Determination Maneuvers

Updated: December 05, 2021, at 03:46 PM

Awareness, Concentration, Discipline

The most impressive strikes and superlative parries are not matters of luck or circumstance when made by a warrior utilizing the Determination — they are the fruits of keen awareness, concentration, and iron-clad discipline

Classes: Adept, Arcane Warrior, Bloodhunter, Fighter, Marshal, Ranger, Slayer

1st Degree Maneuvers

Alert Stance (Cost: 1 focus)
1st degree Determination bonus action (stance)
While you maintain this stance, you have advantage on Wisdom (Perception) during combat (including to determine surprise).
Deadly Strikes (Cost: 1+ focus)
1st degree Determination action (attack)
Take the Attack action, spending focus equal to the number of attacks you make as a part of it. Until the start of your next turn, your weapon attacks score a critical hit on a roll of 19–20.
Exploit Footing (Cost: 2 focus)
1st degree Determination reaction
When a creature makes a melee weapon attack against you with advantage and misses, or when it has disadvantage and both attack rolls would miss, you can use your reaction to try to trip it. The creature makes a Dexterity saving throw or is knocked prone.
Iron Will (Cost: 1 focus)
1st degree Determination reaction
When you make a saving throw to resist being charmed or frightened, you can use your reaction to gain advantage on the saving throw.

2nd Degree Maneuvers

Combat Roll (Cost: 1 focus)
2nd degree Determination bonus action
Take the Disengage and Tumble actions as a part of the same bonus action.
Eye for an Eye (Cost: 1 focus)
2nd degree Determination reaction
When a creature scores a critical hit against you using a melee weapon attack, you can use your reaction to make a melee weapon attack against it. You can only make this attack if you suffer critical damage.
Twist the Blade (Cost: 3 focus)
2nd degree Determination reaction
When you flourish with a melee weapon attack, you can spend it and use your reaction to inflict grievous wounds on your next strike. If the next melee weapon attack this turn hits, the attack is a critical hit that does not flourish. If the attack would be a critical hit, it can flourish, and deals maximum damage.

3rd Degree Maneuvers

Drive Back (Cost: 2 focus)
3rd degree Determination action (attack)
Take the Attack action. After you make an attack roll against a creature that is no more than 1 size category larger than you, you can push the target back 5 feet.
Ignore Pain (Cost: 2 focus)
3rd degree Determination bonus action (stance)
While you maintain this stance, bludgeoning, piercing, and slashing damage you take from non-magical weapons is reduced by 2.
Instinctive Counterattack (Cost: 1 focus)
3rd degree Determination bonus action (stance)
While you maintain this stance, you can make any number of attacks of opportunity on your turn. Each subsequent attack of opportunity you make on a turn costs an additional focus. (1 for the second, 2 for the third, etc.)

4th Degree Maneuvers

Dashing Razor (Cost: 1 focus)
4th degree Determination action
Move up to your speed and make a melee weapon attack against a creature. On a hit, for the next minute your Speed is increased by 10 feet as long as it isn’t already being increased by this maneuver.
Keen Edge Stance (Cost: 3 focus)
4th degree Determination bonus action (stance)
While you maintain this stance, Your weapon attacks score a critical hit on a roll of 19–20.
Perfect Concentration (Cost: 3 focus)
4th degree Determination reaction
When you fail a Constitution saving throw to maintain concentration, you can use your reaction to succeed instead.

5th Degree Maneuvers

Death Blow (Cost: 3 focus)
5th degree Determination action
Make a melee weapon attack with advantage. On a hit, your attack becomes a critical hit. If your attack would have already been a critical hit, it deals maximum damage and the creature makes a Constitution saving throw. On a failure, the creature is reduced to 0 hit points.
Third Eye (Cost: 3 focus)
5th degree Determination reaction
When a creature hits you with an attack, you may use your reaction and make a Wisdom (Perception) check. If the result is higher than the attack roll, the attack is turned into a miss, even if the result was a 20. If the attack misses, you gain advantage on attacks made against that creature until the end of your next turn. If the attack still hits, the creature has disadvantage on its next attack made against you before the end of its next turn.
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