You attempt a melee attack against two creatures. Make a single attack roll to hit both, against the higher of their two AC ratings. On hit, you strike both creatures with your attack.
You grab onto a vehicle within range, riding its exterior. For the duration, you cannot be knocked prone or off of it due to its maneuvering and other movements.
Double the ranges on your ranged attacks for the duration. If you miss on a ranged attack during this time, your attack strikes the nearest player character within 30 feet of the target.
You move your speed in a straight line and then take a leap up to 10 feet vertically. On your next turn, your first melee attack deals 1d6 additional damage. If you utilize a weapon with reach to vault with, increase the leap distance by 10ft.
After taking damage you may pull this gambit as a reaction. For the duration you gain the following:
+5ft to speed, +1d4 damage on melee and unarmed attacks, and foes making opportunity attacks against you suffer disadvantage.
You let out a howl or yell. For the duration, your AC is calculated as 16 + your Dexterity modifier.
You also enjoy advantage on saves against fear effects for the duration.
You make a melee weapon attack against a foe, rolling normally for your attack. On a hit, you count as having made a critical hit against the target. On a miss, the target may make an opportunity attack against you as a reaction.
You move your vehicle adjacent to the target, causing both vehicles to take 2d10 bludgeoning damage.
All riders on the exterior of both vehicles must succeed a Strength checks to stay on. The target vehicle must succeed in a Dexterity check or be moved 20 feet away from you.
Choose a creature who can see you, they must succeed in a Wisdom save or become frightened by you for the duration, taking 2d8 psychic damage from fear.
For the duration you may move across ropes, wires, beams, or any other narrow surface of 1 inch or wider without the need for a roll to stay balanced. You may not Dash unless you have a weapon with reach, to help you balance.
After an attack hits a creature within 5 feet of you, you may pull this gambit as a reaction. You take the effects of the attack instead of the intended target, but reducing damage by 5 for each damage type. Does not work if you are already a target of the attack.
You cause the ceiling of a ruined building or tunnel to collapse on a target area within range, blocking all passage.
Creatures within the target area are pushed out of it and must succeed in a Dexterity save or take 2d10 bludgeoning damage from falling rubble.
You turn your vehicle completely around, driving in the opposite direction of the combat. Unless a pursuing vehicle finds a way to reverse by the end of the round, your vehicle leaves the combat encounter at the start of the next round.
You gain 3d6 temporary Hit Points that last for the duration or until they are damaged away.
For the duration, your gambits that consume materials and items consume twice the normal amount.
Those gambits heal, repair, or deal twice the normal amount of damage. If the gambit grants a bonus to damage, that bonus is doubled.
You break through a section of wall in a ruined building or other structure, allowing creatures of your size or smaller to pass through.
You may pull this gambit without its required components, but you take 1d6 bludgeoning damage smashing into the wall.
For the duration you may move your vehicle through the spaces of other vehicles, so long as you end your movement outside of their spaces. Any vehicle you pass “through” in this way takes 2d10 bludgeoning damage unless it succeeds in a Dexterity save.
Choose a creature that you have damaged this encounter. For the duration your attacks against the target have advantage and critical on a 17-20 on the roll.