< Maneuver
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{| class="wikitable maneuver-table" | {| class="wikitable maneuver-table" | ||
! Maneuver !! Tier 1 !! Tier 2 !! Tier 3 | ! Maneuver !! Tier 1 !! Tier 2 !! Tier 3 | ||
{{:Commander's Strike}} | |||
{{:Disarming Attack}} | |||
{{:Distracting Strike}} | |||
{{:Goading Attack}} | |||
{{:Maneuvering Attack}} | |||
{{:Menacing Attack}} | |||
{{:Power Attack}} | |||
{{:Precise Attack}} | |||
{{:Pushing Attack}} | |||
{{:Tripping Attack}} | |||
|} | |} | ||
==Melee Combat Action Maneuvers== | ==Melee Combat Action Maneuvers== | ||
{| class="wikitable maneuver-table" | {| class="wikitable maneuver-table" | ||
! Maneuver !! Tier 1 !! Tier 2 !! Tier 3 | ! Maneuver !! Tier 1 !! Tier 2 !! Tier 3 | ||
{{:Feinting Attack}} | |||
{{:Impale}} | |||
{{:Lunging Attack}} | |||
{{:Positioning Strike}} | |||
{{:Restraining Attack}} | |||
{{:Sweeping Attack}} | |||
|} | |} | ||
==Ranged Combat Action Maneuvers== | ==Ranged Combat Action Maneuvers== | ||
{| class="wikitable maneuver-table" | {| class="wikitable maneuver-table" | ||
! Maneuver !! Tier 1 !! Tier 2 !! Tier 3 | ! Maneuver !! Tier 1 !! Tier 2 !! Tier 3 | ||
{{:Distant Shot}} | |||
{{:Pierce}} | |||
{{:Point Blank}} | |||
{{:Rapid Fire}} | |||
{{:Snipe}} | |||
{{:Volley}} | |||
|} | |} | ||
==Reaction Maneuvers== | ==Reaction Maneuvers== | ||
{| class="wikitable maneuver-table" | {| class="wikitable maneuver-table" | ||
! Maneuver !! Tier 1 !! Tier 2 !! Tier 3 | ! Maneuver !! Tier 1 !! Tier 2 !! Tier 3 | ||
{{:Arresting Strike}} | |||
{{:Avert Blow}} | |||
{{:Bait and Switch}} | |||
{{:Parry}} | |||
{{:Riposte}} | |||
{{:Seize and Conquer}} | |||
|} | |} | ||
==Quick Action Maneuvers== | ==Quick Action Maneuvers== | ||
{| class="wikitable maneuver-table" | {| class="wikitable maneuver-table" | ||
! Maneuver !! Tier 1 !! Tier 2 !! Tier 3 | ! Maneuver !! Tier 1 !! Tier 2 !! Tier 3 | ||
{{:Blinding Trick}} | |||
{{:Brace}} | |||
{{:Evasive Footwork}} | |||
{{:Flurry of Blows}} | |||
{{:Patient Defense}} | |||
{{:Shield Bash}} | |||
{{:Exposed Attack}} | |||
{{:Vigilance}} | |||
|} | |} |
Latest revision as of 09:49, 7 December 2023
Combat Action Maneuvers
Maneuver | Tier 1 | Tier 2 | Tier 3 |
---|---|---|---|
Commander's Strike | |||
You direct one of your companions to strike. | Choose a friendly creature who can see or hear you within 20 meters. That creature can use its reaction to make one attack. | You make an attack action in addition to the maneuver. | The friendly creature may attack either with advantage or by not expending a reaction. |
Disarming Attack | |||
You try to knock a weapon or another item from a creature's grasp. | Contested Strength or Dexterity (Sleight of Hand) check. Choose an object a target is holding within range. If you succeed, the target drops the item. | You make an attack action in addition to the maneuver. | The item falls to a location within 10 ft of your choice. +5 ft. for light items and -5 ft for heavy items. |
Distracting Strike | |||
You try to distract the creature, giving your allies an opening. | Contested Perception (Insight) check. If you succeed, the next attack roll or contest against the target has advantage until the end of your next turn. | You make an attack action in addition to the maneuver. | Failed rolls do not end the effect. Additionally, if a creature fails their attack roll or contest, you may make an attack as a reaction against the target. |
Goading Attack | |||
You attempt to goad the target into attacking you. | Contested Wisdom (Insight) check. If you succeed, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. | You make an attack action in addition to the maneuver. | If you take no damage during the creature's turn, you gain advantage on attacks against them until the end of your next turn. |
Maneuvering Attack | |||
You try to maneuver one of your comrades into a more advantageous position. | Contested Perception (Insight) check. If you succeed, you may choose a friendly creature who can see or hear you within 5 feet of the target. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. | You make an attack action in addition to the maneuver. | All creatures of your choice within 5 feet of the target may make the reaction, or one within 30 feet. |
Menacing Attack | |||
You try to frighten the target, making them back away. | Contested Wisdom (Insight) check. If you succeed, the target is frightened of you until the end of your next turn. | You make an attack action in addition to the maneuver. | Any creatures of you choice within 5 feet of the target, must also make a contested check. If you kill the target, the range is increased to 30 feet. |
Power Attack | |||
