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 Throw2 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 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 Strike2 focus1st 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 Strike1 focus1st 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 Stance1 focus1st 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 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.
Focused Willpower0 focus2nd 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-Balance1 focus2nd 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 Reflexes1+ focus3rd 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 Weapon3 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 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 Dash4 focus3rd 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 Strikes5 focus4th 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 Form1+ focus4th 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 Strike4 focus4th 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

Precognition9 focus5th 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.
Reflect4 focus5th 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

ManeuverX focus6th degree Nemesis ACTION
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7th Degree Maneuvers

ManeuverX focus7th degree Nemesis ACTION
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8th Degree Maneuvers

ManeuverX focus8th degree Nemesis ACTION
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