List Of Maneuvers

## 1st Level Maneuvers

Ambush

*Prerequisites: Combat Maneuver I/Limited Spellcasting I/Limited Pact Spellcasting I*

If you make an initiative roll, you can spend 1 maneuver point to add 1d8 to your roll.

Brace

*Prerequisites: Combat Maneuver I/Limited Spellcasting I/Limited Pact Spellcasting I*

If a creature that you can see enters the melee range of your unarmed strike or melee weapon, you can spend 1 maneuver point with your reaction to make an opportunity attack on them.

Deflect

*Prerequisites: Combat Maneuver I/Limited Spellcasting I/Limited Pact Spellcasting I*

If another creature hits you with a weapon attack, you can spend 1 maneuver point with your reaction to reduce their damage roll by 1d8 + your Strength or Dexterity modifier (your choice) + your level.

Disarming Attack

*Prerequisites: Combat Maneuver I/Limited Spellcasting I/Limited Pact Spellcasting I*

If you hit another creature with a weapon attack, you can spend 1 maneuver point to inflict one extra die of damage. That creature then has to make a Dexterity saving throw. On a failure, you make them drop one item (your choice) in their grasp.

Dodge Roll

*Prerequisites: Combat Maneuver I/Limited Spellcasting I/Limited Pact Spellcasting I*

If another creature misses you with a weapon attack, you can spend 1 maneuver point with your reaction to move up to half your movement speed, without provoking opportunity attacks.

Field Assessment

*Prerequisites: Combat Maneuver I/Limited Spellcasting I/Limited Pact Spellcasting I*

If you make an initiative roll, you can spend 1 maneuver point to switch places in the initiative order with a friendly creature who is also part of that combat.

Parry

*Prerequisites: Combat Maneuver I/Limited Spellcasting I/Limited Pact Spellcasting I*

If another creature targets you for an attack roll, you can spend 1 maneuver point with your reaction to add 1d8 to your AC for that attack.

Protect

*Prerequisites: Combat Maneuver I/Limited Spellcasting I/Limited Pact Spellcasting I*

If another creature targets a different creature that you can see within 5 feet of you for an attack roll, you can spend 1 maneuver point with your reaction to force that attack roll to be made on you instead.

Pushing Attack

*Prerequisites: Combat Maneuver I/Limited Spellcasting I/Limited Pact Spellcasting I*

If you hit another creature with a weapon attack, you can spend 1 maneuver point to inflict one extra die of damage. That creature then has to make a Strength saving throw, provided they are no more than one size larger than you. On a failure, you push them up to 15 feet away from you.

Redirect

*Prerequisites: Combat Maneuver I/Limited Spellcasting I/Limited Pact Spellcasting I*

If another creature misses you with a weapon attack, you can spend 1 maneuver point with your reaction to have them reroll that attack roll for a new weapon attack on a different creature that you can see within 5 feet of you.

Revenge

*Prerequisites: Combat Maneuver I/Limited Spellcasting I/Limited Pact Spellcasting I*

If a creature within the range of your unarmed strike or weapon targets another creature for an attack roll, you can spend 1 maneuver point with your reaction to make a weapon attack on the attacking creature.

Reversal

*Prerequisites: Combat Maneuver I/Limited Spellcasting I/Limited Pact Spellcasting I*

If your check wins in a contest against a creature who is making a grapple attempt or shove attempt on you, you can spend 1 maneuver point with your reaction to make a grapple attempt or shove attempt on them.

Taunting Attack

*Prerequisites: Combat Maneuver I/Limited Spellcasting I/Limited Pact Spellcasting I*

If you hit another creature with a weapon attack, you can spend 1 maneuver point to inflict one extra die of damage. That creature then has to make a Wisdom saving throw. On a failure, attack rolls made by them on creatures other than you have disadvantage until the start of your next turn.

Tripping Attack

*Prerequisites: Combat Maneuver I/Limited Spellcasting I/Limited Pact Spellcasting I*

If you hit another creature with a weapon attack, you can spend 1 maneuver point to inflict one extra die of damage. That creature then has to make a Strength saving throw, provided they are no more than one size larger than you. On a failure, you knock them prone.

