Chapter 4: Maneuvers
Classes
Martial classes get additional maneuvers they can use in combat that are not specific to their class. The classes that get access to these Maneuvers are:
Barbarian
Blood Hunter
Fighter
Gunslinger
Monk
Paladin (Half level)
Ranger (Half level)
Rogue
Unkindled
Using a maneuver costs exertion, and you have a number of exertion points equal to double your proficiency bonus. If you have less than half your exertion points when you take a short rest, you regain exertion so that you have half your total exertion points. You regain all spent exertion on a long rest. The table below shows you how many maneuvers you know at each level, how many exertion points you have, and the maximum degree of a maneuver that you can learn. Whenever you gain a level, you can swap one maneuver for a different maneuver of your choice that you are allowed to learn. You regain all expended exertion points on a short or long rest.
Whenever you activate a maneuver, you expend the exertion points listed after the name of the maneuver. If the maneuver specifies that it uses your action, bonus action, or reaction, you must have it available to use. If a maneuver specifies that a target must make a save against your maneuver, the DC is equal to 8 + your proficiency bonus + (your str or dex modifier, your choice).
Some classes, like the Ranger and Paladin, don't receive full maneuvers known and total exertion points. This is because they are half casters, and have access to spells. When you determine your maneuvers known and your total exertion points, you divide your level in half, rounded down, to determine your total maneuvers known and exertion points.
Maneuver Categories
Different classes choose from different categories of maneuvers, as listed below. If your class isn’t listed under a maneuver category, you cannot pick from it. Fighters are the only exception, they can pick from any category.
Multi-Classing
If you multi-class with a class that grants maneuvers, you only count the levels of the class that gives you maneuvers when determining your maximum exertion, maximum maneuver degree, and maneuvers known. If you have more than one class that gives you maneuvers, you add those class levels together when determining your maximum exertion and exertion point total.
For example, if you were multi-classed with 5 levels in sorcerer and 5 levels in monk, you would only count as level 5 when determining your maximum exertion and maximum maneuver degree.
If you were multi-classed with 5 levels in monk and 4 levels in fighter, those classes both grant you maneuvers, so you would add them together, and you would count as level 9 when determining your maximum exertion and maximum maneuver degree.
If you were multi-classed with 5 levels in paladin, and 5 levels in fighter, you would count as level 7 when determining your maximum exertion and maximum maneuver degree because paladins and rangers halve their levels when determining their totals.
Basic Maneuvers
Anyone can pick from this basic maneuver category.
Lunging Attack (1 exertion point)
1st degree
You can increase the range of your next melee attack by 5 feet. You can spend another exertion point to extend the range of all your melee attacks by 5 feet until the end of your current turn.
Maneuvering Attack (1 exertion point)
1st degree
When you make a weapon attack, you can command an ally to move up to half their speed as a reaction. You can spend another exertion point to have a second ally move as well.
Precision Attack (2 exertion points)
1st degree
When you miss with a weapon attack, you can spend 2 exertion points to add +1 to your attack roll, potentially turning a hit into a miss. You can spend additional exertion points to increase the bonus to hit. For every additional exertion point spent, you add an additional +1 to hit.
Defensive Block (1 exertion points)
1st degree
When you are hit with an attack of opportunity, you can use your reaction to spend 1 exertion point to add a -1 penalty to the attack roll, potentially making it miss. You can spend additional exertion points to increase the penalty to the attack roll. For every additional exertion point spent, you subtract an additional -1 to the attack roll.
Relentless
3rd degree
When you roll for initiative and have no exertion points remaining, you regain 3.
Adamant Mountain Maneuvers
Barbarians, Fighters, and Unkindled may choose from this category.
Catch Your Breath (2 exertion point)
1st degree
You can pause for a moment, spending an action to regain health equal to 1d10 + your constitution modifier.
Heavy Stance (2 exertion points)
1st degree
If you have yet to move this turn, you can assume a heavy stance. Until the start of your next turn, or until you move, enemies deal 3 less damage to you. At the start of your next turn, you can spend 1 exertion point to continue this stance if you have not broken it yet.
