basic Mobility
- Focus Cost: 0 points
- Action: Bonus Action
- Classes: Fighter, Inventor, Monk, Ranger, Rogue, Spellblade, Warlock, Warlord
You quickly roll out of danger. You move up to 5 feet with the benefits of the Disengage action.
Advancements
Distance. You can move up to 10 feet.
Reactive. You can use this technique as a reaction after a creature within 5 feet of you has dealt damage to you.
Coordination
- Category: Basic Utility
- Focus Cost: 0 points
- Action: Reaction, when you have rolled initiative
- Classes: Fighter, Inventor, Monk, Paladin, Ranger, Rogue, Spellblade, Warden, Warlock, Warlord
You quickly coordinate an ally at the start of a fight. Choose a willing creature within 60 feet that can see or hear you. You swap your total for the initiative roll with that creature.
Advancements
Outwit. Instead of choosing a willing creature, you can expend 1 focus to choose an unwilling creature within 60 feet of you that can see or hear you. That creature must succeed on a Wisdom saving throw. On a failed save, you swap initiative totals with the creature.
Quick On Your Feet. You gain a bonus to your total before you swap initiatives equal to your Proficiency bonus.
Covering Fire
- Category: Basic Defensive
- Focus Cost: 0 points
- Action: 1 Attack
- Classes: Fighter, Inventor, Monk, Ranger, Rogue, Warlock, Warlord
You pepper your enemies with haphazard shots. Choose a hostile creature within your ranged weapons normal range. Until the start of your next turn, the chosen creature has disadvantage on attacks of opportunity. This expends 1 piece of ammunition for each time an attack of opportunity is provoked (even if it is not made).
Advancements
Broad Fire. When you choose an enemy with this technique, it also applies to any hostile creatures within 5 feet of them.
Longshot. You can use this technique against creatures in your weapons long range.
Create Hunting Trap
- Category: Basic Utility
- Focus Cost: 0 points
- Action: 1 attack
- Classes: Ranger
You are so quick at setting your hunting traps you can deploy them mid-skirmish. You set a hunting trap in an unoccupied space within 15 feet of you. When used in this way, the hunting trap is not affixed to anything via its heavy chain, and you can use your technique save DC to determine whether a creature avoids or escapes the trap. While a creature is trapped by a hunting trap that is not affixed to anything, their movement speed is halved.
Advancements
Master Trapper. If you are hidden when you use this technique, then this trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your technique save DC to be discerned.
Quick Fasten. You can attatch the other end of the trap's chain to a point within 5 feet of you when you use this technique.
Hunker Down
- Category: Basic Defensive
- Focus Cost: 0 points
- Action: 1 attack
- Classes: Barbarian, Fighter, Inventor, Monk, Paladin, Ranger, Rogue, Spellblade, Warden, Warlock, Warlord
You hunker down into your cover. Any half cover you benefit from counts as three quarters cover for you until the start of your next turn.
Advancements
Deep Cover. Any three quarters cover you benefit from counts as full cover for you until the start of your next turn.
Quick Duck. You can use this technique as a bonus action.
No Escape
- Category: Basic Offensive
- Focus Cost: 0 points
- Action: Reaction, when a creature attempts to leave your reach
- Classes: Barbarian, Fighter, Inventor, Paladin, Spellblade, Warden
You attempt to stop your foes fleeing. You can make a grapple attempt against the target.
Advancements
Grab On. You can attempt this against a creature larger than you could normally grapple. When you are grappling a creature in this way, it's movement speed is halved instead of reduced to 0, and you move with it as it moves.
Stagger. If your grapple attempt is unsuccessful, the target's movement speed is reduced by 10 until the start of their next turn.
Punish Magic
- Category: Basic Offensive
- Focus Cost: 0 points
- Action: Reaction, when a creature performs the verbal or somatic components of a spell within the reach of your melee weapon
- Classes: Barbarian, Fighter, Inventor, Monk, Paladin, Ranger, Rogue, Spellblade, Warden, Warlock, Warlord
You sense the gestures and utterances of an incantation, and react with violence. Make a melee weapon attack against the target. This occurs before the spell is cast, and does not cause the caster to lose the spell.
Advancements
Sunder Concentration. If the creature is concentrating, it has disadvantage on it's Constitution saving throw to maintain concentration as a result of your attack.
Parry Spell. You can expend 1 focus to gain a bonus to your first saving throw made against the spell. The bonus is equal to one roll of your weapon's damage die. If you are wielding two light weapons, you can roll the damage die of both weapons.
Rapid Quaff
- Category: Basic Utility
- Focus Cost: 0 points
- Action: Bonus Action
- Classes: Barbarian, Fighter, Inventor, Monk, Paladin, Ranger, Rogue, Spellblaade, Warden, Warlock, Warlord
You down a potion like a practiced drinker. You drink a potion that would normally take an action to drink.
Advancements
Friendly Force-Feed. You can feed a willing or unconsious creature a potion using this technique.
Savour the Flavour. If the potion restores hit points to you, you treat all healing die as if they rolled their maximum.
Recovery Position
- Category: Basic Defensive
- Focus Cost: 0 points
- Action: 1 Attack
- Classes: Fighter, Inventor, Monk, Paladin, Ranger, Rogue, Warden, Warlord
You begin administering first aid to a creature within 0 hit points within 5 feet of you. The creature becomes stable.
Advancements
Field Medicine. You can expend a use of a healer's hit as part of this technique to restore them to 1 hit point.
Reposition. You can pick the creature up as part of the technique. Your movement isn't slowed while holding them until the end of your turn.
Size Up
- Category: Basic Utility
- Focus Cost: 0 points
- Action: Bonus Action
- Classes: Barbarian, Fighter, Inventor, Monk, Paladin, Ranger, Rogue, Spellblade, Warden, Warlock, Warlord
You size up a creature you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. On a success, you learn your choice of either the creature's Strength, Constitution or Dexterity score.
Advancements
Deeper Insight. You can choose to instead learn either its vulnerabilities, resistances, or immunities.
Predict Attack. If the creature fails its saving throw, it's next attack against you before the start of your next turn is made with Disadvantage.
Vantage Point
- Category: Basic Offensive
- Focus Cost: 0 points
- Action: Bonus Action
- Classes: Fighter, Inventor, Monk, Ranger, Rogue, Warlock, Warlord
You use your height to your advantage. Until the start of your next turn whenever you make a ranged weapon attack against a creature, the normal range of the weapon is increased by the vertical distance between you and the creature up to a maximum of the weapon's long range. To gain this benefit, you must be above the creature.
Advancements
Gravity Shot. For the duration, the weapon's long range is increased by the same distance as the normal range.
Pick 'Em Off. For the duration, creatures more than 10 feet below you vertically gain no benefit against your ranged attacks from being prone.

Arcane Mimicry
- Category: 1st Degree
- Focus Cost: 1 point
- Perform Time: Reaction, when a creature you can see within 60 feet of you casts a spell
- Classes: Sorcerer
You see another spellcaster's magic and reckon you could have a go at it too. Make a Charisma (Arcana) check with a DC equal to 10 + the spells level. On a success, you temporarily learn the spell, and it doesnt count against your spells known. You learn the spell for up to 1 minute, until you cast it, or until you learn another spell in this way. You can cast the spell using your spell slots, and it counts as a sorcerer spell for you. You can't learn spells of 6th level or higher in this way.
Advancements
Absorb Arcana. If you succeed on your attempt to learn the spell, you gain a bonus to your first saving throw against the spell equal to your Charisma modifier.
Friendly Guidance. If the creature casting the spell is willing, you automatically succeed on your attempt to learn it.
Athletic Surge
- Category: 1st Degree Mobility
- Focus Cost: 1 point
- Perform Time: Bonus Action
- Classes: Barbarian, Fighter, Monk, Paladin, Ranger, Warden, Warlord
You push your body to its absolute limits. Choose one of the following benefits to gain for the next minute:
- A climbing speed equal to your walking speed.
- A swimming speed equal to your walking speed.
- Your walking speed increases by 10 feet.
Advancements
Surging Stamina. The benefit you chose lasts for 10 minutes.
Surging Speed. You can choose two of the benefits to gain.
Bait and Switch
- Category: 1st Degree Utility
- Focus Cost: 1 point
- Perform Time: Special
- Classes: Cleric, Fighter, Inventor, Monk, Paladin, Rogue, Spellblade, Warden, Warlord
You carefully swap your ally out of danger. When you're within 5 feet of a creature on your turn, you can used 5 feet of movement to switch places with that creature, provided the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. The first attack made against the creature before the start of your next turn is made with disadvantage.
Advancements
Defensive Posturing. While you are within 5 feet of the creature, you grant it three quarters cover until the start of your next turn.
Hasty Retreat. The creature can use it's reaction to move up to half it's movement speed with the benefits of the Disengage action.
Battlefield Etiquette
- Category: 1st Degree Utility
- Focus Cost: 1 point
- Perform Time: Reaction, when you make a Charisma check against a creature you have fought beside or against
- Classes: Barbarian, Fighter, Monk, Paladin, Warlord
You have learned the unwritten rules of the battlefield, and other battlemasters are aware of your talent. The minimum you can roll on the d20 for this check is equal to half your Strength or Dexterity score (whichever is higher). You only gain this benefit if the creature has recieved martial training of some sort (for example, a martial artist or a creature trained in martial weapons).
Advancements
Perfect Etiquette. You passively gain the benefit of this technique to every check it would qualify for.
Mystic Etiquette. You can choose to use your Intelligence or Wisdom in place of Strength or Dexterity for this check, but only if you and the creature you are using it against have seen eachother's spellcasting using the chosen ability modifier.
Beacon of Bravery
- Category: 1st Degree Defensive
- Focus Cost: 1 point
- Perform Time: Bonus Action
- Classes: Barbarian, Bard, Cleric, Fighter, Monk, Paladin, Warden, Warlord
You stand tall and heroic, inspiring your allies. Frightened creatures of your choice within 30 feet of you can move freely towards you even if it would mean moving closer to the source of their fear until the start of your next turn.
Advancements
Resolute In The Face Of Evil. You can use this technique as a reaction when a creature within 30 feet of you becomes frightened. The effect on each frightened creature lasts until the end of their next turn.
Unwavering Courage. You can choose to use this technique as a Stance that lasts up to 1 minute, or until you break your stance.
Bolstering Bolero
- Category: 1st Degree Defensive
- Focus Cost: 1 point
- Perform Time: Action
- Classes: Bard
You play a mesmerizing song using an instrument you are proficient in, easing your companion's tired muscles and lifting their spirits. This technique counts as entering a stance, but you can use your Charisma score in place of Strength or Dexterity for saving throws made to maintain the stance. This stance lasts for 1 minute. While in this stance, whenever a friendly creature starts its turn within 20 feet of you and can hear you, it gains a number of temporary hit points equal to your Charisma modifier that last until the start of the creatures next turn.
Advancements
Chorus. When a creature gains temporary hit points from this technique, it can use its reaction to join in the song until the start of its next turn. Until then, the song affects friendly creatures that start their turn within 10 feet of the singing creature.
Crescendo. When a creature gains temporary hit points from this feature, you can use your reaction to double the temporary hit points gained.
