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Enhancement Injection Remove Toxins

Mental (INT, WIS, CHA) Mental (INT, WIS, CHA)

As an action, you can expend one


As an action, you can expend a
superiority die to inject a creature you
superiority die to touch a target, who
can touch, granting them temporary hit
regains hit points equal to the number
points equal to the superiority die roll
rolled and, if it is poisoned or
+ your maneuver ability modifier,
diseased, you neutralize the poison or
which last for 1 minute. Additionally,
disease. If more than one poison or
when the target makes a Strength or
disease afflicts the target, you
Constitution check or saving throw
neutralize one poison or disease that
while it has these temporary hit points,
you know is present, or you neutralize
it gains a bonus equal to your
one at random.
maneuver ability modifier.

Adrenaline Hit Hacked Communications


Mental (INT, WIS, CHA) Mental (INT, WIS, CHA)

You can use an action and expend one As an action, you may expend a
superiority die to inject a creature with superiority die, and choose any number of
regenerative medication that temporarily creatures that you can see within 60 feet of
enhances their agility. When you do so, you that have commlinks, headcomms, or
other such communications devices. Each
a creature you can touch regains hit
creature must succeed on a Constitution
points equal to the superiority die roll.
saving throw or take sonic damage equal to
Additionally, until the start of your next the number rolled on the dice + your
turn, when that creature would take maneuver ability modifier (minimum of
damage, the amount is reduced by an one). Additionally, on a failed save, their
amount equal to your maneuver ability communication devices are disabled until
modifier. rebooted.

Administer Aid Call to Arms


Mental (INT, WIS, CHA) Mental (INT, WIS, CHA)

If you are surprised at the start of


As an action, you can expend a
combat and aren’t incapacitated, you
superiority die to tend to a creature
can expend one superiority die to act
you can touch. The creature regains a
normally.
number of hit points equal to the
IMPROVED. When you use your
number rolled + your maneuver ability
Call to Arms maneuver, you can roll
modifier.
the superiority die and extend the
IMPROVED. Can use as a Bonus
benefits of the maneuver to a number
Action or Action.
of allies up to the result of the roll,
GREATER. Can use as a Reaction,
provided those allies can see or hear
Bonus Action, or Action.
you.
Return Fire World on Fire
Physical (STR, DEX, CON) Physical (STR, DEX, CON)

On your turn, when you hit with a


When a creature misses you with a weapon attack, you can use a bonus
ranged attack, you can use your action to ignite phosphorescent
reaction and expend one superiority powder on your target, dealing extra
fire damage equal to the result of the
die to make a ranged weapon attack roll. Additionally, the target sheds dim
against the creature. If you hit, you light in a 5-foot radius and can’t
add the superiority die to the become invisible until the end of your
attack’s damage roll. next turn, and becomes visible if it was
already invisible.

Body over Bother Disarming Blow


Physical (STR, DEX, CON) Physical (STR, DEX, CON)

When you hit a creature with a weapon


attack, you can attempt to disarm the
When you are forced to make an target, forcing it to drop one item of your
Strength, Dexterity, or Constitution choice that it’s holding. You add the
superiority die to the attack’s damage roll,
saving throw, you can expend a
and the target must make a Strength saving
superiority die to change the saving throw. On a failed save, it drops the object
throw ability to your maneuver you choose. If you have a free hand and
ability modifier. are within 5 feet of the creature, you can
catch the item. Otherwise, the object lands
at the creature’s feet.

No Escape Steady the Nerve


Physical (STR, DEX, CON) General (any)

Whenever you or an ally you can As an action, you can expend one
see makes an opportunity attack, superiority die to strengthen your
you can expend a superiority die. If allies’ defenses. Roll a superiority
the attack hits, roll the superiority die. Until the end of your next turn,
die and add the result to the damage you and all allies within 5 feet of
roll. Additionally, the affected you when you use this action has a
creature gains 4 slowed levels until bonus to any saving throws they
the start of its next turn. make equal to the amount rolled.
Charge Charming Presence
Mental (INT, WIS, CHA) Mental (INT, WIS, CHA)

As an action, you can make a


As a bonus action, and until the Charisma (Persuasion) check and
start of your next turn, creatures expend one superiority die to attempt
you choose within 10 feet of you to charm a humanoid creature who can
who can see or hear you can move see or hear you within 60 feet. Add the
an additional distance equal to 5 superiority die to the roll. The target
times the superiority die rolled on makes a contested Wisdom (Insight)
their turn and ignore unenhanced check. If your check succeeds, the
difficult terrain. target is charmed by you until the end
of your next turn.