Cleave (2 exertion point)
1st degree
If you are attacking with a heavy or two handed weapon, you can choose to hit another creature with the same weapon attack if it is within your reach. You can decide this before or after the attack roll.
Punishing Blow (2 exertion points)
2nd degree
When you make an attack, you can attempt to knock the opponent down. You add a bonus to the attack roll equal to the exertion points spent to activate this maneuver. On a hit, the target must make a strength save versus your maneuver save DC or fall prone. You must decide to use this before making the attack roll.
Shrug It Off (2 exertion points)
2nd degree
You can use a bonus action to temporarily suspend the frightened, poisoned, or stunned condition on yourself until the end of your turn. If the condition would normally allow you to make a save at the end of your turn to resist the effect, you do not do so if you have activated this feature.
Crushing Blow (3 exertion points)
3rd degree
When you make an attack, you can attempt to crush the creature with a mighty blow. You add a bonus to the attack roll equal to the exertion points spent to activate this maneuver. On a hit, the target must make a constitution saving throw versus your maneuver save DC. On a failure, the target can make one less attack next turn (minimum of 1), and can't take reactions.
Unbreakable (2 exertion points)
3rd degree
If you fail a death saving throw, you can choose to succeed instead.
Wild Swings (2 exertion points)
4th degree
When you miss with a weapon attack that has the heavy or two handed property, you can use your reaction to reroll the attack. This can only be used once per turn.
Unstoppable (4 points)
4th degree
You can use a bonus action to temporarily suspend the paralyzed, petrified, incapacitated, or unconscious condition on yourself until the end of your turn. If the condition would normally allow you to make a save at the end of your turn to resist the effect, you do not do so if you have activated this feature.
World Shaking Strike (3 points)
5th degree
You smash your weapon into your foe with unbridled might, knocking down your enemies with a shockwave. On your next attack with a heavy or two handed weapon, you roll it with advantage. Whether you hit or not, each creature within a 30 foot cube centered on the object or creature you attacked must make a strength saving throw versus your maneuver save DC. On a failure, the target suffers 3d6 bludgeoning damage and is knocked prone. On a success, the target takes half damage, and is not knocked prone
You can spend additional exertion when you activate this feature. For each additional exertion point you spend, the damage increases by 2d6, to a maximum of 9d6.
Biting Zephyr Maneuvers
Fighters, Gunslingers, Rangers, and Rogues may pick from this category.
Covering Fire (1 exertion point)
1st degree
As part of a weapon attack, choose a number of creatures equal to your proficiency bonus. Until the start of your next turn, when they attempt to make an attack of opportunity, you can expend one piece of ammunition to prevent them from doing so.
As a reaction when you spend a piece of ammunition to prevent an attack of opportunity, you can spend an additional exertion point to make an attack against that creature, using that same piece of ammunition.
Double Shot (2 exertion points)
1st degree
As a bonus action, you can shoot two pieces of ammunition with one shot on your next attack. If you hit, you deal your normal weapon damage + an extra d6. Whether you hit or not, you expend two pieces of ammunition instead of 1.
Far Shot (1 exertion point)
1st degree
As a bonus action, you can adopt a stance that gives you extra range. Until you move, your weapons normal range increases by a number of feet equal to half your weapons normal range, and long range increases by a number of feet equal to half your weapons long range.
You can expend additional exertion when using this feature. For each additional exertion point spent, your weapon's normal range increases again by a number of feet equal to your weapons normal range, and long range increases agai by a number of feet equal to half your weapons normal range.
Point Blank Shot (1 exertion point)
1st degree
As a bonus action, you can make all your ranged weapon attacks not have disadvantage while within 5 feet of an enemy until the start of your next turn. In addition, enemies within 5 feet of you provoke opportunity attacks if they move more than 5 feet away from you.
