Maneuver: Difference between revisions

From Kronopolis and the Flat Plane
No edit summary
No edit summary
Line 3: Line 3:
! Maneuver !! Tier 1 !! Tier 2 !! Tier 3
! Maneuver !! Tier 1 !! Tier 2 !! Tier 3
|-
|-
|'''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.
|'''[[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.
|-
|-
| '''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.
| '''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.

Revision as of 15:36, 26 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.