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| '''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. | | '''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. | ||
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| '''Pushing Attack''' <br>''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|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. | | '''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. | ||
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| '''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 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. | | '''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. | ||
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Revision as of 19:03, 14 January 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 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. |
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. |
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 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. |