Ambush
When you use your action to Hide or when you roll for Action Points, you can add a Battle Die to the roll, provided you aren’t incapacitated.
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one Battle Die and switch places with that creature, provided you have at least 1 movement left and the creature is willing and isn’t incapacitated. This movement doesn’t provoke counterattacks.
Roll a Battle Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to their Passive Defense equal to the number rolled.
Boomerang Throw
When you take the attack action on your turn, you can throw a melee weapon or shield you are holding at a creature you can see within 30 feet as a ranged weapon attack for 1 additional Action Point. If you hit with this attack, it deals damage equal to a Battle Die + your Strength. The thrown item returns to your hand at the end of your action.
Brace
For 2 Action Points, you can ready yourself against incoming opponents. When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can make an attack as a reaction, using that weapon. If the attack hits, add a Battle Die to the weapon’s damage roll.
Brick Breaking Strike
When you hit a creature or an object with an unarmed strike, roll a Battle Die and add the result to the damage roll. If you are using this Technique on an object, that attack ignores the object’s hardness and deals double damage.
Brutal Swing
When you hit a creature with a weapon attack, you can attempt to drive the target back. You add a Battle Die to the Maneuvers (Strength) – Shove or Maneuvers (Agility) – Takedown attempt. On a success, you also deal your weapon damage to the target.
Deflecting Parry
When another creature damages you with a melee attack, you can spend 2 Action Points as a reaction to roll a Battle Die, reducing the damage by an amount equal to your Battle Die roll + your Dexterity.
Disarming Blow
When you hit a creature with a weapon attack, you can attempt to disarm that creature. Make a Maneuvers (Dexterity) – Disarm attempt and the creature takes additional damage damage equal to a Battle Die.
Distracting Blow
When you hit a creature with a weapon attack, you can distract the creature, giving your allies an opening. You add a Battle Die to the attack’s damage roll and the creature becomes Unbalanced.
Evasive Footwork
When you take the Disengage action, you can roll a Battle Die, adding the number rolled to your Passive Defense and any dodge rolls during the move action.
Goading Strike
When you hit a creature with a weapon attack, you can attempt to goad the target into attacking you. Make a Maneuvers (Cunning) – Feint roll, doing weapon damage plus one of your Battle Die to the attack’s damage roll. On a failure, the target ignores the normal effect and instead has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Iron Grip
When you attempt to initiate a grapple, you can roll a Battle Die and add it to your Maneuvers (Endurance) – Grapple roll. If you are successful, the creature you are grappling takes damage equal to the roll on your Battle Die + your Strength.
Iron Rally
On your turn, you can spend 3 Action Points to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to a roll of a Battle Die + your Will.
Lethargic Shot
When you hit a creature with a ranged weapon attack, Add a Battle Die to the damage roll. That creature’s movement is reduced by half until the start of your next turn.
Piercing Shot
Your shots can punch through cover. When you make a ranged weapon attack, you can ignore non-magical cover and heavy cover that is less than 1 foot thick. When you do so, add a Battle Die to the damage roll.
Ruby Slice
When you make a weapon attack roll against a creature, you can roll a Battle Die and add it to the roll. You can use this Technique before or after making the attack roll, but before you know if it is successful.
Riposte
When you succeed on a Parry attempt, you can immediately spend 3 Action Points to make a melee weapon attack against the creature. If you hit, you add a Battle Die to the attack’s damage roll.
Split Shot
When you use the attack action to make a ranged weapon attack against a creature, you can immediately make an additional ranged weapon attack against a different creature within 10 feet of the target as part of the same attack action. Both creatures take additional damage equal to a Battle Die if you hit.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on a Battle Die. The damage is of the same type dealt by the original attack.
Vanguard Dash
When you take the Disengage action, your movement increases by 2 for that action. You also gain an amount of temporary vitality equal to a roll of your Battle Die + your Warrior level.
Whelming Strike
When you hit a creature with a weapon attack, add a Battle Die to the damage roll and its movement is reduced by half. You may immediately make a Maneuvers (Agility) – Takedown roll at no Action Point cost.
Cobalt Throw
While you have a creature grappled, you can attempt to throw them. Make a Maneuvers (Strength) – Shove roll, adding a Battle Die to the roll against the creature you have grappled. You throw the grappled creature up to 4 movement away from you in any direction. If that creature strikes a solid object or structure, it takes damage equal to 2 times the roll on a Battle Die + your Strength. If you hit another creature when making the throw, both creatures take the damage.
