Barbarian Maneuvers
Below are the maneuvers available to barbarians. If a maneuver has a prerequisite, such as a minimum level, you can learn it at the same time you meet the prerequisite.
When you score a critical hit, you can expend one maneuver die to cripple the target. You add the manuever die to the attack's damage roll, and the target's speed is reduced to 0 for the next minute. The creature can make a Constitution saving throw at the end of each of its turns, ending the effect on a success.
In place of an attack, you can expend one maneuver die to attempt to execute an Incapacitated or Prone creature within 5 feet of you. Make an attack roll with a melee weapon and add your maneuver die to the attack roll. If your attack roll exceeds the target's remaining Hit Points, its hit points are reduced to 0.
As a Bonus Action, you can expend one maneuver die to plant your feet in an immovable stance. Until you move from that space, creatures attempting to move you or move through your space must make a Strength saving throw in order to do so.
When a creature hits you with a melee attack, you can use your Reaction and expend one maneuver die to make a melee attack against the creature. If you hit, add the maneuver die to the attack's damage roll.
When you score a critical hit, you can expend one maneuver die to daze the target. You add the maneuver die to the attack's damage roll, and the target is Dazed for 1 minute. The creature can make an Intelligence saving throw at the end of each of its turns, ending the effect on a success.
When you take damage from a source you can see, you can expend any number of maneuver dice to reduce the damage by three maneuver dice per maneuver die spent. If the total rolled exceeds the amount of damage, you gain Temporary Hit Points equal to the remaining amount.
In place of an attack, you can expend one maneuver die to let out a bellowing cry, forcing creatures of your choice in a 30-foot cone to make a Wisdom saving throw. On a failed save, creatures drop whatever they are holding and are Frightened for 1 minute. If a Frightened creature can't see or hear you, it can use its action to repeat the saving throw, ending the effect on a success.
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Barbarian Maneuvers
Brace Up
As a Bonus Action, you can expend one maneuver die to gain Temporary Hit Points equal to your Strength modifier + your maneuver die.Crushing Grip
When you grapple a creature, you can expend one maneuver die to strengthen your grip. At the start of each of the grappled creature's turns, it takes Bludgeoning damage equal to your maneuver die.Feat of Strength
When you make an ability check or saving throw which uses Strength or Constitution, you can expend one maneuver die and add the maneuver die to the roll.Weakening Critical
When you score a critical hit, you can expend one maneuver die to attempt to weaken the target. You add the maneuver die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, it deals only half damage with melee attacks for the next minute. The creature can make a Constitution saving throw at the end of each of its turns, ending the effect on a success.Crippling Critical
Prerequisite: 6th levelWhen you score a critical hit, you can expend one maneuver die to cripple the target. You add the manuever die to the attack's damage roll, and the target's speed is reduced to 0 for the next minute. The creature can make a Constitution saving throw at the end of each of its turns, ending the effect on a success.
Execute
Prerequisite: 6th levelIn place of an attack, you can expend one maneuver die to attempt to execute an Incapacitated or Prone creature within 5 feet of you. Make an attack roll with a melee weapon and add your maneuver die to the attack roll. If your attack roll exceeds the target's remaining Hit Points, its hit points are reduced to 0.
Immovable
Prerequisite: 6th levelAs a Bonus Action, you can expend one maneuver die to plant your feet in an immovable stance. Until you move from that space, creatures attempting to move you or move through your space must make a Strength saving throw in order to do so.
Savage Rebuke
Prerequisite: 6th levelWhen a creature hits you with a melee attack, you can use your Reaction and expend one maneuver die to make a melee attack against the creature. If you hit, add the maneuver die to the attack's damage roll.
Confounding Critical
Prerequisite: 10th levelWhen you score a critical hit, you can expend one maneuver die to daze the target. You add the maneuver die to the attack's damage roll, and the target is Dazed for 1 minute. The creature can make an Intelligence saving throw at the end of each of its turns, ending the effect on a success.
Primal Resilience
Prerequisite: 10th levelWhen you take damage from a source you can see, you can expend any number of maneuver dice to reduce the damage by three maneuver dice per maneuver die spent. If the total rolled exceeds the amount of damage, you gain Temporary Hit Points equal to the remaining amount.
War Cry
Prerequisite: 10th levelIn place of an attack, you can expend one maneuver die to let out a bellowing cry, forcing creatures of your choice in a 30-foot cone to make a Wisdom saving throw. On a failed save, creatures drop whatever they are holding and are Frightened for 1 minute. If a Frightened creature can't see or hear you, it can use its action to repeat the saving throw, ending the effect on a success.
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