There are many facets to combat—how one places their feet, an adroit grip upon a weapon’s hilt, the angle of a shield arm—but achieving exceptional skill over specific weaponry can be an efficient means to victory. By patiently focusing your martial studies you unlock secrets that general practitioners of combat never glean, and with dedicated training you master their use.
Dangerous Signature (1 point)
1st degree Unending Wheel reaction
You have mastered a strike that is unmistakably your own. Choose a simple symbol (such as a letter) to be your signature. When you have advantage on a melee weapon attack roll, on a hit you can leave your signature on the creature or object you attacked. Your signature remains on a creature until it is fully healed and has taken a long rest. While a creature bears your signature, you can use a bonus action to try to intimidate it. The creature makes a Courage saving throw against your maneuver DC or becomes frightened of you until the start of your next turn.
Throwing Stance (1 point)
1st degree Unending Wheel bonus action (stance)
You wield your weapon with a practiced familiarity that makes it deadly even when a foe is beyond your reach, able to hurl it as accurately as a thrown dagger. Choose a weapon when you learn this combat maneuver. While you are wielding the chosen weapon it has the rebounding property and thrown property (range 30/60 feet).
Victory Pose (1 point)
1st degree Unending Wheel reaction
Your victory pose spurs your allies. Choose a weapon when you learn this combat maneuver. When you score a critical hit with this weapon, you can use your reaction to pose dramatically as you finish the strike. As you dramatically pose, choose a number of allies equal to your proficiency bonus that you can see within 30 feet. The chosen allies have advantage on the next death saving throw each makes before the end of combat.
Wounding Strike (2 points)
1st degree Unending Wheel bonus action
Swinging or thrusting with your weapon like you have thousands of times before, you know precisely where its tip grazes and your swing hits at the smallest flaw in an opponent’s armor to deliver a painful wound. Choose a weapon when you learn this combat maneuver. If you hit with your next attack roll using the chosen weapon against a living creature, you deliver a wound that deals 1d4 ongoing damage. At the start of each of the wounded creature’s turns, it makes a Fortitude saving throw, ending the effect on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Medicine check against your maneuver DC, ending the ongoing damage on a success. Healing magically or from a trait (such as Regeneration) also ends the effect.
Deflect Strike (1 point)
2nd degree Unending Wheel reaction
With a bit of effort as an opponent strikes at you, you can knock the blow away and divert the attack. When a creature hits you with a weapon attack, you can use your reaction to reduce the attack’s damage by a number of d6 equal to your proficiency bonus. If this maneuver reduces the damage to 0, the attack becomes a miss.
Instant Strike (3 points)
2nd degree Unending Wheel bonus action
You quickly draw and strike with a weapon in the blink of an eye. Choose a creature within your reach. You draw a melee weapon and use it to make an attack against that creature. You cannot use this combat maneuver against the same creature more than once per combat.
Preternatural Strikes (1 point)
2nd degree Unending Wheel action
By executing your attacks with perfect precision your weapon can slip beneath even supernatural defenses. Choose a weapon when you learn this combat maneuver. When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Until the start of your next turn, your weapon attacks using that weapon ignore any resistance to weapon damage that creature may have.
Disarming Assault (1 point)
3rd degree Unending Wheel action
Instead of waiting for an opponent to strike so you can slap their weapon away, you lay into them with attacks that knock it from their hands. When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Until the start of your next turn, your strikes can deprive foes of their armaments. In addition to dealing damage, when you hit a creature with a melee weapon attack it makes an Anchor saving throw. On a failure, an item of your choice that the creature is holding (including a shield) flies from its grip to land in a randomly determined space 10 feet away.
Expert Sidestep (2 points)
3rd degree Unending Wheel reaction
You respond to an attacker’s weapon with a peerless defensive step that displays your prowess as a warrior. When a creature makes a weapon attack against you, you can use your reaction to gain a bonus to AC equal to your proficiency bonus, possibly turning a hit into a miss.
Unsettling Injury (3 points)
3rd degree Unending Wheel action
Your attack unnerves your foe, making it hard for them to concentrate. Choose a weapon when you learn this combat maneuver. Make a melee weapon attack using the chosen weapon, and on a hit the target makes a Concentration check against your Manveuver DC. On a failure the target loses concentration on any spell it has cast, any combat stance it is using ends, and it cannot use combat maneuvers or cast spells until the end of your next turn.
Any Weapon Stance (1 point)
4th degree Unending Wheel bonus action (stance)
What you wield isn’t what makes you a deadly combatant—you are the weapon. Attaining mastery of some weaponry has taught you how to focus and bring all that practice to bear even with lethal implements you’ve never seen before. You gain proficiency with all weapons (including rare weapons).
Mistaken Opportunity (2 points)
4th degree Unending Wheel reaction
Mastery is making sure even a mistake becomes an opportunity. You follow-through on a miss to attack a different enemy. When you miss with a melee weapon attack against a creature, you can use your reaction to take your momentum and target a different creature within your reach with a melee attack using the same weapon. This attack is made with advantage and deals extra damage equal to your proficiency bonus. If both attack rolls would hit the creature, the target must make a Composure saving throw or be stunned until the end of its next turn.
Wind Strike (3 points)
4th degree Unending Wheel action
You use a melee weapon to strike a foe from a distance. Choose a weapon when you learn this combat maneuver. You can use the chosen weapon to strike a distant target with air pressure, giving your attack a normal range of 50 feet and long range of 100 feet. This functions as if your weapon had the thrown property except you don’t actually throw it. You have advantage on attack rolls made using this maneuver. If both attack rolls hit, you deal an additional weapon damage die. After using this maneuver to hit a creature, it can use an action to make a Awareness check against your maneuver DC. On a success, for the next minute any uses of Wind Strike do not grant advantage on attack rolls made against the creature.
Heart of the Sword (3 points)
5th degree Unending Wheel bonus action
You focus on the bond between you and your weapon. Choose a weapon when you learn this combat maneuver. For the next minute, attacks made with the chosen weapon score a critical hit on a roll of 19–20 and ignore any damage resistances a target might have. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).
Perfect Assault (3 points)
5th degree Unending Wheel action
In a blur of smooth motion, you unleash a sequence of attacks. When you activate this maneuver, you take the Attack action and make two weapon attacks, as well as double the number of additional attacks granted by Extra Attack. You can replace any number of these attacks with combat maneuvers that do not grant more than one attack. At the end of your turn your exertion pool is reduced to 0 and you suffer a level of fatigue.