Manual Rules:

As an activity during a short rest, you can learn one of the custom moves from each manual as long as you fit the requirements.

Custom Moves learned from a manual use your own stats and bonuses, so you will have to calculate your own attack rolls and custom move DCs.

If you need to train for the requirements to learn a specific custom move and have the manual on your person when you do this training at a short rest, when you roll a combo skill check for the training you gain the effect of an inspiration without having to spend one to the roll

True Sight: A superior form of sight that allows you to see through any stealth or invisibility

Average Weapons Guide - 50 Currency - Common 

Stalk - Requires Weapon Expert : Average Ability 

Action, Attack roll, range, and damage based on the average weapon you’re using. After making an average weapon attack, you deal 5 less damage but you are able to back away from the character you attacked without them being able to react to your movement. 

Pommel - Requires Weapon Expert : Average Ability 

Action, Attack roll, range, and damage based on the average weapon you’re using. After making an average weapon attack, you deal 10 less damage if the attack hits but regardless the character attacked gains the disoriented condition until the end of your next turn. 

Topple - Requires Weapon Expert : Average Ability 

Action, Attack roll, range, and damage based on the average weapon you’re using. After making an average weapon attack, you deal 10 less damage if the attack hits but regardless the character attacked is knocked prone. 

Special Property: If you have learned one of these Custom Moves, then when you train for something related to The Path Of Combat, gain the effect of an inspiration without having to spend one to the roll

Finesse Weapons Guide - 50 Currency - Common

Lacerate - Requires Weapon Expert : Finesse Ability 

Action, Attack roll, damage, and Custom Move DC based on the melee weapon you’re using. After successfully landing a finesse melee weapon attack, you deal 5 less damage but the character that was attacked must make a Acrobatics Saving Throw against your Custom Move DC. If they fail they gain the bleeding condition until the wound is treated. 

Flourish - Requires Weapon Expert : Finesse Ability 

Action, Attack roll, damage, and Custom Move DC based on the melee weapon you’re using. After successfully landing a finesse melee weapon attack, you deal 5 less damage but the character that was attacked must make a Acrobatics Saving Throw against your Custom Move DC. If they fail they gain the disoriented condition until the end of your next turn. 

Cripple - Requires Weapon Expert : Finesse Ability 

Action, Attack roll, damage, and Custom Move DC based on the finesse weapon you’re using. After successfully landing a finesse weapon attack, you deal 5 less damage but the character that was attacked must make a Blocking or Fortitude Saving Throw against your Custom Move DC. If they fail they have a negative 5 to all attack rolls until the end of your next turn, this effect cannot stack.

Special Property: If you have learned one of these Custom Moves, then when you train for something related to Agile Combat, gain the effect of an inspiration without having to spend one to the roll

Heavy Weapons Guide - 50 Currency - Common

Graze - Requires Weapon Expert : Heavy Ability 

Reaction, Attack roll and damage based on the heavy melee weapon you’re using. After missing a melee weapon attack, you can deal damage equal to your Strength Stat to the person you missed the attack against.

Demolish - Requires Weapon Expert : Heavy Ability 

Action, Attack roll, damage, and Custom Move DC based on the melee weapon you’re using. After successfully landing a heavy melee weapon attack, you deal 5 less damage but the character that was attacked must make a Acrobatics Saving Throw against your Custom Move DC. If they fail they are sent flying and you roll a launch n’ lift to see how far they flew, the distance is determined by the DM.

Slam - Requires Weapon Expert : Heavy Ability 

Action, Attack roll, damage, and Custom Move DC based on the heavy melee weapon you’re using. After successfully landing a melee weapon attack, you deal 5 less damage but the character that was attacked must make a Athletics or Acrobatics Saving Throw against your Custom Move DC. If they fail they are knocked prone. 

