Modified Combat Maneuvers
Saving Throws
Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. If so, your maneuver DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
If you lack the Martial Training feature from your class, you don't add your proficiency bonus to the Maneuver save unless you are skilled in either Strength(Athletics) or Dexterity(Acrobatics). Then you only add your proficiency bonus to the maneuver save as if you use the same ability that matches the skill.
Proficiency
If you are proficient with a weapon, you add your proficiency bonus to the attack roll. For maneuvers, you need to be proficient in the maneuver to be able to use it.
- General Maneuvers. maneuvers that have a neutral purpose and provide some form of utility.
- Defense Maneuvers. maneuves that focuses on protecting you from harm.
- Attack Maneuvers. maneuves that add an extra effect to attacks.
- Grapple Maneuvers. maneuves that grants you extra options for grabing creatures.
- Superior Maneuvers. maneuvers that allow you to use your superiority die in new ways.
The number of maneuvers a creature can be proficient in depends on what type of class they are and what their intelligence modifier is.
For martial classes, they are proficient in a number of maneuvers equal to their proficiency bonus + intelligence modifier (to a minimum of 0 maneuvers).
For non-martial classes, they are proficient in a number of maneuvers equal to their intelligence modifier (to a minimum of 0 maneuvers).Superiority Dice.
A pool of dice that can be drawn from to enhance any action that relies on your physical might and reflex. Expend a die by rolling it and adding the result to any of the following instances.- Hitting hard. When rolling for damage on any attack that is with a weapon or unarmoured.
- Physical Burst. When roling a Acrobatics or Athletics skill check.
Conditions
If one of these conditions is in effect when or right before you perform a maneuver, the given maneuver gains an extra effect.- Size-Difference. The target's size has an effect on the maneuver. The specified modifier stacks with each size category that is different between you and the other creature.
- Tag-Team. A friendly creature within 5 feet of you or the target of the maneuver can use their Reaction to trigger the extra effect.
- Move Action. You expend all of your movement, with the exception of 5 feet, to trigger this effect.
Clarifications
Action: You use your action during your turn.Bonus Action: You use your bonus action during your turn.
Reaction: You use your reaction during other creatures turn.
Attack Action: You use your action during your turn. If you're able to make multiple attacks with one action, then you only use one of the attacks.
Ready Action: You can prepare an action or a singular attack that occur outside of your turn, provided that you describe what will the trigger the Ready Action.
Free Action: As part of either your move or your action, you are able to preform one quick and minor action Such as uttering a phrase, unsheathe a sword, open a door, hand an item to another character or use a item that dose not require a Action to activate. Once you use your Free Action, you have to use a action.
Non Maneuvers
These following options are available to all creatures. This list exist to explain to the DM and Players what they and all creatures are able to do.Attack
Action cost: ActionThe most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. You make one melee or ranged attack.
Extra attack. Allow you to make more than one attack with this action.
Ranged attack. Any ranged attack made when there is a hostile creature within 5 feet of you is with disadvantage.
Bash
Action cost: Attack ActionRequirement: Wielding a Weapon that dosen't deal blugeoning damage
Before making an attack with a melee weapon, you can declaire that you are deliberatly wielding it improperly to not hit as hard. Such as using the flat side of a sword or the haft of a spear rather than the pointy head. Doing this will change the damage type of the weapon to blugeoning for the attack, and the damage rolled will be halfed.
Charge Attack
Action cost: Bonus ActionRequirement: Used the Dash action before moving 20 feet into attack range
You can make one melee attack or a ranged attack by throwing a weapon. The bonus action counts as an Attack Action and has a +2 bonus to the attack and damage.
Momentum: For every additional 10 feet you moved in a line towards the target, add +1 to the damage roll only.
Charger. If you have this Feat, you need to move at least 10 feet instead of 20 and your base charge bonus to damge is +5 instead of +2.
Climb onto Bigger Creature
Action cost: Half your base movement speed.Requirement: Target has to be at minimum one size catagory larger.
