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Power Strike[]

(per-encounter immediate reactionstrike maneuver)

Prerequisites:

Martial Prowess

Trigger:

You hit a creature with a weapon attack.

 
 

Effect:

+1dW + your level damage, and the target is pushed one square.

Come and Get It[]

(per-encounter immediate actionmarking attack maneuver)

Prerequisites:

Combat Challenge

Target:

Each enemy within 3 paces that can see or hear you, and is capable of movement (Intimidate vs. Will)

Hit:

The target is pulled to an adjacent space and is marked by your combat challenge until the end of your next turn.

Whirlwind Strike[]

(per-encounter standard actionattack maneuver)

Prerequisites:

Weapon Master

Target:

Each adjacent enemy (Weapon vs. Armor)

 
 

Hit:

1dW damage. If your weapon would deal piercing damage, it deals slashing damage instead.

Miss:

The target may shift one pace.

Hit and Run[]

(at-will standard actionattack maneuver)

Prerequisites:

Battle Awareness

Effect:

Perform a basic melee or basic ranged attack. You may shift one square before or after the attack.

Threatening Stance[]

(at-will immediate actionstance maneuver)

Prerequisites:

Combat Challenge

Effect:

Until the stance ends, unmarked enemies who are adjacent to you are marked by your combat challenge until they move away.

Quick Draw[]

(at-will free actionutility maneuver)

Prerequisites:

Weapon Master

Effect:

You may sheath or ready a weapon that you have Expertise in. You may only perform this feat once per turn.

Special

When you roll Initiative to begin an encounter, you may use this maneuver as an immediate reaction to ready a weapon, shift one square, then make a basic attack with that weapon against a target that rolled a lower Initiative result than you.

Special

When you perform an opportunity attack, you may use this maneuver to draw a weapon before you make the attack. If you do, you gain advantage for that attack.

Sweeping Strike[]

(per-encounter free reactionstrike maneuver)

Prerequisites:

Combat Superiority

Trigger:

You hit a creature with a melee weapon attack.

Effect:

The target is knocked prone, slowed, and may not shift until the end of your next turn.

Opening Shove[]

(at-will standard actionattack maneuver)

Prerequisites:

Combat Leader

Target:

One adjacent enemy (Athletics vs. Fortitude)

Hit:

You push the target one pace, and one ally within 5 paces may either shift a number of paces equal to your Intelligence modifier, or make a basic melee attack against that target.

Set-Up Blow[]

(at-will immediate actionattack maneuver)

Prerequisites:

Inspiring Presence

Target:

One creature (Athletics vs. Fortitude)

 
 

Hit:

Strength modifier bashing damage, and the next ally to attack the target adds your Charisma modifier as a bonus to their attack roll.

Pursuing Strike[]

(at-will standard actionattack maneuver)

Prerequisites:

Tracker's Quarry

Target:

Your quarry

Effect:

You may shift a number of paces equal to your Wisdom modifier towards your quarry, then perform a basic melee or basic ranged attack against them. If you hit, your quarry may not shift until the start of your next turn.

Distracting Strike[]

(at-will standard actionattack maneuver)

Prerequisites:

Battle Awareness

Target:

Each adjacent creature (melee proficiency vs. Armor) or each creature in a burst 1 area within range of your weapon (ranged proficiency vs. Armor)

Hit:

The target must choose one of the following:

Special

If you achieve a critical hit or the target is within your scout ahead zone, you may choose which effect to apply.

Instill Cowardice[]

(at-will immediate actionfear attack maneuver)

Prerequisites:

Martial Prowess

Target:

One enemy within 5 paces (Intimidate vs. Will)

 
 

Hit:

The target is pushed 1 pace and grants advantage to you and your allies until the end of your next turn. The next time you deal damage to the target with a weapon attack before the end of your next turn, you deal additional damage equal to your Charisma modifier.

Miss:

You grant advantage to the target until the end of your next turn.

Reverse Grab[]

(per-encounter immediate reactionattack maneuver)

Prerequisites:

Bare-Handed fighting style

Trigger:

A creature grabs you (Grappling vs. their attack's check result)

Hit:

You are no longer grabbed. The target is grabbed, and takes bashing damage equal to your Constitution modifier.

Snagging Grip[]

(per-encounter immediate reactionattack maneuver)

Prerequisites:

Bare-Handed fighting style

Trigger:

You are knocked prone or forced to move by an adjacent creature.

Effect:

You pull the triggering creature adjacent to you and knock it prone.

Opening Rush[]

(per-encounter free reactionattack maneuver)

Prerequisites:

Martial Prowess

Target:

One enemy within charging range who has not yet acted in the encounter.

Effect:

You charge the target with a stance bonus to speed equal to your Dexterity modifier. If you hit, the target is dazed until the end of your next turn.

Winds of Battle[]

(per-encounter free reactionstrike maneuver)

Prerequisites:

Combat Leader

Trigger:

You hit an enemy with a melee attack.

Effect:

The attack deals additional damage equal to your Intelligence modifier, and you or one ally adjacent to the target switches places with it.

Guarding Strike[]

(per-encounter immediate reactionstrike maneuver)

Prerequisites:

Inspiring Presence

Trigger:

You hit an enemy with a melee weapon attack.

Effect:

Until the end of your next turn, one adjacent ally gains a stance bonus to all defenses equal to the higher of your Intelligence modifier or your Charisma modifier.

Final Push[]

(per-encounter immediate actionhealing maneuver)

Prerequisites:

Combat Leader

Effect:

Each ally within 10 paces may spend a healing reserve and either gain a class bonus to their heal value equal to your Charisma modifier, or make a saving throw to shrug off one condition with a class bonus equal to your Charisma modifier.

Watch Out[]

(at-will immediate actiondefensive maneuver)

Prerequisites:

Combat Leader

Target:

One ally that you can see that can hear you.

Effect:

The ally may enter the full defense stance as a free reaction. If they do, they gain a stance bonus to all defenses and saving throws equal to your Intelligence modifier.

