Nemesis Maneuvers

Flowing, Insightful, Reactive

At its heart combat is a dance between opponents and practicing the Nemesis tradition means reading, interpreting, and anticipating one’s foe. Using instinct and your insight from battles won and lost, you are excellent at reacting to an enemy in order to gain the upper hand.

Classes: Adept, Barbarian, Bloodhunter, Fighter, Rogue, Slayer

1st Degree Maneuvers

Counter Throw1 focus1st degree Nemesis reaction
When a creature no larger than one size category larger than you within your reach misses you with a melee weapon attack, you can use your reaction to try to throw it. Make an unarmed strike against the creature that attacked you. On a hit, you may shove the creature, moving the creature away from you in a direction of your choice.
Hamstring1 focus1st degree Nemesis action (attack)
Take the Attack action. Until the start of your next turn, when you hit with a melee weapon attack against a creature and deal damage equal to or greater than 8 + the creature’s CR, it makes a Dexterity saving throw or is knocked prone.
Warning Strike1 focus1st degree Nemesis free action
When you deal damage to a creature with an attack, you can use this maneuver to deal half as much damage with the attack. If you do, the creature’s speed is reduced by half and is threatened by you until the end of your next turn.
Wary Stance1 focus1st degree Nemesis bonus action (stance)
While you maintain this stance, you gain advantage on Wisdom (Insight) checks during combat, and creatures who attack you increase their flourish thresholds by 2.

2nd Degree Maneuvers

Evasive Roll1 focus2nd degree Nemesis reaction
When a creature misses you with a melee weapon attack, you can use your reaction to move half your speed without provoking opportunity attacks. You can move through enemies with this movement, treating their spaces like difficult terrain.
Off-Balance2 focus2nd degree Nemesis bonus action
Until the end of your next turn, a creature you hit with a melee weapon has its movement speed halved, and it has disadvantage on Dexterity ability checks and saving throws.
Redirect3 focus2nd degree Nemesis reaction
When you are hit with a melee weapon attack, you can use your reaction to try to redirect the attack to someone else. Make a Wisdom (Insight) check, with DC equal to the attack roll’s result. On a success, the attack hits another creature within 5 feet of you (except the attacking creature).

3rd Degree Maneuvers

Flowing Form1 focus3rd degree Nemesis action
You take the Dodge action. Until the start of your next turn, you can spend 1 focus to make a single melee weapon attack against each target that misses you with a melee weapon attack. You can only make one such attack against a creature each round.
Heightened Reflexes1-3 focus3rd degree Nemesis bonus action
You gain an additional number of reactions equal to the focus spent. At the beginning of your next turn, you gain 1 focus for each of these reactions you didn't use.
Take Weapon2 focus3rd degree Nemesis reaction
When a creature no larger than one size category larger than you misses you with a melee weapon attack against you with a weapon, you can use your reaction to flip it out of the creature’s hands. The creature makes a Dexterity saving throw, and on a failure it drops the weapon and you grab it from mid-air. You can spend 2 focus points to immediately use the weapon to make a melee weapon attack against the creature.

4th Degree Maneuvers

Discerning Strike2 focus4th degree Nemesis action (attack)
Take the Attack action. Until the start of your next turn, when you deal damage to a creature, you learn its current hit points, hit point maximum, immunities, resistances, and vulnerabilities. If you score a critical hit, you can choose one of the creature’s resistances or immunities. The creature loses that resistance or immunity until the end of your next turn.
Exploit Weakness3 focus4th degree Nemesis bonus action (stance)
While you maintain this stance, your melee weapon attacks score a critical hit on a roll of 19–20. You deal one additional weapon damage die when determining the extra damage for a critical hit with a melee weapon attack.
Retribution3 focus4th degree Nemesis reaction
When you are hit with a melee weapon attack, you can use your reaction to make a melee weapon attack against the attacker. On a hit, that creature has disadvantage on attack rolls against you until the beginning of your next turn.

5th Degree Maneuvers

Blinding Strikes2 focus5th degree Nemesis action (attack)
Take the Attack action. Until the start of your next turn, when you hit a creature with a melee weapon attack, it must make a Constitution saving throw or it is blinded and can’t benefit from either blindsight or tremorsense. At the end of each of its turns, a creature blinded by this maneuver repeats this saving throw, ending the effect on a success.
Reflect3 focus5th degree Nemesis reaction
When you are hit with an attack, you can use your reaction to redirect the force back to the attacker. Make a Wisdom (Insight) check, with DC equal to the attack roll’s result. On a success, the attack hits the attacker instead. If you roll a 20 on the Wisdom (Insight) check, the attack becomes a critical hit. If it already was a critical hit, it deals maximum damage.