You get in position to climb on top of a creature, you make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If you wins the contest, you moves into the larger creature's space who is now affected by the Grappled condtion. Except it's speed isn't affected and you are moved with the target. A larger creature can dislodge a smaller creature as an Escape a Grapple to knocking it off, or with a successful Grabbing check against the Smaller Creature to grab it.
Leap on to. Insted of using half your movement speed you are able to use the action to leap onto the target. The same result of the s Strength (Athletics) check is used for the contested roll.
Climb around. You can move around within the larger creature's space trhough climbing. Unles you have a climb speed, you must spend 1 extra foot of movement for every foot you move using your Speed. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to the DMs discretion.
Willing Creature: Creatures that are friendly to you or dont mind you climbing on wont cause a fus. Allowing you get on without the need for a roll a competing check.
Comand Creature
Action cost: Reaction. Optionally Action or Bonus actionRequirement: A creature that considers itself an ally to you.
Right as the creature is to take its turn, you use your Reaction to command the creature on what action it should take and where to move during its turn. It obeys your verbal or telepathic command. If you don't issue any, it acts independently (under the DM's control).
Act on turn. If your bond strength is great enough, you can optionally have the allied creature move and/or perform the action on your turn. Doing so requires a roll with the appropriate skill check to see if you are successful in issuing the command. Use the Command table to suggest which Skills are applicable depending on the creature type. The DC is 10 on a success, you are able to use an action to tell the creature what action to take, and a bonus action for what bonus action to use.
Skill | Creature type |
---|---|
Persuasion Intimidation |
Humanoids that speak the same language. Or a telepathic bond. |
Animal Handling | Beasts. |
Arcana | Constructs. |
Acrobatics | Only while mounted. |
Conjured ally. While you are concentrating on the spell that brought the creature onto your plane, no action is required by you to command it.
Mounted. While seated on the creature's back, you will be carried along the creature during its turn unless you try and command it. No action is needed on your part if you only want it to move for you. Keep in mind that creatures that aren't used to fighting in combat will use their action to disengage.
Counter cast
Action cost: Bonus Action and ReactionRequirement: Wielding Spell focus or material component
You ready yourself to counter the magic casting of another creature. During another creatures turn you act using your Reaction to cast a spell of your choise in hopes to intercept or interrupt a creature in the process of casting a spell. When using a spell to Counter cast in this maner, the effect of the spell will not be activated as normal and its duration becomes Instantaneous. This is due to the use of the spell is focused entierly on countering the effect of another spell. The range of the Counter cast is the same as the range of the spell used, and the cast time of the spell used must not be longer than an action.
Counter DC. 10 + the level of spell slot used. You roll an ability check using your spellcasting ability. On a successful check, the attacking casters spell fails and has no effect.
Perfect Counter. You automatically succed in coutnering the spell, with no need to roll if you use a spell that thematicly or mechanically is a perfect counter to the hostile spell. You also have to cast it with a spell slot that is of a level equal to or greater than the level of the hostile spell, otherwise you have to roll.
Nonsensical Counter. If you are unable to properly explain how the spell would be able to counter the hostile spell effect to the DM, such as using Disguise Self to counter Eldritch Blast for example, then you automaticly fail on the roll to counter the spell.
Examples of perfect counter.
- Casting Create or Destroy Water with a 3rd level spell slot against the Fireball spell.
- Casting A spell that deals the "oposit" damage type to cancel out the damage.
- Radiant against Necrotic
- Cold against Fire
- Thunder against Thunder (Destructive Interference)
- Casting Bane to counter Bless and vice versa.
- Casting Banishment against any Summon/Conjure creature Spell.
- Casting Freedom of Movement against Hold Person(as long as you are in range of the target affected).
- Casting Protection from Evil and Good against any spell that inflict the charmed or frightened condition and is casted by a aberrations, celestials, elementals, fey, fiends, or undead.
- Casting Haste against Slow and vice versa.
Dash
Action cost: ActionRequirement: Movement-speed greater than 0
You gain extra movement for the current turn equal your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. Any increase or decrease to your base speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Cuning Action. If you have this rouge feature, you are able to Dash with a bonus action.
Disarm
Action cost: Attack ActionRequirement: Proficensy with the weapon you are using.
