Nemesis Maneuvers
Insightful, Flowing, Reactive
Combat is a dance between opponents, and practicing the Nemesis tradition means reading, anticipating, and countering one’s foe. Using insight from battles won and lost, the Nemesis uses their foes strength and momentum against them.
Classes: Adept, Barbarian, Bloodhunter, Fighter, Rogue, Slayer
1st Degree Maneuvers
| Counter Throw | 2 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 make an unarmed strike against the creature that attacked you. On a hit, you may shove the creature in any direction you choose, and the creature takes bludgeoning damage equal to a roll of your Superiority Die. |
| Discerning Strike | 2 focus | 1st degree Nemesis action (attack) Take the Attack action. Each time you hit a creature with these attacks, you learn the target's 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. Additionally, once when you hit a creature with these attacks, add your Superiority Die to the attack's damage. |
| Warning Strike | 1 focus | 1st degree Nemesis free action Once per turn when you deal damage to a creature with an attack, you can choose to deal half damage with the attack. If you do, reduce the creature's speed by a roll of your Superiority Die (rounded up to the nearest increment of 5) and it is threatened by you until the end of your next turn. |
| Wary Stance | 1 focus | 1st degree Nemesis bonus action (stance) While you maintain this stance, creatures who attack you increase their flourish thresholds by 2, and you always know the result of your Insight checks. After you roll an Insight check, you can choose to add your Superiority Die to the result by spending 1 extra focus or by ending this stance. |
2nd Degree Maneuvers
| Evasive Roll | 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. | |
| Focused Willpower | 0 focus | 2nd degree Nemesis free action When you would gain Willpower, you may instead choose to gain 1 focus. You may use this maneuver even if you are full on Willpower when you gain it. | |
| Off-Balance | 1 focus | 2nd degree Nemesis free action When you flourish with a melee weapon attack, you can expend the flourish to give the target a penalty to Dexterity ability checks and saving throws equal to a roll of your Superiority Die until the end of your next turn. |
3rd Degree Maneuvers
| Heightened Reflexes | 1+ focus | 3rd degree Nemesis bonus action (stance) While you maintain this stance, you can take any number of reactions between each round, but each reaction after the first costs 1 cumulative focus. This focus cost resets at the beginning of your turn. |
| Take Weapon | 3 focus | 3rd 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 force the creature to make a Dexterity saving throw. On a failure, the creature drops a weapon it is wielding. You can then immediately use the weapon to make a melee weapon attack against the creature, adding your Superiority Die to the attack's damage. |
| Tsunami Dash | 4 focus | 3rd degree Nemesis action Take the Dash action. Until the end of your turn, opportunity attacks have disadvantage against you. The first time you you leave each creature of your choice's range, if it does not make an Opportunity Attack against you, Constitution saving throw or take force damage equal to two rolls of your Superiority Die and be Dazed until the end of its next turn, or half as much damage only on a successful save. If the creature makes an opportunity attack against you and misses, suffers the same effect as if it failed the saving throw. If you have the Extra Attack feature, you can use this maneuver while taking the Attack action by replacing two of your attacks and spending 1 extra focus |
4th Degree Maneuvers
| Blinding Strikes | 5 focus | 4th degree Nemesis action (attack) Take the Attack action. When you hit a creature with these attacks, it must make a Constitution saving throw or take necrotic damage equal to a roll of your Superiority Die and is blinded. A creature blinded in this way cannot benefit from either blindsight, tremorsense, or any other special senses. At the end of each of its turns, a creature blinded by this maneuver repeats this saving throw, ending the effect on a success. If it fails this saving throw, it takes the necrotic damage again. | |
| Flowing Form | 1+ focus | 4th degree Nemesis free action While you are benefiting from the Dodge action, Precognition, or a similar effect, you can spend 1 focus to make a single melee weapon attack against a creature that misses you with an attack within your reach, adding your Superiority Die to the attack's damage. Additional retaliatory attacks against the same creature on subsequent misses during a single round cost 1 additional cumulative focus each time. This focus cost resets at the beginning of your turn. | |
| Pre-Emptive Strike | 4 focus | 4th degree Nemesis reaction When a creature targets you with a melee attack, you can use your reaction to make a melee weapon attack against the attacker before their attack connects. On a hit, you deal bonus damage equal to a roll of your Superiority Die, and that creature has disadvantage on attack rolls against you until the beginning of your next turn, including the one that triggered this. |
5th Degree Maneuvers
| Precognition | 9 focus | 5th degree Nemesis bonus action (stance) While you maintain this stance, you have advantage on D20 Tests, and other creatures have disadvantage on attack rolls against you. |
| Reflect | 4 focus | 5th degree Nemesis reaction When you are hit with an attack, you can use your reaction to redirect the force elsewhere. 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 (which can include the attacker) and deals extra damage equal to a roll of your Superiority Die. 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. |
6th Degree Maneuvers
| Maneuver | X focus | 6th degree Nemesis ACTION Text. |
| Maneuver | X focus | 6th degree Nemesis ACTION Text. |
7th Degree Maneuvers
| Maneuver | X focus | 7th degree Nemesis ACTION Text. |
| Maneuver | X focus | 7th degree Nemesis ACTION Text. |
8th Degree Maneuvers
| Maneuver | X focus | 8th degree Nemesis ACTION Text. |