Fan of Arrows
For 8 Action Points, while wielding a ranged weapon, you can fire a spray of shots into a crowd of foes. Make one ranged weapon attack against each creature within a 30 foot cone, adding one Battle Dice to the damage roll of each attack that hits.
Giant Smash
When you make a Maneuvers (Strength) – Shove roll, add a Battle Die to your roll. If you are successful, you can both move that creature up to 3 movement and knock it prone. Additionally, its movement is reduced to 0 until the start of your next turn.
Guerilla Vanish
When you use an action to Hide, you can become Invisible until the end of combat. This invisibility ends when you make an attack or cast a spell. If you end the invisibility by making a weapon attack, you can add a Battle Die to that attack roll.
Iron Tornado
For 7 Action Points, you can make a single melee weapon attack against each creature within your reach. When you do so, roll 2 Battle Dice and add it to the damage of each attack that hits.
Lightning Step
When you Dodge, you can roll 2 Battle Dice, adding the total to the roll. When you use this ability, you can immediately move up to your movement in a straight line.
Magnum Arrow
Your shots can punch through even the thickest cover. When you make a ranged weapon attack, you can ignore cover (you still have disadvantage on the attack roll if you cannot see the creature). When you do so, roll 2 Battle Dice and add the total to the damage roll.
Pinning Shot
When you hit a creature with a ranged weapon attack, roll 2 Battle Dice and add it to the damage roll. That creature’s movement is reduced to zero until the start of your next turn.
Redirecting Parry
Instead of moving the attack aside, you attempt to redirect the attack back to the attacker. Reduce the damage of a melee attack by an amount equal to 2 Battle Dice + your Dexterity + your weapon damage roll. If this reduces the damage to 0, you can reflect the attack back against the attacker, dealing them damage equal to your Battle Dice roll + your Dexterity; the damage type is the same type as the attack you parried.
Reflecting Block
You attempt to block an attack and reflect it back to the attacker. Roll a Battle Die and add it to your Block roll. If you succeed against a ranged attack, you can reflect the attack back against the attacker, dealing them damage equal to your Battle Dice roll + your Strength; the damage type is the same type as the attack you blocked.
Ricochet Toss
For 8 Action Points, you can throw a melee weapon or a shield you are holding at a creature you can see within 60 feet. Make a thrown weapon attack using your Body defense instead of your weapon skill if you are throwing a shield. If it hits, it deals bludgeoning damage (or damage of a type the weapon can deal) equal to 2 Battle Dice + your Strength. You can immediately ricochet the item to a different creature within 30 feet of the creature you hit, making another thrown weapon attack against that creature that deals damage equal to to one of the previous Battle Dice rolls (your choice) + your Strength. You may repeat this ricochet a number of times equal to your Strength or until you miss a creature. The object you throw returns to your hand at the end of your turn.
Sapphire Razor
When you make a weapon attack roll against a creature, you can roll 2 Battle Dice and add both to the roll. You can use this technique before or after making the attack roll, but before you know if it is successful. If you make a critical hit on the creature, it takes additional damage equal to one of the previous Battle Dice rolls (your choice).
Silvered Cleaver
When you hit a creature with a weapon attack, you can cleave your way through your foe’s defenses. Your attack ignores any of the creature’s damage resistances and any immunities become resistances. Roll 2 Battle Dice and add the result to the attack’s damage roll; if the creature was immune to any type of damage, double the Battle Dice rolls.
Steel Bulwark
On your turn, you can spend 3 Action Points to bolster the resolve of several of your companions. When you do so, choose a number of friendly creatures who can see or hear you. Those creatures gain temporary Vitality equal to 2 Battle Dice + your Will.
Stone Shattering Strike
When you hit a creature or an object with an unarmed strike, roll 2 Battle Dice and add the total to the damage roll. If you are using this technique on an object, that attack ignores the object’s hardness and deals maximum damage.
Undertow Blade
When you hit a creature with a weapon attack, roll 2 Battle Dice and add it to the damage roll. That creature’s movement is reduced to 0 until the start of your next turn, and you may immediately make a Maneuvers (Agility) – Takedown roll at no Action Points cost.