You attempt to disarm the target instead of dealing damage with the attack, forcing it to drop one item of your choice that it's holding in its grip. The target must make a Strength saving throw. On a failed save, it drops the object at the feet.
Two-handed. The target has advantage on the save if they are holding the object with two hands or more.
Grappling the weapon. If you are grappling the target by holding onto the item it is wielding, you are able to force the target to make the save without needing to roll an initial attack to hit. If you succeed on the disarm while grappling the item, you then wield it.
Size-Difference. Targets one size larger than you have advantage on the save, while targets two sizes larger automatically succeed since the weapon is to hard to reach. Unless they are knocked prone.
Disengage
Action cost: ActionRequirement: Movement-speed greater than 0
You don't provoke opportunity attacks for the rest of the turn. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.
Quick Disengage. You can use a Bonus Action to Disengage. The effect only negate one opportunity attack however.
Cuning Action. If you have this rouge feature, you are able to Disengage with a bonus action.
Dodge
Action cost: ActionRequirement: You aren't incapacitated or if your speed drops to 0. You don't gain the benefits if you can't see the attacker.
You focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage, and you make Dexterity saving throws and Dexterity (Acrobatics) check with advantage. You lose this benefit if you are incapacitated.
Quick Dodge. You can use a Bonus Action to Dodge. The effect apply against one attack, Dexterity saving throws or Dexterity (Acrobatics) check however.
Equip Item
Action cost: Free Action, Bonus action or ActionRequirement: Not affected by the Restrained or Incapacitated condition while having hands able to gripp things.
What you hold in you hands determins your options during your turn. The first item you grabb hold from your person to equip on your turn requiers a bonus action, equiping another item requiers a action. Such as unslinging a spear from your back or pulling your backpack of your shoulders.
Pocketed. A Free Action can be used to pull out a item from a container that is specialy designed to hold the item. Such as a sheaths for swords, a pockets or pouches that holds tiny items. If the item is tiny or smaller, no action is requierd at all. Such as a throwing knife holster or quiver for arrows.
In conatiner. An Action is requierd to reach in and grabb a item located inside of containers, such as a closed pouch, chest or backpacks.
Pick up. If an item is lying on the ground, you can instead chose to spend 15 feet of you movment to quickly bend down and up to grab the item on the floor.
Escape a Grapple
Action cost: Attack ActionRequirement:Is affected by the Grappled condition by a creature.
You try to remove the condition through escape. The creature grappling you must succed a Strength (Athletics) check contested by your Strength (Athletics) or Dexterity (Acrobatics) check (you choose the ability to use). A failure removes the condition and frees you from its grasp.
Size-Difference. If you are larger than the hostile grappler, it rolls with disadvatage on the skill check.
Tag-Team. A friendly creature with a free hand can impose disadvantage on the hostile grappler's check.
Grapple
Action cost: Attack ActionRequirement: Have a free hand or wielding a weapon with the Hooked propertie within melee reach.
When you want to grab ahold of a creature or disable it's limb, you try to grab hold of a body part of your choise on the target. You try to seize the target by making a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the Grappled condition. Unles you specify a specific limb or body part for the grapple, you grab hold of the torso of the creature.
Unable to act. You succeed automatically if the target is incapacitated.
Let go. You can release the target whenever you like (no action required). If you or the grappled creature is forcefully moved, you can chose to let go of it or hold on. If you want to keep holding on you must succed on a DC 10 Strength save to maintain the grapple.
Size-Difference. The target of your grapple must be no more than one size larger than you, any grapple will automaticly fail.
Grappler: If you have this feat, you have advantage on attack rolls against a creature you are grappling and Creatures that are one size larger than you don’t gain a +5 to their saving throw.