Call the Shot[]

(at-will standard actionattack maneuver)

Prerequisites:

Combat Leader

Target:

One creature that you can see.

Effect:

One ally that can hear or see you makes a basic melee attack or basic ranged attack against the target. The attack gains a feat bonus to damage equal to your Intelligence modifier.

Defend the Line[]

(at-will immediate actionstance maneuver)

Prerequisites:

Combat Superiority

Effect:

Until this stance ends, whenever you hit a target with a melee weapon attack, that target is slowed until the end of your next turn.

Brute Strike[]

(per-encounter standard actionattack maneuver)

Prerequisites:

Martial Prowess

Target:

One creature within reach (Weapon vs. Armor).

Hit:

3dW + [ melee damage bonus ] damage.

Miss:

The target grants advantage to you and your allies until the end of your next turn, and you may make a basic melee attack against it as an immediate reaction.

Get Into Position[]

(per-encounter move actionutility maneuver)

Prerequisites:

Combat Leader

Target:

One ally that can see or hear you.

Effect:

The target may move their speed as a free reaction.

Pinning Maneuver[]

(per-encounter standard actionstance maneuver)

Prerequisites:

Combat Leader

Trigger:

You or an ally hit an adjacent enemy with an attack during your turn.

Effect:

Until you end this stance, the target may not shift. This stance ends automatically if the target ends its turn without at least two of your allies (or you and one ally) threatening that enemy.

Aid the Injured[]

(per-encounter immediate reactionhealing maneuver)

Prerequisites:

Inspiring Presence

Trigger:

You or an adjacent ally takes damage.

Effect:

The target regains hit points equal to their heal value plus your Charisma modifier.

Lead the Assault[]

(per-encounter immediate reactionstrike stance maneuver)

Prerequisites:

Inspiring Presence

Trigger:

You hit an enemy with an attack.

Effect:

Until you end this stance, you and all allies within 5 paces of you gain a +1 feat bonus to all attack rolls against the target.

Evasive Maneuver[]

(per-encounter immediate actiondefensive maneuver)

Prerequisites:

Battle Awareness

Effect:

You may shift a number of paces up to your Wisdom modifier through any spaces that you have scouted ahead, ignoring difficult terrain. At the end of your turn, you may shift one pace as a free action.

Unbalancing Reaction[]

(per-encounter immediate interruptdefensive maneuver)

Prerequisites:

Battle Awareness

Trigger:

A creature misses a melee attack against you.

Effect:

The target grants advantage to you until the end of your next turn, and you may shift one pace.

Push to Excellence[]

(per-encounter reactionmaneuver)

Prerequisites:

Inspiring Presence

Trigger:

An ally that can see or hear you rolls a natural 20 with an attack roll, or defeats a non-minion foe.

Effect:

The ally may either regain hit points equal to their heal value, or regain one use of their Rank 1 per-encounter feats.

No Escape[]

(per-encounter free reactionstance maneuver)

Prerequisites:

Combat Leader

Trigger:

You or an ally hits an enemy within your threatened area with an attack during your turn.

Effect:

Until you end this stance, whenever that enemy moves from a space that you are threatening without shifting, you may stop their movement as an immediate interrupt, then you or one ally may make a basic melee attack or basic ranged attack against that enemy as a free reaction.

Run Through[]

(per-encounter free reactionattack maneuver)

Prerequisites:

Spear fighting style

Trigger:

You reduce an adjacent enemy to 0 hit points with a spear or polearm with the piercing and reach properties.

Effect:

You may make a basic melee attack against an enemy two paces away that is adjacent to the first target, and gain advantage for that attack.

Warrior's Poise[]

(at-will immediate actionstance maneuver)

Prerequisites:

Weapon Master

Effect:

Until this stance ends, you gain a +1 stance bonus to all weapon attack rolls.

Hammering Assault[]

(at-will immediate actionstance maneuver)

Prerequisites:

combat superiority

Effect:

Until this stance ends, whenever you hit a target with a melee weapon attack, that target is pushed one pace, and you may shift one pace towards the target as a free reaction.

Clinched Throw[]

(per-encounter standard actionattack maneuver)

Prerequisites:

Bare-Handed fighting style

Target:

One grabbed creature (Grappling vs. Fortitude)

Hit:

1d6 + [ melee damage bonus ] bashing damage, and the target is flung a number of paces equal to your Constitution modifier.

Miss:

half damage, and the target is knocked prone.

Neck Breaker[]

(per-encounter standard actionattack maneuver)

Prerequisites:

Bare-Handed fighting style

Target:

One creature that you have grabbed (Grappling vs. Fortitude)

Hit:

3d8 + [ melee damage bonus ] bashing damage, and the target is stunned until the end of your next turn.

Miss:

half damage.

Stunning Blow[]

(per-encounter standard actionunarmed attack maneuver)

Prerequisites:

Bare-Handed fighting style

Target:

One adjacent creature (Unarmed vs. Fortitude)

 
 

Hit:

1d8 + [ melee damage bonus ] bashing damage, and the target is dazed until the end of your next turn. On a critical hit, the target is stunned until they shrug it off.

Reactive Strike[]

(per-encounter immediate reactionattack maneuver)

Prerequisites:

Battle Awareness

Trigger:

A creature makes a melee attack against you.

Effect:

You may shift one pace, then make a basic melee attack or basic ranged attack against the target with a feat bonus to the attack roll equal to your Wisdom modifier.

Brash Strike[]

(at-will standard actionattack maneuver)

Prerequisites:

Martial Prowess

Target:

One adjacent creature

Effect:

Make a basic melee attack with advantage against the target. You grant advantage to the target until the end of your next turn.

Brash Assault[]

(at-will immediate actionattack maneuver)

Prerequisites:

Inspiring Presence

Effect:

Choose an adjacent target, then make a basic melee attack against it as a free action. The target may then make a basic melee attack against you as a free action, and gains advantage for that attack. If they do, one ally that can see you can make a basic melee or basic ranged attack against that target as a free action, and gains advantage for that attack.

