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. | ||