Help
Action cost: ActionRequirement: Target creature within 5 feet
You can lend your aid to another creature in the completion of a task. The creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You distract the target, or in some other way team up to make your allies attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
Hide
Action cost: ActionRequirement: Darkness, three-quarters cover, total cover, heavy obstruction or avoid line of sight
You try to conceal yourself from view. To do so, you must make a Dexterity Check (Stealth) agaisnt the creature with the highest passive perception in the vicinity; if you can see a creature, you can discern whether it can see you without any action needed. On a successful check, you are Hidden. Make note of your check’s total, which becomes the DC for a creature to find you with an active Wisdom Check (Perception). While you are Hidden you need to use your action to stay hidden on subseqent turns or creatures who use a active Wisdom Check (Perception) will automaticly know where you are. You can use the same result of the previous Stealth check without needing to roll.
Skulker. If you have this feat, you are able to hide in dim light.
Cuning Action. If you have this rouge feature, you are able to Hide with a Bonus action.
Jump
Action cost: Each foot you jump costs a foot of movement.Requirement: More movement than 0 feet and aren't prone.
You can spend your movement to leap into the air, allowing you to ignore hazards on the ground or circumvent gaps that you could fall into. Unless you can fly or hover, you have to land at the end of the jump.
Max jump distance. The maximum leap distance per jump horizontally is a number of feet equal to your Strength score. For vertical jumps, it's your Strength modifier +3.
Momentum. Unless you move 10 feet in a straight line immediately before jumping, the maximum distance that you can leap horizontally or vertically is halved.
Tag-Team. Right before you high jump, a creature within 5 feet of you, that isn't prone and able to use their arms, can use their reaction to provide half their Max vertical jump to your distance. If they took the ready action on their turn to help you, the bonus provided isn't halved
Stick the landing. If the jump may be dangerous, such as landing in difficult terrain, a ledge barley in reach, or low obstacles in the way (no taller than a quarter of the jump's distance), you must succeed on a DC 10 Dexterity (Acrobatics) check or land Prone condition. Athlet. If you have this feat, you can make a running Long or High Jump after moving only 5 feet.
Lancing Strike
Action cost: NoneRequirement: Wielding a Hafted Weapon that deal piercing damage while Mounted
Your elevated position on the mount grants you a better vantage point to lunge. You are able to wield the hafted piercing melee weapon one-handed without incurring disadvantage, if it otherwise would require two hands to avoid attacking with disadvantage.
Momentum. Add the mount's strength bonus to the attack and damage on the first attack made immediately after moving 20 feet in a straight line before attacking.
Lancer. If you have this feat, you apply 1½ times your Strength bonus to damage rolls even if you are holding the hafted weapon with one hand. And with a bonus action, you can use this maneuver on foot.
Leap Attack
Action cost: BonusRequirement: Jump at least 10 feet horsiontaly, or decend verticaly
You are able to make one melee attack at the peak of the jump or right before landing within melee range of the target. If it hits, the attack gain a +2 bonus to the damage. Add +1 damage bonus for every 5 feet you clear or fall.
Non-lethal Attack
Action cost: Attack ActionRequirement: Attacks that deal Bludgeoning damage
Before you hit a creature with a melee Attack, you can declare that the attack is non-lethal. The target takes the bludgeoning damage rolled as temporary damage. Rather than dying, a creature is knocked Unconscious if the amount of temporary damage is great enough to reduce its HP to zero or less.
Temporary damage. Works the same way as normal damage and stacks with it, with the exception that it can be easily restored. Gaining temporary hitpoints removes temporary damage, similar to restoring HP. Any Temporary damage is applied as a negative temporary HP.
Knocked out. The creature remains Unconscious for as long as its temporary damage keeps it at 0 or less. If it gains more than 1 HP, then the creature wakes up.
Offhand Attack
Action cost: Bonus ActionRequirement: Wielding a weapon that is considerd light for you
This type of attack is hastily made to make to strike against a target in combat, although not as hard-hitting as a normal strike. You roll to hit as normal, but you don't add your ability modifier to the damage roll for the attack, unless that modifier is negative. You can only make one Offhand Attack in a turn.
Offhand Fighting. If you have this feat, you add your ability modifier to the damage roll of the attack.
Opportunity Attack
Action cost: ReactionRequirement: You can see the creature that is within your reach.
You make a Attak Action outside of your turn, make one melee attack against a creature, provided that a creature does something that provokes you to act. The attack interrupts the provoking creature's turn, which is resumed once the attack has been resolved.
