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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.
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)
Distracting Blows
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.
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.
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)