Bounding Attack
- Category: 1st Degree Offensive
- Focus Cost: 1 point
- Perform Time: 1 Attack
- Classes: Barbarian, Druid, Occultist, Ranger, Rogue, Warden
You leap and bound towards your enemy with an animalistic fury. You jump 10 feet towards a creature. If you land next to the creature, you can make a Strength (Athletics) or Dexterity (Acrobatics) check with a DC equal to the target's armour class. On a success, they take 2d6 bludgeoning damage. If you have a melee weapon, you can choose for the damage dealt to be the same damage type as the weapon.
Advancements
Distant Bound. The distance you can jump increases to 20 feet.
Primal Pounce. If you beat the target's armour class by 5 or more, they are knocked prone. If the target is more than one size larger than you, it cannot be knocked prone by this.
Brace Up
- Category: 1st Degree Defensive
- Focus Cost: 1+ points
- Perform Time: Bonus Action
- Classes: Barbarian, Cleric, Fighter, Inventor, Paladin, Ranger, Warden, Warlord
You brace yourself for danger. You gain 1d8 + your Constitution modifier temporary hit points that last for 1 minute. You can expend extra focus to increase the amount of temporary hit points you gain by 1d8 per focus point spent.
Advancements
Paragon of Resolve. Each creature of your choice within 10 feet of you gains 1d4 temporary hit points per focus point spent.
Tougher Stuff. You can use this technique as part of the same bonus action to begin a long lasting effect on yourself that isn't a spell or technique, such as a barbarian's rage feature or an aasimar's celestial revalation.
Call The Retreat
- Category: 1st Degree Mobility
- Focus Cost: 1 point
- Perform Time: Action
- Classes: Bard, Fighter, Inventor, Paladin, Psion, Ranger, Rogue, Warden, Warlord
You shout out a warning for your allies to retreat. Choose one willing creature within 60 feet. That creature can use it's reaction to move up to it's movement speed with the benefits of the disengage action. It can't move towards a hostile creature during this movement, unless it must do so to pass a hostile creature to reach a safer place. You can expend additional focus to increase the amount of affected creatures, affecting an additional willing creature per focus point spent.
Advancements
Feigned Retreat. Affected creatures can move closer to hostile creatures.
Swift Instruction. You can use this technique as a bonus action.
Choking Boa Form
- Category: 1st Degree Offensive
- Focus Cost: 2 points
- Perform Time: 10 minutes
- Classes: Barbarian, Fighter, Monk
You spend 10 minutes practicing the form of the choking boa, a style that lets you lock down your opponents fully. You gain the benefits of this form until you complete a long rest, or until you practice a different form. While in this form, creatures you are grappling have disadvantage on attack rolls against creatures other than you.
Advancements
Poison Magic. When you initiate a grapple against a creature, choose somatic or verbal. The creature cannot perform the chosen components of spells for the duration of the grapple.
Constrict. At the start of a grappled creatures turn it takes 1d6 bludgeoning damage.
Clear Mind
- Category: 1st Degree Utility
- Focus Cost: 1 point
- Perform Time: Action
- Classes: Psion, Monk, Rogue, Warlock
You fully clear your mind of guilt, burying deep your true emotions. You are immune to effects that would force you to tell the truth for the next hour. During this time, no effect can tell whether or not you are lying, and your thoughts cannot be read unless you allow them to be.
Advancements
Iron Mind. You have advantage on saving throws against effects that would cause you to act against your own will (such as command or dominate person) for the duration.
Stone Faced. Creatures have disadvantage on Wisdom (Insight) checks to read your emotions for the duration.
Countershot
- Category: 1st Degree Defensive
- Focus Cost: 1 point
- Perform Time: Reaction, when a ranged weapon attack hits a creature within the normal range of a weapon you are holding
- Classes: Fighter, Monk, Ranger, Rogue, Warlord
With awe-inspiring precision you throw a weapon or shoot an arrow towards an oncoming missile, knocking it out of the air. Make a ranged weapon attack using the weapon you are wielding with a bonus to hit equal to your level against an armour class equal to the attack roll of the missile. On a hit, the missile is deflected and misses the target. The ammunition or weapon used in your ranged weapon attack must be the same size category or larger than the missile you are deflecting.
Advancements
Countercast. You can use this reaction against ranged spell attacks as well as ranged weapon attacks.
Perfect Shot. If your attack roll beats the original attack roll by 5 or more, the technique does not cost your reaction.
Create Pit Trap
- Category: 1st Degree Utility
- Focus Cost: 1 point
- Perform Time: 10 minutes
- Classes: Ranger
You dig a hole up to 10 feet wide on each side and 10 feet deep and camouflage it to blend in with its surroundings. You cannot use this technique if the surface or ground is not large enough to contain the pit. The first time a creature enters the space above the hole it must make a Dexterity saving throw. On a success, they can move 5 feet to an unoccupied outside the area of the pit. If there is no space to move they fall prone, hanging from the edge of the pit, and cannot stand until they move out of the pit area or fall into it. A creature that fails falls to the bottom of the pit (taking any falling damage and potentially being knocked prone by it). If you use this technique and already have a hole of the right size, it only takes 1 minute.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your technique save DC to be discerned.
Advancements
Hole Digger. You can expend focus points to increase the size of the pit in one direction by 5 feet per focus point spent.
Safety Mechanism. You work in a method to avoid the pit. You, and creatures that you inform of the method, do not trigger the trap.
Create Snare Trap
- Category: 1st Degree Utility
- Focus Cost: 1 point
- Perform Time: 1 minute
- Classes: Ranger
You create a loop of rope that fills a 5-foot space on the ground that connects up to a point from which the rope is suspended, up to the length of the rope away from the space. The rope used in this technique must be at least 25 feet long. When a small, medium, or large creature moves into the space occupied by the rope, they must make a Dexterity saving throw or be hoisted into the air, leaving it hanging upside-down 5 feet above the ground. The creature is restrained.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on a success. The effect also ends if the rope takes enough damage to be destroyed or cut.
Once a creature has failed the Dexterity saving throw against the trap, the trap cannot be triggered again by another creature.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your technique save DC to be discerned.
Advancements
Big Game Hunter. You can make the trap large enough to snare a huge creature.
Safety Mechanism. You work in a method to avoid the snare. You, and creatures that you inform of the method, do not trigger the trap.
Cut and Run
- Category: 1st Degree Mobility
- Focus Cost: 1 point
- Perform Time: Reaction, when a fiendly creature within 10 feet of you takes damage
- Classes: Bard, Druid, Fighter, Rogue, Warlock
You know when to cut your losses and make a break for it. You move up to 15 feet away from the creature that took damage with the benefits of the disengage action. You must end this movement further from the friendly creature than where you started.
Advancements
Skedaddle. You can move up to 30 feet away.
Vanish. You can take the hide action at the end of the movement, provided you are obscurred enough to take it.
Dancing Crane Form
- Category: 1st Degree Defensive
- Focus Cost: 2 points
- Perform Time: 10 minutes
- Classes: Monk
You spend 10 minutes practicing the form of the dancing crane, holding your arms in imitation of a crane's wings and using flowing, defensive motions. You gain the benefits of this form until you complete a long rest, or until you practice a different form. While in this form, you can use your reaction when hit by an attack to roll your martial arts die and add it to your armour class against that attack, potentially causing the attack to miss. You cannot use this reaction if you are holding anything in either of your hands.
Advancements
Biting Crane. If you cause the attack to miss, the attacker takes bludgeoning damage equal to the number rolled.
Defensive Dance. If the attack still hits, you reduce the damage taken by the number rolled.
Dodge Roll
- Category: 1st Degree Defensive
- Focus Cost: 1 point
- Perform Time: Reaction, when a creature hits you with a weapon attack
- Classes: Bard, Fighter, Monk, Ranger, Rogue, Spellblade
You dodge to the side, attempting to avoid the brunt of the attack. you move up to 5 feet without provoking attacks of opportunity, and must make a Dexterity saving throw with a DC equal to the attacker's attack roll. On a successful save, you only take half damage from the attack.
Advancements
Perfect Dodge. If you succeed on the saving throw by 5 or more, you take no damage.
Recover Momentum. If you fail the Dexterity saving throw, you can choose to be knocked 10 feet in a direction of your choice away from the attacker.
Duelist's Retreat
- Category: 1st Degree Mobility
- Focus Cost: 1 point
- Perform Time: Reaction, when a creature makes a melee weapon attack against you.
- Classes: Bard, Fighter, Rogue, Spellblade, Warlord
You quickly retreat backwards, attempting to goad your foe into following you. You move up to 20 feet without provoking attacks of opportunity. You must end this movement further from the triggering creature than when you started. The creature can then use it's reaction to follow you without provoking attacks of opportunity. If you are within the creature's reach after its movement, it can make the triggering attack against you. Otherwise, the attack is wasted.
Advancements
Duelist's Taunt. If the creature doesn't use it's reaction you can taunt it, forcing it to make a Wisdom saving throw. On a failed save, it takes 1d6 psychic damage.
Goading Call. If the creature doesn't willingly use it's reaction, you can force it to make a Wisdom saving throw. On a failed save, it uses its reaction to attempt to follow you and make an attack.
Eye For Detail
- Category: 1st Degree Utility
- Focus Cost: 1 point
- Perform Time: Action
- Classes: Druid, Fighter, Monk, Psion, Ranger, Rogue, Warlord
You notice the patterns that others cannot, gaining insight into a creature you have watched speak for at least 1 minute. You learn a true answer to one of your choice of the following questions:
- Is the creature hiding any strong emotions?
- Does the creature have a secret agenda or ulterior motive?
- Did the creature lie in the past minute?
- Is the creature hiding their true appearance?
Advancements
Keenest Eye. You learn a true answer to two of your choice of the questions.
Illusionist's Bane. You can see through any illusion spells the target has on themself.
Faith Within Stance
- Category: 1st Degree Defensive
- Focus Cost: 1 point
- Perform Time: Bonus Action
- Classes: Cleric, Druid, Fighter, Monk, Paladin
You steel your emotions. For the next ten minutes you gain a bonus to saving throws against being charmed and frightened equal to your Constitution modifier, and creatures have disadvantage on Insight checks to determine your current emotional state.
Advancements
Regain Composure. If you fail a saving throw against being charmed or frightened, you can make a new saving throw against the effect when you break this stance. This saving throw still gains the benefit of this stance.
Beacon of Faith. Creatures of your choice within 5 feet of you can also add your Constitution modifier to saving throws against being charmed or frightened.
Fancy Footwork Stance
- Category: 1st Degree Mobility
- Focus Cost: 1 point
- Perform Time: Bonus Action
- Classes: Bard, Fighter, Monk, Ranger, Rogue
You sidestep foes attacks with ease, bounding off of them to travel further. You enter this stance for 1 minute. While in this stance, creatures have disadvantage on attacks of opportunity against you. Whenever a creature misses you with an attack of opportunity, your movement speed increases by 10 feet until the start of your next turn.
Advancements
Practiced Fall. If you take damage from an attack of opportunity, you automatically pass any saving throw to maintain this stance.
Momentum. Whenever a creature misses you with an attack of opportunity, your armour class increases by 1 until the start of your next turn.
Farshot Stance
- Category: 1st Degree Offensive
- Focus Cost: 1 point
- Perform Time: Bonus Action
- Classes: Fighter, Monk, Ranger, Rogue
By arching your back and stretching your arms to their fullest extent you make your ranged weaponry travel further than normal. You enter this stance for 1 minute. While in this stance, your ranged weapons normal range is increased by 30 feet and their long range is increased by 60 feet.