Leaving Reach: Any hostile creature that moves out of your reach provokes you, allowing you to make an Opportunity Attack. Which occurs right before the creature leaves your reach.
Sentinel: If you have this feat, when you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of its turn.
Overrun
Action cost: ActionRequirement: A movment of 10 or more.
If you want to move through a hostile creature's space, you can try to force your way through by overrunning the hostile creature with your stregnth. You make a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. If you win the contest, you can move through the hostile creature's space once this turn, but the square counts as difficult terrain and you can't stop within its space.
Size-Difference. You have advantage on this check if larger and disadvantage if you are smaller than the hostile creature.
On the ground. You are able to use a Bonus action instead if the target is prone and you can stop within its space.
Ready
Action cost: Action and ReactionRequirement: A trigger for the reaction.
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. You ready yourself on your turn, which lets you act using your reaction before the start of your next turn. You have until the start of your next turn to use a readied action.
Describe action: First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger.
Ready Spell: When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of a action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. If you use the ready action intending to counter the spell of another caster, follow the Counter cast rules. But if you used an action to try and counter an effect, you may gain the full effect of the spell in addition to countering if you succeed the check.
Reload
Action cost: All your base movement and ActionRequirement: One free hand to reload a weapon or magic item that has the loading property.
A limited number of shots can be made with a weapon or magic item, which must be loaded to be usable. You make a skill check against the item's DC. The required skill used is dependent on its construction, as seen in the table. On a success, you have managed to slot in the required ammunition or charge to make it operational. On a failure, you have wasted your action and have to try again next turn.
Tool to Assist. If you have a tool on your person that is designed to assist in loading the weapon or magic item, such as a goat's foot lever for crossbows, then you roll the skill check with advantage.
Magic item. If you are wielding a magic item that has expended charges, you may use your spell slots as ammunition or a magically potent object to charge it.
Search
Action cost: Action or your base movement except for 5 feet.Requirement: Not affected by the Blinded consition.
You make a Wisdom Check to discern something that isn’t obvious. The Search table suggests which Skills are applicable when you take this action, depending on what you’re trying to detect.
Combat Insight. In battle, you attempt to discern the course of actions a creature might take on its next turn, its features, or learn certain information about its capabilities compared to your own. This Search can be made with a Bonus Action if the hostile creature is within 30 feet, and the Wisdom Check will be contested by the target's Charisma (Deception) check. On a success, you learn information pertaining to the skill used and what you are looking for.
Skill | Thing to Detect |
---|---|
Insight | Creature’s state of mind, hints as to what they value, want to do, what they will do, or other capableties. |
Medicine | Creatures condition, aliments, diseases, curent hitpoints and hitpoints maximum. |
Perception | Concealed creature or object not directly in sight. |
Survival | Tracks left behind, sorces of wild food, or the state of the natrue. |
Observant: If you have this Feat, you are able to use the Search Action as a Bonus Action.
Stabilize
Action cost: ActionRequirement: A creature within 5 feet of you that has 0 HP or les.
You are able to provide first aid to eliviate some of the hurt. Roll a wisdom(Medicine) against a DC of 10, on a succes the creature is able to expend one of its hit dice to restore a number of hitpoints equal to the roll. On a failure nothing hapens and the action is wasted. You must use some form of binding or medical salve to provide aid.
Remove Temporary damage. Instead of regaining hp, the target can use the result of the hit die to remove Temporary damage. Doing so wont expend hit dice.
Delicate Procedure. While there is a hostile creature within 5 feet of you or the target, the DC changes to 25.
Healers kit. Using a charge from a healers kit allows you to heal the target without making a check.
Healer. If you have this feat, you are able to expend a use of a healers kit even if the target has more than 0 HP, and you add your proficensy bonus to the amount of HP restored.
Physician. If you have this feat, you are able to treat a creature within 5 feet of you even if their HP is greater than 0. The DC is either 10 or equal to the creatures curent HP, witch ever is greater. You also add your Proficiency Bonus to the amount of HP restored.