## 2nd Level Maneuvers

Bulwark

*Prerequisites: Combat Maneuver II/Limited Spellcasting II/Limited Pact Spellcasting II*

If another creature targets a different creature that you can see within 30 feet of you for an attack roll, you can spend 2 maneuver points with your reaction to move up to your movement speed toward the targeted creature. And if you end your movement with 5 feet of the targeted creature, you can force that attack roll to be made on you instead.

Charging Impact

*Prerequisites: Combat Maneuver II/Limited Spellcasting II/Limited Pact Spellcasting II*

If you take the Attack action on your turn, you can forgo one of your weapon attacks by spending 2 maneuver points to use this maneuver. You move up to half of your movement speed in a straight line, and you can then make one melee weapon attack.

Defense Order

*Prerequisites: Combat Maneuver II/Limited Spellcasting II/Limited Pact Spellcasting II*

If you take the Attack action on your turn, you can forgo one of your weapon attacks by spending 2 maneuver points to use this maneuver. You target a friendly creature that you can see within 30 feet of you. That creature can then use their reaction to take the Dodge action and roll 1d8, adding its result to their AC until the start of their next turn.

Disorientating Attack

*Prerequisites: Combat Maneuver II/Limited Spellcasting II/Limited Pact Spellcasting II*

If you hit another creature with a weapon attack, you can spend 2 maneuver points to inflict one extra die of damage. That creature then has to make a Constitution saving throw. On a failure, they become blinded, deafened, or muted (your choice) until the start of your next turn.

Flash Step

*Prerequisites: Combat Maneuver II/Limited Spellcasting II/Limited Pact Spellcasting II*

You can spend 2 maneuver points with your bonus action to teleport yourself to an unoccupied space that you can see within 30 feet of you. You cannot use this maneuver if your movement speed is at 0.

Intercept

*Prerequisites: Combat Maneuver II/Limited Spellcasting II/Limited Pact Spellcasting II*

If another creature hits you with a weapon attack, you can spend 2 maneuver points with your reaction to reduce their damage roll by 1d8 + your Strength or Dexterity modifier (your choice) + your level. And if you reduce their damage roll to 0 in this way, you can use that same reaction to make a weapon attack on them.

Joint Strike

*Prerequisites: Combat Maneuver II/Limited Spellcasting II/Limited Pact Spellcasting II*

If a friendly creature hits another creature within the range of your unarmed strike or weapon with a weapon attack, you can spend 2 maneuver points with your reaction to make a weapon attack on the attacked creature.

Movement Order

*Prerequisites: Combat Maneuver II/Limited Spellcasting II/Limited Pact Spellcasting II*

If you take the Attack action on your turn, you can forgo one of your weapon attacks by spending 2 maneuver points to use this maneuver. You target a friendly creature that you can see within 30 feet of you. That creature can then use their reaction to move up to their movement speed, without provoking opportunity attacks.

Precise Finish

*Prerequisites: Combat Maneuver II/Limited Spellcasting II/Limited Pact Spellcasting II*

If you make a weapon attack on another creature, you can spend 2 maneuver points with your reaction to gain advantage on your attack roll. And if that attack hits, you inflict one extra die of damage.

Riposte

*Prerequisites: Combat Maneuver II/Limited Spellcasting II/Limited Pact Spellcasting II*

If another creature misses you with a weapon attack, you can spend 2 maneuver points with your reaction to make a weapon attack on them.

Vanishing Dodge

*Prerequisites: Combat Maneuver II/Limited Spellcasting II/Limited Pact Spellcasting II*

If another creature misses you with a weapon attack, you can spend 2 maneuver points with your reaction to teleport yourself to an unoccupied space that you can see within 30 feet of you. You cannot use this maneuver if your movement speed is at 0.

Wide Strike

*Prerequisites: Combat Maneuver II/Limited Spellcasting II/Limited Pact Spellcasting II*

If you hit another creature with a melee weapon attack, you can spend 2 maneuver points with your reaction to make a weapon attack on a different creature within the melee range of your unarmed strike or melee weapon.

## 3rd Level Maneuvers

Accurate Finish

*Prerequisites: Combat Maneuver III/Limited Spellcasting III/Limited Pact Spellcasting III*

If you make a weapon attack with advantage on another creature, you can spend 2 maneuver points with your reaction to roll an additional d20, taking the highest roll between every dice. And if that attack hits, you inflict one extra die of damage.

