Your bare fists and feet count as off-hand melee weapons, granting your unarmed attacks all the bonuses and capabilities that apply to weapon attacks. You may make an unarmed attack whenever you could make a melee attack with an off-hand weapon.
At each even level, you choose a new at-will Maneuver. You may choose maneuvers from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to choose one or more ranked Maneuver; you may choose ranked Maneuvers from this class feature or any of your other class features.
You may use a standard action to perform this attack a number of times equal to your Dexterity modifier minus your armor's armor check penalty, against the same or different targets.
The target takes damage equal to your Strength modifier, and is dazed until the end of your next turn. You may shift one square, pulling the target one square into an adjacent square as you do so.
You may shift one pace or move half your speed. Until the stance ends, when you hit with an unarmed attack with a bare hand, you may choose for the target to either be knocked prone or pushed two paces. If you achieve a critical hit, you do both.
Special
If you have a hand free, you may choose to grab the target rather than push them.
You may shift one pace. Until the stance ends, whenever an attack would push, pull or slide you, you may reduce the number of paces moved by up to your Constitution modifier. You may end this stance as a free interrupt during or immediately after a forced movement to make a single basic melee attack against one adjacent enemy.
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At each even level, you choose a new at-will Maneuver. You may choose maneuvers from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to choose one or more ranked Maneuver; you may choose ranked Maneuvers from this class feature or any of your other class features.
Constitution modifier damage, and you push the target 1 pace unless it is 2 size categories or more larger than you. You may shift into an adjacent space that the target occupied.
You may shift one pace. Until the stance ends, whenever an attack would push, pull or slide you, you may reduce the number of paces moved by up to your Constitution modifier. You may end this stance as a free interrupt during or immediately after a forced movement to make a single basic melee attack against one adjacent enemy.
You shift one pace. Until the stance ends, you gain a stance bonus to all defenses equal to your Constitution modifier. You may end this stance as a free interrupt when damaged by an attack to gain resistance to that attack.
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An enemy targets you or an adjacent ally with a ranged or area attack.
Effect:
You and all adjacent allies gain a +2 feat bonus to all defenses vs. this attack. If the attack misses you or an adjacent ally, it deals no damage to that target.
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You grant advantage until the start of your next turn.
Leveling Up
At each even level, you choose a new at-will Maneuver. You may choose maneuvers from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to choose one or more ranked Maneuver; you may choose ranked Maneuvers from this class feature or any of your other class features.
You must be wielding a melee weapon with a +1 or greater equipment bonus. You must designate that melee weapon as you enter this stance; this stance ends if you make any attack with that weapon.
You may shift one pace as you enter this stance. Until this stance ends, whenever you make a basic melee attack with your main weapon, you may immediately make a basic melee attack with your secondary weapon against the same target as an immediate reaction. If an adjacent enemy performs an action that would provoke an opportunity attack, you may end this stance as a free reaction to make a basic weapon attack against it with your secondary weapon.
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Until you end this stance, you gain a +1 stance bonus to your polearm's reach, and threaten all squares within your reach. You automatically end this stance after making an attack, and gain advantage for that attack if the target is not adjacent.
Leveling Up
At each even level, you choose a new at-will Maneuver. You may choose maneuvers from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to choose one or more ranked Maneuver; you may choose ranked Maneuvers from this class feature or any of your other class features.
1dW + [ melee damage bonus ] damage, and you may choose to either slide the target one square, or knock the target prone. If you achieve a critical hit, you may do both.
You may shift one pace as you enter this stance. Until the stance ends, if you are wielding a weapon with the reach property, you threaten all non-adjacent spaces within your reach, but no longer threaten adjacent spaces. When you hit with an opportunity attack, you may end this stance as a free interrupt to slide the target one pace and knock them prone.
Special
If you use a flail to make the opportunity attack, you may grab the target instead of sliding them and knocking them prone. While the target remains grabbed, you cannot use your flail, but may sustain the grab for as long as the you remain in this stance and the target is within the flail’s reach.
Sustain:
You must use a move action at the beginning of each turn to maintain the stance until the end of your next turn. When you do, you may also shift one pace; if you have a target grabbed due to this power, you may pull the target one pace as part of this move action.