You try to make a powerful, yet possibly inaccurate blow. | You make an attack action with disadvantage. If you hit, you may add your proficiency bonus to the damage dealt in addition to other bonuses. | Contested Strength (Brawn) or Dexterity (Acrobatics) check. If you succeed, they fall prone. The target must be the same size or smaller than you. | If you hit, you deal the maximum damage on your attack roll's damage dice. If the target fails their contested check with 5 or more, they are also stunned until the start of your next turn. |
Precise Attack | |||
You sacrifice some of your power to make a more precise strike. | When you make an attack action with disadvantage, you ignore the disadvantage. If you hit, you do not add your ability modifier to the damage dealt by this attack. | If you do not have disadvantage, you may instead make an attack with advantage. You still do not add your ability modifier to the damage dealt. | If you hit, you may add your ability modifier to the damage dealt by this attack, as usual. |
Pushing Attack | |||
You try to force your target away, pushing them back. | Contested Strength (Brawn) or Dexterity (Acrobatics) check. If you succeed, you push the target up to 5 feet away from you. The target must be no more than one size larger than you. | You can make an attack action in addition to the maneuver. For each point the target fails the check with, they are pushed 1 ft. | On a failure of 5 or more, the target falls prone. On a failure of 10 or more, the target is pushed thrice as far. |
Tripping Attack | |||
You try to trip the target. | Contested Strength (Brawn) or Dexterity (Acrobatics) check. If you succeed, you knock the target prone. The target must be no more than one size larger than you. | You can make an attack action in addition to the maneuver. Standing up from the prone condition costs the target's whole movement. | On a failure of 5 or more, each creature of your choice within 5 ft. must also make the contested check. On a failure of 10 or more, the target is stunned until the end of its next turn. |
Melee Combat Action Maneuvers
Maneuver | Tier 1 | Tier 2 | Tier 3 |
---|---|---|---|
Feinting Attack | |||
You attempt to feint an attack, opening their defenses. | Contested Perception (Insight) check. If you succeed, you have advantage on your next attack roll against that creature until the end of your next turn. | If you hit your follow up attack, the target must make another contested check. | Each time you succeed, you decrease the target's AC bonus from Dexterity by 1 until the end of your next turn. |
Impale | |||
You try to pin your target to an object. | Contested Strength (Brawn) or Dexterity (Acrobatics) check. You make a melee or throwing Attack action against a Large or smaller creature. If you hit and succeed, you pin the target to an object within 5 feet behind the target. The target can not move more than 5 feet away from the object. If the weapon is left pinned to the target, it can be removed by either destroying the weapon, or by beating the set DC. | You can also pin the target to another creature, if you try to do that, you must succeed the contested roll against both targets. The creature the target is pinned to takes damage equal to your ability modifier. | You may as a free action once per turn push an impaled target up to 5 feet if they fail the contested check. Great weapons can impale an extra target, if that target is an object. |
Lunging Attack | |||
You attempt a lunging maneuver, attacking at distance. | You make a melee attack action with an additional 5 ft. of reach. | You may make a step up and step back 5 feet without provoking opportunity attacks. | If you hit a target with concentration, they have disadvantage on the concentration check. |
Positioning Strike | |||
You try to assume a more advantageous position. | Contested Strength (Brawn) or Dexterity (Acrobatics) check. If you succeed, you may freely move through the target's space during you turn, if you do, you may move an extra 10 feet. | You make a melee Attack action in addition to the maneuver. | If you hit, you may make another Positioning Strike maneuver (if you have more combat actions), as long as you hit a creature you haven't hit this round. |
Restraining Attack | |||
You try to grapple your opponent. | Contested Strength (Brawn) or Dexterity (Acrobatics) check. If you succeed, you grapple the creature. | You make a melee Attack action in addition to the maneuver. | You may also try to choke, restrain, silence or throw the creature. |
Sweeping Attack | |||
You swing in a wide arc, trying to cleave through multiple targets. | You make a melee attack action against all creatures in an arc of two connected 5 feet squares, within reach. If you hit, you deal half as much damage. | The arc is three connected squares long and any remaining damage from creatures reduced to 0 hit points carry over to the next target. | The arc is four squares long, and the first creature hit also takes full damage. |
Ranged Combat Action Maneuvers
Maneuver | Tier 1 | Tier 2 | Tier 3 |
