Combat Skills

Combat Skills include all of the non-magical offensive and defensive skills a character needs, and the guide for Weapon Maneuvers.
For information regarding the phys-rep requirements for weapons and armor, see the Props & Gear section.
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Please Note
Citadel is currently in playtesting. All rules released are subject to change before our first official event in 2025.
Be sure to join our Discord for any updates!
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Melee Weapon - 0XP

Prerequisite: None

Any character can wield one-handed melee weapons and use their Passive Benefit without spending Experience Points (XP) to do so. However, you must purchase skills in order to wield a two-handed weapon, a ranged weapon, or wield a weapon in both hands. Additionally, you must be Proficient in a weapon in order to use a weapon's Utility Function or Combat Maneuvers.

Weapon Proficiency - 3XP

Prerequisite: None

You become Proficient in one (1) melee weapon of your choice (such as One-Handed Short Bladed, Two-Handed Long Hafted, Two-Handed Great Blunt, etc).

Proficiency in a weapon unlocks your ability to use the Utility Function and Combat Maneuvers with that weapon.

This skill may be purchased more than once.

Thrown Weapon - 8XP

Prerequisite: None

You become Proficient with Thrown Weapons.

Crossbow - 10XP

Prerequisite: None

You become Proficient with a Crossbow.

Sparktech Pistol - 12XP

Prerequisite: None

You become Proficient with a Sparktech Pistol.

Sparktech Musket - 12XP

Prerequisite: None

You become Proficient with a Sparktech Musket

Hand-and-a-Half Proficiency - 5XP

Prerequisite: Proficiency in a One-Handed Long melee weapon or Proficiency in a Two-Handed Great melee weapon.

You have trained to wield certain weapons with one (1) or two (2) hands. You become Proficient with a weapon that uses the "Hand-and-a-Half" length.

At the purchase of this skill, you choose what category of Hand-and-a-Half to become proficient with: Bladed, Blunt, or Hafted. The category must match the weapon you are using for the prerequisite for this skill. You may purchase this skill more than once.

You may wield a Hand-and-a-Half weapon with either one (1) or two (2) hands. Depending on how it is wielded, you may use different Offensive Maneuvers. While wielding it with one hand, you may use One-Handed Long Maneuvers. While wielding it with two hands, you may use the Two-Handed Great Maneuvers

Weapon Mastery - 6XP

Prerequisite: Proficiency in three (3) different melee weapons

You become Proficient in all melee weapons. Claws do not count as melee weapons for the purposes of this skill.

Two Weapons - 5XP

Prerequisite: None

You may wield a melee weapon in each hand. One may be a Long weapon and the other must be a Short weapon. In order to perform Combat Maneuvers, you still must have Proficiency in the weapons you are wielding.

If you are wielding two different weapon types (such as a Long Bladed weapon and a Short Bladed weapon), or a melee weapon and a claw, you must have Proficiency in the second weapon in order to perform Combat Maneuvers with it.

Twin Weapons - 5XP

Prerequisite: Two Weapons

You may wield a Long weapon in each hand.

If the two weapons are different types (such as a Blunt and Bladed), you must have Proficiency with the second weapon in order to perform Combat Maneuvers with it.

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Light Armor - 0XP

Prerequisite: None

All characters may wear Light Armor. It provides one (1) point of protection.

Medium Armor - 5XP

Prerequisite: None

You may use Armor with up to a two (2) point value.

Heavy Armor - 10XP

Prerequisite: None

You may use Armor with up to a three (3) point value. If you have already purchased the Medium Armor skill, you need only pay the cost difference (5 points).

Buckler - 3XP

Prerequisite: None

You may wield a Buckler on one arm.

Small Shield - 5XP

Prerequisite: None

You may wield a Small Shield on one arm.

If you have already purchased the Buckler skill, you need only pay the cost difference.

Large Shield - 10XP

Prerequisite: None

You may wield a Large Shield on one arm.

If you have already purchased the Buckler skill, the Small Shield skill, or both, you need only pay the cost difference.

Toughness - 10XP

Prerequisite: None

Once you purchase the Toughness skill, you are able to access your innate Toughness. All Toughness refreshes after a Short Rest. It is not affected by any healing abilities or magic unless the ability or magic specifically targets Toughness.