Harassing Strike[]

(at-will standard actionattack maneuver)

Prerequisites:

Tracker's Quarry

Target:

Your quarry within reach or range of your weapon.

Effect:

Your quarry may allow you to slide them a number of paces equal to your Wisdom modifier. If they don’t, you make a basic melee or basic ranged attack against them, with a feat bonus to your attack roll equal to your Wisdom modifier.

Rain of Blows[]

(per-encounter standard actionattack maneuver)

Prerequisites:

Weapon Master

Target:

One creature within reach of your melee weapon (Weapon vs. Armor, two attacks).

Hit:

1dW + [ melee damage bonus ] damage per hit.

Steel Distraction[]

(per-encounter immediate reactionutility maneuver)

Prerequisites:

Combat Leader

Trigger:

You or an ally hits an enemy with an attack during your turn.

Effect:

Each ally within 5 paces of the target may shift one pace as a free reaction.

Hold the Line[]

(per-encounter immediate actiondefensive stance maneuver)

Prerequisites:

Combat Leader

Effect:

While you maintain this stance, you and all adjacent allies gain a stance bonus to all defenses equal to the higher of your Charisma modifier or your Intelligence modifier, and may not be pulled, pushed, slid or flung.

Sustain:

You must expend a move action at the beginning of each turn to maintain this stance.

Warcry[]

(per-encounter immediate reactionstrike maneuver)

Prerequisites:

Inspiring Presence

Trigger:

You hit an enemy with a melee weapon attack.

Effect:

Each ally within 5 paces that can see or hear you is no longer surprised, and may make a saving throw to shrug off one effect as a free reaction.

Menacing Assault[]

(per-encounter immediate reactionstance maneuver)

Prerequisites:

Combat Challenge

Trigger:

You hit with a melee weapon attack.

Effect:

Until you end this stance, the target is marked by your combat challenge, and you gain a +2 stance bonus to melee attack rolls vs. the target and a +4 stance bonus to melee damage vs. the target.

Sustain:

You must attack the target at least once during each of your turns to maintain this stance.

Retaliation Strike[]

(per-encounter immediate reactionstrike maneuver)

Prerequisites:

Combat Challenge

Trigger:

You hit an enemy that you have marked with your combat challenge with an opportunity attack.

Effect:

+1dW damage.

Probing Strike[]

(per-encounter immediate reactionstrike maneuver)

Prerequisites:

Combat Challenge

Trigger:

You hit an enemy that you have marked with your combat challenge with an opportunity attack.

Effect:

You gain a class bonus to attack rolls vs. that enemy equal to 2 + your Wisdom modifier until the end of your next turn.

Snap Shot[]

(at-will standard actionattack maneuver)

Prerequisites:

Archery fighting style

Requirement

You must be using a ranged weapon with the load free or swift property.

Special

You may use this feat as an opportunity attack.

Target:

One creature within 2 paces (Weapon vs. Armor).

 
 

Hit:

1dW + [ ranged damage bonus ] damage.

Stick and Move[]

(at-will move actionstance maneuver)

Prerequisites:

Martial Prowess

Effect:

You may move up to your speed as you enter this stance. Until the stance ends, whenever you hit an enemy with a melee attack, you may move a number of squares equal to your Dexterity modifier as a free reaction, and do not provoke an opportunity attack from the creature you hit.

Hurricane Strike[]

(per-encounter standard actionattack maneuver)

Prerequisites:

Weapon Master

Target:

Each enemy within reach (Weapon vs. Armor)

Hit:

1dW + [ melee damage bonus ] damage. If your weapon would deal piercing damage, it deals slashing damage instead.

Effect:

You slide the target one space.

Defensive Maneuvers[]

(per-encounter immediate actiondefensive stance maneuver)

Prerequisites:

Combat Leader

Effect:

Until you end this stance, you and all allies within 5 paces of you gain a +1 stance bonus to all defenses.

Avoid Ambush[]

(per-encounter automatic reactiondefensive maneuver)

Prerequisites:

Battle Awareness

Trigger:

An enemy rolls Initiative while you are surprised, and achieves an Initiative check less than your Spot defense.

Effect:

You immediately roll Initiative, then scout ahead as an automatic reaction, but do not expend an additional per-encounter feat use for doing so. If any enemies are within the area that you scout ahead, a number of your allies equal to your Wisdom modifier are no longer surprised.

Rock and a Hard Place[]

(per-encounter immediate reactionstance maneuver)

Prerequisites:

Combat Leader

Trigger:

You or an ally hits an enemy within your reach with an attack during your turn.

Effect:

Until you end this stance, whenever that enemy attacks an ally and misses, you may make a basic melee attack against them as a free interrupt. If that enemy is marked by an ally, you gain a bonus to the attack roll equal to your Intelligence modifier.

Overwatch[]

(at-will standard actionprovoking stance maneuver)

Prerequisites:

Archery fighting style

Target:

(Wisdom modifier) radius Burst within range of your ranged weapon.

Effect:

Until the stance ends, you do not threaten adjacent spaces, but threaten the target area, and perform a basic ranged attack instead of a basic melee attack as your opportunity attack. You may end this stance as an immediate interrupt when a creature enters the area to perform a basic ranged attack against that creature, with a stance bonus to your attack roll equal to your Wisdom modifier. This stance automatically ends if you lose line of sight to any space within the target area, or if you move out of range of any space in the target area.

Crushing Blow[]

(per-encounter free reactionattack maneuver maneuver)

Prerequisites:

Blunt Weapon Fighting Style

Target:

One creature within reach of your bludgeon or hammer (Weapon vs. Armor)

Hit:

2dW + [ melee damage bonus ] damage, and the target is knocked prone and slowed until they shrug it off. On a critical hit, the target is dazed until they shrug it off.

Miss:

Half damage.

Rain of Steel[]

(per-encounter standard actionattack stance maneuver)

Prerequisites:

Combat Superiority

Target:

Each adjacent enemy (Proficiency vs. Armor)

Hit:

1dW + [ melee damage bonus ] damage.