Trick Shot (1 exertion point)
2nd degree
Carefully judging the wind and everything else that might interfere, you unleash an impressive shot that delights all who see it. Make a ranged weapon attack against an unattended object. On a hit, you can use the result of the attack roll instead of making a Performance check.
You can also use this to frighten a creature. Pick a creature you want to frighten, and an unattended object. Make an attack against the object, and use the attack roll as the DC of the wisdom save for that creature. On a failure, the target is frightened of you until the end of their next turn.
You can increase the number of creatures you want to frighten with this ability at once by spending additional exertion. For every additional exertion spent, you can attempt to frighten one more creature.
Blind Shot (1 exertion point)
3rd degree
You can carefully scope your surroundings. Make a perception check with advantage. Every creature within 30ft of you must succeed on a stealth check versus your perception check. On a failure, you know where that creature is and do not suffer disadvantage on your ranged attacks against them as a result of being hidden or invisible, and they do not benefit from advantage on attack rolls as a result of being hidden or invisible. This benefit lasts until the start of your next turn, and at the start of your turn, you can spend another exertion point to continue this effect.
Missile Volley (3 exertion points)
3rd degree
As an action, you can make a ranged weapon attack against all creatures within 10 feet of a point you choose if it is also within your weapons normal range. You expend ammunition like normal, and make one attack roll for all the targets.
Ricochet (2 exertion points)
3rd degree
As a bonus action, you can make your next attack ignore all cover, even full cover (unless the target is fully enclosed by cover on all sides).
Dive For Cover (1 exertion points)
4th degree
As a reaction to being hit or missed by a ranged attack, you can move up to your speed, as long as you end your movement behind cover.
Heartseeker (3 exertion points)
4th degree
As a bonus action, you roll twice for your next ranged attack roll. If both attacks would hit, the hit is a critical hit. If only one of the attacks would hit, you hit like normal.
Horizon Shot (3 exertion points)
5th degree
You hone your sharp vision for a short duration. Until the end of your current turn, ranged weapon attacks against creatures in your weapons normal range have advantage, ranged weapon attacks against creatures in your far range do not have disadvantage, and you can make ranged weapon attacks against creatures beyond your far range with disadvantage.
Mirror's Glint Maneuvers
Fighters, Monks, Rangers, and Unkindled may pick from this category.
Leading Throw (1 exertion point)
1st degree
An opponent that strikes at you invites peril as they find the momentum from their attack turned against them. When a creature within your reach misses you with a melee attack, you can use your reaction to try to throw it. The creature makes a Dexterity saving throw versus your maneuver save DC or moves 15 feet in a straight line in a direction of your choice.
Warning Strike (1 exertion point)
1st degree
As a reaction, when a target leaves or enters your melee range, you can make an opportunity attack against them even if they took the disengage action.
Wary Stance (1 exertion point)
1st degree
As a bonus action, you can enter a stance that lasts until you dash or 1 minute passes. While in this stance, you have a +2 to insight checks.
Additionally, if you start combat with the surprised condition, you can spend 4 exertion points to instead not be surprised.
Dodge Roll (2 exertion points)
2nd degree
When a creature misses you with a melee attack, you can use you reaction to move 15 feet without provoking opportunity attacks.
Off Balancing Strike (2 exertion points)
2nd degree
When you make an attack, you can attempt to throw a creature off balance. You add a bonus to the attack roll equal to the exertion points spent to activate this maneuver. On a hit, the target must make a constitution saving throw vs your maneuver save DC or their speed is reduced by half and they have disadvantage on all dexterity ability checks and saving throws until the end of their next turn.
Flowing Form (3 exertion points)
3rd degree
As a bonus action, you can take the dodge action. Every time a creature misses you with an attack while you are taking the dodge action with this feature, you can make a melee attack against them.
Heightened Reflexes (3 exertion points)
3rd degree
You can take an additional bonus action this turn. This can only be used once per round.
Retributive Strike (2 exertion points)
4th degree
When you are hit with a melee attack, you can use your reaction to make a melee weapon attack against the target. If you hit, the target has disadvantage on all attack rolls against you until the beginning of your next turn.
