Skulduggery . . . by ?: ||'''Deceptive Stance''' || 1 focus ||''''''^1st degree Skulduggery bonus action (stance)^'''''' [[<<]] While you maintain this stance, you have advantage on Deception (Charisma) and Dexterity (Precision) checks during combat. || ||'''Watch the Birdie''' || 1 focus ||''''''^1st degree Skulduggery reaction^'''''' [[<<]] When a creature targets you with a melee attack, and you have a free hand, you can use your reaction to make a Dexterity (Precision) check against the creature’s passive Strength or Dexterity (Athletics) scores, whichever is higher. On a success, you take one item that isn’t being held from the target. As long as your check also exceeds the target’s passive Perception score, they do not know you took it. || ||'''Mug''' || 1 focus ||''''''^2nd degree Skulduggery bonus action^'''''' [[<<]] If you hit a creature with a melee attack on your turn, you can make a Dexterity (Precision) check against the creature’s passive Strength or Dexterity (Athletics) scores, whichever is higher. On a success, you take one item that isn’t being held from the target. As long as your check also exceeds the target’s passive Perception score, they do not know you took it. || ||'''Adroit Strike''' || 2 focus ||''''''^3rd degree Skulduggery action^'''''' [[<<]] Make a melee weapon attack roll using the result of a Dexterity (Precision) check instead of your attack bonus. If the attack hits, and you have the Sneak Attack class feature, you can deal the extra damage as long as you didn’t have disadvantage on the Dexterity (Precision) check. || ||'''Steal Momentum''' || 2 focus ||''''''^4th degree Skulduggery reaction^'''''' [[<<]] When you roll initiative, you can use your reaction to steal the momentum of another creature you can see within 30 feet of you. Make a Dexterity (Precision) check with a DC equal to the creature’s initiative (minimum 15). If you succeed, reduce the target’s initiative by the amount your check exceeded the DC, and add the same amount to your own initiative roll. || ||'''Armor Lock''' || 2 focus ||''''''^5th degree Skulduggery action (attack)^'''''' [[<<]] Take the Attack action, replacing one of your attacks with a quick maneuver to sabotage heavily-armored opponents. Make a Dexterity (Precision) check against the AC of a creature within reach that is wearing heavy armor, restraining it on a success. At the end of each of its turns, a creature restrained by this maneuver can make a Strength saving throw, ending the effect on itself on a success. || ||'''Pilfer Object''' || 3 focus ||''''''^5th degree Skulduggery reaction^'''''' [[<<]] When a creature you can see uses an item, you can use your reaction to move up to half your speed towards that creature. If you end your movement within 5 feet of the creature, you can make a Dexterity (Precision) check against the creature’s passive Strength or Dexterity (Athletics), whichever is higher. If you succeed, you take the item and may immediately use it. ||
Skirmisher . . . by ?: ||'''Rolling Strike''' || 2 focus ||''''''^2nd degree Skirmisher action^'''''' [[<<]] Take the Tumble action. Once on your turn when you succeed on the Dexterity (Athletics) check made as a part of this action, you may make a melee weapon attack with a finesse or light weapon with advantage against the creature whose space you moved through. || ||'''Artful Dodge''' || 2 focus ||''''''^5th degree Skirmisher reaction^'''''' [[<<]] When a creature hits you with a melee attack, you can use your reaction to evade the attack. Make a Dexterity (Athletics) check. If your result is higher than the attack roll, the attack misses. After the results of the attack, you can move up to half your speed without provoking attacks of opportunity. ||
Berserker . . . by ?: ||'''Bounding Strike''' || 1 focus ||''''''^1st degree Berserker free action^'''''' [[<<]] When you move at least half your movement speed straight towards a target, you can make a Strength or Dexterity (Athletics) check, using the result of the check instead of the first melee weapon attack roll you make against the target. ||
Duelist . . . by ?: ||'''Calling Card''' || 1 focus ||''''''^1st degree Duelist free action^'''''' [[<<]] Choose a simple symbol (such as a letter) to be your signature. When you flourish with a Duelist weapon, you can spend it to leave your signature on the creature or object you attacked. Your signature remains on a creature until it finishes a short or long rest. While a creature bears your signature, you have advantage on Convince checks against the creature. ||
Templar . . . by ?: ||'''Zealous Stance''' || 1 focus ||''''''^1st degree Templar bonus action (stance)^'''''' [[<<]] While you maintain this stance, you have advantage on melee weapon attack rolls, but attack rolls against you have advantage. ||
Deadeye . . . by ?: ||'''Volley''' || 3 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. ||
Maneuvers . . . by ?: (:div class="introduction":) Combat maneuvers are special abilities that many martial characters are able to access in order to help them and their allies both in combat and out. They reflect countless hours of practice and honing martial prowess, and are capable of enabling clutch maneuvers that can potentially changing the tide of a battle if used with expertise. (:divend:)
Teamwork . . . by ?: ||'''Shoulder Check''' || 1 focus ||''1st degree Teamwork reaction'' [[<<]] After a creature within your reach makes a melee attack against an ally, you can use your reaction to make an unarmed strike against the creature, shoving the creature backwards on a hit. You follow the creature as they move, and do not provoke attacks of opportunities when you do. The creature must choose a new target for the attack if the original target is no longer in range. ||
Nemesis . . . by ?: ||'''Warning Strike''' || 1 focus ||''1st degree Nemesis free action'' [[<<]] When you deal damage to a creature with an attack, 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''' || 1 focus ||''1st degree Nemesis bonus action (stance)'' [[<<]] While you maintain this stance, you gain advantage on Wisdom (Insight) checks during combat, and creatures who attack you increase their flourish thresholds by 2. || ||'''Redirect''' || 3 focus ||''2nd 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). || ||'''Heightened Reflexes''' || 1-3 focus ||''3rd degree Nemesis bonus action'' [[<<]] You gain an additional number of reactions equal to the focus spent. At the beginning of your next turn, you gain 1 focus for each of these reactions you didn't use. || ||'''Take Weapon''' || 2 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 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. ||
Cavalry . . . by ?: ||'''Riding Leap''' || 1 focus ||''''''^1st degree Cavalry free action^'''''' [[<<]] When your mount jumps, you can triple your mount's jump distance until the end of your turn. || ||'''Spur Mount''' || 2 focus ||''''''^2nd degree Cavalry free action^'''''' [[<<]] While you are riding your mount, before it makes an ability check or saving throw, you can use your grant it advantage. ||