Special Property: If you have learned one of these Custom Moves, then when you train for something related to Brutal Combat, gain the effect of an inspiration without having to spend one to the roll

Firearms Weapons Guide - 50 Currency - Common

Gash - Requires Weapon Expert : Firearms

Action/Reaction. Attack roll, range, and damage based on the firearm you’re using. After successfully landing a firearm weapon attack, you deal 5 less damage but the character that was attacked gains a chest grievous wound. 

Run & Gun - Requires Weapon Expert : Firearms

Action. Attack roll, range, and damage based on the firearm you’re using. After making a firearm weapon attack, you can use the retreat special action or dash special action as a free action. You have to choose one, you cannot do both. 

Extremity - Requires Weapon Expert : Firearms

Action. Attack roll, range, and damage based on the firearm you’re using. After successfully landing a firearm weapon attack, you deal 5 less damage but the character that was attacked loses half their walking speed for the rest of their turn. This effect cannot stack. 

Special Property: If you have learned one of these Custom Moves, then when you train for something related to Firearms, gain the effect of an inspiration without having to spend one to the roll

Warrior’s Braille - 70 Currency - Common

Focus - Requires +2 Perception Bonus 

Interaction. If a character is touching the same surface you’re standing on you know exactly where they are and suffer no penalties for not being able to see the character.

Blindsight - Requires +2 Perception Bonus

No Activation Required. You gain true sight of 10ft. This true sight is useless if character or effect does not produce any sound, scent, vibrations through the ground. 

Acuteness - Requires +2 Perception Bonus 

Reaction. Add your perception bonus to your armor class against one attack. 

Special Property: If you have learned at least one of these custom moves, gain +2 to acrobatics saving throws for every sight based penalty you have 

Professional Wrestling - 90 Currency - Common

Submission - Requires STR/DEX : Grappling Skill Check

Quick Action, if you have a character grappled you can force them to roll a Fortitude Saving Throw equal to your Grappling Custom Move DC. If they fail, then they are knocked unconscious until they take damage or are healed. 

Clothesline - Burly Tactics Ability

Action, Attack roll and damage based on the melee weapon you’re using. After successfully landing a melee weapon attack, you deal 5 less damage but the character that was attacked must make a Athletics or Acrobatics Saving Throw against your Custom Move DC. If they fail they are knocked prone. 

Splash - Requires Long Jump Ability 

Quick Action. Damage and Custom Move DC based on the weapon you’re using. If you have at least a 10ft height advantage to jump from, you can throw yourself down at a character in a way that hurts them more than it hurts you. They must make a Physical Saving Throw against your Custom Move DC, also add either your acrobatics or athletics bonus to the DC when performing this custom move. If they fail, they take your weapon damage and the falling damage you would take from jumping at the height you did. When performing this custom move, you are resistant to falling damage. 

Special Property: If you have learned at least one of these custom moves, you can use your Strength instead of your Charisma when rolling a performance skill check. 

Way Of The Drunk - 113 Currency - Uncommon

Drunken Stance - Requires Drunken Boxer Perk

Quick Action, Concentration. Enter a stance that adds your tolerance bonus to your Armor Class. You have to be drunk to enter this stance. 

Stumble - Requires Drunken Boxer Perk

Reaction. If you’re currently concentrating on Drunken Stance, you can avoid an attack as long as you’re able to move 5ft out of the way of it. 

Special Property: If you have learned at least one of these custom moves, the Drunk condition now grants a +5 to hand to hand combat rolls instead of +2 

Girlboss 101 - 130 Currency - Uncommon

Gaslight - Requires Encourage Ability 

Quick Action, choose a character within earshot of you. For them to roll a Charisma Will Save against your Social DC. If they fail, you place them under the bewitched condition until you deal damage to them. 

Gossip - Requires Muckraker Ability 

Quick Action, choose a character within earshot of you. For them to roll a Charisma Will Save against your Social DC. If they fail, they need to use their next attack action against one of their allies.

Special Property: If you have learned at least one of these custom moves, increase your Social DC by 2

Sacred Text - 164 Currency - Uncommon

Divine Will - Requires At Least +0 Prayer Bonus 

Quick Action, you can perform a prayer to whatever you believe in and gain overhealth equal to your wisdom plus your prayer bonus. 