Distracting Blows
Mental (INT, WIS, CHA) Mental (INT, WIS, CHA)

When you hit a creature with a


weapon attack, you can add the
superiority die to the attack’s
damage roll. The next attack roll
against the target by an attacker
other than you has advantage if the
attack is made before the start of
your next turn.

Incite Intimidating Presence


Mental (INT, WIS, CHA) Mental (INT, WIS, CHA)
Maneuvering Attack Feiting Attack
General (any) General (any)

You can expend one superiority die


When you hit a creature with a weapon
attack, you can expend one superiority and use a bonus action on your turn
die to maneuver one of your allies into a to feint, choosing one creature
more advantageous position. You add within 5 feet of you as your target.
the superiority die to the attack’s You have advantage on your next
damage roll, and you choose an ally who attack roll against that creature this
can see or hear you. That creature can turn. If that attack hits, add the
use its reaction to move up to half its superiority die to the attack’s
speed without provoking opportunity
attacks from the target of your attack.
damage roll.

Daring Escape Assess the Sitaution


General (any) General (any)

You can expend one superiority die


to take the Disengage action as a
You can expend one superiority die
bonus action on your turn. Until the
to make a Wisdom (Perception) or
end of this turn, you have
Intelligence (Investigation) check
advantage on ability checks and
as a bonus action, adding the
saving throws to break effects that
superiority die to the check.
would grapple, restrain or slow
you.

Precise Movements Encouraging Pace


General (any) Mental (INT, WIS, CHA)
As an action, you can make a
On your turn, you can use an action Charisma (Intimidation) check and
and expend one superiority die to expend one superiority die to attempt
bolster the resolve of one of an ally to frighten a humanoid creature who
within 30 feet who can see or hear can see or hear you within 60 feet.
you. The ally can add your Add the superiority die to the roll. The
maneuver ability modifier to every target makes a contested Wisdom
damage roll they make until the (Insight) check. If your check
start of your next turn. succeeds, the target is frightened of
you until the end of your next turn.

Menacing Attack Targeted Strike


Mental (INT, WIS, CHA) Mental (INT, WIS, CHA)

When an ally who can see or hear


When you hit a creature with a you makes an attack against a
weapon attack, you can add the creature, you can use your reaction
superiority die to the attack’s to expend a superiority die. You
damage roll, and the target must add the superiority die to the attack
make a Wisdom saving throw. On a roll, and the damage roll if it hits.
failed save, it is frightened of you You can use this maneuver after
until the end of your next turn. the attack roll, but before the result
is announced.

Tyrannical Strike Agonizing Lethargy


Mental (INT, WIS, CHA) Mental (INT, WIS, CHA)

When you hit a creature with a weapon You can use an action to expend a
attack, you use a reaction to issue a one-
word command to a creature who can see
superiority die. When you do so,
or hear you. You add the superiority die to choose a creature you can see
the attack’s damage roll, and the target within 30 feet of you. The target
must succeed on a Wisdom saving throw. must make a Constitution saving
On a failed save, the target must follow the throw. On a failed save, the target
command on its next turn. Power fails if it
takes 1d6 necrotic damage for each
is immune to charm, doesn't share a
language, or you issue a harmful attack it makes until the start of
command. your next turn.

Befogging Ichor Chains of Transfixing


When you or a friendly creature you You can use a bonus action to
can see that can see or hear you expend and roll a superiority die.
moves, you can expend a superiority When you do so, a number of
die to give them verbal guidance and friendly creatures equal to your
encouragement.
Roll a superiority die. The creature’s
maneuver ability modifier can
speed increases by 5 times the number immediately use their reaction to
rolled, and they can move through the move a number of feet equal to 5
space of hostile creatures as if it were times the number rolled on the
difficult terrain. superiority die.