 
 

Effect:

Until you end this stance, each enemy that begins its turn adjacent to you takes 1dW damage.

Sustain:

You must expend an immediate action at the beginning of each of your turns to maintain this stance.

Kneecapper[]

(per-encounter free reactionstrike maneuver)

Prerequisites:

Combat Superiority

Trigger:

You hit an enemy with a melee weapon attack.

Effect:

The target is slowed until they shrug it off.

Hammer and Anvil[]

(per-encounter immediate reactionattack maneuver)

Prerequisites:

Combat Leader

Trigger:

You hit an enemy with an attack.

Effect:

One ally may make a basic melee attack against the target as a free reaction, and gains a bonus to damage equal to the higher of your Charisma modifier or your Intelligence modifier.

Relentless Onslaught[]

(per-encounter immediate reactionstrike stance maneuver)

Prerequisites:

Inspiring Presence

Trigger:

You hit an enemy with a melee attack.

Effect:

An adjacent ally may shift 1 pace as a free reaction. Until you end this stance, whenever you or an ally that can see or hear you hits with an attack, you or a different ally may shift 1 pace as a free reaction.

Turn the Tide[]

(per-encounter immediate reactionstrike maneuver)

Prerequisites:

Inspiring Presence

Trigger:

You hit an enemy with a melee attack, or an ally hits an enemy adjacent to you with an attack during your turn.

Effect:

The attack deals additional damage equal to your Intelligence modifier.
Each ally within 10 paces may regain hit points equal to their heal value or make a saving throw to shrug off one condition, then stand up as a free reaction if they are prone. Then, you and each ally may shift one pace as a free reaction.

Force an Opening[]

(at-will standard actionattack maneuver)

Prerequisites:

Combat Leader

Target:

One adjacent enemy.

Effect:

One ally adjacent to you or the target may shift one pace as a free action. Then, you perform a basic melee attack against the target. If you hit, the target may not shift until the start of your next turn.

Precision Strike[]

(per-encounter free interruptstrike maneuver)

Prerequisites:

Weapon Master

Trigger:

You would miss an enemy with a weapon attack.

Effect:

You gain a +4 feat bonus to the attack roll.

Joint Strike[]

(at-will standard actionattack maneuver)

Prerequisites:

Light Blade fighting style

Requirement

You must be wielding a melee weapon with the piercing property.

Target:

One creature within reach (Weapon vs. Reflex)

Hit:

1dW + [ melee damage bonus ] damage.

Heavy Impact[]

(per-encounter free reactionstrike maneuver)

Prerequisites:

Blunt Weapon Fighting Style

Trigger:

You hit an enemy with a melee attack with the bashing property.

Effect:

The target is flung a number of paces equal to the higher of your Strength modifier or your Constitution modifier.

Disarming Strike[]

(per-encounter free reactionattack maneuver)

Prerequisites:

light blade or flail fighting style, or battle awareness

Trigger:

You hit an enemy with a melee weapon attack.

Effect:

If the attack deals more damage than the target's heal value, reduce the damage by the target's heal value, and the target's weapon is knocked out of their hands and thrown a number of paces equal to your Dexterity modifier in a direction of your choice. Excess damage is applied to the target’s hit points as normal.

Shield Wall[]

(per-encounter immediate interruptdefensive maneuver)

Prerequisites:

Shield fighting style You must be wearing a shield.

Trigger:

An enemy targets you or an adjacent ally with a ranged or area attack.

Effect:

You and all adjacent allies gain a +2 feat bonus to all defenses vs. this attack. If the attack misses you or an adjacent ally, it deals no damage to that target.

Interrupting Strike[]

(per-encounter immediate interruptattack maneuver)

Prerequisites:

Tracker's Quarry

Trigger:

Your quarry makes an attack against you or an ally within range or reach of your weapon (Weapon vs. Reflex).

Hit:

1dW + melee damage bonus damage, and the target's attack fails.

Miss:

The target takes a penalty to its attack roll equal to the higher of your Wisdom modifier or your Dexterity modifier.

Smash Aside[]

(per-encounter immediate interruptdefensive attack maneuver)

Prerequisites:

shield fighting style

Requirement

You must be wearing a shield.

Trigger:

An adjacent enemy would hit or miss you with a melee attack.

Effect:

The target takes a -5 penalty to the attack roll. Make a Shield attack vs. the target’s Fortitude.

Hit:

1d6 + [ melee damage bonus ] + Constitution modifier bashing damage, and the target grants advantage to you until the end of your next turn.

Miss:

If the target missed their attack roll, they take half damage from your attack.

Lunging Strike[]

(per-encounter standard actionattack maneuver)

Prerequisites:

Light Blade fighting style, Spear fighting style or Polearm fighting style

Special

You may shift one additional pace as an immediate action before or after this attack.

Effect:

You shift one pace.

Target:

One creature within reach (Weapon vs. Armor)

Hit:

2dW + [ melee damage bonus ] damage. If you have advantage against the target, the target begins bleeding ongoing damage equal to your Constitution modifier + your level.

Miss:

Half damage, and you push the target two paces.

Great Cleave[]

(per-encounter standard actionattack maneuver)

Prerequisites:

Heavy Blade fighting style

Target:

Each creature within reach of your sword or axe (Weapon +2 vs. Armor)

Hit:

2dW + Strength modifier piercing damage.

Miss:

Half damage.

Tactical Advantage[]

(at-will free interruptstrike maneuver)

Prerequisites:

Battle Awareness

Trigger:

You would push, pull, or slide a target that you have advantage against.

Effect:

The forced movement becomes a slide, and you may slide them an additional number of paces equal to your Intelligence modifier.

Covering Blow[]

(per-encounter free reactionstrike maneuver)

Prerequisites:

Combat Superiority

Trigger:

You hit an enemy with a melee weapon attack.

Effect:

The attack deals an additional +dW damage, and one ally adjacent to the target may shift two paces.

Arrow Storm[]

(per-encounter standard actionattack maneuver)

Prerequisites:

archery fighting style

Requirement

You must be using a ranged weapon with the load free or swift property.