Advancements
Cantrip Shot. Cantrips with a a range of 30 feet or further have their range increased by 60 feet while in this stance.
Horizon Shot. While in this stance, you can use an action to make a special ranged weapon attack against a creature within your ranged weapon's range. On a hit this attack deals 1 damage for every 5 feet between you and the target, to a maximum of three times your level, instead of the weapon's normal damage.
Fluttering Hummingbird Form
- Category: 1st Degree Mobility
- Focus Cost: 2 points
- Perform Time: 10 minutes
- Classes: Monk
You spend 10 minutes practicing the form of the fluttering hummingbird, a stlye utilising rapid movements to flutter in and out of your foes reach with ease. You gain the benefits of this form until you complete a long rest, or until you practice a different form. While in this form, you can move up to 5 feet without provoking attacks of opportunity immediately before or after making a melee weapon attack.
Advancements
Flutterby. You can move up to 10 feet instead of 5.
Instincive Step. Once per turn you can move up to 5 feet without provoking attacks of opportunity when a creature misses you with a melee attack.
Guardian Naga Form
- Category: 1st Degree Defensive
- Focus Cost: 2 points
- Perform Time: 10 minutes
- Classes: Monk
You spend 10 minutes practicing the form of the guardian naga, a defensive style traditionally using polearms. You gain the benefits of this form until you complete a long rest, or until you practice a different form. While in this form, spears and tridents gain the reach property, glaives and halberds lose the heavy property, and creatures of your choice must spend twice as much movement to move through spaces within your weapon's reach.
Advancements
Lashing Naga. You have advantage on attacks of opportunity using weapons with the reach property.
Slowing Naga. Creatures of your choice that start their turn within your weapon's reach have their movement speed reduced by 10 feet.
Helpful Throw
- Category: 1st Degree Utility
- Focus Cost: 1 point
- Perform Time: Bonus Action
- Classes: Barbarian, Bard, Cleric, Druid, Fighter, Inventor, Monk, Occultist, Paladin, Psion, Ranger, Rogue, Sorcerer, Spellblade, Warden, Warlock, Warlord, Wizard
You throw an object to your ally in the nick of time. You throw an object you are holding into the hands of an ally you can see within 30 feet of you. Your ally can then take the use an object action as a reaction using the object you threw.
Advancements
Bamboozled. You can throw an object to an unwilling creature. Make a Dexterity (Sleight of Hand) check contested by their Wisdom (Perception) check. On a failed save, they catch the object. If the object is single use object such as an alchemical fire or acid you can choose for it to break as they catch it, automatically failing their saving throw against it.
Rearmed. If the object you threw was a weapon, your ally can make a single attack with it using their reaction.
Honourable Duel
- Category: 1st Degree Offensive
- Focus Cost: 1 point
- Perform Time: Bonus Action
- Classes: Bard, Fighter, Monk, Paladin, Ranger, Rogue, Spellblade
You issue an honourable decree to a creature that can see or hear you. If the creature is willing, or if the creature fails a Charisma saving throw, the two of you enter an honourable duel. A creature with an Intelligence score of 6 or lower isn't affected. For the duration of the duel, you have advantage on attack rolls against the creature, and the creature has advantage on attack rolls against you. Both of you have disadvantage on attack rolls against any other creatures. If either creature in the duel performs a hostile action to any other creature, the other duelist gains a number of temporary hit points equal to twice your level, and the duel ends early.
Advancements
Eye Of The Storm. Each duelist has resistance to damage from all other sources but their opponent.
Duelist's Quip. As a bonus action, you can make a quip at the opposing duelist. The target must make a Wisdom saving throw. On a failed save, it takes 1d8 psychic damage.
Hurl Ally
- Category: 1st Degree Mobility
- Focus Cost: 1 point
- Perform Time: 1 Attack
- Classes: Barbarian, Druid, Fighter, Inventor, Paladin, Warden, Warlord
You pick up a willing creature within 5 feet of you and throw them a a number of feet up to five times your Strength modifier. The creature must be the same size or smaller than you.
Advancements
Careful Throw. The creature subtracts a number of feet equal to five times your Strength modifier when calculating any damage it would take from falling.
Deadly Projectile. When you throw a creature, that creature can use it's reaction to make a single weapon attack against a target that is within it's range at a point during the throw.
Hurling Hurricane Stance
- Category: 1st Degree Offensive
- Focus Cost: 1 point
- Perform Time: 1 Attack
- Classes: Barbarian, Bard, Fighter, Inventor, Monk, Ranger, Rogue, Warlord
By throwing your weapons in a spinning motion, causing them to twist in unexpected ways. When you miss with a thrown weapon attack in this stance, you can cause it to veer to hit a creature within 5 feet of the original target instead. Make a seperate weapon attack for the new creature.
Advancements
Giving It Some Spin. The creature can be within 15 feet of the original target.
.
Imposing Glare
- Category: 1st Degree Offensive
- Focus Cost: 1 point
- Perform Time: 1 Attack
- Classes: Barbarian, Druid, Fighter, Paladin, Ranger, Rogue, Warden, Warlord
You unleash a furious stare at a foe, causing hesitation. A creature of your choice within 120 feet that can see you must make a Wisdom saving throw. On a failed save, it becomes frightened of you until the end of your next turn.
Advancements
Flee!. While frightened, the creature must spend its turn moving away from you by the safest available means.
Paralyzing Glare. if the creature fails the saving throw, its speed becomes 0 until the end of your next turn.
Imposing Stride
- Category: 1st Degree Mobility
- Focus Cost: 1 point
- Perform Time: Bonus Action
- Classes: Barbarian, Bard, Fighter, Monk, Paladin, Ranger, Rogue, Warden, Warlock, Warlord
You march with supreme confidence. For the next minute, you can move through the spaces of hostile creatures without expending additional movement, and you have advantage on ability checks and saving throws to avoid being moved against your will.
Advancements
Intimidating Stride. You have advantage on Charisma (Intimidation) checks against creatures for the duration. To gain this benefit, the creatures must have seen you stride imposingly.
Too Scared To Act. You do not provoke attacks of opportunity from creatures that are smaller than you, unless they are immune to the frightened condition.
Improvised Technique
- Category: 1st Degree Utility
- Focus Cost: 1 point
- Perform Time: Special
- Classes:
You are a master of techniques, and can attempt them on the fly. You use a 1st degree or lower technique on the fighter technique list. You must expend the focus cost of the technique you choose on top of the cost of this technique. You can choose to use a technique of 2nd degree or higher by increasing the focus point cost by 1 for every degree above first.
Advancements
Back Pocket. When you use this technique, you learn the technique you chose as if it were one of your regular techniques. This lasts until you finish a short or long rest, or you use improvised technique again.
Jack Of All Trades. You can pick a technique not on the fighter technique list.
Irritating Earworm
- Category: 1st Degree Utility
- Focus Cost: 1 point
- Perform Time: Action
- Classes: Bard
You play an irritating and catchy tune using an instrument you are proficient in, that leaves your foes with no choice but to try and kill you to make it stop. This technique counts as entering a stance, but you can use your Charisma score in place of Strength or Dexterity for saving throws made to maintain the stance. This stance lasts for 1 minute. When a creature starts its turn within 20 feet of you while in this stance, you can force them to make a Wisdom saving throw contested by your Charisma (Instrument) check. On a failure, they are irritated by you. An irritated creature has disadvantage on attack rolls against creatures other than you until the start of its next turn. Once you have successfully irritated a creature, you cannot do so again until the start of your next turn.
Advancements
Chorus. When a friendly creature starts its turn within 20 feet of you, they can use their reaction to join the song until the start of their next turn. Until then, the song affects creatures that start their turn within 10 feet of the singing creature, and when a creature becomes irritated you can choose for it to have disadvantage on attack rolls against creatures other than the singing creature.
Crescendo. When a creature fails its saving throw against becoming irritated, you can use your reaction to move up to half your movement speed.
Jump Boost
- Category: 1st Degree Mobility
- Focus Cost: 1 point
- Perform Time: Reaction, when a willing creature jumps within 5 feet of you
- Classes: Barbarian, Bard, Cleric, Druid, Fighter, Inventor, Monk, Occultist, Paladin, Psion, Ranger, Rogue, Sorcerer, Spellblade, Warden, Warlock, Warlord, Wizard
You position yourself such that an ally can use you as a springboard. The creature can jump a distance up to twice as far as their jump distance. They can travel up to an additional 30 feet further than their movement would allow as part of the jump, if they would otherwise run out of movement mid-jump.
Advancements
High Jump. The creature can make their jump height equal to their jump distance for this jump.
Safe Jump. The creature subtracts 20 feet when calculating any falling damage sustained as a result of their jump.
Juggling Jester Stance
- Category: 1st Degree Utility
- Focus Cost: 1 point
- Perform Time: 1 bonus action
- Classes: Bard, Fighter, Monk, Rogue
Your sleight of hand is so good that you can use your items while you are juggling them. You enter this stance for 1 minute if you have both of your hands free or holding objects small enough to juggle. You can juggle a number of items at a time equal to your Sleight of Hand modifier. If you add twice your proficiency bonus to Sleight of Hand checks, you have advantage on saving throws to maintain this stance.
When you enter this stance, you can begin juggling any weapons you are carrying that have the light property, and any other item on your person that are small enough to juggle. While in this stance you are considered to be holding each item you are juggling in your hand, and your hands are also considered to be free for the purposes of features that require a free hand, such as somatic components.
While you are in this stance, you can use your bonus action to make a thrown weapon attack using a weapon you are juggling.
Advancements
Hefty Juggle. When you juggle, you can choose to juggle any weapons as long as they lack the heavy or two handed properties.
Skillful Catch. When a creature makes a ranged weapon attack against you, you can use your reaction to attempt to catch the missile. You reduce the damage taken by 1d10 + your Dexterity (Sleight of Hand) modifier. If you reduce the item to 0, you can add the missile to the items you are juggling.
Kip-Up
- Category: 1st Degree Mobility
- Focus Cost: 1 point
- Perform Time: Reaction, when you are knocked prone
- Classes: Bard, Fighter, Monk, Ranger, Rogue
your practice tumbling and sparring gets you back on your feet with speed and grace. You can immediately stand back up and move up to 5 feet with the benefits of the disengage action.
Advancements
Leap Up. You can move up to 15 feet.
Spinning Kick. As you spin to your feet, you can cause a large or smaller creature within 5 feet to make a Dexterity saving throw. On a failed save, they fall prone.
Lashing Dragon's Tail Form
- Category: 1st Degree Offensive
- Focus Cost: 2 points
- Perform Time: 10 minutes
- Classes: Monk
You spend 10 minutes practicing the form of the lashing dragon's tail, using powerful leg strikes like a dragon would it's tail. You gain the benefits of this form until you complete a long rest, or until you practice a different form. While in this form, your unarmed strikes using your feet, legs or tail gain the reach property. When you hit a creature with two or more unarmed strikes on your turn, each hit after the first you can choose to push the creature up to 5 feet away from you.
Advancements
Sweeping Tail. When you push a creature, you can push it up to 5 feet in any direction, as long as they don't end this movement closer to you than where they started.