Make a charge attack against a creature 4 or more paces away, with a +1 stance bonus to speed and a stance bonus to damage equal to your Constitution modifier.
You may shift one pace when you enter this stance. Until the stance ends, you suffer a -1 penalty to melee weapon attacks, but gain a stance bonus to melee weapon damage equal to your Constitution modifier for all two-handed melee weapon attacks. You may end this stance as a free interrupt when you would hit with a melee attack to suffer a -4 penalty to that attack roll, but add 4 + your Constitution modifier to damage.
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The target suffers a penalty to all attack rolls equal to your Dexterity modifier until the end of your next turn. If your flail has the reach property, the target is grabbed.
Leveling Up
At each even level, you choose a new at-will Maneuver. You may choose maneuvers from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to choose one or more ranked Maneuver; you may choose ranked Maneuvers from this class feature or any of your other class features.
1dW + [ melee damage bonus ] damage, and you may choose to either slide the target one square, or knock the target prone. If you achieve a critical hit, you may do both.
You may shift one pace as you enter this stance. Until the stance ends, if you are wielding a weapon with the reach property, you threaten all non-adjacent spaces within your reach, but no longer threaten adjacent spaces. When you hit with an opportunity attack, you may end this stance as a free interrupt to slide the target one pace and knock them prone.
Special
If you use a flail to make the opportunity attack, you may grab the target instead of sliding them and knocking them prone. While the target remains grabbed, you cannot use your flail, but may sustain the grab for as long as the you remain in this stance and the target is within the flail’s reach.
Sustain:
You must use a move action at the beginning of each turn to maintain the stance until the end of your next turn. When you do, you may also shift one pace; if you have a target grabbed due to this power, you may pull the target one pace as part of this move action.
You hook your flail onto the object, and may pull yourself into the object’s space. You gain your Flail weapon’s attack modifier as a stance bonus to the Acrobatics or Athletics roll.
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If the attack deals more damage than the target's heal value, reduce the damage by the target's heal value, and the target's weapon is knocked out of their hands and thrown a number of paces equal to your Dexterity modifier in a direction of your choice. Excess damage is applied to the target’s hit points as normal.
When you inflict ongoing damage with a blade weapon that you have Expertise with, increase the ongoing damage by half your Level, and your target suffers a penalty to all saving throws equal to your Dexterity modifier until they shrug off the ongoing damage.
Until the stance ends, you gain a +1 stance bonus to blade weapon attack rolls and damage vs. this target. Each time you hit this target with a blade weapon, the bonus increases by 1, to a maximum bonus equal to your Dexterity modifier. You end the stance if you end your turn without attacking the target with a blade weapon. You may end this stance as a standard action to perform a blade weapon attack against the target without this stance’s bonus; if you hit, the attack deals an additional +2 damage for each +1 bonus that the stance had accumulated.
Leveling Up
At each even level, you choose a new at-will Maneuver. You may choose maneuvers from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to choose one or more ranked Maneuver; you may choose ranked Maneuvers from this class feature or any of your other class features.
You must be wielding a melee weapon with a +1 or greater equipment bonus. You must designate that melee weapon as you enter this stance; this stance ends if you make any attack with that weapon.
You may move up to your speed as you enter this stance. Until the stance ends, you gain a stance bonus to attack rolls equal to half your Dexterity modifier (minimum +1) and a stance bonus to damage equal to your Constitution modifier for all melee weapon attacks, but grant advantage to all enemies. You may end this stance as an immediate reaction when hit by a melee attack to perform a basic melee attack with advantage against your attacker, with a stance bonus to damage equal to your Constitution modifier.
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If the attack deals more damage than the target's heal value, reduce the damage by the target's heal value, and the target's weapon is knocked out of their hands and thrown a number of paces equal to your Dexterity modifier in a direction of your choice. Excess damage is applied to the target’s hit points as normal.
After the attack, You may shift one pace. Make a basic melee attack with the same weapon against a creature adjacent to both you and the first target.
Leveling Up
At each even level, you choose a new at-will Maneuver. You may choose maneuvers from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to choose one or more ranked Maneuver; you may choose ranked Maneuvers from this class feature or any of your other class features.
You must be wielding a melee weapon with a +1 or greater equipment bonus. You must designate that melee weapon as you enter this stance; this stance ends if you make any attack with that weapon.
