Maneuver: Difference between revisions

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<noinclude>{{also|[[Maneuver/List|List of Maneuvers]]}}</noinclude>
<noinclude>{{also|[[Maneuver/List|List of Maneuvers]]}}</noinclude>
==Combat Action Maneuvers==
Maneuvers are special attacks that allow combat to be more closely a contest of strategy as each combatant delves into their repertoire of tricks to out-maneuver and ultimately defeat their opponent. Each maneuver is made up of three different tiers, each step increasing its power and utility. Maneuvers gain tiers from mainly three sources:
{| class="wikitable"
 
! Maneuver !! Tier 1 !! Tier 2 !! Tier 3
* '''[[Weapons]]:''' All weapons have a basic assortment of maneuvers which anyone who wields the weapon with proficiency, gain. Weapon maneuvers are only gained once, even while dual-wielding two weapons that overlap in certain maneuvers.
|-
* '''[[Fighting Styles]]:''' All fighting styles grant you a wide range of maneuvers in theme with the chosen style. These are only granted and active while your fighting style is active. If two fighting styles are active at the same time (through for example Fighter class features), they do overlap.
|'''[[Commander's Strike]]''' <br>''You direct one of your companions to strike.'' || Choose a friendly creature who can see or hear you within 60 ft. 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.
* '''[[Feats]] and [[Classes]]: Some feats and classes can also grant a range of maneuvers, through feats this is usually done with the Martial Adept feat.
|-
 
| '''Disarming Attack''' <br>''You try to knock a weapon or another item from a creature's grasp.'' || '''Contested [[Strength]] or [[Dexterity]] ([[Sleight of Hand]]) check'''. <br>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.
These special attacks grant characters increased versatility, but are restricted by the fact that only one may be used per turn unless otherwise noted.
|-
| '''Distracting Strike''' <br>''You try to distract the creature, giving your allies an opening.'' || '''Contested [[Perception]] ([[Insight]]) check'''. <br>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''' <br>You attempt to goad the target into attacking you. || '''Contested [[Wisdom]] ([[Insight]]) check'''. <br>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''' <br>''You try to maneuver one of your comrades into a more advantageous position.'' || '''Contested [[Perception]] ([[Insight]]) check'''. <br>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''' <br>''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''' <br>''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.''' <br>If you succeed, they fall [[Prone]]. The target must be the same [[Size|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''' <br>''You sacrifice some of your power to make a more precise strike.'' || You make an Attack action you have disadvantage with 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 action 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''' <br>''You try to force your target away, pushing them back.'' || '''Contested [[Strength]] ([[Brawn]]) or [[Dexterity]] ([[Acrobatics]]) check.''' <br>If you succeed, you push the target up to 5 feet away from you. The target must be no more than one [[Size|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''' <br>''You try to trip the target.'' || '''Contested [[Strength]] ([[Brawn]]) or [[Dexterity]] ([[Acrobatics]]) check.''' <br>If you succeed, you knock the target prone. The target must be no more than one [[Size|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.
|}

Revision as of 01:17, 30 August 2023

See also: List of Maneuvers.


Maneuvers are special attacks that allow combat to be more closely a contest of strategy as each combatant delves into their repertoire of tricks to out-maneuver and ultimately defeat their opponent. Each maneuver is made up of three different tiers, each step increasing its power and utility. Maneuvers gain tiers from mainly three sources:

  • Weapons: All weapons have a basic assortment of maneuvers which anyone who wields the weapon with proficiency, gain. Weapon maneuvers are only gained once, even while dual-wielding two weapons that overlap in certain maneuvers.
  • Fighting Styles: All fighting styles grant you a wide range of maneuvers in theme with the chosen style. These are only granted and active while your fighting style is active. If two fighting styles are active at the same time (through for example Fighter class features), they do overlap.
  • Feats and Classes: Some feats and classes can also grant a range of maneuvers, through feats this is usually done with the Martial Adept feat.

These special attacks grant characters increased versatility, but are restricted by the fact that only one may be used per turn unless otherwise noted.