Beating Tail. Each consecutive hit with an unarmed strike against a creature after the first hit increases the distance you can push them by 5 feet. This resets when you miss an attack against the creature, or your turn ends.
Leading Throw
- Category: 1st Degree Offensive
- Focus Cost: 1 point
- Perform Time: Reaction, when a creature misses you with a melee attack
- Classes: Barbarian, Fighter, Monk, Paladin, Warden
An opponent that strikes at you invites peril as you turn the momentum from the attack against them. They must make a Dexterity saving throw or be moved up to 15 feet in a horizontal direction of your choice. A creature that is more than 1 size larger than you automatically succeeds on this saving throw.
Advancements
Skyward Throw. You can throw the creature up to 15 feet vertically as well as horizontally.
Slam. If the creature hits an obstacle, they are knocked prone.
Leaping Mantis Form
- Category: 1st Degree Mobility
- Focus Cost: 2 points
- Perform Time: 10 minutes
- Classes: Monk
You practice the style of the leaping mantis, gracefully propelling yourself through the air to dive at your foes. You gain the benefits of this form until you complete a long rest, or until you practice a different form. While in this form, you can use your Dexterity score in place of your Strength score for the purposes of calculating your jumping distance and height, and you can always jump as if you had a running start.
Advancements
Fleeing Mantis. You don't provoke attacks of opportuinity while you are jumping.
Striking Mantis. When you land on a creature, you can choose to use your technique save DC for the creatures Dexterity saving throw to avoid taking damage. When you do so, if the creature fails its saving throw it takes the full damage from the fall. You still take half damage, unless you have a method of reducing fall damage.
Magical Conduit
- Category: 1st Degree Utility
- Focus Cost: 1 point
- Perform Time: Reaction, when a willing creature casts a spell on you
- Classes: Sorcerer
Magic flows through you so freely that you can channel your allies spells through yourself. When an willing creature casts a spell that targets only you, you can use your reaction to take no effect from the spell. Instead, choose a creature within the spells range from you for the spell to affect instead.
Advancements
Channelled Power. You can apply a metamagic option that you know to the spell if it is applicable. This still costs sorcery points.
Taking the Reigns. You can choose to use your sorcerer spell save DC in place of the original caster's spell save DC.
Microaggression
- Category: 1st Degree Utility
- Focus Cost: 1 point
- Perform Time: Bonus Action
- Classes: Barbarian
Sometimes you find yourself losing your temper over simple tasks like moving crates, pulling a cart full of adventurers up a hill, or lifting a slowly closing stone door. When you use this maneuver, you gain all the benefits of your rage feature until the end of your next turn. This maneuver cannot be used while in initiative.
Advancements
Handy Extras. If you gain a feature from your barbarian path that you can only use while raging, you gain the benefit of that for the duration.
Macroaggression. You can use this technique as a bonus action to stop your rage from ending if you would not meet any criteria to keep your rage going. You can use this technique in this way while in initiative.
Mighty Leap
- Category: 1st Degree Mobility
- Focus Cost: 1 point
- Perform Time: Special
- Classes: Barbarian, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Spellblade, Warden, Warlord
When you make a running or standing jump, you can increase your jumps horizontal distance by an amount of feet equal to five times your Strength modifier, and it's vertical distance by half that amount. This extra distance does not count against your movement.
Advancements
Nimble Leap. You can use your Dexterity modifier in place of your Strength modifier when calculating the additional distance.
Thunderous Landing. When you land, you can expend 1 focus to cause each creature of your choice within 5 feet of you to make a Constitution saving throw, taking 1d6 thunder damage for every 10 feet you traveled during your jump on a failed save.
Mighty Thrust
- Category: 1st Degree Offensive
- Focus Cost: 1 point
- Perform Time: 1 Attack
- Classes: Barbarian, Druid, Fighter, Inventor, Paladin, Warden, Warlord
You attempt to shove a creature within your reach away from you. The creature must make a Strength saving throw. Creatures more than one size larger than you make this saving throw with advantage. On a failed save, it is pushed away from you an amount of feet equal to five times your Strength modifier.
Advancements
Maneuvering Thrust. The creature can be pushed to any space of your choice in a cone with a range of five times your Strength modifier feet.
Slamming Thrust. If the creature is pushed into an obstacle before it reaches the maximum distance, both it and the obstacle take 1d6 points of damage for every 5 feet the creature was pushed.
Mournful Requiem
- Category: 1st Degree Offensive
- Focus Cost: 1 point
- Perform Time: Action
- Classes: Bard
You play a slow, sorrowful song using an instrument you are proficient in, causing foes that hear it to think twice. This technique counts as entering a stance, but you can use your Charisma score in place of Strength or Dexterity for saving throws made to maintain the stance. This stance lasts for 1 minute. While in this stance, whenever a hostile creature starts its turn within 20 feet of you and can hear you, its speed is reduced by 10 feet.
Advancements
Chorus. When a friendly creature starts their turn within 20 feet of you, they can use their reaction to join in the song until the start of their next turn. Until then, the song affects hostile creatures that start their turn within 10 feet of the singing creature.
Crescendo. When a creatures speed is reduced by this technique you can use your reaction to discourage them, causing them to have disadvantage on their first attack on this turn.
Overcast
- Category: 1st Degree Utility
- Focus Cost: 1 point
- Perform Time: Special
- Classes: Bard, Cleric, Druid, Occultist, Sorcerer, Wizard
Through deep focus and intense concentration, you channel a dangerously powerful amount of magic. When you cast a spell of 1st level or higher as an action or bonus action, you can use this technique as part of the casting to allow you to cast another spell as your bonus action or action. The combined levels of the spells must be equal to or lower than the level of the highest level spell slot you have. For example if you have 3rd level spell slots, you could use this technique to cast misty step and burning hands on the same turn, but not misty step and shatter.
Advancements
Push Your Luck. You can expend focus to increase the maximum combined level of the spells cast by 1 per focus point spent.
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Painful Pickpocket
- Category: 1st Degree Offensive
- Focus Cost: 1 point
- Perform Time: Reaction, when a creature hits you with a melee attack
- Classes: Rogue
As your opponent runs you through, you seize the opportunity to rifle through their pockets. Make a Dexterity (Sleight of Hand) check against a DC of the target's attack roll against you for the triggering attack. On a success, you can take one object of your choice they have on their person and are not holding.
Advancements
Cheeky Stab. If the item you successfully took was a weapon, you can expend an additional focus to make a single melee attack against the creature with the weapon. This attack benefits from sneak attack unless you have disadvantage on the attack roll.
What Does This Do?. If the item you successfully took was an item, you can immediately take the use an object action with the item. If it is a magic item, you can expend an additional focus to use it as if you used an action.
Play Dead
- Category: 1st Degree Defensive
- Focus Cost: 1 point
- Perform Time: Reaction, when you take damage
- Classes: Barbarian, Bard, Druid, Fighter, Occultist, Ranger, Rogue, Sorcerer, Warlock
You fall prone and pretend to be dead. All hostile creatures able to see you consider you to be dead or dying, unless they have reason to believe otherwise. Once a creature has seen you use this technique, it is immune to the technique until it completes a long rest.
Advancements
Hide In Plain Sight. You have advantage on your first attack roll against a creature that falls for this technique.
Internal Control. You slow your heartbeat, appearing dead to any spell or affect that would indicate whether you are alive or dead while you are playing dead.
Pocket Sand
- Category: 1st Degree Offensive
- Focus Cost: 1 point
- Perform Time: Bonus Action
- Classes: Barbarian, Bard, Druid, Fighter, Inventor, Monk, Occultist, Ranger, Rogue, Warden, Warlock, Warlord
You always carry a small pouch of sand, just in case. You throw a small amount of sand, dust, or another powder in the eyes of a creature within 15 feet of you. The creature must make a Constitution saving throw. On a failed save, they are blinded until the end of their next turn.
Advancements
Sticky Sand. A creature that fails the save is blinded for the next minute. The creature can make a Constitution saving throw at the end of each of it's turns, ending the effect on a success.
Stinging Sand. The creature takes 1d8 points of piercing damage on a failed save, or half as much on a successful save.
Pouncing Tiger Form
- Category: 1st Degree Offensive
- Focus Cost: 2 points
- Perform Time: 10 minutes
- Classes: Monk
You practice the style of the pouncing tiger, a form specialised in striking foes weak points to end combat quickly. You gain the benefits of this form until you complete a long rest, or until you practice a different form. While in this form, you can choose to deal slashing damage with your unarmed strikes. Additionally, your unarmed strikes and monk weapons score a critical hit on a roll of 19 or 20.
Advancements
Bloodthirsty Strike. On a critical hit, the creature must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Deep Tiger Claw. You deal an additional martial arts die of damage on a critical hit.
Pushing Strike
- Category: 1st Degree Offensive
- Focus Cost: 1 point
- Action: On Hit
- Classes: Barbarian, Fighter, Monk, Paladin, Ranger, Rogue, Spellblade, Warden, Warlord
You know how to keep your momentum as you force an opponent back. When you hit a creature with a melee weapon attack, you can push them up to 10 feet directly away from you. If the attack was a critical hit, you can push them twice as far.
Advancements
Maneuvering Push. You can choose to push them up to 10 feet in any direction.
Retreating Push. You can choose to also move yourself 10 feet directly away from the creature without provoking attacks of opportunity.
Opportunistic Grab
- Category: 1st Degree Offensive
- Focus Cost: 1 point
- Action: Reaction when a creature of at least 1 size category larger than you hits or misses you with a melee attack
- Classes: Barbarian, Druid, Fighter, Monk, Ranger, Rogue, Warden
You leap atop your enemy just as it attacks. Make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the creature's own Dexterity (Acrobatics) check or Dexterity saving throw. On a success, you climb onto the creature.
Advancements
Catch a Ride. You can use this reaction against a moving creature when the creature leaves your reach.
Latch On. You can make an attack roll with a melee weapon that deals piercing damage in place of the ability check. If you succeed, the target also takes 1d6 piercing damage.
Climbing Onto a Bigger Creature
"If it wins the contest, the smaller creature successfully moves into the target creature's space and clings to its body. While in the target's space, the smaller creature moves with the target and has advantage on attack rolls against it"
Dungeon Master's Guide page 271
Quick Feet
- Category: 1st Degree Mobility
- Focus Cost: 1 point
- Action: Reaction, when you roll initiative
- Classes: Barbarian, Bard, Fighter, Inventor, Monk, Ranger, Rogue, Spellblade, Warlord
You don't hesitate for a second, scrambling to a better position. You move up to 15 feet with the benefits of the Disengage action.
Advancements
Long Stride. You can move up to 30 feet.
Scramble. You gain a climbing and a swimming speed equal to your walking speed for the duration of the movement.
Quick Getaway
- Category: 1st Degree Mobility
- Focus Cost: 1 point
- Action: Reaction, when you become obscurred enough to take the hide action
- Classes: bard, Druid, Fighter, Monk, Occultist, Ranger, Rogue, Sorcerer, Spellblade, Warlock, Warlord, Wizard
You're always ready for a hiding spot. You take the hide action, and move up to 15 feet.
Advancements
Planned Getaway. You use this technique as a bonus action on your turn if you caused the effect that heavily obscurred you.
Get Down!. You can allow a single willing creature that is within 5 feet of you at any point during the movement to take the hide action as a reaction.