Upon purchase of this skill, you have 1 Toughness.

Increase Toughness 1 - 10XP

Prerequisite: 1 Toughness

Your Toughness increases by 1. For example, if before this purchase you have 1 Toughness, after this purchase you will have 2 Toughness.

Your Toughness cannot exceed 5 Toughness.

Increase Toughness 2 - 10XP

Prerequisite: Increase Toughness 1 and either Basic Offensive Maneuver 3 OR 4 Tolerance OR Artificer 4

Your Toughness increases by 1. For example, if before this purchase you have 2 Toughness, this purchase will give you 3 Toughness.

Your Toughness cannot exceed 5 Toughness.

Increase Toughness 3 - 10XP

Prerequisite: Increase Toughness 2 and either Advanced Offensive Maneuver 3 & Defense Maneuver 3 OR 9 Tolerance OR Artificer 10

Your Toughness increases by 1. For example, if before this purchase you have 3 Toughness, this purchase will give you 4 Toughness.

Your Toughness cannot exceed 5 Toughness.

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Basic Offensive Maneuver 1 - 5XP

Prerequisite: Proficiency in the weapon(s) or with claws

Once (1) per Short Rest, you may use the Basic Maneuver of any weapon with which you are Proficient. If you have the Two Weapon or Twin Weapon skills, you may choose which weapon expends the Basic Maneuver, but are still limited to only one (1) per Short Rest.

See the Weapon Maneuvers Table for more information.

Basic Offensive Maneuver 2 - 3XP

Prerequisite: Basic Offensive Maneuver 1

Twice (2) per Short Rest, you may use the Basic Maneuver of any weapon with which you are Proficient. If you have the Two Weapon or Twin Weapon skills, you may choose which weapon expends the Basic Maneuvers, but are still limited to only two (2) per Short Rest.

See the Weapon Maneuvers Table for more information.

Basic Offensive Maneuver 3 - 3XP

Prerequisite: Basic Offensive Maneuver 2

Three (3) times per Short Rest, you may use the Basic Maneuver of any weapon with which you are Proficient. If you have the Two Weapon or Twin Weapon skills, you may choose which weapon expends the Basic Maneuvers, but are still limited to only three (3) per Short Rest.

See the Weapon Maneuvers Table for more information.

Advanced Offensive Maneuver 1 - 10XP

Prerequisite: Basic Offensive Maneuver 3

Once (1) per Short Rest, you may use the Advanced Maneuver of any weapon with which you are Proficient. If you have the Two Weapon or Twin Weapon skills, you may choose which weapon expends the Advanced Maneuver, but are still limited to only one (1) per Short Rest.

See the Weapon Maneuvers Table for more information.

Advanced Offensive Maneuver 2 - 5XP

Prerequisite: Advanced Offensive Maneuver 1

Twice (2) per Short Rest, you may use the Advanced Maneuver of any weapon with which you are Proficient. If you have the Two Weapon or Twin Weapon skills, you may choose which weapon expends the Advanced Maneuvers, but are still limited to only two (2) per Short Rest.

See the Weapon Maneuvers Table for more information.

Advanced Offensive Maneuver 3 - 5XP

Prerequisite: Advanced Offensive Maneuver 2

Three (3) times per Short Rest, you may use the Advanced Maneuver of any weapon with which you are proficient. If you have the Two Weapon or Twin Weapon skills, you may choose which weapon expends the Advanced Maneuvers, but are still limited to only three (3) per Short Rest.

See the Weapon Maneuvers Table for more information.

Master Offensive Maneuver 1 - 15XP

Prerequisite: Basic Offensive Maneuver 3, Advanced Offensive Maneuver 3, Defense Maneuver 3

Once (1) per Short Rest, you may use the Master Maneuver of any weapon with which you are Proficient. If you have the Two Weapon or Twin Weapon skills, you may choose which weapon expends the Master Maneuver, but are still limited to only one (1) per Short Rest.

See the Weapon Maneuvers Table for more information.

Master Offensive Maneuver 2 - 10XP

Prerequisite: Master Offensive Maneuver 1

Twice (2) per Short Rest, you may use the Master Maneuver of any weapon with which you are Proficient. If you have the Two Weapon or Twin Weapon skills, you may choose which weapon expends the Master Maneuvers, but are still limited to only two (2) per Short Rest.