Spirited Mend - Requires At Least +0 Prayer Bonus

No Activation Required. When you use Restore at a short rest to recover a fourth of your maximum points in a recoverable resource pool, you can recover half of your maximum points instead. 

Sacred Linens - Requires At Least +0 Prayer Bonus

No Activation Required. When you take a long rest, you can get rid of two grievous wounds instead of only one. 

Special Property: If you have learned at least one of these custom moves, you can use your wisdom instead of charisma in the Path Of Social as long as they are based around being kind and Christian 

Martial Arts Collection 1 - 300 Currency - Uncommon

Finger Poke (Kenpo)  - Requires Martial Arts Ability 

Action. If you are within melee range of a character you can make a precision skill check and add your martial arts attack bonus. If you roll above their AC you can choose to give them two grievous wounds on any of their limbs. 

Guard Pass (Jiu-jitsu) - Requires Martial Arts Ability 

Action. When you make this martial arts attack, the rolls for the attack are unaffected by someone taking the dodge action. 

Butterfly Kick (Kung Fu) - Requires Martial Arts Ability 

Action. When you make this kick based martial arts attack, the roll to break someone’s armor class has advantage. This attack cannot be made with any other limbs other than the legs. 

Martial Arts Collection 2 - 300 Currency - Uncommon

Counter (Kenpo) - Requires Martial Arts Ability 

Reaction. Add your martial arts attack bonus to your armor class against one attack. 

Circular Block (Karate)  - Requires Martial Arts Ability 

Reaction. When targeted by a melee weapon attack, roll a martial arts attack. If you roll higher than what they rolled to break your armor class, then you make them hit themselves with their own attack and you are unaffected. 

Step Back (Kickboxing) - Requires Flow State

Reaction. You can spend a minute of the amount of time you can stay in Flow State per long rest to avoid an attack and move up to your movement speed under the effects of the Retreat Special Action.

Martial Arts Collection 3 - 300 Currency - Uncommon

Back Kick (Kickboxing) - Requires Martial Arts Ability 

Action, Attack roll, damage, and Custom Move DC based on your martial arts. After successfully landing a kick based martial arts attack, the character that was attacked must make a Fortitude Saving Throw against your Custom Move DC. If they fail they gain two chest grievous wounds. 

Armbar (Jiu-jitsu) - Requires Martial Arts Ability 

Action. Custom Move DC based on your martial arts. If you have someone grappled, you can make them roll a Fortitude Saving Throw against your Custom Move DC. If they fail they gain an arm wound on each arm. 

Push Kick (Muay Thai) - Requires Martial Arts Ability 

Action, Attack roll, range, and damage based on your martial arts. After successfully landing a kick based martial arts attack, you deal 10 less damage but can automatically shove the character you just attacked. When you roll athletics to see how far they’re shoved, double the total roll. 

Martial Arts Collection 4 - 300 Currency - Uncommon

Knife Hand (Kenpo) - Requires Martial Arts Ability 

Reaction. If they are in melee range and are about to attack you with a weapon, you can use the Disarm Special Action against them. Roll with the effects of an inspiration without spending one to disarm them when doing it like this. 

Submission Hold (Jiu-jitsu) - Requires Martial Arts Ability 

Action. Custom Move DC based on your martial arts. If you have someone grappled, you can make them roll an Athletics or Acrobatics Saving Throw against your Custom Move DC. If they fail then they are restrained and cannot get out of this hold unless you take damage or you allow them to. 

Jumping Kick (Muay Thai) - Requires Martial Arts Ability

Action, Attack roll and damage based on your martial arts. After making a kick based martial arts attack roll, you can use the Jump Special Action as a free action. 