Target:

One creature or space within range (Weapon vs. Armor)

Secondary Target:

Each other creature within Wisdom modifier paces of the first target (Weapon vs. Armor)

Special

You may not select more targets than you have available ammunition.

Hit:

1dW + [ ranged damage bonus ] damage.

Miss:

You slide the target one pace.

Frenzied Charge[]

(per-encounter standard action%keyword% maneuver)

Prerequisites:

Relentless Pursuit

Target:

One creature that you can reach with a charge attack.

 
 

Effect:

You charge the target. If you hit, the target is pushed back 3 paces, and you may repeat this attack against the same target with a -2 cumulative penalty, up to a maximum number of times equal to your Constitution modifier.

Retributive Strike[]

(per-encounter standard actionstrike maneuver)

Prerequisites:

Primal Rage

Trigger:

You hit an enemy that damaged you since the end of your last turn with a primal or weapon attack.

 
 

Effect:

The attack deals double damage, and ignores all resistances.

Whirling Slash[]

(per-encounter standard actionprovoking attack maneuver)

Prerequisites:

light blade, heavy blade, spear, or polearm fighting style

Target:

Each enemy within reach of your weapon (Weapon vs. Armor)

Hit:

half dW damage. If your weapon would deal piercing damage, it deals slashing damage instead.

Miss:

The target may shift one pace.

Parrying Stance[]

(at-will immediate actionstance maneuver)

Prerequisites:

two-weapon, light blade, or heavy blade fighting style

Requirement

You must be wielding a melee weapon with a +1 or greater equipment bonus. You must designate that melee weapon as you enter this stance; this stance ends if you make any attack with that weapon.

Effect:

Until this stance ends, you gain a stance bonus to your Reflex and Armor defenses vs. melee attacks equal to your weapon’s equipment bonus. When an adjacent enemy misses you with a melee attack, you may shift one pace as a free reaction, or may immediately end this stance as an immediate reaction to make a basic melee attack against that opponent with your weapon.

Nimble Strike[]

(at-will standard actionattack maneuver)

Prerequisites:

Bare-Handed, Light Blade, Archery, or Thrown weapon fighting style

Effect:

Make a basic melee or basic ranged attack, then move a number of paces up to your Dexterity modifier.

Jarring Strike[]

(at-will standard actionattack maneuver)

Prerequisites:

Heavy Blade fighting style or Blunt Weapon fighting style

Requirement

You must be wielding an axe, bludgeon or hammer.

Target:

One creature within reach (Weapon vs. Armor)

Hit:

1dW damage, and the target is knocked prone.

Impaling Charge[]

(per-encounter free reactionstrike maneuver)

Prerequisites:

Heavy Blade fighting style or Polearm fighting style

Trigger:

You hit an enemy with a charge attack with a sword or polearm.

Effect:

The attack deals an additional +1dW damage, and the target grants advantage to your allies until the end of your next turn.

Follow-Up Strike[]

(per-encounter free reactionstrike maneuver)

Prerequisites:

Two-Weapon fighting style

Trigger:

You hit a target with a melee weapon in your main hand.

Effect:

The target grants advantage to you until the end of your next turn. Make a basic melee attack against the target with your secondary weapon.

Unbalancing Trip[]

(at-will standard actionunarmed attack maneuver)

Prerequisites:

Bare-Handed fighting style

Target:

One adjacent enemy (Unarmed vs. reflex)

Hit:

The target is knocked prone.

Miss:

The target is slowed until the end of your next turn.

Spot Weakness[]

(at-will immediate actionutility maneuver)

Prerequisites:

Combat Leader or Battle Awareness

Target:

Up to 5 enemies within Wisdom score paces.

 
 

Effect:

Choose a defense as you perform this maneuver. You immediately know which of the selected targets has the weakest value for that defense, and the value of that target's defense vs. you and your allies' weapons.

No Opening[]

(per-encounter immediate interruptdefensive maneuver)

Prerequisites:

Shield fighting style

Trigger:

An enemy has advantage against you and would hit you with an attack while you are wearing a shield.

Effect:

You do not grant advantage during this attack.

Shield Bash[]

(at-will standard actionattack maneuver)

Prerequisites:

Shield fighting style

Special

If the target is marked by you, you may make this attack as a free interrupt whenever it would grant you an opportunity attack.

Target:

One creature (Shields vs. Fortitude)

 
 

Hit:

Constitution modifier damage, and you push the target 1 pace unless it is 2 size categories or more larger than you. You may shift into an adjacent space that the target occupied.

Rooted Stance[]

(at-will move actionstance maneuver)

Prerequisites:

Bare-Handed fighting style or Shield fighting style

Effect:

You may shift one pace. Until the stance ends, whenever an attack would push, pull or slide you, you may reduce the number of paces moved by up to your Constitution modifier. You may end this stance as a free interrupt during or immediately after a forced movement to make a single basic melee attack against one adjacent enemy.

Brash Stance[]

(at-will move actionstance maneuver)

Prerequisites:

blunt weapon, heavy blade or light blade fighting style

Effect:

You may move up to your speed as you enter this stance. Until the stance ends, you gain a stance bonus to attack rolls equal to half your Dexterity modifier (minimum +1) and a stance bonus to damage equal to your Constitution modifier for all melee weapon attacks, but grant advantage to all enemies. You may end this stance as an immediate reaction when hit by a melee attack to perform a basic melee attack with advantage against your attacker, with a stance bonus to damage equal to your Constitution modifier.

Sniper's Stance[]

(at-will immediate actionstance maneuver)

Prerequisites:

Archery fighting style or Thrown Weapon fighting style

Effect:

Until the stance ends, you double your cover and concealment bonuses to all defenses, and you may perform a basic ranged attack as a move action. The stance ends if you are moved from your space for any reason.

Inspiring Shout[]

(per-encounter immediate actionhealing maneuver)

Prerequisites:

Inspiring Presence

Target:

You and each conscious ally within 5 paces that can see or hear you, or one adjacent ally.

