Nemesis Maneuvers

Updated: January 10, 2022, at 09:32 PM

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, Marshal, Minstrel, Rogue, Slayer

1st Degree Maneuvers

Counter Throw (Cost: 1 focus)
1st 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 a Strength (Athletics) check as if making a grapple check against the creature that attacked you. On a success, you move the creature 15 feet in a straight line in a direction of your choice.
Hamstring (Cost: 1 focus)
1st 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 Strike (Cost: 1 focus)
1st degree Nemesis reaction
When you make an attack of opportunity, 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 Stance (Cost: 1 focus)
1st degree Nemesis bonus action (stance)
While you maintain this stance, you gain advantage on Wisdom (Insight) checks during combat.

2nd Degree Maneuvers

Evasive Roll (Cost: 1 focus)
2nd 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-Balance (Cost: 2 focus)
2nd 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.
Take Weapon (Cost: 2 focus)
2nd 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.

3rd Degree Maneuvers

Flowing Form (Cost: 1 focus)
3rd 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 Reflexes (Cost: 1-3 focus)
3rd degree Nemesis bonus action
You gain a number of reactions equal to focus points spent. You must use these reactions before the start of your next turn.
Redirect (Cost: 3 focus)
3rd 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.)

4th Degree Maneuvers

Discerning Strike (Cost: 2 focus)
4th 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 Weakness Stance (Cost: 3 focus)
4th 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.
Retribution (Cost: 3 focus)
4th 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 Strikes (Cost: 2 focus)
5th degree Nemesis action (attack)
Take the Attack action, reducing the total number of attacks you make by one. 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.
Reflect (Cost: 3 focus)
5th 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.
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