Maneuver

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Revision as of 18:51, 14 January 2023 by Wioum (talk | contribs) (Created page with "==Combat Action Maneuvers== {| class="wikitable" ! 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. | '''Disarming Attack''' <br>''Y...")
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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.