Effect:

Each target regains health equal to their heal value, and may choose to either enter the full defense stance as a free reaction, or make one free saving throw as an automatic reaction with a stance bonus equal to your Charisma modifier.

Twin Tornado Strike[]

(per-encounter standard actionattack maneuver)

Prerequisites:

Two-Weapon fighting style

Target:

Each adjacent creature (Weapon vs. Armor)

 
 

Hit:

1dW (main weapon) + 1dW (secondary weapon) + [ melee damage bonus ] damage.

Miss:

Half damage.

Effect:

You slide the target one pace.

Improved Unarmed Strike[]

(at-will standard actionoff-hand basic attack maneuver)

Prerequisites:

Bare-Handed fighting style

Target:

One adjacent enemy (Unarmed vs. armor)

Hit:

1d8+[ melee damage bonus ] bashing damage.

Special

This is considered a natural weapon attack. Powers which add additional +dW damage add +1d8 to this attack per +dW.

Flurry of Blows[]

(at-will immediate actionattack maneuver)

Prerequisites:

Bare-Handed fighting style

Special

You may use a standard action to perform this attack a number of times equal to your Dexterity modifier minus your armor's armor check penalty, against the same or different targets.

Target:

One adjacent enemy (Unarmed vs. armor)

Hit:

1d4 damage.

Mobile Stance[]

(at-will immediate actionstance maneuver)

Prerequisites:

Light Blade fighting style, Two-Weapon fighting style or Bare-Handed fighting style

Requirement

You may not be wearing heavy armor, or using a shield or two-handed weapon.

Effect:

Until the stance ends, you may shift as a immediate action. You gain a +2 stance bonus to speed and damage when performing a charge attack.

Dragging Sweep[]

(at-will standard actionattack maneuver)

Prerequisites:

Flail fighting style or Polearm fighting style

Target:

One creature within reach of your polearm or flail (Weapon vs. Armor).

 
 

Hit:

1dW + [ melee damage bonus ] damage, and you may choose to either slide the target one square, or knock the target prone. If you achieve a critical hit, you may do both.

Whip Swing[]

(at-will immediate interruptutility maneuver)

Prerequisites:

Flail fighting style

Requirement

You are wielding a flail with the reach property.

Trigger:

You make an Athletics or Acrobatics skill check to climb, jump, break fall or perform a feat of agility.

Target:

A secured object in a square within reach.

Effect:

You hook your flail onto the object, and may pull yourself into the object’s space. You add your Flail weapon’s equipment modifier to the Acrobatics or Athletics roll.

Careful Strike[]

(at-will standard actionattack maneuver)

Prerequisites:

Shield fighting style

Requirement

You must be wearing a shield.

Target:

One creature within reach of your melee weapon (Weapon vs. Armor).

Hit:

1dW + [ melee damage bonus ] damage.

Effect:

Until the end of your next turn, you gain a stance bonus to all defenses against that target’s attacks equal to your Constitution modifier.

Defensive Stance[]

(at-will move actiondefensive stance maneuver)

Prerequisites:

Shield fighting style

Requirement

You must be wearing a shield.

Effect:

You shift one pace. Until the stance ends, you gain a stance bonus to all defenses equal to your Constitution modifier. You may end this stance as a free interrupt when damaged by an attack to gain resistance to that attack.

Tornado Strike[]

(per-encounter standard actionattack maneuver)

Prerequisites:

Two-Weapon fighting style

Requirement

You must be wielding a melee weapon in each hand.

Target:

Each adjacent enemy (main weapon vs. Armor)

 
 

Hit:

1dW damage (main weapon).

Miss:

1dW damage (secondary weapon), and the target may shift one pace as a free reaction.

Effect:

You grant advantage until the start of your next turn.

Dual Blade Stance[]

(at-will standard actionstance maneuver)

Prerequisites:

Two-Weapon fighting style

Requirement

You must be wielding two melee weapons.

Effect:

You may shift one pace as you enter this stance. Until this stance ends, whenever you make a basic melee attack with your main weapon, you may immediately make a basic melee attack with your secondary weapon against the same target as an immediate reaction. If an adjacent enemy performs an action that would provoke an opportunity attack, you may end this stance as a free reaction to make a basic weapon attack against it with your secondary weapon.

Blade Crescendo[]

(per-encounter free reactionstance maneuver)

Prerequisites:

Light Blade fighting style

Trigger:

You hit an enemy with a blade attack.

Effect:

Until the stance ends, you gain a +1 stance bonus to blade weapon attack rolls and damage vs. this target. Each time you hit this target with a blade weapon, the bonus increases by 1, to a maximum bonus equal to your Dexterity modifier. You end the stance if you end your turn without attacking the target with a blade weapon. You may end this stance as a standard action to perform a blade weapon attack against the target without this stance’s bonus; if you hit, the attack deals an additional +2 damage for each +1 bonus that the stance had accumulated.

Rapid Strike[]

(at-will immediate actionattack maneuver)

Prerequisites:

Light Blade fighting style

Requirement

You must be wielding a blade in your main hand.

Target:

One creature (blades - 2 vs. Armor)

Hit:

1dW damage.

Skewering Charge[]

(per-encounter immediate reactionstrike maneuver)

Prerequisites:

Spear fighting style

Trigger:

You hit an enemy with a charge attack with a spear.

Effect:

The attack deals an additional +1dW damage, and the target begins bleeding 5 + your level ongoing damage until they shrug it off.

Plant and Brace[]

(at-will immediate actionstance maneuver)

Prerequisites:

Spear fighting style

Requirement

You must be wielding a spear.

Target:

Adjacent cone 3 (no roll)

Effect:

Until the stance ends, you are immobilized. If an enemy charges you or an adjacent ally through the target area, you may end this stance as a free interrupt to make an attack with an attack bonus equal to your Constitution modifier. If you hit, the attack is a critical hit on an 18-20 and deals an additional +2dW damage.

Piercing Shot[]

(per-encounter standard actionprovoking attack maneuver)

Prerequisites:

Archery fighting style

Requirement

You must be using a ranged weapon with the piercing property.