Critical Blow (4 exertion points)
4th degree
As a reaction, if the total for your attack roll exceeds 26, you can make it a critical strike.
Reflect Attack (5 exertion points)
5th degree
When you are hit with a melee weapon attack, you can use your reaction to redirect the force back to the attacker. The attack misses you and the creature makes an Intelligence saving throw versus your maneuver save DC. On a failure, the attack is redirected at the attacker and it becomes the target. If you have already hit that creature with a Mirror’s Glint maneuver since the beginning of your last turn, the redirected attack is a critical hit. If the creature succeeds on their saving throw, they take half damage instead.
Mist and Shade Maneuvers
Fighters and Rogues may pick from this category.
Deceptive Stance (1 exertion point)
1st degree
You gain advantage on sleight of hand and deception checks made in combat until the end of your current turn.
Additionally, your attacks do not provoke attacks of opportunity until the end of your current turn.
Perplexing Fury (2 exertion points)
1st degree
If you target the same creature with all of your attacks in one turn, whether they hit or not, that creature has disadvantage on its next attack roll against you.
Force Hesitation (1 exertion point)
1st degree
When you are hit with an attack of opportunity, you can use a reaction to make them hesitate. Make an intimidation check, if your intimidation check is higher than the attack roll, it misses.
Agile Feint (2 exertion points)
2nd degree
Your next attack with a melee weapon has advantage.
Slip In (2 exertion points)
2nd degree
As a bonus action, you can mark a creature until the start of your next turn. When you see the marked creature take damage, you can use your reaction to make a melee strike against the target.
Feinting Strike (3 exertion points)
3rd degree
If you miss a weapon attack with a melee weapon, you can roll a sleight of hand check and use that for your attack roll instead.
Hidden Strike (1 exertion point)
3rd degree
If you make an attack against a target that you are hidden from, you roll one additional weapon damage die when rolling damage against them.
Blinding Blow (3 exertion points)
4th degree
When you hit with a melee weapon attack, you can use your bonus action to attempt to blind the target. Make a sleight of hand check versus the targets AC. If you succeed, the target is blinded until the end of their next turn.
Spinning Parry (2 exertion points)
4th degree
When a creature makes a melee attack roll against you, you can use your reaction to make a sleight of hand check. If your sleight of hand check is higher than the attack roll, the attack misses and you may swap places with the enemy if you want to.
Armor Lock (6 exertion points)
5th degree
As an action, you can make a sleight of hand check versus a target who is wearing armor. If your sleight of hand check is higher than 5 + the creatures AC, the creature is paralyzed until the end of their next turn.
Rapid Current Maneuvers
Fighters, Monks, Rangers, and Rogues may pick from this category
Charge (1 exertion point)
1st degree
As an action, you can move up to your speed and make one melee weapon attack
Swift Stance (2 exertion points)
1st degree
As a bonus action, you enter a swift stance. Your move speed increases by 10 feet for the duration. This stance lasts until you lose concentration, as if you were concentrating on a spell.
Rapid Drink (2 exertion points)
1st degree
You can administer one potion as a free action to either yourself or an ally. This can only be used once per round.
Speed over Strength (1 exertion point)
1st degree
When you are using a weapon with the finesse property or have unarmed attacks that can use dexterity, enemies provoke attacks of opportunity when they attack somebody else even if they disengage if they use strength to attack.
Rolling Dodge (2 exertion point)
2nd degree
As a bonus action, you can move up to 15 feet without provoking opportunity attacks.
Stick and Roll (2 exertion points)
2nd degree
When you use the dash action, you can make two attacks as a bonus action.
Rapid Strike (3 exertion points)
3rd degree
When you make a melee attack with the attack action, you can use your bonus action to make another attack against the same target with the same weapon. If you have 3 more exertion points after using this ability, you can spend them to do another attack.
Whirlwind Strike (2 exertion points)
3rd degree
As an action, you can make a melee weapon attack against all creatures within 5 feet of you. You make one weapon attack for all the creatures.