Attack Order

*Prerequisites: Combat Maneuver III/Limited Spellcasting III/Limited Pact Spellcasting III*

If you take the Attack action on your turn, you can forgo one of your weapon attacks by spending 2 maneuver points to target a friendly creature that you can see within 30 feet of you. That creature can then use their reaction to make one weapon attack.

Combo Strike

*Prerequisites: Combat Maneuver III/Limited Spellcasting III/Limited Pact Spellcasting III*

If you had taken the Attack action or casted a spell with your action on your turn, you can spend 2 maneuver points with your reaction to make one weapon attack.

Counter

*Prerequisites: Combat Maneuver III/Limited Spellcasting III/Limited Pact Spellcasting III*

If another creature hits you with a weapon attack, you can spend 2 maneuver points with your reaction to make a weapon attack on them.

Goading Taunt

*Prerequisites: Combat Maneuver III/Limited Spellcasting III/Limited Pact Spellcasting III*

If you take the Attack action on your turn, you can forgo one of your weapon attacks by spending 2 maneuver points to target a number of creatures that you can see within 30 feet of you, up to a maximum equal to your proficiency bonus. Each of those creatures then has to make a Wisdom saving throw. On a failure, attack rolls made by them on creatures other than you have disadvantage until the start of your next turn.

Mage Slayer

*Prerequisites: Combat Maneuver III/Limited Spellcasting III/Limited Pact Spellcasting III*

If another creature that you can see within the melee range of your unarmed strike or melee weapon begins casting a spell, you can spend 2 maneuver points with your reaction to make a weapon attack on them. And if that attack hits, that creature has to make a Constitution saving throw. On a failure, you interrupt the casting of that spell.

Mental Edge

*Prerequisites: Combat Maneuver III/Limited Spellcasting III/Limited Pact Spellcasting III*

If you make an Intelligence saving throw, Wisdom saving throw, or Charisma saving throw, you can spend 2 maneuver points to add 1d8 to your roll.

Missile Curve

*Prerequisites: Combat Maneuver III/Limited Spellcasting III/Limited Pact Spellcasting III*

If you miss another creature with a ranged weapon attack, you can spend 2 maneuver points with your reaction to reroll that attack roll for a new ranged weapon attack on a different creature that you can see within 30 feet of your original target.

Physical Edge

*Prerequisites: Combat Maneuver III/Limited Spellcasting III/Limited Pact Spellcasting III*

If you make a Strength saving throw, Dexterity saving throw, or Constitution saving throw, you can spend 2 maneuver points to add 1d8 to your roll.

Rally

*Prerequisites: Combat Maneuver III/Limited Spellcasting III/Limited Pact Spellcasting III*

You can spend 2 maneuver points with your bonus action to target a creature that you can see within 30 feet of you. That creature gains a number of temporary hit points equal to 1d8 + your Strength or Dexterity modifier (your choice) + your level.

Reckless Strike

*Prerequisites: Combat Maneuver III/Limited Spellcasting III/Limited Pact Spellcasting III*

If you miss another creature with a melee weapon attack, you can spend 2 maneuver points with your reaction to make a weapon attack on a different creature within the melee range of your unarmed strike or melee weapon.

Skill Aptitude

*Prerequisites: Combat Maneuver III/Limited Spellcasting III/Limited Pact Spellcasting III*

If you make an ability check for a skill, you can spend 2 maneuver points to add 1d8 to your roll.

Steel Wind Impact

*Prerequisites: Combat Maneuver III/Limited Spellcasting III/Limited Pact Spellcasting III*

If you take the Attack action on your turn, you can forgo one of your weapon attacks by spending 2 maneuver points to target another creature that you can see within 30 feet of you. You then make a melee weapon attack on them as if you were within 5 feet of them. You can then teleport yourself to an unoccupied space that you can see within 5 feet of them. You cannot use this maneuver if your movement speed is at 0.

Tool Aptitude

*Prerequisites: Combat Maneuver III/Limited Spellcasting III/Limited Pact Spellcasting III*

If you make an ability check for a tool, you can spend 2 maneuver points to add 1d8 to your roll.

Vicious Attack

*Prerequisites: Combat Maneuver III/Limited Spellcasting III/Limited Pact Spellcasting III*

If you hit another creature with a weapon attack, you can spend 2 maneuver points to inflict two extra dice of damage.