Martial Arts Collection 5 - 300 Currency - Uncommon

Low Kick (Muay Thai) - Requires Martial Arts Ability 

Action, Attack roll, damage, and Custom Move DC based on your martial arts. After successfully landing a kick based martial arts attack, the character that was attacked must make a Athletics or Acrobatics Saving Throw against your Custom Move DC. If they fail they are knocked prone. 

Roundhouse Kick (Kickboxing) - Requires Martial Arts Ability 

Action, Attack roll and damage based on your martial arts. After making a kick based martial arts attack roll, you can use the Shove Special Action as a free action. 

Axe Kick (Muay Thai) - Requires Martial Arts Ability 

Action, Attack roll and damage based on your martial arts. After making a kick based martial arts attack roll, you can use the Retreat Special Action as a free action. 

Martial Arts Collection 6 - 300 Currency - Uncommon

Tiger Claw (Kung Fu) - Requires Martial Arts Ability 

Action. When you successfully land this punch based martial arts attack, add your martial arts bonus to the damage total. This attack cannot be made with any other limbs other than the arms. 

Cross (Kickboxing)- Requires Martial Arts Ability 

Action. When you make this punch based martial arts attack, you double your martial arts bonus when breaking someone’s armor class. This attack cannot be made with any other limbs other than the arms. 

Hook (Kickboxing) - Requires Martial Arts Ability 

Action, Attack roll and damage based on your martial arts. After successfully landing a punch based martial arts attack, the character that was attacked must make a Fortitude Saving Throw against your Custom Move DC. If they fail they are disoriented until the end of their next turn. 

Martial Arts Collection 7 - 300 Currency - Uncommon

Uke Waza Stance (Karate) - Requires Martial Arts Ability 

Quick Action, Concentration. Enter a stance that gives you the effects of an inspiration without having to spend one on acrobatics and precision saving throws. 

Heisoku Dachi Stance (Karate) - Requires Martial Arts Ability

Quick Action, Concentration. Enter a stance that adds your martial arts bonus to your Armor Class. 

Bow Stance (Karate) - Requires Martial Arts Ability 

Quick Action, Concentration. Enter a stance that gives you the effects of an inspiration without having to spend one on rolls against effects that try to move you. 

Martial Arts Collection 8 - 300 Currency - Uncommon

Empty Stance (Karate) - Requires Martial Arts Ability 

Quick Action, Concentration. Enter a stance that gives you the effects of an inspiration without having to spend one on kick based martial arts attack rolls.

Horse Stance (Karate) - Requires Martial Arts Ability 

Quick Action, Concentration. Enter a stance that gives you the effects of an inspiration without having to spend one on punch based martial arts attack rolls.

Rest Stance (Karate) - Requires Martial Arts Ability 

Quick Action, Concentration. Enter a stance that gives you the effects of an inspiration without having to spend one on acrobatics and precision saving throws. 

Field Manual - 320 Currency - Rare 

Mariner - Requires Flow State

No Activation Required. Whenever you enter Flow State while not wearing heavy armor or a shield, gain a swimming/climbing speed equal to your walking speed and your AC increases by 1. 

Brothers In Arms - Requires Pack Mentality Ability 

No Activation Required. The effects of the Pack Mentality Ability now apply to all rolls that involve helping out a comrade. 

Guerrilla Warfare - Requires Home Advantage

No Activation Required. Any battlefield considered warfare is one of your Home Advantage environments.  

Brutal Warrior - 560 Currency - Rare 

Monstrous Strike - Requires Burly Tactics Ability 

Action, Attack roll, damage, and Custom Move DC based on the weapon you’re using. After making an attack roll with a weapon, you can attempt to intimidate characters of your choice within eyesight as a free action. They must roll a charisma will save against your Custom Move DC, if they fail then they are frightened until they can no longer see you. 

Wrathful Strike - Requires Brutal Crit Perk

No Activation Required. When you successfully land a melee attack when you are at half your maximum health, add an extra damage dice to the damage roll. 

Ravaging Strike - Requires Burly Tactics Ability 

Action, Attack roll and damage based on the melee weapon you’re using. After successfully landing a melee weapon attack you can choose to give them an arm, leg, or chest grievous wound. 