Restore Conviction
- Category: 1st Degree Utility
- Focus Cost: 1 point
- Action: Action
- Classes: Bard, Cleric, Druid, Fighter, Monk, Paladin, Warden, Warlord
You shake some sense into your ally within 5 feet of you, trying to restore their conviction. They can immidiately make a saving throw to end one condition that is causing the Charmed or Frightened condition. They gain a bonus to this saving throw equal to your Proficiency bonus.
Advancements
Assisting Hand. You can use this action as part of the same action you use to heal the creature, such as feeding them a healing potion, casting cure wounds, or using lay on hands.
Inspiring Word. You can use this action on a number of creatures equal to your Proficiency bonus. The range increases to 20 feet.
Ropeshot
- Category: 1st Degree Mobility
- Focus Cost: 1 point
- Action: 1 Attack
- Classes: Fighter, Inventor, Monk, Ranger, Rogue
You load a special piece of ammunition into a bow, crossbow or firearm that is attatched to a rope and launch it to a point within the normal range of your weapon.
If the distance between you and the point is equal to or less than the length of the rope, the rope is taught between the point and the ground at your feet. Creatures can move along the rope using either their walking speed or their climbing speed. This rope is difficult terrain when walking.
If the distance between you and the point is greater than the length of the rope, or if you choose, the rope is only attatched to the point, and descends from the point.
Advancements
Harpoon Shot. You fire the shot at a creature, making an attack roll as normal. On a hit, the rope is attatched to the creature until it removes it as an action. While connected in this manner, you can use your bonus action to reel. If the creature is your size or larger, you pull yourself up to 30 feet towards it. If the creature is smaller than you, it is pulled up to 30 feet towards you.
Tightrope Walker. The rope is not considered difficult terrain for you.
Shield Reflect
- Category: 1st Degree Offensive
- Focus Cost: 1 point
- Action: Reaction when caught in an allies line spell or effect
- Classes: Barbarian, Cleric, Druid, Fighter, Inventor, Occultist, Paladin, Ranger, Warden, Warlord
Levelling your shield at an angle, you reflect an effect to blast your foes. You reflect the line spell into a different direction of your choice. The effect does not effect you, but continues in a line from you up to the remaining length of the initial effect. Creatures that are caught in the effect twice because of this are not affected twice, but have disadvantage on any saving throws against the effect. To use this, you must be as large or larger than the width of the line effect.
Advancements
Rapid Reflect. If you pass a saving throw against a hostile line spell or effect, you can expend an additional focus to use this reaction on the effect.
Shield Refract. Instead of reflecting the effect in a line, you can reflect it in a cone in a direction of your choice. When you do so, the length of the cone is half the remaining length of the line effect.
Shield Wall
- Category: 1st Degree Defensive
- Focus Cost: 1 point
- Action: Bonus Action
- Classes: Barbarian, Cleric, Druid, Fighter, Inventor, Occultist, Paladin, Ranger, Warden, Warlord
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, dhoose a willing creature within 5 feet of you that is also wielding a shield. Until the start of your next turn, as long as you remain within 5 feet of eachother and can both take actions, you both gain the benefit to armour class granted by eachothers shields.
Advancements
Advancing Wall. When one of you moves the other can use their reaction to move with them, up to a maximum distance of their movement.
Turtle Formation. You can apply eachother's shield bonuses to the other's Dexterity saving throws.
Shrouded Spirit
- Category: 1st Degree Utility
- Focus Cost: 1 point
- Action: Bonus Action
- Classes: Monk, Psion, Rogue
You hide not just yourself, but your aura. For the next 10 minutes, you are considered invisible to creatures that percieve you via blindsight or tremorsense.
Advancements
Blind the Eyes of Magic. For the duration, you are hidden from divination magic. You can't be targeted by such magic or percieved through magical scrying sensors.
Blurred Spirit. You block yourself from a creature's perception. For the duration, creatures have disadvantage on Wisdom (Perception) checks made to find you.
Snapping Turtle Form
- Category: 1st Degree Defensive
- Focus Cost: 2 points
- Action: 10 minutes
- Classes: Monk
You practice the style of the snapping turtle, a defensive style that also bites back at foes. You gain the benefits of this form until you complete a long rest, or until you practice a different form. While in this form, you gain proficiency with shields, and you can still gain the benefit of any unarmoured features from the monk class while wielding a shield. Shields become a simple weapon for you that deal 1d4 bludgeoning damage, and have the light property.
Advancements
Distracting Snap. When you hit a creature with your shield you can choose to distract them, causing the creature do have disadvantage on attck rolls against targets other than you until the start of your next turn.
Flying Turtle. Your shield gains the thrown (30/90) property. If you can make multiple attacks using your shield, you can choose for subsequent attacks to be made as if you were in the position of the last target of a thrown attack using the shield, as the shield ricochets off one target to another. The shield bounces back to your free hand at the end of your turn if you are within 30 feet of the last target of the shield.
Steelskin Stance
- Category: 1st Degree Offensive
- Focus Cost: 1+ points
- Action: Bonus Action
- Classes: Barbarian, Fighter, Inventor, Monk, Paladin, Warden, Warlord
You steel yourself for the punishment you're about to take. As a bonus action, you can expend 1 focus to enter this stance for 1 minute. For the duration, you reduce bludgeoning, piercing and slashing damage that you take by 2. For each additional focus you spend on this stance, the damage reduction increases by 1.
Advancements
Iron Will. You automatically succeed on saving throws to maintain this stance caused by taking bludgeoning, piercing, or slashing damage.
Adamantine Bulwark. The damage reduction applies to all damage except from force and psychic damage.
Striking Viper Form
- Category: 1st Degree Offensive
- Focus Cost: 2 points
- Action: 10 minutes
- Classes: Monk
You practice the style of the striking viper, utilising lashing whips to make the immediate vicinity around you deadly to your foes. You gain the benefits of this form until you complete a long rest, or until you practice a different form. While in this form, you gain proficiency with whips. When you hit a creature no more than one size larger than you with a whip, you can use your bonus action to move the creature up to 5 feet. It cannot end this movement further from you than where it started.
Advancements
Lashing Strikes. You can move the creature as part of the attack, instead of as a bonus action.
Pulling Strikes. You can move the creature up to 10 feet.
Thunderous Solo
- Category: 1st Degree Utility
- Focus Cost: 1 point
- Action: Action
- Classes: Bard
You play a meticulous but very loud solo using an insturment you are proficient in, hurting the ears of those that hear it. This technique counts as entering a stance, but you can use your Charisma score in place of Strength or Dexterity for saving throws made to maintain the stance. This stance lasts for 1 minute. While in this stance, creatures within 20 feet of you are deafened to all other sounds, and cannot provide the verbal components of spells.
Advancements
Chorus. When a friendly creature starts their turn within 20 feet of you, they can use their reaction to join in the song until the start of its next turn. Until then, the song affects creatures within 10 feet of the singing creature.
Crescendo. As a reaction when a creature starts its turn within 20 feet of you, you can cause it to take thunder damage equal to your Charisma modifier.
Titanic Fist Form
- Category: 1st Degree Offensive
- Focus Cost: 2 points
- Perform Time: 10 minutes
- Classes: Monk
You practice the style of the titanic fist, a style that channels all of your power and ki into a single strike. You gain the benefits of this form until you complete a long rest, or until you practice a different form. While in this form, you can use your action to make a special unarmed strike called a titanic strike. A titanic strike has a damage die equal to three of your martial arts die. When you gain the extra attack feature, your titanic strike instead has a damage die equal to five of your martial arts die.
Advancements
Staggering Strength. When you hit a creature with a titanic strike, you can use your bonus action to force them to make a Strength saving throw. On a failed save, they are knocked prone. On their next turn, they must expend all of their movement to stand.
Titanic Launch. When you hit a creature with a titanic strike, you can use your bonus action to force them to make a Strength saving throw. On a failed save, they are pushed a distance up to five times your Strength or Dexterity modifier feet away from you. A creature more than one size larger than you automatically passes this saving throw.
Underfoot Trip
- Category: 1st Degree Offensive
- Focus Cost: 1 point
- Perform Time: Reaction when a creature within 5 feet of you is being shoved prone
- Classes: Barbarian, Bard, Cleric, Druid, Fighter, Inventor, Monk, Occultist, Paladin, Psion, Ranger, Rogue, Sorcerer, Spellblade, Warden, Warlock, Warlord, Wizard
You maneuver to get under the feet of a creature being pushed over. You cause the creature to have disadvantage on their Strength (Athletics) or Dexterity (Acrobatics) check to avoid being knocked prone.
Advancements
Bench 'Em!. As part of this reaction you can fall prone behind them, causing the creature that took the shove action to have advantage on their Strength (Athletics) check.
Kick 'Em While They're Down!. If the creature is knocked prone, you can expend an additional focus to make a single unarmed strike against them.
Uplifting Melody
- Category: 1st Degree Mobility
- Focus Cost: 1 point
- Perform Time: Action
- Classes: Bard
You play a jaunty, cheerful song using an instrument you are proficient in, putting a spring in the step of those that hear it. This technique counts as entering a stance, but you can use your Charisma score in place of Strength or Dexterity for saving throws made to maintain the stance. This stance lasts for 1 minute. While in this stance, whenever a friendly creature starts its turn within 20 feet of you that can hear you, its speed is increased by 5 feet until the end of its turn.
Advancements
Chorus. When a creature gains movement speed from this technique, it can use its reaction to join in the song until the start of its next turn. Until then, the song affects friendly creatures that start their turn within 10 feet of the singing creature.
Crescendo. When a creature gains movement speed from this technique, you can use your reaction to bolster them further. Until the end of their turn, they gain the benefits of the disengage action.
Unerring Eye for Arcana
- Category: 1st Degree Utility
- Focus Cost: 1 point
- Perform Time: Action, or Reaction, when a creature you can see casts a spell
- Classes: Wizard
With a wisened and practiced eye, you unravel the signs, sounds and sigils of a spell being cast. You take the identify a spell action, with a bonus to the roll equal to the highest level of spell slot you have.
Advancements
I Know That One!. If you identify the spell, you gain a bonus equal to your Intelligence modifier against the next saving throw you make against the spell in the next hour.
Spellbreaker. If you identify the spell, you can cast a spell with a casting time of reaction that would be triggered by the spell, as part of the same reaction.
Vaulting Strike
- Category: 1st Degree Mobility
- Focus Cost: 1 point
- Perform Time: On Hit
- Classes: Barbarian, Fighter, Monk, Paladin, Ranger, Rogue, Spellblade
You use your attacks momentum to leap your foe. When you hit a creature with a melee attack, you can move to any unoccupied space within 5 feet of them without provoking attacks of opportunity.
Advancements
Behind You!. The first attack the creature you vaulted makes against you on it's next turn is made with disadvantage.
Slide. As you hit the ground, the momentum carries you up to 10 feet further away from the creature.
Victory Pose
- Category: 1st Degree Defensive
- Focus Cost: 1 point
- Perform Time: Reaction when you score a critical hit or reduce a creature to 0 hit points
- Classes: Barbarian, Bard, Fighter, Paladin
Your victory spurs your allies, so you pose victoriously! as you dramatically pose, choose a number of creatures equal to your proficiency bonus that you can see. Those creatures have advantage on the next saving throw they make before the end of your next turn.