First Blood (3 exertion points)
4th degree
After rolling initiative, you can choose to add +5 to your initiative score.
Tsunami Dash (5 exertion points)
5th degree
As an action, you can move up to your speed. During this turn, every time you move within 5 feet of a creature, you may make one melee attack against it. You cannot make more attacks than your proficiency bonus against the same creature.
Razor's Edge Maneuvers
Blood Hunters, Fighters, Gunslinger, Monks, and Rangers can pick from this category.
Exploit Footing (2 exertion points)
1st degree
When a creature makes a melee attack roll against you with advantage and misses, or if it makes an attack roll with disadvantage and both rolls would miss, you can use your reaction to try to trip them. The creature makes a dexterity save versus your maneuver save DC. On a failure, the target falls prone.
Iron Will (1 exertion point)
1st degree
When you make a wisdom saving throw, you can use your reaction to add +3 to the roll.
Dangerous Strike (1 exertion point)
1st degree
As a bonus action, your crit range is expanded by 2 until the end of your next turn. If you roll a natural 1 on any die roll (including unused die rolls from advantage), your turn immediately ends and this maneuver immediately ends. You cannot reroll natural 1's with inspiration or any other feature while using this feature.
Between the Eyes (1 exertion point)
1st degree
When you make an attack of opportunity and roll one number below your critical hit range, you can use your reaction to make it a critical strike.
Practiced Roll (2 exertion points)
2nd degree
You can use a bonus action to move 15 feet without provoking attacks of opportunity.
Twist the Blade (2 exertion points)
2nd degree
When you roll an 18-20 on the attack roll, you can use your bonus action to deal one additional weapon damage die.
Use the Pain (1 exertion point)
2nd degree
When you are hit with a critical melee attack, you may use your reaction to make a melee strike against that target.
Drive Back (2 exertion points)
3rd degree
When you make your next attack, whether you hit or not, the creature is pushed 10 feet back.
Mind Over Body (3 exertion points)
3rd degree
As a reaction when you take damage, you can reduce the damage by 5. If the damage came from an attack from a creature, you take 5 less damage from any subsequent attacks made by that creature until the start of your next turn.
Perfect Stance (3 exertion points)
4th degree
As a bonus action, you enter a stance where your strikes are more deadly. While this stance is active, your crit range is increased by 1. This stance lasts as long as you concentrate on it, to a maximum of 1 minute.
Heightened Concentration (3 exertion points)
5th degree
If you would lose concentration, you can use your reaction to instead not lose concentration.
Death Blow (5 exertion points)
5th degree
As an action, you make a single attack against a creature. If it hits, it is a crit. If it would have been a crit anyways, the target instantly dies. If the creature has legendary saves, it loses one instead.
Sanguine Knot Maneuvers
Fighters and Paladins can pick from this category.
Double-team (1 exertion point)
1st degree
You can choose one enemy within 5 feet of you. If an ally hits the enemy with a melee attack before the start of your next turn, you can use your reaction to grapple or push the enemy.
Legion Stance (2 exertion points)
1st degree
When you take the attack action and hit another creature, you can use your reaction to allow an ally within range of the creature to use their reaction to make an attack of opportunity.
Shield Wall (2 exertion points)
1st degree
As a bonus action when you are wielding a shield, you can choose another ally within 5 feet of you who is also wielding a shield. Until the start of your next turn, assuming the ally stays within 5 feet of you, both of you have a +2 bonus to your AC.
Rush to Aid (1 exertion point)
1st degree
When you see an ally get hit with an attack of opportunity, you can use your reaction to move up to your speed towards the ally. If you end within 5 feet of the ally, the triggering opportunity attack has disadvantage.
Back to Back (1 exertion points)
2nd degree
As a bonus action, when you are within 5 feet of an ally, you can designate them as standing back to back with you. While standing back to back, both you and the designated ally's attacks don't provoke opportunity attacks. This lasts until the start of your next turn, or until one of you moves.