See the Weapon Maneuvers Table for more information..

Master Offensive Maneuver 3 - 10XP

Prerequisite: Master Offensive Maneuver 2

Three (3) times per Short Rest, you may use the Master Maneuver of any weapon with which you are Proficient. If you have the Two Weapon or Twin Weapon skills, you may choose which weapon expends the Master Maneuvers, but are still limited to only three (3) per Short Rest.

See the Weapon Maneuvers Table for more information.

Defensive Maneuver 1 - 5XP

Prerequisite: Basic Offensive Maneuver 3

Once (1) per Short Rest, you may use the Defensive Maneuver of any weapon with which you are Proficient. A Parry requires you to be actively wielding the weapon, but you may use a Sidestep even if you are not actively wielding the weapon that grants that Defensive Maneuver.

See the Weapon Maneuvers Table for more information.

Defensive Maneuver 2 - 5XP

Prerequisite: Defensive Maneuver 1

Twice (2) per Short Rest, you may use the Defensive Maneuver of any weapon with which you are Proficient. A Parry requires you to be actively wielding the weapon, but you may use a Sidestep even if you are not actively wielding the weapon that grants that Defensive Maneuver.

See the Weapon Maneuvers Table for more information..

Defensive Maneuver 3 - 5XP

Prerequisite: Defensive Maneuver 2

Three (3) times per Short Rest, you may use the Defense Maneuver of any weapon with which you are Proficient. A Parry requires you to be actively wielding the weapon, but you may use a Sidestep even if you are not actively wielding the weapon that grants that Defensive Maneuver.

See the Weapon Maneuvers Table for more information.

Warrior Dodge - 10XP

Prerequisite: Defensive Maneuver 3

You may replace one of your Defensive Maneuvers with a Dodge.

A Dodge is a Defensive Maneuver. You may only use up to three (3) Defensive Maneuvers per Short Rest.

Warrior Dodge 2 - 10XP

Prerequisite: Warrior Dodge 1

You may replace a second Defensive Maneuver with a Dodge.

Warrior Dodge 3 - 10XP

Prerequisite: Warrior Dodge 2

You may replace a third Defensive Maneuver with a Dodge.

Dodge - 25XP

Prerequisite: None

Once per Short Rest, you may use the Dodge Defensive Maneuver.

This cannot be purchased more than once, and you are still limited to a maximum of three (3) Defensive Maneuvers per Short Rest.

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Fortitude - 10XP

Prerequisite: 1 Toughness

You take longer than average to Bleed Out. Your base Bleed Out Timer is doubled (for a total of ten (10) minutes) before the character will bleed to death from Wounds.

Lightning Strike - 15XP

Prerequisite: Master Blitz

You may use all of your Advanced Combat Maneuvers as a Flurry.

Mage Slayer - 8XP

Prerequisite: Master Offensive Maneuver 3

You may expend a Master Maneuver to instead call a "Disrupt" effect against one Aspect of Essence (such as Water or Air).

Master Blitz - 15XP

Prerequisite: Blitz Attack 3

You may use all of your Basic Combat Maneuvers as a Flurry.

Sneak Attack - 10XP

Prerequisite: Advanced Offensive Maneuver 3 and Proficiency with a weapon that has the Blindside Combat Maneuver.

You are skilled at sneaking behind an opponent and delivering a strike to knock them Unconscious. You may expend an Advanced Maneuver with any melee weapon to instead use a Blindside, even if that weapon normally cannot perform the Blindside Combat Maneuver.

Stoic Body - 10XP

Prerequisite: 2 Toughness

You always have the Stoic Body effect, and will not fall unconscious due to Wounds. This does not affect healing time nor how long it takes for you to bleed to death.

Strong Will - 15XP

Prerequisite: Battle Focus 1 and Unflinching 1

Your will is so strong that mind-affecting spells and abilities only affect you for half the normal duration. You should declare "Strong Will" when utilizing this ability.

For example: A Trance effect would only affect you for thirty (30) seconds instead of the normal one (1) minute duration.

War Caster - 10XP

Prerequisite: 1 Toughness

You are accustomed to using magic while in the chaos of battle.