Advancements
To Victory!. Each creature also has advantage on the next attack roll it makes before the end of your next turn.
You're Next!. You can also choose a creature you creature you can see that must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Warding Whirlwind Stance
- Category: 1st Degree Defensive
- Focus Cost: 1 point
- Perform Time: Bonus Action
- Classes: Barbarian, Fighter, Paladin, Warden, Warlord
You begin whirling a weapon with the heavy property that you a holding in two hands about your body with seaming ease, weaving it in a threatening pattern that makes your opponents hesitant to attack. While in this stance, your armour class increases by 1, and creatures that start their turn within 5 feet of you or enter that space for the first time on their turn must succeed on a Dexterity saving throw or take 1d6 damage. The type of damage is the same as the weapon used to enter the stance. This stance lasts up to 1 minute.
Advancements
Negative Reinforcement. If a creature has taken any damage from this stance, it has disadvantage on attack rolls agains you until the end of their turn.
Deadly Reach. Creatures must make the saving throw if they are within 10 feet of you.
Warning Strike
- Category: 1st Degree Defensive
- Focus Cost: 1 point
- Perform Time: On Hit
- Classes: Barbarian, Fighter, Monk, Paladin, Ranger, Rogue, Spellblade, Warden, Warlord
Your hit shakes your opponent to their core, making them hesitant to attack. When you hit a creature with a melee weapon attack, you can cause them to have disadvantage on the first attack roll they make against you before the end of their next turn.
Advancements
Protect Ally. Choose a number of creatures within 30 feet of you equal to your proficiency bonus. The creature also has disadvantage on the first attack roll it makes against each of the chosen creatures.
Severe Warning. The creature has disadvantage on all of it's attack rolls against you before the end of their next turn.
Wolf Maw Form
- Category: 1st Degree Offensive
- Focus Cost: 2 points
- Perform Time: 10 minutes
- Classes: Monk
You practice the style of the wolf maw, low to the ground with your hands held like fanged teeth. You gain the benefits of this form until you complete a long rest, or until you practice a different form. When you hit a creature of your size or smaller with an unarmed strike in this form, you can forgo dealing damage to instead knock the target prone. You must have both hands free to do this.
Advancements
Dragging Strike. When you knock a creature prone using an unarmed strike, you can move them up to 10 feet to another space within 5 feet of you.
Punch Above Your Weight. The creature can be up to one size larger than you.
2nd Degree Techniques
Assisted Roll
- Category: 2nd Degree Mobility
- Focus Cost: 2 points
- Perform Time: Reaction, when a creature misses you with a melee attack
- Classes: Bard, Fighter, Monk, Ranger, Rogue, Spellblade, Warlord
You use the force of the avoided attack and use it to propel yourself away. You move up to half your speed with the benefits of the disengage action.
Advancements
Hasty Retreat. You move up to your full speed.
Propelled Dodge. The creature has disadvantage on attack rolls against you until the end of it's turn.
Attract Magic
- Category: 2nd Degree Utility
- Focus Cost: 1 point
- Perform Time: Reaction, when a creature within 30 feet of you is targeted by a spell that affects only them
- Classes: Sorcerer
The arcane power that flows within you acts as a magnet to other sources of magic. Make a Charisma check against the spell save DC of the caster of the spell. On a success, the spell is drawn towards you and you become the new target of the spell.
Advancements
Control Spell. If you succeed in redirecting a spell towards you, you can choose to maintain concentration on the spell if it requires concentration. The spell only ends if both you and the initial caster lose concentration on the spell.
Overconfidence. If you succeed in redirecting a spell towards you, you gain a bonus to the first saving throw you make against the spell equal to amount you beat the DC by.
Balance-Toppling Strike
- Category: 2nd Degree Offensive
- Focus Cost: 2 points
- Perform Time: On hit
- Classes: Barbarian, Fighter, Inventor, Monk, Paladin, Ranger, Rogue, Spellblade, Warden, Warlord
Your strikes not only wound your foes, but knock them off balance in the same motion. When you hit a creature with a weapon attack, you can force it to make a Dexterity saving throw. On a failed save its speed is halved and it has disadvantage on ability checks and Dexterity saving throws until the end of its next turn. On a successful save, its speed is halved and it suffers no additional effects.
Advancements
Break Momentum. If the creature fails the saving throw, it has disadvantage on attack rolls as well.
Stagger. On its next turn, the creature can only take an action or a bonus action, not both.
Blind Instinct Stance
- Category: 2nd Degree Utility
- Focus Cost: 2 points
- Perform Time: Bonus Action
- Classes: Barbarian, Druid, Fighter, Monk, Occultist, Paladin, Psion, Ranger, Rogue, Warden, Warlord
You focus your senses and seek your foes. You enter this stance for 1 minute. While in this stance, you gain blindsight out to 10 feet. When you use this technique and again at the start of each of your turns, you can choose to close your eyes until the start of your next turn. When you do so, you are blinded, and the range of your blindsight increases by 10 feet.
Advancements
Keen Instinct. When a creature leaves the radius of your blindsight, you still know their location until the end of your next turn.
Natural Instinct. Any blindsight this technique grants is added to any existing blindsight you have.
Distracting Strike
- Category: 2nd Degree Offensive
- Focus Cost: 2 points
- Perform Time: On Hit
- Classes: Barbarian, Bard, Fighter, Inventor, Monk, Paladin, Ranger, Rogue, Spellblade, Warden, Warlord
You leave an opening for an ally to strike. When you hit a creature with a weapon attack, you can cause the next attack by a creature other than you against the target creature to be made with advantage.
Advancements
Keen Distraction. The creature must make a Wisdom saving throw. On a failed save, the creature cannot use it's reaction until the start of its next turn.
Wide Opening. If the attack made with advantage still misses, it does not expend the advantage.
Doubleshot
- Category: 2nd Degree Offensive
- Focus Cost: 2+ points
- Perform Time: Special
- Classes: Bard, Fighter, Monk, Ranger, Rogue
You palm two blades or knock two arrows, launching both missiles at the same opponent. When you make a ranged weapon attack with a dagger, dart, longbow, or shortbow you can use this technique to use an extra piece of ammunition. On a hit, roll an additional damage die.
You can increase the amount of focus expended, increasing the ammunition used and extra damage dice by 1 for each additional focus point expended.
Advancements
Multishot. You can launch the additional ammunition at different targets. Make a separate attack roll for each target. On a hit, they take damage equal to one roll of the weapons damage die.
Wide Area. If you miss your attack, the creature still takes a die of damage for every 2 focus points spent.
Dual Grapple
- Category: 2nd Degree
- Focus Cost: 2 points
- Perform Time: Special
- Classes: Barbarian, Fighter, Inventor, Monk, Paladin, Warden, Warlord
As a team you grab hold of your foes with your ally to hold them down. When you successfully initiate a grapple against a target that is already grappled by a creature other than you, you can use this technique to cause the target to be restrained while it is grappled by two or more creatures.
Advancements
Coordinated Grapple. You can use this technique as a reaction when an ally initiates a grapple against a target you are grappling.
Lock Down. You can use this technique against a creature you are already grappling, without requiring a second creature. When you do so your movement speed becomes 0 for the duration of the grapple, and if the target succeeds on an ability check to break the grapple, it also ends the effects of the technique.
Flash Recall
- Category: 2nd Degree Utility
- Focus Cost: 2 points
- Perform Time: 1 minute
- Classes: Wizard
You look through your spellbook to find the right spell for the situation. Choose one spell of 2nd level or lower from your spellbook that you don't have prepared. You prepare that spell, and remove another spell from your list of prepared spells. For each additional focus point spent, the spell you choose can be up to two spell levels higher.
Advancements
Instant Recall. You can spend an extra focus to use this technique as an action.
Multi Recall. You can choose two spells instead of one. The combined levels of the spells must be equal to or lower than the level of the spell you could prepare without this advancement.
Instant Step
- Category: 2nd Degree Mobility
- Focus Cost: 2 points
- Perform Time: 1 action
- Classes: Fighter, Monk, Rogue
You sprint at superhuman speeds, instantly covering inplausible distances and becoming a blur. You move a distance up to your movement speed times your Dexterity modifier. You are invisible for this movement, and any opportunity attacks made against you are made at disadvantage.
Advancements
Flash Rescue. When you move past a willing creature of your size or smaller during this movement, you can move them with you. You can only move one creature at a time in this way, and while you are moving a creature, every foot you travel takes 2 feet of movement.
Momentum Strike. If you end this movement within 5 feet of a creature, you can use your bonus action to make a single melee weapon attack or unarmed strike against the creature. On a hit, instead of the normal damage of the weapon, the creature takes 1 damage for every 10 feet you moved in a straight line before the attack, up to a maximum damage of twice your level.
Lone Wolf Stance
- Category: 2nd Degree Defensive
- Focus Cost: 2 points
- Perform Time: Bonus Action
- Classes: Barbarian, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Warden, Warlord
You know how to survive without your pack. You enter this stance for up to 10 minutes. While in this stance, your armour class increases by 1 for each hostile creature within 20 feet of you, to a maximum of your proficiency bonus. you lose this bonus until the end of your next turn if there is a friendly creature within 20 feet of you at any time.
Advancements
Bite Back. When a creature misses you with an attack, you have advantage on your first attack against that creature on your next turn. You lose this benefit if there is a friendly creature within 20 feet of you at any time.
Hard to Hit. You can expend additional focus to increase the maximum bonus to your armour class by 1 for each focus point spent.
Laddershot
- Category: 2nd Degree Mobility
- Focus Cost: 2 points
- Perform Time: 1 attack
- Classes: Fighter, Monk, Ranger, Rogue, Warlord
Using a weapon that launches arrows or bolts, you pepper a surface with solid shots, creating a makeshift ladder from your ammunition. You can target a number of 5-foot squares equal to your Dexterity modifier or fewer. Each 5-foot square you choose becomes easily climbable, allowing a creature to use it's ordinary movement speed to climb it. A creature with a climbing speed can climb these squares using half as much movement. This technique uses 1 ammunition per square.
Advancements
High Climber. You can target twice as many 5-foot squares.
Tricky Climb. You fire your ammunition in such a way as to set it up for failure. When a creature climbs a 5-foot square you have made climbable, you can use your reaction to cause the ammunition to snap, causing the creature to fall.
Magical Feedback
- Category: 2nd Degree Mobility
- Focus Cost: 2 points
- Perform Time: Reaction, when you unwillingly lose concentration on a spell
- Classes: Bard, Cleric, Druid, Fighter, Inventor, Occultist, Paladin, Psion, Ranger, Rogue, Sorcerer, Spellblade, Warden, Warlock, Wizard
No longer concentrating, you snap back to reality and realize your situation. You can move up to 15 feet with the benefits of the disengage action.
Advancements
Magical Burst. The energy from the spell lost causes you to rebound. You can choose to fly in a straight line up to a number of feet equal to 5 times the level of the spell lost with the benefits of the disengage action.
Salvage Spell. You salvage a fraction of the magical power of the spell. The next time you deal damage with a spell before the end of your next turn, you can deal additional damage to one target of the spell equal to the level of the spell you lost concentration on.