Special Property: When you train for something related to Brutal Combat, gain the effect of an inspiration without having to spend one to the roll

Cowboy Rulebook - 560 Currency - Rare 

Stand Off - Requires Bullet Collision 

No Activation Required. If you have successfully landed a firearm attack on a reaction, double your dexterity when calculating the damage. (This move is not a reaction, but can be applied to an opportunity attack for example.) 

High Noon - Requires Quickdraw 

No Activation Required. If you successfully land your firearm attack that you get before initiative is called, double your dexterity when calculating the damage. 

Chap Shot - Requires Weapon Expert : Firearms

Action, Attack roll, damage, and Custom Move DC based on the firearm you’re using. After successfully landing a firearm attack the character that was attacked needs to make a Fortitude Saving Throw against your Custom Move DC. If they fail, they are stunned until the end of your next turn. 

Special Property: If you have learned at least one of these custom moves, you can add half your firearm attack bonus to your initiative roll if you have it equipped when initiative is called. 

Thieves’ Cant - 800 Currency - Rare 

Abscond - Requires Sneak Attack Perk

Action, Attack roll and damage based on the finesse weapon you’re using. After making an attack roll with a finesse weapon, you can use the Hide Special Action as a free action. 

Grift - Requires Sneak Attack Perk

Action, Attack roll and damage based on the finesse weapon you’re using. After making an attack roll with a finesse weapon, you can use the Disarm Special Action as a free action. 

Sneakier Attack - Requires Sneak Attack Perk

No Activation. When you land an attack from a successful stealth with a finesse weapon, add an extra damage dice when rolling for damage. 

Special Property: If you have learned at least one of these custom moves, double your stealth bonus when using the Hide Special Action. 

Pirate’s Tall Tale - 1000 Currency - Rare

Goad - Requires At Least +0 Charisma 

Quick Action. You can target someone within hearing distance of you and attempt to goad them into a duel with just you. You make a contesting charisma skill check against their charisma will check. If you win, that target must dedicate their next turn to fighting you and only you

Trickfoot - Requires Elusive Ability 

Action, Attack roll and damage based on the weapon you’re using. After making an attack roll with a weapon, you can use the Retreat Special Action as a free action.

Duelist - Requires Pack Mentality Ability 

No Activation Required. The effect of Pack Mentality now activates if you are within 5ft of an enemy and no one other than that enemy is around you. 

Special Property: If you have learned at least one of these custom moves, you gain a +2 to rolls that involve being audacious and gallant.

Jingoist Freak - 3500 Currency - Legendary

Rocket Jump - No Requirement  

Free Action. Once per round when making an athletics or acrobatics roll for a jump, you can spend one of your firearm shots to double the roll. 

Medic Down! - No Requirement

No Activation Required. If you make a successful firearm attack against a character that has healing capabilities, add an extra damage dice to the damage total. 

Ragdoll - No Requirement

Reaction. Before you take falling damage you can choose to half the damage in exchange for being put into the prone condition. 

Special Property: If you have learned at least one of these custom moves, once per round you can choose for mental conditions to not affect your rolls. 

Legend Of The Hero - 5000 Currency - Legendary

Embolden - Requires Weapon Master Ace Ability 

Action, Attack roll and damage based on the melee weapon you’re using. After making an attack roll with a weapon, you can give allies within eyesight overhealth equal to your total weapon bonus as a free action. 

Glory - Requires Weapon Master Ace Ability 

Action, Attack roll, damage, and Custom Move DC based on the melee weapon you’re using. After making an attack roll with a weapon, you can attempt to make characters of your choice within eyesight lose the will to fight as a free action. They must roll a charisma will save against your Custom Move DC, if they fail then they are frightened until they have left the combat initiative. 

Surmount - Requires +5 Will 

Action. You can end a mental based condition you are suffering from. 

Special Property: If you have learned at least one of these custom moves, you have advantage on will saves that affect your emotions.