Target:

One creature within range (Weapon vs. Reflex)

Hit:

1dW + ranged damage bonus damage, and the target begins bleeding 1d6 + your level ongoing damage.

Miss:

You slide the target a number of paces equal to your Wisdom modifier, and the target grants advantage to you and your allies until the end of your next turn.

Arrow Burst[]

(at-will standard actionprovoking attack maneuver)

Prerequisites:

Archery fighting style

Requirement

You must be using a ranged weapon with the load free or swift property.

Special

When you perform this maneuver, choose one space within range of your weapon.

Target:

Each creature in or adjacent to the chosen space (Proficiency -2 vs. Armor)

Hit:

1dW damage.

Hobbling Shot[]

(at-will standard actionprovoking attack maneuver)

Prerequisites:

Archery fighting style or Thrown Weapon fighting style

Target:

One creature within range (Weapon vs. Armor)

Hit:

1dW + [ ranged damage bonus ] damage, and the target falls prone and is slowed until the end of your next turn.

Twin Shot[]

(at-will immediate actionprovoking attack maneuver)

Prerequisites:

Archery fighting style

Requirement

You must be using a ranged weapon with the load free or swift property, or a one-handed crossbow weapon in each hand.

Target:

One creature within range of your weapon (Proficiency vs. Armor)
Make two attack rolls and take the higher number.

Hit:

1dW + [ ranged damage bonus ] damage. If both attack rolls would have hit, add +1dW to the damage dealt.

Take Aim[]

(at-will immediate actionprovoking stance maneuver)

Prerequisites:

Archery fighting style or Thrown weapon fighting style

Target:

One creature within range of your ranged weapon (no roll)

Effect:

Until the stance ends, you are slowed, but gain a +1 stance bonus to your next attack roll against the target. You may increase this bonus by +1 as an immediate action during each turn that you maintain the stance, to a maximum bonus equal to your Wisdom modifier. If you have the martial prowess class feature, if you have advantage against the target, or if the target is your quarry, the attack is a critical hit on an 18-20. This stance ends when you lose sight of the target, or when you perform an attack against any other target.

Disrupting Strike[]

(per-encounter immediate reactionstrike maneuver)

Prerequisites:

Tracker's Quarry

Trigger:

You hit your quarry with a weapon attack.

Effect:

Choose one: the target becomes dazed or immobilized until the end of your next turn.
The target becomes stunned until the end of your next turn instead if you achieve a critical hit.

Scout Ahead[]

(per-encounter free reactionutility maneuver)

Prerequisites:

Battle Awareness

Trigger:

You roll Initiative.

Target:

The area within 10 + your Wisdom modifier paces of you in each direction
(Perception - no difficulty).

Effect:

You may immediately choose one at-will stance that you know, and enter that stance as part of this action. You determine the number and nature of all creatures that have moved through the area within the past 24 hours whose stealth checks did not exceed your check result. You ascertain when and where they entered the area, and when and where they left. Until the end of the encounter, enemies within the burst gain a penalty to all Stealth checks equal to your Wisdom modifier, and you and your allies may ignore half your enemies' concealment or cover bonuses caused by terrain within the area. Whenever an ally misses an attack against an enemy within the area, you may slide that enemy one pace as a free reaction.

Flowing Stance[]

(at-will move actionstance maneuver)

Prerequisites:

Bare-Handed fighting style

Effect:

You may shift one pace or move half your speed. Until the stance ends, when you hit with an unarmed attack with a bare hand, you may choose for the target to either be knocked prone or pushed two paces. If you achieve a critical hit, you do both.

Special

If you have a hand free, you may choose to grab the target rather than push them.

Brutal Charge[]

(at-will standard actionattack maneuver)

Prerequisites:

blunt weapon, heavy blade, polearm or spear fighting style

Requirement

You must be wielding a spear or a two-handed weapon.

Effect:

Make a charge attack against a creature 4 or more paces away, with a +1 stance bonus to speed and a stance bonus to damage equal to your Constitution modifier.

Sundering Strike[]

(per-encounter free reactionstrike maneuver)

Prerequisites:

Heavy Blade fighting style

Trigger:

You hit an enemy with an axe.

Effect:

Your attack’s damage is halved, but ignores resistances. Choose one of the following options:

  • Subtract the damage from the target’s armor defense instead of applying it to the target’s hit points; this damage remains until the armor is repaired. Each point of damage reduces the target's armor defense by 1, and the armor no longer provides any resistances. You may not reduce the target’s armor defense below their adjusted reflex defense; excess damage is applied to the target’s hit points as normal.
  • If the target is wielding a non-magical weapon and you deal more damage with this attack than their weapon's damage die size, subtract that weapon's damage die size from the damage dealt and destroy that weapon. Excess damage is applied to the target's hit points as normal.

Bell Ringer[]

(per-encounter free reactionstrike maneuver)

Prerequisites:

Blunt Weapon Fighting Style

Trigger:

You would hit or miss an enemy with a melee attack with the bashing property.

Effect:

If the target is in heavy armor, you may choose for the attack to target their reflex instead of their armor defense.

Hit:

The target is dazed until the end of your next turn, or until they shrug it off on a critical hit.

Favored Environment (Indoors)[]

(at-will free interruptutility maneuver)

Prerequisites:

Battle Awareness, training in Craft

Trigger:

You make an attack roll, a Craft knowledge check, or a Perception check within an area that you have scouted ahead that is inside a ship, vehicle, or building.

Effect:

Your scout ahead area gains a feat bonus to its radius equal to your Craft check modifier. Until the end of the encounter, you gain a +1 feat bonus to attack rolls, Craft knowledge checks, and Perception checks made within your scout ahead area, and ignore difficult terrain while within that area.

Favored Environment (Urban)[]

(at-will free interruptutility maneuver)

Prerequisites:

Battle Awareness, training in Streetwise

Trigger:

You make an attack roll, a Streetwise check, or a Perception check within an area that you have scouted ahead that is within an outdoors urban environment.

