Determination . . . by ?: ||'''Alert Stance''' || 2 focus ||''''''^1st degree Determination bonus action (stance)^'''''' [[<<]] While you maintain this stance, whenever you make a Perception check to locate hidden dangers or roll initiative, roll your Superiority Die and add it to the result. || ||'''Exploit Footing''' || 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 and takes bludgeoning damage equal to a roll of your Superiority Die. ||
Deadeye . . . by ?: ||'''Covering Fire''' || 1 focus ||''''''^1st degree Deadeye action^'''''' [[<<]] Choose a number of creatures equal to your proficiency bonus that you can see within your weapon’s normal range. Until the start of your next turn, those creatures have their movement speeds halved, and they cannot make attacks of opportunity. You expend 5 pieces of ammunition for each creature you choose. A creature targeted with this ability can try to avoid being pinned down (no action required.) If it does, make an attack roll against the creature with disadvantage. If the attack misses, the creature is no longer affected by Covering Fire. On a hit, deal damage as normal, and the creature suffers from the penalties as normal. || ||'''Volley FIX''' || 5 focus ||''''''^3rd degree Deadeye action^'''''' [[<<]] As an action, make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. If you can use 4th Degree maneuvers, this maneuver affects creatures within 20 feet of a point, and if you can use 5th Degree maneuvers, it affects creatures within 30 feet of a point. ||
Cavalry . . . by ?: ||'''Vault''' || 4 focus ||''''''^4th degree Cavalry action (attack)^'''''' [[<<]] You must be mounted to use this maneuver, and your mount must move 30 feet in a straight line. Take the Attack action, replacing two of your attacks, and dismount and gain a flying speed until the end of your turn. At any point during this movement, you can make a single melee weapon attack against a creature within your reach. On a hit, the attack deals additional damage equal to two rolls of your Superiority Die and the attack flourishes as if the attack was a Called Shot. If the attack roll would have flourished, it is a critical hit instead. If the attack roll would have been a critical hit, the critical hit deals maximum damage. If the attack misses, you fall prone, take bludgeoning damage equal to two rolls of your Superiority Die, and your movement speed becomes 0 until the end of your turn. ||
Berserker . . . by ?: ||'''Stampede''' || 6 focus ||''''''^3rd degree Berserker action (attack)^'''''' [[<<]] Take the Attack action, replacing two of your attacks with the Dash action and Overrun actions, and then use any amount of your remaining movement to move in a straight line. Creatures of your choice within 5 feet of you at any point during this movement must make a Strength of Dexterity saving throw (their choice.) On a failed saving throw, a creature takes bludgeoning damage equal to four rolls of your Superiority Die, and if they are within one size category of you, you push them with your movement to a space within 5 feet of you on the opposite side of your movement if possible, or within 5 feet of other creatures if not. On a successful saving throw, the creature takes half damage and is not moved. If you fail an ability check to Overrun a creature, you immediately stop, lose half of your remaining movement, and resolve Stampede. ||
Nemesis . . . by ?: ||'''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. 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. ||
Skulduggery . . . by ?: ||'''Skulk''' || 1 focus ||''''''^1st degree Skulduggery free action^'''''' [[<<]] When you make a Dexterity (Stealth) check, you can gauge how effective your concealment is. You immediately learn what your result was if you didn’t know it, and you learn if any creatures you are aware of can still sense you. If they can, you can spend an additional focus to reroll the Dexterity (Stealth) check, adding a roll of your Superiority Die to the result. If you do this, you must take the new result. ||
Teamwork . . . by ?: ||'''Universal Assault''' || 3 focus ||''5th degree Teamwork action'' [[<<]] Make a single melee weapon attack against a creature. Any ally within 5 feet of the creature you attacked can use their reaction to make a melee weapon attack against the same creature. If the creature is hit by two attacks, it takes extra damage equal to your proficiency bonus. If the creature is hit by three attacks, it takes extra damage equal to twice your proficiency bonus instead and must make a Strength saving throw or be knocked prone. If the creature is hit by four or more attacks, it must also make a Constitution saving throw or be stunned until the end of its next turn. || !! 6th Degree Maneuvers || cellpadding=10 ||'''Maneuver''' || X focus ||''''''^6th degree Teamwork ACTION^'''''' [[<<]] Text. || ||'''Maneuver''' || X focus ||''''''^6th degree Teamwork ACTION^'''''' [[<<]] Text. || !! 7th Degree Maneuvers || cellpadding=10 ||'''Maneuver''' || X focus ||''''''^7th degree Teamwork ACTION^'''''' [[<<]] Text. ||
Templar . . . by ?: ||'''Spellbreaker Stance''' || 3 focus ||''''''^5th degree Templar bonus action (stance)^'''''' [[<<]] While you maintain this stance, you have advantage on saving throws against spells and other magical effects. Additionally, you have resistance to damage from spells, and spell attacks made against you have disadvantage. || !! 6th Degree Maneuvers || cellpadding=10 ||'''Maneuver''' || X focus ||''''''^6th degree Templar ACTION^'''''' [[<<]] Text. || ||'''Maneuver''' || X focus ||''''''^6th degree Templar ACTION^'''''' [[<<]] Text. || !! 7th Degree Maneuvers || cellpadding=10 ||'''Maneuver''' || X focus ||''''''^7th degree Templar ACTION^'''''' [[<<]] Text. ||
Juggernaut . . . by ?: ||'''World-Breaker''' || 3 focus ||''5th degree Juggernaut action (attack)'' [[<<]] Take the Attack action with a melee weapon with the heavy property, replacing two of your attacks with a resounding strike against the ground that sends out a shockwave around you. Creatures of your choice touching the ground within 30 feet of you makes a Strength saving throw or it takes damage as if hit by the weapon and falls prone. || !! 6th Degree Maneuvers || cellpadding=10 ||'''Maneuver''' || X focus ||''''''^6th degree Juggernaut ACTION^'''''' [[<<]] Text. || ||'''Maneuver''' || X focus ||''''''^6th degree Juggernaut ACTION^'''''' [[<<]] Text. || !! 7th Degree Maneuvers || cellpadding=10 ||'''Maneuver''' || X focus ||''''''^7th degree Juggernaut ACTION^'''''' [[<<]] Text. ||
Duelist . . . by ?: ||'''Perfect Assault''' || 3 focus ||''''''^5th degree Duelist action (attack)^'''''' [[<<]] Take the Attack action with a Duelist weapon. As long as you have no penalties on your attack roll, these attacks automatically hit and flourish as if the attacks are Called Shots. || !! 6th Degree Maneuvers || cellpadding=10 ||'''Maneuver''' || X focus ||''''''^6th degree Duelist ACTION^'''''' [[<<]] Text. || ||'''Maneuver''' || X focus ||''''''^6th degree Duelist ACTION^'''''' [[<<]] Text. || !! 7th Degree Maneuvers || cellpadding=10 ||'''Maneuver''' || X focus ||''''''^7th degree Duelist ACTION^'''''' [[<<]] Text. ||
Maneuvers . . . by ?: *[[Templar]] General maneuvers can be taken by characters, regardless of the schools they are proficient in. However, these maneuvers all require features found in classes that learn maneuvers.