## 4th Level Maneuvers

Coordinated Defense

*Prerequisites: Combat Maneuver IV/Limited Spellcasting IV/Limited Pact Spellcasting IV*

If you take the Attack action on your turn, you can forgo one of your weapon attacks by spending 2 maneuver points to target a number of friendly creatures that you can see within 30 feet of you, up to a maximum equal to your proficiency bonus. Those creatures can then use their reaction to take the Dodge action.

Coordinated Movement

*Prerequisites: Combat Maneuver IV/Limited Spellcasting IV/Limited Pact Spellcasting IV*

If you take the Attack action on your turn, you can forgo one of your weapon attacks by spending 2 maneuver points to target a number of friendly creatures that you can see within 30 feet of you, up to a maximum equal to your proficiency bonus. Those creatures can then use their reaction to move up to half their movement speed, without provoking opportunity attacks.

Stunning Attack

*Prerequisites: Combat Maneuver IV/Limited Spellcasting IV/Limited Pact Spellcasting IV*

If you hit another creature with a weapon attack, you can spend 2 maneuver points to inflict one extra die of damage. That creature then has to make a Constitution saving throw. On a failure, they become stunned until the start of your next turn.

Tornado Volley

*Prerequisites: Combat Maneuver IV/Limited Spellcasting IV/Limited Pact Spellcasting IV*

If you take the Attack action on your turn, you can forgo one of your weapon attacks by spending 2 maneuver points to select a point within the range of your ranged weapon. You then use that ranged weapon to make a weapon attack on every creature within 10 feet of that point. But if any of those attacks hit, you cannot add your ability modifier to your damage rolls.

Undying Spirit

*Prerequisites: Combat Maneuver IV/Limited Spellcasting IV/Limited Pact Spellcasting IV*

If you make a death saving throw, you can spend 2 maneuver points to add 1d8 to your roll. And if the result of your roll is 20 or higher, you regain 1 hit point as if you had rolled a 20.

Whirlwind Assault

*Prerequisites: Combat Maneuver IV/Limited Spellcasting IV/Limited Pact Spellcasting IV*

If you take the Attack action on your turn, you can forgo one of your weapon attacks by spending 2 maneuver points to make a weapon attack on every creature around you within the melee range of your unarmed strike or melee weapon. But if any of those attacks hit, you cannot add your ability modifier to your damage rolls.

## 5th Level Maneuvers

Blaze Of Glory

*Prerequisites: Combat Maneuver V/Limited Spellcasting V/Limited Pact Spellcasting V*

If you drop to 0 hit points and do not die outright, you can spend 3 maneuver points to delay falling unconscious. You then move up to your movement speed, and you can make one weapon attack. But if you still have 0 hit points afterward, you fall unconscious.

Coordinated Attack

*Prerequisites: Combat Maneuver V/Limited Spellcasting V/Limited Pact Spellcasting V*

If you take the Attack action on your turn, you can forgo one of your weapon attacks by spending 3 maneuver points to target a number of friendly creatures that you can see within 30 feet of you, up to a maximum equal to your proficiency bonus. Those creatures can then use their reaction to make one weapon attack. But if any of those attacks hit, they cannot add their ability modifier to their damage rolls.

Critical Finish

*Prerequisites: Combat Maneuver V/Limited Spellcasting V/Limited Pact Spellcasting V*

If you hit another creature with a weapon attack, you can spend 3 maneuver points with your reaction to turn your normal hit into a critical hit. But if you had already scored a critical hit on them, you triple the dice for your damage roll instead of doubling them.

Ferocious Barrage

*Prerequisites: Combat Maneuver V/Limited Spellcasting V/Limited Pact Spellcasting V*

If you take the Attack action on your turn, you can forgo one of your weapon attacks by spending 3 maneuver points to make a number of weapon attacks, up to a maximum equal to your proficiency bonus. But if any of those attacks hit, you cannot add your ability modifier to your damage rolls.

Steel Wind Assault

*Prerequisites: Combat Maneuver V/Limited Spellcasting V/Limited Pact Spellcasting V*

If you take the Attack action on your turn, you can forgo one of your weapon attacks by spending 3 maneuver points to target a number of other creatures that you can see within 30 feet of you, up to a maximum equal to your proficiency bonus. You then make a melee weapon attack on each of those creatures as if you were within 5 feet of each of them. But if any of those attacks hit, you cannot add your ability modifier to your damage rolls. You can then teleport yourself to an unoccupied space that you can see within 5 feet of one of them. You cannot use this maneuver if your movement speed is at 0.