Effect:

Your scout ahead area gains a feat bonus to its radius equal to your Streetwise check modifier. Until the end of the encounter, you gain a +1 feat bonus to attack rolls, Streetwise checks, and Perception checks made within your scout ahead area, and ignore difficult terrain while within that area.

Favored Enemy (Humanoid)[]

(at-will free actionutility maneuver)

Prerequisites:

Tracker's Quarry

Special

When you choose this feat, you must select a race of humanoid, such as goblin or human or elf. This feat permanently gains that type. You may choose multiple versions of this feat to gain multiple favored enemies.

Special

You may only perform this action once per round.

Effect:

You choose a creature within range of the race chosen when you gained this power as your quarry. Until you choose a different quarry, you gain a +1 bonus to attack rolls and damage rolls vs. that creature, a +5 bonus to Insight checks and Perception checks vs. that creature, and you achieve a critical hit against that creature on a natural roll of 18-20.

Crushing Clinch[]

(at-will move actionattack maneuver)

Prerequisites:

Bare-Handed fighting style

Requirement

You must have a creature grabbed.

Target:

The grabbed creature (Grappling vs. Fortitude)

Hit:

The target takes damage equal to your Strength modifier, and is dazed until the end of your next turn. You may shift one square, pulling the target one square into an adjacent square as you do so.

Whirling Stance[]

(at-will standard actionstance maneuver)

Prerequisites:

Flail fighting style, Spear fighting style or polearm fighting style

Effect:

You may shift one pace as you enter this stance. Until the stance ends, if you are wielding a weapon with the reach property, you threaten all non-adjacent spaces within your reach, but no longer threaten adjacent spaces. When you hit with an opportunity attack, you may end this stance as a free interrupt to slide the target one pace and knock them prone.

Special

If you use a flail to make the opportunity attack, you may grab the target instead of sliding them and knocking them prone. While the target remains grabbed, you cannot use your flail, but may sustain the grab for as long as the you remain in this stance and the target is within the flail’s reach.

Sustain:

You must use a move action at the beginning of each turn to maintain the stance until the end of your next turn. When you do, you may also shift one pace; if you have a target grabbed due to this power, you may pull the target one pace as part of this move action.

Twin Strike[]

(at-will standard actionattack maneuver)

Prerequisites:

Two-Weapon fighting style

Requirement

You must be wielding two melee weapons.

Target:

One adjacent creature (higher Weapon vs. Armor)

Special

You may make two attack rolls and take the higher number.

Hit:

1dW + [ melee damage bonus ] damage (main weapon). If both attack rolls would have hit, add +1dW from your secondary weapon to the damage dealt.

Flowing Strike[]

(at-will immediate reactionattack maneuver)

Prerequisites:

Two-Weapon fighting style

Trigger:

You hit with a melee attack with your main weapon.

Effect:

You may move a number of paces up to your Dexterity modifier, then make a basic melee attack with your secondary weapon against the same or another target. You gain a +2 stance bonus to all defenses vs. opportunity attacks during the move.

Power Stance[]

(at-will standard actionstance maneuver)

Prerequisites:

heavy blade, polearm, or blunt weapon fighting style

Effect:

You may shift one pace when you enter this stance. Until the stance ends, you suffer a -1 penalty to melee weapon attacks, but gain a stance bonus to melee weapon damage equal to your Constitution modifier for all two-handed melee weapon attacks. You may end this stance as a free interrupt when you would hit with a melee attack to suffer a -4 penalty to that attack roll, but add 4 + your Constitution modifier to damage.

Full Extension[]

(per-encounter free actionstance maneuver)

Prerequisites:

Polearm fighting style

Requirement

You must be wielding a polearm.

Effect:

Until you end this stance, you gain a +1 stance bonus to your polearm's reach, and threaten all squares within your reach. You automatically end this stance after making an attack, and gain advantage for that attack if the target is not adjacent.

Create Opportunity[]

(per-encounter immediate reactionstrike maneuver)

Prerequisites:

Combat Leader

Trigger:

You or an ally hits an enemy with an attack during your turn.

Effect:

Each ally adjacent to you or the target may shift one square as a free reaction. Until the end of your next turn, each ally who can see or hear you gains a feat bonus to attack rolls against that enemy equal to your Intelligence modifier.

Favored Environment (Natural)[]

(at-will free interruptutility maneuver)

Prerequisites:

Battle Awareness, training in Nature

Special

This feat is actually one of several identical feats, each of which governs a particular kind of environment, such as:

  • Favored Environment (Underground)
  • Favored Environment (Mountain)
  • Favored Environment (Aquatic)
  • Favored Environment (Swamp)
  • Favored Environment (Forest)
  • Favored Environment (Jungle)
  • Favored Environment (Plains)
  • Favored Environment (Desert)

You may choose multiple versions of this feat to gain multiple favored environments.

Trigger:

You make an attack roll, a Nature check, or a Perception check within an area that you have scouted ahead that is of the type of terrain chosen when you gained this power (no check)

Effect:

Your scout ahead area gains a feat bonus to its radius equal to your Nature check modifier. Until the end of the encounter, you gain advantage to attack rolls, Nature checks, and Perception checks made within your scout ahead area, and ignore difficult terrain while within that area.

Favored Enemy (Animal)[]

(at-will free actionutility maneuver)

Prerequisites:

Tracker's Quarry

Special

You may only perform this action once per round.

Effect:

You choose a natural animal within range as your quarry. Until you choose a different quarry, you gain a +1 bonus to attack rolls and damage rolls vs. that creature, a +5 bonus to Nature checks and Perception checks vs. that creature, and you achieve a critical hit against that creature on a natural roll of 18-20.

Flurry of Darts[]

(per-encounter standard actionprovoking attack maneuver)

Prerequisites:

Thrown Weapon fighting style

Requirement

You are wielding a set of identical thrown weapons with the swift property.

Effect:

Make a number of basic ranged attacks equal to your Dexterity modifier, against the same or different targets. For each attack that hits, that target suffers a -1 penalty to all attacks and defenses until the end of your next turn.

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