Double Tackle (3 exertion points)
2nd degree
When both you and an ally are within 5 feet of another creature, you have advantage on grapple checks against that creature. If you successfully grapple the creature, you can choose to have you and the enemy both fall prone.
Alternatively, you and the ally within 5 feet of the creature can both choose to go prone to make the enemy automatically fail its grapple save and go prone along with you and the ally.
Hurl Ally (2 exertion points)
3rd degree
Choose a willing ally within your reach that is of a size category that you can grapple. You can use a bonus action to throw the ally at a creature within 30 feet of you. Your ally can use their reaction to make an attack on that creature with advantage.
Look At Me (2 exertion points)
3rd degree
You can pick any enemy within 30 feet of you. Until the start of your next turn, nobody provokes opportunity attacks from that enemy except for you.
Bodyguard (3 exertion points)
4th degree
When an ally within your reach is hit with an attack, you can use your reaction to swap places with the ally, taking the hit, but only suffering half damage.
United We Stand (4 exertion points)
5th degree
As an action, you and your allies combine your strength for a devastating combo attack on a single enemy. You designate a creature, and every ally within reach of that creature can use their reaction to make a melee attack against the designated creature, including you.
Tempered Iron Maneuvers
Barbarians, Fighters, and Paladins can pick from this category.
Imposing Glare (1 exertion point)
1st degree
As an action, choose a hostile creature within 15 feet of you. If it can see you, it must make a wisdom saving throw versus your maneuver save DC. If it fails, it is frightened of you until the start of your next turn.
Purge Magic (1 exertion point)
1st degree
As soon as your senses seize upon the uttering of an incantation or a hand working the gestures of magic your body reflexively reacts with violence. When a creature you can see within your reach casts a spell, you can use your reaction to make a melee weapon attack against it with advantage.
Striding Swings (1 exertion point)
1st degree
When you take the attack action, you can move through an enemy creature's space as if it were rough terrain if you make an attack against them.
Zealous Stance (2 exertion points)
1st degree
As a bonus action, you enter a stance that lasts until you lose concentration on it, as if you were concentrating on a spell. While the stance is active, you can add your proficiency bonus twice to your first attack roll on your turn. If the target has cast a spell against you or an ally, you can add your proficiency bonus to all your attacks against them.
Faith Within (2 exertion points)
2nd degree
When you fail a spell saving throw against a spell or other magical effect from a creature, you can use a reaction to repeat the save.
Gaze of Conviction (2 exertion points)
2nd degree
As a bonus action, you gaze into a creature. If it can see you, it makes a wisdom saving throw versus your maneuver save DC. On a failure, the creature has disadvantage to attack anybody but you until the start of your next turn.
Break Spell (2 exertion points)
3rd degree
When you attack a creature that is concentrating on a spell, it makes the concentration check with disadvantage.
Devoted Assault (3 exertion points)
4th degree
As a bonus action, you choose one creature you can see within 30 feet of you. Until the end of your next turn, all your attacks have advantage against that target, however you can only use your actions to either move closer to the enemy, or attack it. You cannot use any bonus actions during this time unless it is for a maneuver from this category.
Burning Embers of Faith (5 exertion points)
5th degree
When you are reduced to 0 hit points, you regain health equal to your level and cannot be reduced below 1 hit point until the start of your next turn. If that damage was from a spell, you regain health equal to twice your level. In addition, your attacks deal extra damage equal to your proficiency bonus against the target that took you to 0 hit points for 1 minute.
Tooth and Claw Maneuvers
Barbarians, Blood Hunters, Fighters, and Unkindled can pick from this category.
Bounding Strike (1 exertion point)
1st degree
As an action, you can leap up to 25 feet in a straight line, over creatures and objects. If you land within 5 feet of an enemy, you can use your bonus action to make a melee attack with advantage.
Raking Strikes (2 exertion points)
1st degree
When you make a melee attack, you can choose to do so with disadvantage. If you do, you can make an additional melee attack also with disadvantage against the same target as part of the same attack.