---|---|---|---|
Distant Shot | |||
You take aim at a distant target. | You make a ranged Attack action with double your normal and long range. If the range exceed your long range, you have -5 to your attack roll. | Ranged attacks that exceed the long range do no longer have a negative to their attack roll. | With an extra bonus action or combat action, you may either triple the normal and long range, or use another maneuver together with this maneuver. |
Pierce | |||
You make a powerful shot which pierces or ricochets to other targets. | You make a ranged Attack action against two creatures within half of your normal range that are in a direct line with you and within 10 ft. of each other. You do not add your ability modifier to the second target. | Range is increased to normal range. The second target takes normal damage. | You may make an additional attack on a third creature in line within 10 ft., after the second. |
Point Blank | |||
You assume a stance designed for close quarters, ignoring usual disadvantages. | You make a ranged Attack action without disadvantage if you are within 5 feet of a hostile creature and you ignore half cover and three-quarters cover within 30 feet of you. | Until the start of your next turn, you may as an opportunity attack make a ranged Attack action without disadvantage. | Your zone of control for ranged opportunity attacks is increased to 15 ft. |
Rapid Fire | |||
You make a handful of inaccurate but quick shots. | As a ranged weapon attack, you can choose to make the attack with disadvantage if you don't have it already, to quickly make another attack against the same target with disadvantage. | You can make a third attack at another creature within 5 feet of the target. | You can make a fourth attack at another creature within 15 feet of the target. |
Snipe | |||
You bide your time to make an accurate, hidden and deadly shot. | You make a ranged Attack action. If you have not used your move and bonus action, the attack do not give away your location on a missed attack. | Contested Perception (Investigation) check. If you succeed, you do not give away your location even if you hit. If you're hidden, they may still depending on their Intelligence figure out your general location. | You may forego the ranged Attack action, as well as your move action, to gain the following benefit for following turns: (1) You gain advantage on the attack roll. (2) You roll damage with advantage. (3) You may use another maneuver alongside this maneuver, ignoring any additional attack actions. (4) You critically hit if your attack roll equals 20 or higher. |
Volley | |||
You shoot as many shots as you can at an area, making it... rain. | You do not add your ability modifier to the damage dealt and you expend 3x the normal amount of ammunition with this attack. Choose an option:
|
(2) Choose a point within your normal range. You make a ranged Attack action against each creature in a 10-foot-wide cylinder in a line between you and that point. | (3) Choose a point within your long range. You make a ranged Attack action against each creature in a 15-foot-radius, 20-foot-high cylinder centered on that point. |
Reaction Maneuvers
Maneuver | Tier 1 | Tier 2 | Tier 3 |
---|---|---|---|
Arresting Strike | |||
You try to arrest a creature's movement. | As a reaction, when a creature within range moves, you can attempt to arrest that creature's movement. Contested Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, the target's speed is reduced to 0 until the end of its turn. | You make an Attack action in addition to the maneuver. | If you succeed, you may also choose to either make the creature fall prone, or get pushed back 5 feet. |
Avert Blow | |||
You deflect an incoming attack. | As a reaction, when you or a creature you can see within range is attacked, you can contest the attack roll with your own attack. If you succeed, the attack misses. | Until the start of your next turn, including against the triggering attack, you or your adjacent ally has a +2 bonus to AC while you are not incapacitated. | If you shield a creature with Avert Blow and the creature is not hit, they can with a reaction move 10 ft. without provoking reactions. |
Bait and Switch | |||
You maneuver yourself and a friend in the midst of combat. | As a reaction, when you're within 5 feet of an ally, you can switch places with that ally. This movement doesn't provoke opportunity attacks. | Your ally gains the effect of Disengage until the end of its next turn. | Creatures within 10 ft of your ally has disadvantage on attack rolls against them until the end of their next turn. |
Parry | |||
You parry an incoming blow. | As a reaction, when another creature hits you with a melee attack, you can add your proficiency bonus to your AC. To do so, you must be able to sense the attacker. | You add a d4 to your AC and you can also parry ranged attacks that would hit you. | If the attack misses because of this maneuver, you may either gain temporary hit points equal to the difference of the hit and your AC, or make a Riposte maneuver for free. |