You are able to maintain Concentration on a spell or magic effect after suffering one (1) Wound. A second Wound will cause your Concentration to break, and all the other rules pertaining to Concentration still apply.

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Battle Focus 1 - 10XP

Prerequisite: none

Once (1) per Short Rest, you may declare "Resist" to one of the following effects: Befuddle, Trance, or Decree.

This is an Innate Resist and does not require preparation to use.

Battle Focus 2 - 5XP

Prerequisite: Battle Focus 1

You gain a second (2) Innate Resist to either Befuddle, Trance, or Decree per Short Rest.

Battle Focus 3 - 5XP

Prerequisite: Battle Focus 2

You gain a third (3) Innate Resist to either Befuddle, Trance, or Decree per Short Rest.

Blitz Attack 1 - 10XP

Prerequisite: Basic Offensive Maneuver 3, Advanced Offensive Maneuver 3, and Defensive Maneuver 3

Once per Short Rest, you may use an Offensive Weapon Maneuver as a Flurry.

Blitz Attack 2 - 10XP

Prerequisite: Blitz Attack 1

You gain a second (2) use of the Blitz Attack skill per Short Rest.

Blitz Attack 3 - 10XP

Prerequisite: Blitz Attack 2

You gain a third (3) use of the Blitz Attack skill per Short Rest.

Brains over Brawn - 10XP

Prerequisite: Security 1

Once per Short Rest, you may use "Slip Snare" to escape a Snare effect.

You may also choose to expend this ability to free an ally from a Snare effect. When using it for an ally, you must roleplay three (3) seconds of slicing through their bindings.

Brute Strength - 10XP

Prerequisite: Basic Offensive Maneuver 3

Once per Short Rest, you may activate a Strength effect.

Deft Grip 1 - 10XP

Prerequisite: none

Once per Short Rest, you may either declare "Resist" to a Disarm effect or you may Reduce a Break effect targeting your weapon to a Disarm.

This is an Innate Resist (or Reduce) and does not require preparation to use.

Deft Grip 2 - 5XP

Prerequisite: Deft Grip 1

You gain a second use of the Deft Grip skill, for a total of two (2) per Short Rest.

Deft Grip 3 - 5XP

Prerequisite: Deft Grip 2

You gain a third use of the Deft Grip skill, for a total of three (3) per Short Rest.

Duelist's Distraction - 5XP

Prerequisite: Proficiency with a Buckler

Once per Short Rest, while wielding a Buckler, you may call Befuddle with a melee weapon swing.

Lead by Example - 10XP

Prerequisite: Advanced Offensive Maneuver 3

Once per Short Rest, you may spend one (1) minute instructing a pupil on how to fight. Once that minute is complete, the pupil gains new skill in weapon fighting for a brief time.

If they are not proficient with the weapon you are wielding, they gain Proficiency with it until they next take a Short Rest. If they have Proficiency, but no Basic Maneuvers, they gain one (1) Basic Maneuver until they next take a Short Rest.

If they have Basic Maneuvers but no Advanced Maneuvers, they gain one (1) Advanced Maneuver until they next take a Short Rest.

If the instructor has Master Maneuver 3, and the pupil has Advanced Maneuvers but not Master Maneuvers, the pupil may gain one (1) Master Maneuver until they next take a Short Rest.

The Maneuvers gained from this instruction do not Refresh with a Short Rest and no other effects may refresh it. A pupil may not be instructed more than once per Short Rest.

Leaper - 10XP

Prerequisite: Sprinter

Once per Short Rest, you may activate a Leap effect.

Second Wind 1 - 7XP

Prerequisite: Toughness and Advanced Offensive Maneuver 1

Once per Short Rest, while out of combat for one (1) minute, you may regain one (1) Toughness and two (2) expended Offensive Combat Maneuvers of your choice (Basic, Advanced, or Master).

Second Wind 2 - 7XP

Prerequisite: Second Wind 1

You gain a second (2) use of the Second Wind ability, for a total of two (2) uses per Short Rest. However, after using it once, you must engage an enemy in combat before you can Second Wind again.

Second Wind 3 - 7XP

Prerequisite: Second Wind 2

You gain a third (3) use of the Second Wind ability, for a total of three (3) uses per Short Rest. However, after each use, you must engage an enemy in combat before you can Second Wind again.