Vanguard Blitz
When you take the Disengage action, your movement increases by 4 for that movement. You can make a single melee weapon attack against each creature you pass within 5 feet of during your movement, to a maximum number of creatures equal to 1 + your Agility. Roll a Battle Die and add it to the damage roll of each of these attacks.
Adamantine Fortress
On your turn, you can spend 3 Action Points to bolster the resolve of all of your companions. When you do so, each friendly creature within 60 feet that can see or hear you gains temporary Vitality equal to 4 Battle Dice + your Will. The next time any of the affected creatures take damage before the end of your next turn, they have resistance to that damage.
Annihilating Charge
When you take the Disengage action, your movement triples for that movement. You can make a single melee weapon attack against each creature you pass within 5 feet of during your movement. Roll 2 Battle Dice and add it to the damage roll of each of these attacks.
Arrow of Judgement
For 8 Action Points, while wielding a ranged weapon, you can fire a single shot that punches through all in its path. Make a single ranged weapon attack against each creature in a 120 foot long, 5 foot wide line, taking weapon damage + 3 Battle Die. The line ignores all cover or impediments, magical or otherwise.
Boulder Sundering Strike
When you hit a creature or an object with an unarmed strike, roll 4 Battle Dice and add the total to the damage roll. If you are using this technique on an object, that attack ignores the object’s hardness and deals maximum damage.
Diamond Edge
When you make a weapon attack roll against a creature, you can roll 2 Battle Dice and add both to the roll. You can use this technique before or after making the attack roll, but before you know if it is successful. If you make a critical hit on the creature, it takes additional damage equal to the previous Battle Dice rolls.
Earthquake Smash
For 8 Action Points, you can strike the ground with earth-shattering force. Make a single melee attack (Strength) against each creature other than you within 30 feet. They take bludgeoning damage equal to your weapon dice + 4 Battle Dice. In addition, they are knocked prone, and their movement is reduced to 0 feet until the start of the next round. Creatures that you did not hit take half the damage dealt, are not knocked prone, and their movement is reduced by half until the start of the next round.
Hailstorm Shot
For 8 Action Points, while wielding a ranged weapon, you can fire a hail of shots into the sky which rain down upon your foes. Choose a point within 120 feet of you: Make a single ranged weapon attack against each creature within 30 feet of that point. Each creature you hit takes weapon damage + 3 Battle Dice.
Maelstrom Swing
For 8 Action Points, make a single melee weapon attack against each creature within 15 feet of you. On a hit, roll your Battle Die 4 times and add the total to the damage roll. The movement of each creature you hit is reduced to 0 until the beginning of the next round, and you can make a single Maneuvers (Agility) – Takedown attempt against each creature for no Action Point cost. Creatures in the area that you do not hit have their movement reduced by half.
Obsidian Powerbomb
While grappling another creature, for 6 Action Points, you can break your grapple to smash them into the ground with bone-breaking force. Make a Maneuvers (Strength) – Shove roll against the creature you are grappling. They take 4 Battle Dice + your Strength, and on a failure, the creature is stunned for a number of rounds equal to your Strength. If that creature succeeds on the roll, you can spend 4 Action Points to attempt a Maneuvers (Endurance) – Grapple roll.
Seven Star Strike
When you make an unarmed strike against a creature, you may spend a Battle Die to deal no damage, instead giving the creature one level of exhaustion. This choice must be made before the dice is rolled.
Steel Hurricane
For 2 Action Points, you can roll a Battle Dice and add it to each melee attack you make until the end of your turn. You can spend 1 additional Battle Dice to reduce the Action Point cost of each attack you make by 1 Action Point.
Wall of Steel
When another creature damages you with an attack, you can spend 3 Action Points as a reaction to ward off the attack. Reduce the damage of the attack by an amount equal to your weapon damage dice or your shield's armor + 4 Battle Dice + your Strength or Dexterity. Until the end of your next turn, you have resistance to damage from that creature.
Whirling Toss
For 7 Action Points, while wielding a melee weapon or a shield, you can fling that weapon or shield with overwhelming force at a line of foes. Make a thrown weapon attack using your Body defense instead of your weapon skill if you are throwing a shield, against each creature in a 90 foot long, 5 foot wide long line. Against each creature you hit, they take bludgeoning damage (or damage of a type the weapon can deal) equal to 4 Battle Dice + your Strength.