Maneuver

From Kronopolis and the Flat Plane
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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.