Sprinter - 10XP

Prerequisite: Advanced Offensive Maneuver 3

Once per Short Rest, you may activate a Haste effect.

Unflinching 1 - 10XP

Prerequisite: Toughness and Advanced Offensive Maneuver 1

Once per Short Rest, you may declare "Resist" to one of the following: Pain, Slow, or Weaken.

This is an Innate Resist and does not require preparation to use.

Unflinching 2 - 5XP

Prerequisite: Unflinching 1

You gain a second (2) Innate Resist to either Pain, Slow, or Weaken per Short Rest.

Unflinching 3 - 5XP

Prerequisite: Unflinching 2

You gain a third (3) Innate Resist to either Pain, Slow, or Weaken per Short Rest.

Warrior's Stance 1 - 12XP

Prerequisite: none

Once per Short Rest, you may declare "Resist" to one of the following: Repel or Knockdown.

This is an Innate Resist and does not require preparation to use.

Warrior's Stance 2 - 5XP

Prerequisite: Unflinching 1

You gain a second (2) Innate Resist to either Repel or Knockdown per Short Rest.

Warrior's Stance 3 - 5XP

Prerequisite: Unflinching 2

You gain a third (3) Innate Resist to either Repel or Knockdown per Short Rest.

Warrior's Surefoot - 5XP

Prerequisite: Surefoot or Proficiency with a weapon that has Surefoot as a Utility Function.

Once per Short Rest, a character may treat any single step in a dexterity or jumping challenge as safe (such as stepping in lava, or onto a known trapped floor). This does not require another limb to be in contact with a safe stepping location, but you cannot use this ability to walk on air.

This effect cannot be chained, and the character must move within two (2) seconds and declare "Surefoot."

This skill must be used in the presence of a Marshal, and a Marshal may allow other creative uses at their discretion.

Warrior's Resilience - 8XP

Prerequisite: 1 Toughness

Once per Short Rest, you may spend one (1) minute of Concentration to refresh your Toughness to your Max Toughness value.

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Advanced Maneuver per Reset - 12XP

Prerequisite: Advanced Offensive Maneuver 3

Upon purchasing this skill, one (1) time per Reset, you may use one (1) additional Advanced Maneuver above the three (3) Maneuver limit per Short Rest.

This skill may be purchased more than once.

Basic Maneuver per Reset - 8XP

Prerequisite: Basic Offensive Maneuver 3

Upon purchasing this skill, one (1) time per Reset, you may use one (1) additional Basic Maneuver above the three (3) Maneuver limit per Short Rest.

This skill may be purchased more than once.

Danger Sense - 15XP

Prerequisite: Security 2

As a skilled warrior, you are able to sense when danger or enemies are nearby even if you can't see them.

If you (the Player) see NPCs Out-of-Play, you may ask a Marshal if they will come into play near you and if they will be hostile toward you or your allies. In some circumstances, a Marshal may allow you to use this ability for other things.

Once per Short Rest, you may Resist a Blindside effect. This is an Innate Resist and does not require preparation to use.

Additionally, once per Reset, you have the ability to activate a Sense Illusion effect.

Defender - 15XP

Prerequisite: Proficiency with a Small or Large Shield and Defensive Maneuver 3

Once per Reset, you may use your mastery of a Shield to protect your allies. Once activated (by stating "Activate Defender"), you may call "Dodge Block - Shield" to any attacks that strike an ally within five (5) feet (or "fist bump distance") of you as long as you keep both feet planted in a defensive stance. The attack or effect resolves as if it instead struck your shield.

This ability requires your Concentration and lasts for one (1) minute or until you move one or both feet from their starting position.

Indomitable - 12XP

Prerequisite: Battle Focus 3

Once per Reset, if you use a Resist against a mental effect, you may then immediately declare "Indomitable" to activate this ability. Once activated, you may call "No Effect" to any mental effect (Pain, Befuddle, Trance, Charm, Fear, etc) for the next one (1) minute.

Inspiring Speech - 10XP

Prerequisite: Master Offensive Maneuver 3

Once per Reset, you may spend one (1) minute giving your allies an inspiring speech. At the end of the speech, you may call "Voice Effect Ward against Weapons" OR "Voice Effect Ward against Mental".

