Skirmisher . . . by ?: ||'''Deflect''' || 2 focus ||''''''^1st degree Skirmisher reaction^'''''' [[<<]] When you are wielding a melee weapon and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack. You gain this bonus to your AC against melee attacks until the start of your next turn. ||
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. ||
Berserker . . . by ?: ||'''Furious Barrage''' || 3 focus ||''''''^5th degree Berserker action^'''''' [[<<]] Make a melee weapon attack against a creature. On a hit, make another melee weapon attack with a cumulative -5 penalty on the attack roll against the same creature. You can keep attacking the same creature until you miss. Attack rolls against you have advantage until the end of your next turn. ||
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:)
Duelist . . . by ?: ||'''Wounding Strikes''' || 1 focus ||''''''^1st degree Duelist bonus action^'''''' [[<<]] Each time you hit a creature with a Duelist weapon on this turn, your target begins bleeding for 1d4 necrotic damage, using your Maneuver DC or the normal bleeding DC (whichever is higher.) ||
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. ||
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. If you do this, you must take the new result. || ||'''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 (Sleight of Hand) check against the creature’s passive Strength (Athletics) or Dexterity (Acrobatics) 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. || ||'''Misdirect''' || 2 focus ||''''''^3rd degree Skulduggery reaction^'''''' [[<<]] When you hide from a creature who is aware of your presence, you can use your reaction to further befuddle their perception of the battlefield. Make a Charisma (Deception) check against the creature’s passive Wisdom (Insight) score. On a success, choose a location where you could have hidden within 30 feet of any space you occupied on this turn. As long as you remain hidden from that creature, it believes you are hiding in that location, instead of where you are. || ||'''Guileful Celerity''' || 1-3 focus ||''''''^4th degree Skulduggery free action^'''''' [[<<]] When you take one of the bonus actions granted to you with Cunning Action, you can perform additional options on the same turn, spending 1 focus for each action you perform as a part of the same bonus action. If you do not have Cunning Action, you may instead spend 2 focus to Dash, Disengage, or Hide. || ||'''Toxic Strike''' || 3 focus ||''''''^4th degree Skulduggery action (attack)^'''''' [[<<]] Take the Attack action. The first time you hit a creature on your turn, you can dose your weapon with an injury or contact poison in your possession right before injuring the creature. If your weapon is already poisoned, the creature saves against both poisons. ||
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. ||