Primal Stance (1 exertion point)
1st degree
You enter a stance that lasts until you lose concentration, as if you were concentrating on a spell, for a maximum of 1 minute. While this stance is active, you can use a bonus action on your turn to move 15 feet towards an enemy.
Animalistic (1 exertion point)
1st degree
Until the end of your next turn, you have a climbing and swimming speed equal to your base walking speed.
Expert Tumble (1 exertion point)
2nd degree
If you dash using your action (not bonus action), your AC increases by an amount equal to your proficiency bonus until the start of your next turn.
Primal Intercept (2 exertion points)
2nd degree
If a target moves 5 feet while within your reach, you can make an attack of opportunity against them.
Rake (2 exertion points)
3rd degree
If you hit a creature with three attacks in a single turn, they take an additional 1d8 damage of the weapons damage type.
Wild Movement (1 exertion point)
3rd degree
Your speed is increased by 20 feet until the end of your next turn.
Bloody Roar (2 exertion points)
4th degree maneuver
As an action, you can unleash a bloody roar. Each creature within a 30 foot sphere of you must make a wisdom save, or suffer psychic damage equal to 3 times your proficiency bonus. Enemies that succeed a saving throw take half damage.
Primal Stance (3 exertion points)
4th degree
As a bonus action, you can enter a primal stance. The minimum number you can roll on the weapon damage die becomes 5. This stance lasts until you lose concentration, as if you were concentrating on a spell.
Furious Barrage (4 exertion points)
5th degree
Using an action, you can make a melee attack against a creature. You can keep repeating this attack until you miss, or until you make a number of attacks equal to your proficiency bonus.
Unending Wheel Maneuvers
Fighters, Blood Hunters, Monks, and Rangers can pick from this category.
Throwing Expert (1 exertion point)
1st degree
When you use a thrown weapon, you can use a bonus action to make it return to your hand after every toss for the rest of your turn.
Deflect Strike (2 exertion points)
1st degree
As a reaction, you can reduce the damage taken from a weapon attack by twice your proficiency bonus. If the damage is reduced to 0, the attack is a miss.
Victory Cry (1 exertion point)
1st degree
When you score a critical hit, allies within 15 feet of you gain temporary hit points equal to half your level, rounded down (minimum of 3)
Weapon Master (2 exertion points)
1st degree
Choose 1 simple weapon that you are proficient in and that has a weapon damage die of no more than 1d6. You can use a reaction to make opportunity strikes with that weapon even if the creature disengages, and you may draw that weapon as part of the attack.
Instant Strike (3 exertion points)
2nd degree
You can make one weapon strike as a free action. This attack cannot benefit from advantage, or any special abilities or maneuvers. You cannot use this maneuver against the same enemy more than once per combat encounter, and can only do this once per turn.
Preternatural Strikes (1 exertion point)
2nd degree
As a bonus action, your weapon attacks ignore resistances and immunities to slashing piercing or bludgeoning damage until the end of your turn.
Expert Sidestep (2 exertion points)
3rd degree
As a reaction when you are hit with an attack, you can add your proficiency bonus to your AC for the triggering attack, potentially turning a hit into a miss.
Unsettling Injury (2 exertion points)
3rd degree
When you hit a creature with a weapon attack, they have disadvantage on their concentration check imposed by that hit.
Wind Strike (3 exertion points)
4th degree
Choose a melee weapon that you are proficient with when you learn this combat maneuver. You can use the chosen weapon to strike a distant target with air pressure, giving your attack a normal range of 20 feet and long range of 60 feet. This functions as if your weapon had the thrown property except you don’t actually throw it.
When you make a ranged attack with this weapon, you roll with advantage. If the attack hits, you deal an additional damage die.
Perfect Assault (3 exertion points)
5th degree
At the end of your turn, you can use a bonus action to make 3 additional attacks. These extra attacks do not add your ability modifier to the damage roll or any other modifiers/bonuses.