Lightning Parry - 12XP

Prerequisite: Defensive Maneuver 3

Once per Reset, you may turn a Parry into a Flurry Parry. You lose any unspent Parries in that Flurry if you move both feet or hit an opponent.

Melee Precision - 12XP

Prerequisite: Blitz Attack

Once per Reset, you may call a "Flurry True" with a melee weapon attack. This effect may be combined with other effects or Combat Maneuvers.

For example: "Flurry True Knockdown, True Knockdown, True Knockdown"

Ranged Precision - 8XP

Prerequisite: Proficiency with a Ranged weapon and Advanced Offensive Maneuver 3

Once per Reset, you may call the "True" tagline with a Ranged weapon attack. This effect may be combined with other effects or Combat Maneuvers.

For Example: "True Sleep Poison" or "True Snare Foot" or "True Armor Pierce"

Second Wind per Reset - 10XP

Prerequisite: Second Wind 3

Once per Reset, you gain a fourth (4) use of the Second Wind ability.

However, after each use, you must engage an enemy in combat before you can Second Wind again.

Tall Tales - 12XP

Prerequisite: Battle Focus 3

Once per Reset, you may spend one (1) minute regaling up to three (3) allies with a story about a battle where someone prevailed (whether or not this story is actually true is up to you). At the end of the story, you may grant a Resist against Mental effect to yourself and those allies.

War Chant - 10XP

Prerequisite: Warrior's Resilience

Once per Reset, you can initiate a War Chant, one stanza long. (Citadel Staff can provide the text for this or you may submit a chant for approval.) Your allies who take up the chant and complete the stanza gain Heal Limb Wound to Self and a single Ignore Limb Wound. Both of these effects take place immediately after the chant is complete.

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General Information

Any person can pick up a melee weapon and use its Passive Benefit. However, you must be Proficient with the weapon in order to use the Utility Function. After gaining Proficiency with any weapon, you can then buy Maneuvers. You do not have to buy Maneuvers for each weapon - they are applicable across ANY weapon with which you have Proficiency.

As explained in the Delivery Methods section, when a weapon attack that has an effect tagline, the effect takes place instead of the weapon dealing any damage. The one exception is Piercing Strike as that specifically causes damage.

When a character is struck with a non-magical Weapon effect, it must strike a valid hit location (which means it may be blocked by a Melee Weapon or Shield), but no other physical defenses (Armor or Toughness) will prevent the effect from affecting the target. 

If an effect does not follow this default rule it will be noted in its description. For example, a Break Weapon effect must hit the target's weapon not a valid hit location. Poisons can be blocked by Armor, but not by Toughness. See the individual descriptions of the effects for all of the details.

Utility and Offensive Maneuvers

You may only use a Utility Function or Offensive Maneuver if you are currently wielding the weapon. You may only use a maximum of three (3) Basic Offensive, three (3) Advanced Offensive, and three (3) Master Offensive Maneuvers per Short Rest

At any time, you may choose to expend a higher level Offensive Maneuver to instead call a lower Offensive Maneuver, such as expending a use of an Advanced Maneuver to use the Basic Maneuver beyond the normal limit of three.

You may also choose to expend any Maneuver for additional uses of the per Short Rest Utility Function.

Defensive Maneuvers

You may only use a maximum of three (3) Defensive Maneuvers of any combination per Short Rest. A Parry may only be used if the character is actively wielding a weapon with which they are Proficient. Sidestep, Dodge, and Countermagic do not require the character to actively wield a weapon or Shield in order to use them. 

If you have purchased the Defensive Maneuver skill, and have Proficiency in both a ranged weapon and a melee weapon - thereby giving you access to both Parry and Sidestep as Defensive Maneuvers - you may choose which Defensive Maneuver you wish to declare depending on the situation. 

If you have upgraded all your Defensive Maneuvers to Dodges, you are always able to “call down” the Maneuver and instead declare a Parry or Sidestep, if you prefer. 

Wielding Two Weapons

If you are wielding two weapons, you can choose which Maneuvers you use, but it can never exceed three (3) total per category, and the Maneuver used must be called with the appropriate weapon. If you swap what weapon you are wielding it does NOT mean you get three new Maneuvers with the new weapon. There are some spells and abilities that Refresh your expended Maneuvers, but the primary way to regain Combat Maneuvers is to take a Short Rest.