Parry
- Category: 2nd Degree
- Focus Cost: 2 points
- Perform Time: Reaction, when you are hit by an attack
- Classes: Barbarian, Bard, Fighter, Monk, Paladin, Ranger, Rogue, Spellblade, Warden, Warlord
You swiftly deflect the brunt of the attack. Roll the damage die of the melee weapon you are holding. If you are duel wielding melee weapons, roll both damage die and add them together. You reduce the damage taken by the total rolled. If this reduced the damage to 0, the attack becomes a miss. You can apply fighting styles to your roll if they are applicable to the type of weapon (such as gaining a +2 to the roll for Dueling, or rerolling 1s and 2s with Great Weapon fighting).
Advancements
Perfect Deflect. You can add your Strength modifier to your roll. If you are deflecting with a finesse weapon, you can choose to add your Dexterity modifier instead.
Riposte. If you reduce the damage to 0, the attacker takes damage equal to the amount you rolled.
Pierce the Weave
- Category: 2nd Degree
- Focus Cost: 2 points
- Perform Time: 1 Attack
- Classes: Barbarian, Fighter, Monk, Paladin, Ranger, Rogue, Spellblade, Warden, Warlord
Using a combination of precision and brute strength, you attempt to dissipate a spell affecting a willing creature or open a 5-foot by 5-foot hole in a magical barrier until the start of your next turn. Make a melee weapon attack against the creature or magical barrier. The armour class is equal to the caster's spell save DC. On a hit the spell is dispelled, or the barrier is opened.
Advancements
Ranged Dispel. You can use this technique using a ranged weapon attack, but the attack must be made within the weapons normal range.
Purge Foe. You can use this technique on a spell on a hostile creature.
Quickdraw
- Category: 2nd Degree
- Focus Cost: 2 points
- Perform Time: Reaction, when you roll initiative
- Classes: Fighter, Monk, Ranger, Rogue, Warlord
With incredible swiftness you tear your weapon from its sheath and let fly an attack. Make a ranged weapon attack with a ranged or thrown weapon against a target you can see.
Advancements
Distracting Shot. The creature you attack has disadvantage on its first attack roll on its first turn.
On Edge. You can use this reaction even if you are surprised.
Reactive Knockdown
- Category: 2nd Degree
- Focus Cost: 2 points
- Perform Time: Reaction, when a creature would provoke an opportunity attack
- Classes: Barbarian, Fighter, Monk, Rogue, Warden, Warlord
You put yourself in just the right position as your opponent flees. The creature must make a Dexterity saving throw. On a failed saving throw, they fall prone, and their speed is reduced to 0 until the start of their next turn.
Advancements
Hard Landing. On a failed save, they take 1d6 Bludgeoning damage.
Stumble. On a successful save, their speed is halved until the start of their next turn.
Red Mist Stance
- Category: 2nd Degree Utility
- Focus Cost: 2 points
- Perform Time: Special
- Classes: Barbarian
You lose yourself in combat as the red mist descends. When you use your reckless attack feature you can choose to enter this stance, which lasts up to 1 minute. When you use this technique and each time you use your reckless attack feature for the duration, you can cause the air within 10 feet of you to fill with a thick red mist, a cloud of dust, or another thematic obscurring mist until the start of your next turn. Creatures fully within the mist have advantage on attack rolls, but can't see out of the mist, and creatures outside of the mist cannot see into the mist.
Advancements
Barbaric Thinking. Creatures cannot cast spells while within the mist.
Intoxicating Fury. Creatures of your choice within the mist cannot willingly leave the mist unless they have damaged you during the same turn.
Restorative Triage
- Category: 2nd Degree Defensive
- Focus Cost: 2 points
- Perform Time: Reaction, when a willing creature ends its turn within 5 feet of you
- Classes: Cleric, Druid, Fighter, Inventor, Monk, Occultist, Paladin, Ranger, Rogue, Warden, Warlord
You restore your injured ally using your battlefield medicine training. The creature regains a number of hit points equal to twice your level.
Advancements
Morale Boost. The creature also gains a number of temporary hit points equal to your level.
Preemptive Triage. You can use this technique as an action.
Shrug it Off
- Category: 2nd Degree
- Focus Cost: 2 points
- Perform Time: Reaction, when you fail a saving throw that causes you to be blinded, deafened or poisoned
- Classes: Barbarian, Fighter, Paladin, Warden, Warlord
Girding yourself when your body is assaulted by more than clenched fists and sharp steel, you defy weakness and overcome. You can add your Strength modifier to the result of the saving throw, potentially causing you to succeed at the saving throw.
Advancements
Strong Willed. You can use this reaction against saving throws that would cause you to be charmed or frightened.
Thick Skin. If you would make a saving throw at the end of your turn to end the blinded, deafened, or poisoned condition, you can use this technique at the start of your turn to make the saving throw immediately.
Signature Strike
- Category: 2nd Degree Defensive
- Focus Cost: 2 points
- Perform Time: On Hit
- Classes: Bard, Fighter, Monk, Rogue, Spellblade
Choose a simple symbol (such as a letter) to be your signature. When you hit a creature with a melee weapon attack, you can expend 2 focus to leave your signature on the creature or object you have attacked. Your signature remains until the creature completes a short or a long rest, or until the creature recieves any healing from a spell or a trait (such as Regeneration).
While a creature bears your signature, you can use a bonus action to try to taunt it. The creature must succeed on a Wisdom saving throw or have disadvantage on attack rolls against creatures other than you until the start of their next turn.
A creature can only bear one signature at a time. When you use this technique on a creature that already bears a signature, the old signature is lost.
Advancements
Aggravating Signature. You can try to taunt a creature on your turn without using your bonus action. You can only attempt to taunt in this way once per turn.
Stylish Flourish. When a creature marked by you hits you with an attack roll you can use your reaction to flourish, increasing your armour class by your Charisma modifier and potentially turning the hit into a miss.
Snapshot
- Category: 2nd Degree
- Focus Cost: 2 points
- Perform Time: Reaction, when a creature moves within 15 feet of you
- Classes: Fighter, Inventor, Monk, Rnager, Rogue, Warlord
Pure instinct guides an attack towards a moving foe. Make a single ranged weapon attack against the creature.
Advancements
Hold The Line. If the creature was moving directly towards you, you can reroll the damage die of the attack and use the higher result.
Longshot. You can expend additional focus to increase the range of the reaction. The range increases by 15 feet for every focus point spent.
Trueshot Stance
- Category: 2nd Degree
- Focus Cost: 2 points
- Perform Time: Action
- Classes: Fighter, Inventor, Monk, Ranger, Rogue, Warlord
Carefully judging the wind and everything else that might interfere, you line up a shot that will strike true. You enter this stance until the start of your next turn. Choose a creature, object, or structure you can see within the range of a ranged weapon you are holding. If at the start of your next turn you can still see the creature and have not left your stance, you can immediately make a single ranged weapon attack against the target. This attack gains a bonus to its attack and damage rolls equal to your level. Your stance then ends.
Advancements
Arcane Shot. You can cast a spell as part of taking this action. The spell must have a casting time of one action, and must involve a ranged spell attack. The first ranged spell attack you make as part of the spell is affected by the technique in place of a ranged weapon attack. If your stance breaks before you make the attack, the spell is lost.
Patient Shot. If at the start of your next turn you cannot see the creature, you can use your action to continue holding the stance until the start of the following turn. You cannot hold this stance longer than a minute in this way.
Twist the Blade
- Category: 2nd Degree Offensive
- Focus Cost: 2 points
- Perform Time: On Hit
- Classes: Rogue
After striking your foe you twist the blade. When you hit a creature with a melee weapon attack, if the roll on the d20 was an 18 or 19, you can turn the hit into a critical hit.
Advancements
Blade In The Dark. The creature must succeed on a Constitution saving throw or be frightened of you until the end of their next turn.
Headshot. You can use this technique after making a ranged weapon attack.
Use the Pain
- Category: 2nd Degree
- Focus Cost: 2 points
- Perform Time: Reaction, when a creature within your reach scores a critical hit against you
- Classes: Barbarian, Fighter, Monk, Paladin, Ranger, Rogue, Spellblade, Warden, Warlord
When it hurts the most, you lean in and strike. Make an melee weapon attack against the creature. This occurs after you have taken the damage from the attack, but before you suffer any consequences of taking damage (such as falling unconscious, losing concentration, or suffering any additional effects of the attack).
Advancements
Holding On. If the damage knocked you to 0 hit points, if you hit your attack you regain hit points equal to the damage dealt.
Not Enough. If the damage didn't knock you to 0 hit points, you have advantage on the attack roll.

3rd Degree Techniques
Break Magic
- Category: 3rd Degree Offensive
- Focus Cost: 3 points
- Perform Time: Reaction, when a creature performs the verbal or somatic components of a spell within the reach of your melee weapon
- Classes: Barbarian, Fighter, Inventor, Monk, Paladin, Ranger, Rogue, Spellblade, Warden, Warlord
You interrupt the casting of a spell. Make a melee weapon attack against the target. On a hit, the target must make a Constitution saving throw against your technique save DC or half the damage taken (whichever is highest). On a failed save, the spell is interrupted and has no effect. The caster loses the action used to cast the spell, but not any spell slot or resource that would have fuelled it.
Advancements
Magic Piercing Shot. You can use this technique using a ranged weapon when a creature performs the verbal or somatic components of a spell within the normal range of your weapon.
Sunder Concentration. If the creature is concentrating, it has disadvantage on it's Constitution saving throw to maintain concentration as a result of your attack.
Crushing Strike
- Category: 3rd Degree Offensive
- Focus Cost: 3 points
- Perform Time: On hit
- Classes: Barbarian, Fighter, Paladin, Spellblade, Warden, Warlord
Swinging your heavy weapon at your foe, you knock them with such force they lose their ability to move. When you hit a creature with a melee weapon attack using a weapon with the heavy property, you can force them to make a Strength saving throw. On a failed save, they are paralyzed until they take damage or until the end of their next turn.
Advancements
Lingering Blow. If the condition ends due to the creature taking damage, their speed is still 0 until end of their next turn.
Paralyzing Strike. If they fail their saving throw, they are paralyzed instead.
Disarming Strike
- Category: 3rd Degree Offensive
- Focus Cost: 3 points
- Perform Time: On hit
- Classes: Barbarian, Bard, Fighter, Monk, Paladin, Ranger, Rogue, Spellblade, Warden, Warlord
You attempt to knock a weapon or object out of a creature's hands. When you hit a creature with a melee weapon attack, you can choose one object they are holding and force the creature to make a Strength saving throw. This saving throw is made with advantage if the creature is holding the object in two or more hands. On a failed save, the object is knocked from their hands and lands on the ground in their space.
Advancements
Pinpoint Accuracy. You can use this technique after hitting with a ranged weapon attack, as long as the attack was made within the weapons normal range.
Steal Object. If you have an empty hand, you can grab the object before it hits the floor. You can attempt to place an ojbect you are holding or carrying in their now empty hand by making a Dexterity (Sleight of Hand) check contested by the target's armour class.
Feinting Attack
- Category: 3rd Degree Offensive
- Focus Cost: 2 points
- Perform Time: Special
- Classes: Bard, Fighter, Monk, Ranger, Rogue, Warlord
You make a deceptive strike that your foe doesn't see coming. When you would make a melee weapon attack, you can use this technique to make a Dexterity (Sleight of Hand) check in place of the attack roll. This ability check can score cricial hits as if it were an attack roll.