Encouraging Speech Goading Attack


Mental (INT, WIS, CHA) Mental (INT, WIS, CHA)

You can expend a superiority die to


When you hit a creature with a weapon
give an encouraging speech, spending
attack, you can expend one superiority
the next minute rallying your allies.
die to attempt to goad the target into
You grant two allies temporary hit
attacking you. You add the superiority
points equal to the amount rolled on
die to the attack’s damage roll, and the
the superiority die + your maneuver
target must make a Wisdom saving
ability modifier.
throw. On a failed save, the target has
This increases to three allies at 5th
disadvantage on all attack rolls against
level, four allies at 9th level, five allies
targets other than you until the end of
at 13th level, and six allies at 17th
your next turn.
level.

Commander's Strike Wracking Torment


Physical (STR, DEX, CON) Mental (INT, WIS, CHA)

When you take the Attack action on When a hostile creature you can see
your turn, you can forgo one of your within 30 feet would take damage
attacks and use a bonus action to direct from an effect you or a friendly
one of your companions to strike. When creature controls, you can use your
you do so, choose a friendly creature reaction and expend a superiority die
who can see or hear you and expend one to temporarily weaken their resilience
superiority die. That creature can against it. Until the end of the turn, the
immediately use its reaction to make one target loses resistance to the damage
weapon attack, adding the superiority types of the triggering attack or power.
die to the attack’s damage roll.

Reverse Curse Shadow Puppetry


Mental (INT, WIS, CHA) Mental (INT, WIS, CHA)

You can use a bonus action and choose


a creature you can see within 30 feet You can use a bonus action to
of you to make a Wisdom saving expend a superiority die. When you
throw. On a failed save, the target do so, choose a creature you can
can’t take reactions until the start of its see within 30 feet of you that is no
next turn and on its turn must use its more than one size larger than you.
movement to move half its speed in a The target must succeed on a
random direction. Roll a d8 and assign Strength saving throw or gain four
a direction to each face. If the slowed levels until the start of your
direction rolled is blocked, the target next turn.
doesn’t move.
Mental (INT, WIS, CHA) Mental (INT, WIS, CHA)

When another creature attempts to charm When a creature you can see within 30
or frighten you or an ally you can see feet of you is reduced to 0 hit points, you
within 15 feet of you, you can use your can use your reaction and expend a
reaction and attempt to turn the effect back superiority die to give that creature a
on that creature. The creature must succeed final act of aggression. That creature can
on a Wisdom saving throw or be be immediately move a number of feet
charmed or frightened by you, dependent equal to 5 times the result of the die and
on the triggering ability, for a number of make a single weapon attack against a
rounds equal to a roll of your superiority target of your choice within its attack
die or until the creature takes any damage. range, adding the die to the attack roll.
Force Resonance Short Round
Mental (INT, WIS, CHA) Mental (INT, WIS, CHA)

Immediately after you deal damage to


a target with a force attack, you can
When you cast a force power of 1st-
expend a superiority die and target a
level or higher that has a casting time
second creature that you can see
of 1 action, you can expend a
within 30 feet of the first creature.
superiority die to change the casting
Roll the die, and the second creature
time to 1 bonus action for this casting.
takes force damage equal to the roll +
your forcecasting modifier.

Fortune and Glory Strikeforce


Mental (INT, WIS, CHA) Physical (STR, DEX, CON)

When you would make a weapon attack


against a target within 30 feet, you can When you make a melee weapon
instead expend a superiority die and attack against a creature, you can
make a Sleight of Hand check using expend one superiority die and add
your universal forcecasting ability to the number rolled to the attack roll.
plant something on the target, conceal an On a hit, the target takes additional
object on the target, lift the target’s force damage equal to the number
purse, or take something from its pocket. rolled.
Add the result to the check.

Trip Attack One with the Force


Physical (STR, DEX, CON) Mental (INT, WIS, CHA)

When you hit a creature with a


weapon attack, you can expend one
sup. die to attempt to knock the Once per turn, when you make a
Constitution saving throw to maintain
target down. You add the sup. die
concentration on a force power, you
to the attack’s damage roll, and if can expend a superiority die and add
the target is Large or smaller, it the number rolled to the saving throw.
must make a STR save. On a failed
save, you knock the target prone.

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