Make a charge attack against a creature 4 or more paces away, with a +1 stance bonus to speed and a stance bonus to damage equal to your Constitution modifier.
You may move up to your speed as you enter this stance. Until the stance ends, you gain a stance bonus to attack rolls equal to half your Dexterity modifier (minimum +1) and a stance bonus to damage equal to your Constitution modifier for all melee weapon attacks, but grant advantage to all enemies. You may end this stance as an immediate reaction when hit by a melee attack to perform a basic melee attack with advantage against your attacker, with a stance bonus to damage equal to your Constitution modifier.
You may shift one pace when you enter this stance. Until the stance ends, you suffer a -1 penalty to melee weapon attacks, but gain a stance bonus to melee weapon damage equal to your Constitution modifier for all two-handed melee weapon attacks. You may end this stance as a free interrupt when you would hit with a melee attack to suffer a -4 penalty to that attack roll, but add 4 + your Constitution modifier to damage.
Your attack’s damage is halved, but ignores resistances. Choose one of the following options:
Subtract the damage from the target’s armor defense instead of applying it to the target’s hit points; this damage remains until the armor is repaired. Each point of damage reduces the target's armor defense by 1, and the armor no longer provides any resistances. You may not reduce the target’s armor defense below their adjusted reflex defense; excess damage is applied to the target’s hit points as normal.
If the target is wielding a non-magical weapon and you deal more damage with this attack than their weapon's damage die size, subtract that weapon's damage die size from the damage dealt and destroy that weapon. Excess damage is applied to the target's hit points as normal.
You would hit or miss an enemy with a melee attack with the bashing property.
Effect:
If the target is in heavy armor, you may choose for the attack to target their reflex instead of their armor defense.
Hit:
The target is dazed until the end of your next turn, or until they shrug it off on a critical hit.
Leveling Up
At each even level, you choose a new at-will Maneuver. You may choose maneuvers from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to choose one or more ranked Maneuver; you may choose ranked Maneuvers from this class feature or any of your other class features.
Make a charge attack against a creature 4 or more paces away, with a +1 stance bonus to speed and a stance bonus to damage equal to your Constitution modifier.
You may move up to your speed as you enter this stance. Until the stance ends, you gain a stance bonus to attack rolls equal to half your Dexterity modifier (minimum +1) and a stance bonus to damage equal to your Constitution modifier for all melee weapon attacks, but grant advantage to all enemies. You may end this stance as an immediate reaction when hit by a melee attack to perform a basic melee attack with advantage against your attacker, with a stance bonus to damage equal to your Constitution modifier.
You may shift one pace when you enter this stance. Until the stance ends, you suffer a -1 penalty to melee weapon attacks, but gain a stance bonus to melee weapon damage equal to your Constitution modifier for all two-handed melee weapon attacks. You may end this stance as a free interrupt when you would hit with a melee attack to suffer a -4 penalty to that attack roll, but add 4 + your Constitution modifier to damage.
At each even level, you choose a new at-will Maneuver. You may choose maneuvers from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to choose one or more ranked Maneuver; you may choose ranked Maneuvers from this class feature or any of your other class features.
Until the stance ends, you are immobilized. If an enemy charges you or an adjacent ally through the target area, you may end this stance as a free interrupt to make an attack with an attack bonus equal to your Constitution modifier. If you hit, the attack is a critical hit on an 18-20 and deals an additional +2dW damage.
You may shift one pace as you enter this stance. Until the stance ends, if you are wielding a weapon with the reach property, you threaten all non-adjacent spaces within your reach, but no longer threaten adjacent spaces. When you hit with an opportunity attack, you may end this stance as a free interrupt to slide the target one pace and knock them prone.
Special
If you use a flail to make the opportunity attack, you may grab the target instead of sliding them and knocking them prone. While the target remains grabbed, you cannot use your flail, but may sustain the grab for as long as the you remain in this stance and the target is within the flail’s reach.
Sustain:
You must use a move action at the beginning of each turn to maintain the stance until the end of your next turn. When you do, you may also shift one pace; if you have a target grabbed due to this power, you may pull the target one pace as part of this move action.
Make a charge attack against a creature 4 or more paces away, with a +1 stance bonus to speed and a stance bonus to damage equal to your Constitution modifier.
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