Riposte | |||
With the momentum of an incoming attack, you try to strike back. | As a reaction, when a creature misses you with a melee attack, you can make a melee attack against the creature. | You may also move 5 ft. away without provoking a reaction from the creature. | Contested Strength (Athletics) or Dexterity (Acrobatics) check. On a success, you may use the creatures attack roll instead of your own to target any creature that is within reach of both you and the creature. |
Seize and Conquer | |||
You press the advance, creating opportunities for strikes one after another. | As a reaction, when a creature within 30 feet of you misses they may reroll the attack if they can see or hear you. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. | If the creature misses their attack and the target is within your reach, you may make an attack against it. | If you miss your attack, another creature within 60 ft. of you may use a reaction to make an attack against the same target. |
Quick Action Maneuvers
Maneuver | Tier 1 | Tier 2 | Tier 3 |
---|---|---|---|
Blinding Trick | |||
With dirty tricks, you try to blind the target by throwing something in its eyes. | Contested Constitution (Brawn) check. If you succeed, the target is blinded until the end of its next turn. | Blind lasts for 1 minute instead, but the target may repeat the contested check at the end of each of its turns. | If you succeed and the target is Large or smaller, the target is knocked prone. |
Brace | |||
You ready yourself for a physical altercation. | You gain advantage on ability checks or contested checks to avoid being pushed, knocked prone, or grappled until the start of your next turn. | You may as a reaction help a creature within 5 feet with any ability check or contested check to avoid being pushed, knocked prone, or grappled. | You gain advantage on all Strength, Dexterity and Constitution ability checks or saving throws. |
Evasive Footwork | |||
You weave yourself through the battlefield trying to avoid incoming attacks. | You add your Dexterity modifier, minimum of +1, to your AC until you stop moving. | You may make free Overrun or Tumble actions during the movement. Minimum AC bonus increased to +2. | Every opportunity attack that misses you gives you an additional 5 feet of movement and +1 to AC. Minimum AC bonus increased to +3. |
Flurry of Blows | |||
You attempt a flurry of dexterous unarmed blows. | After you make a Combat action on your turn, you can make two unarmed strikes. | You do not have to make a Combat action to use this maneuver. | You make three unarmed strikes. |
Patient Defense | |||
You enter a nimble defensive stance for the duration. | You take the Dodge action. | If a creature misses you with a melee attack during this Dodge, you gain the Disengage until the end of your next turn. | Your base AC becomes 13 + your Dexterity modifier during the Dodge.
|
Shield Bash | |||
Requires a shield. You can bash a creature with your shield. |
Contested Strength (Athletics) or Dexterity (Acrobatics) check. Contested with your Strength modifier + Proficiency bonus + Shield AC instead of an attack roll. If you succeed, you deal the shield's AC bonus + your Strength modifier as bludgeoning damage.
|
You add double you shield's AC bonus instead and if the creature is Medium or smaller, you either push the target 5 feet away from you or push the target prone. | You push the target an additional 10 feet, and you can add your proficiency bonus to the damage dealt. |
Exposed Attack | |||
You take advantage of advantage, obviously, dealing heavy damage. | You deal an extra Xd6 damage, where X equals half your proficiency bonus, rounded down, to one creature you hit with an attack, if you had advantage on the attack roll. | You deal an extra Xd6 damage, where X equals your proficiency bonus. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. | You deal an extra Xd6 damage, where X equals your double proficiency bonus. |
Vigilance | |||
You ready yourself, striking any creatures within your zone of control. | You enter a defensive stance that lasts until the start of your next turn. During this stance, you can use your reaction to make an attack against a creature that moves more than 5 feet while within your reach or within your short range. | You do not need to use your reaction to make the first attack, each creature however can only be hit once with by this maneuver. | You do not need to use your reaction to make the first two attacks. If you hit with a melee attack, the target can't run further past you in the direction they were going within your reach, but can go back the way they moved or to the side. |