Advancements
Slippery Strike. You can choose to make this ability check contested by the target's Wisdom (Perception) check in place of their armour class.
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Follow-Up Topple
- Category: 3rd Degree Utility
- Focus Cost: 2 points
- Perform Time: Reaction, when an ally hits with an attack against a creature within 5 feet of you
- Classes: Barbarian, Bard, Cleric, Druid, Fighter, Inventor, Occultist, Monk, Paladin, Psion, Ranger, Rogue, Sorcerer, Spellblade, Warden, Warlock, Warlord, Wizard
You seize the opportunity to knock a foe down. The creature that was hit by the triggering attack must make a Dexterity saving throw. On a failed save, it is knocked prone. A creature more than one size larger than you has advantage on the saving throw.
Advancements
Titan Toppler. Creatures gain no benefit from size when making the saving throw.
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Instinctive Counterattack
- Category: 3rd Degree Offensive
- Focus Cost: 2 points
- Perform Time: Reaction, when a creature within your weapons reach makes an attack against you
- Classes: Barbarian, Fighter, Inventor, Monk, Paladin, Ranger, Rogue, Spellblade, Warlock, Warlord
Your reflexes honed by dedicated training, your body flows into a strike almost without a thought. You make a melee weapon attack against the creature that attacked you. This occurs before the triggering attack hits or misses. Advancements
Staggering Counterattack. If you hit your attack, the triggering creature must make a saving throw using the ability score used to make the triggering attack. On a failed save, their attack automatically misses.
Don't Touch Them! You can use this technique as a reaction to a creature within your weapons reach making an attack against another creature.
Magic Piercing Stance
- Category: 3rd Degree Offensive
- Focus Cost: 3 points
- Perform Time: 1 bonus action
- Classes: Barbarian, Fighter, Inventor, Monk, Paladin, Ranger, Rogue, Spellblade, Warden, Warlord
Your strikes pierce the weave, cutting through any protective magics the foe might use. You enter this stance for 1 minute. When you make an attack against a creature, the attack ignores any spells of second level or lower affecting the target that might protect them.
You can expend additional focus on this technique to increase the level of spell ignored by 1 for each focus point spent.
Advancements
Dispelling Strike. When you score a critical hit against a creature, you can end one spell of 2nd level or lower on it.
Weave Dancer. You have advantage on the saving throws of spells of 2nd level or lower while in this stance.
Mind Over Matter
- Category: 3rd Degree Defensive
- Focus Cost: 2 points
- Perform Time: 1 bonus action
- Classes: Cleric, Druid, Fighter, Inventor, Occultist, Monk, Paladin, Psion, Ranger, Rogue, Spellblade, Warden, Warlord, Wizard
You focus your thoughts inward to rise above the pain inflicted. Until the start of your next turn, you reduce any damage taken by your Intelligence or Wisdom modifier. Advancements
Deep Focus. For the duration, you add your Intelligence or Wisdom modifier to any saving throws you make to maintain a stance or concentration on a spell.
Quick Meditation. You can use this technique as a reaction when you take damage.
Redirect Attack
- Category: 3rd Degree Defensive
- Focus Cost: 2 points
- Perform Time: 1 Reaction, when a creature hits you with a melee attack
- Classes: Fighter, Monk, Ranger, Rogue, Warlord
As a foe slams into you with the full force of their attack, you reorient their momentum to wound a foe unfortunate enough to be nearby. When you are hit with a melee attack, you force the attacker to make an Intelligence saving throw. On a failed save, the attack instead misses you. If there is another creature within 5 feet of the attacker, the attack hits that creature instead.
A creature more than 1 size larger than you has advantage on this saving throw. Once you have used this technique against a creature, they have advantage on saving throws against this technique for the next minute.
Advancements
Grazing Blow. If the creature succeeds on the saving throw, you still avoid the brunt of the attack. The attack deals half as much damage to you.
Titan Dodger. Creatures more than 1 size larger than you do not have advantage on the saving throw.
Sense Motion
- Category: 3rd Degree Utility
- Focus Cost: 1 point
- Perform Time: Bonus Action
- Classes: Barbarian, Druid, Fighter, Monk, Ranger, Rogue, Spellblade, Warden, Warlord
You close your eyes and focus on the sound of the environment. Make a Perception check, contested by the passive Stealth of each creature within 60 feet of you. On a success, you can see the creature as if by blindsight until the start of your next turn.
Advancements
Quicksense. You can expend an extra focus point to perform this technique as a reaction when a creature leaves your vision.
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Shortcut
- Category: 3rd Degree Mobility
- Focus Cost: 3 points
- Perform Time: 2 hours
- Classes: Ranger
You expertly navigate yourself and your companions to a destination you are familiar with (a hex that you have revealed). Make a Wisdom (Survival) check with a DC equal to the distance to the destination in miles. On a success, you navigate through shortcuts and natural passages and make your way to the desired destination. On a failure, you become lost. The severity of your becoming lost is determined by how badly you failed the check.
| Failed by | Loss Severity |
|---|---|
| 1-4 | You make it halfway to your destination, in the right direction of your destination. |
| 5-9 | You wind up back where you started. |
| 10+ | Roll a d8, with 1 representing North, 2 representing North-East and so on. Your distance off target is 1d10 x 1d10 percent of the distance that was to be traveled in the direction you rolled. For example if you tried to travel 24 miles, you rolled a 3 on the d8, and you rolled a 5 and a 10 on the d10s, you travel 12 miles East instead of your desired distance and direction. |
Advancements
Point of Reference. If you have taken a long rest in the destination you are travelling to, the DC is reduced by 12.
Solo Trip. If you use this technique without bringing any allies with you, you can use it again without bringing any allies with you a second time without expending any focus points. When you do so, you can only travel to the location you started from. If you do not use this second usage before you begin a long rest, it is lost. Creatures that you gained as part of a class feature (such as a familiar or animal companion) can travel with you and do not count as allies.
Steal Weapon
- Category: 3rd Degree Offensive
- Focus Cost: 3 points
- Perform Time: Reaction, when a creature misses you with an attack using a melee weapon
- Classes: Rogue
With a flourish and a twist, you attempt to take an enemies's weapon. Make a Dexterity (Sleight of Hand) check contested by the creature's Strength (Athletics) check. They have advantage on this check if they are holding their weapon with two hands. On a successful check you disarm them of their weapon, taking it for yourself provided you have an empty hand. If you do not have an empty hand, it falls to the floor in your space.
Advancements
Turn the Tables. If you successfully take the enemies weapon in your hand, you can spend an additional focus point to make a melee weapon attack against the creature using it. This attack can benefit from your sneak attack feature, unless you have disadvantage on the attack roll.
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Torrent of Strikes
- Category: 3rd Degree Offensive
- Focus Cost: 3 points
- Perform Time: 1 action
- Classes: Fighter, Inventor, Monk, Ranger, Rogue, Warlord
With an array of carefully placed attacks against the same opponent, you throw them off their guard. You make a number of melee weapon attacks against a creature equal to your Dexterity modifier. This technique ends early if you miss one of the attacks it grants.
Advancements
Restore Momentum. The first time you miss with an attack granted by this technique, you can continue making attacks as if you had hit.
Deadly Momentum. If you kill a creature with an attack granted by this technique, you can continue making attacks against a different creature within 10 feet of the original, provided you have the movement to reach it. When you do so, you can expend 2 focus to reset the amount of attacks you can make to your Dexterity modifier.
Volley
- Category: 3rd Degree Offensive
- Focus Cost: 3 points
- Perform Time: 1 attack
- Classes: Fighter, Inventor, Monk, Ranger, Rogue
Your arrows, bolts or bullets could block out the sun. You launch a volley of missiles at a target point within the normal range of your weapon. Each creature within 10 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 3d12 points of damage and their speed is reduced by 10 until the end of their next turn. On a successful save, they take half as much damage and are not slowed. The type of damage is the damage of the ranged weapon used to perform this technique. You can expend additional focus to increase the damage dealt by 1d12 for every focus point spent. This expends 2 pieces of ammunition for each target in the radius.
Advancements
Mortar Volley. You can use this technique in the long range of your weapon.
Spread Fire. You can choose three points within the normal range of your weapon, but only creatures within 5 feet of the points are affected.
Unbreakable
- Category: 3rd Degree Defensive
- Focus Cost: 3 points
- Perform Time: Reaction, when you would be reduced to 0 hit points but not killed outright
- Classes: Barbarian, Fighter, Paladin, Warden
Like an immortal, you firmly cling to life. You are instead reduced to 1 hit point.
Advancements
Defy Death. You gain temporary hit points equal to half of the damage of the effect that would have reduced you to 0 hit points. These last for 1 minute.
Inspiring Example. If the damage dealt to you also knocked another creature to 0 hit points, you can choose for that creature to also gain the benefits of this technique. If there are multiple creatures this could apply to, choose one.
Adrenaline
You can have a maximum number of adrenaline stacks equal to your Strength or Constitution modifier. When you hit a creature with a melee weapon attack, the attack deals 1 additional damage for each adrenaline stack you have.
When you make a melee weapon attack, you can expend all of your adrenaline stacks to reduce the number you need to roll on the d20 to score a critical hit by 1 for each stack of adrenaline expended. You can choose to do so after you have made the attack roll, but before you know if the attack hits or misses.
You lose a single adrenaline stack if you don't deal damage on your turn.
You lose all your adrenaline stacks if you roll initiative, become incapacitated, or if you have not gained any adrenaline stacks in the last minute.
Momentum
You can have a maximum number of momentum stacks equal to your Strength or Dexterity modifier.
Each stack of momentum increases your movement speed by 5 feet. When you hit a target with a melee attack after you have moved any distance, you can expend all of your momentum stacks to push the target 5 feet per stack directly away from you. Creatures more than 1 size larger than you are not moved.
You lose a single momentum stack if your speed is reduced by any amount, or if you don't move on your turn.
You lose all your momentum stacks if you roll initiative, become prone, if your speed is reduced to 0, or if you have not gained any momentum stacks in the last minute.
Resilience
You can have a maximum number of resilience stacks equal to your Dexterity or Constitution modifier. For each stack of resilience you have, you reduce any bludgeoning, piercing or slashing damage you take by 1.
At the start of your turn, you can expend all of your stacks of resilience to immediately make a saving throw against an ongoing effect affecting you that you would normally make a saving throw at the end of each of your turns against. You gain a bonus to this saving throw equal to the amount of resilience stacks expended.
You lose all your resilience stacks if you roll initiative,
Updates
20/07/2023
- Added a focus cost to Coordination's Outwit advancement.
- Added a focus cost to Mighty Leap's Thunderous Landing.
- Added a size restriction to Wolf Maw Form.
- Replaced Wolf Maw Form's Hit The Ground Hard with Punch Above Your Weight.
19/09/2023
- Added "Shortcut" technique for rangers as a 3rd degree technique
04/10/2023
- Added proof of concept ideas for Momentum and Wrath.
11/10/2023
- (Temporarily) decided that stacking buffs from BG3 are probably too complicated to incorporate into this system.
- Added Break Magic
- Added Follow-Up Topple
- Added Instinctive Counterattack
- Added Laddershot
- Added Magic Defying Stance
- Added Mind Over Matter
- Added Redirect Attack
- Added Sense Motion
- Added Torrent of Strikes