Quick Fingered. If you have this feat, you are able to use a bonus action to stabalize a creature.
Steal
Action cost: ActionRequirement: A creature with items on their person within 5 feet of you, and you have a free hand.
You roll a Dexterity(Sleight Of Hand) to try and Strategic Transfer Equipment to Alternate Locations from another creature. If the item is on the outside of their person, like hanging from a belt, backpack or basket that they are holding, then its a DC 15. Anyting from within pockets, backpack or anythin close to their body has a DC 20 to snatch. You can optionaly plant an item on a person the same way.
Deteck theft. The target won't notice your atempt to steal from them if the Sleight Of Hand skill check rolled is greater than their passive preception, but if the creature is aware of your presence or isn't distracted then the roll is made with disadvantage.
Tag team. Friendy creature negate the disadvantage by distracting the target.
Quick Fingered. If you have this feat, you roll with advatnage when using this action.
Fast Hands. If you have this rogue feature, you can use the bonus action granted by your Cunning Action to make the Dexterity (Sleight of Hand) check to either steal or plant items.
Shove
Action cost: Attack ActionRequirement: Target must be within your reach.
When you try and shove a creature, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you can choose to either knock the target prone or push it 5 feet away from you. You can optionally enter the square it occupied previously if moved.
Shove Aside. Optionally, you can force the target to the side, rather than away. Your Strength (Athletics) check will be with disadvatnage.
Unable to act. You succeed automatically on the Shove if the target is incapacitated.
Momentum. For every 10 feet moved in a straight line right before the shove, add +1 to the skill check.
Size-Difference. The target of your shove must be no more than one size larger than you. You have advantage if the target is two sizes smaller.
Charger. If you have this Feat, you are able to push the target an additional 5 feet if you Dash first.
Study
Action cost: Action or your base movement except for 5 feet.Requirement: Not affected by the Dazed or Stunned.
You make an Intelligence Check to draw forth information from a memory, a book, an encounter, a clue, or a lesson and call to mind an important piece of information about it. The Areas of Knowledge table suggests which Skills are applicable when you study something, depending on the area of knowledge the Intelligence Check is about.
Creature DC: 8 + the creature's proficency bonus*2 Intelligence Check, on a success you recal information about it such as behavior, lore, stregnths and weaknes.
Sorces of knowlage. Certain Study checks can only be made if you have acces acces to books or other forms of records regarding the subject of your study. Once you spend enough time sydying a certain subject then you are able to roll Study checks regading it.
Tools of the trade. If the subject of the study is related to a tool you are proficent in, you add your proficensy bonus to the roll. This stacks with any proficensy and expertice in the skill that you may allready have.
Skill | Areas of Knowledge |
---|---|
Arcana | Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities) |
History | Historic events and people, ancient civilizations, wars, and certain creatures (Giants and Humanoids) |
Investigation | Traps, ciphers, riddles, and gadgetry |
Nature | Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants) |
Religion | Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead) |
Tumble
Action cost: ActionRequirement: 10 feet of movement or more.
A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent with dexterity. You make a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If you win the contest, you can move through the hostile creature's space once this turn, but the square counts as difficult terrain and you can't stop within its space. Size-Difference. You have advantage on this check if smaller and disadvantage if you are larger than the hostile creature.
Throw
Action cost: Attack ActionRequirement: Holding a item in hand light enough for you to throw.
Any weapon or item can be thrown by you in a direction of your choise. You make a range attack where the item is the projectile. You use the same ability modifier for range throw attacks as the melee attack roll and damage roll.
Range. The normal range of throwing an item is equal to your strength score, while the maximum range is your normal range times 3. If you need to use both hands to wield the weapon, then the normal range is reduced by 10. Thrown Weapon Fighting. If you have this feat you are able to draw adnd equip a throwing peapon as part of the attack action.
Two-weapon Fighting
Action cost: NoneRequirement: Wielding a pair of melee weapon that are considerd light in both of your hands.
When you take the Attack action, you are able to make an Offhand Attack as part of the same Attack action, rather than the need to use your Bonus action to make the Offhand Attack with the Light weapon.
Dual Wielder: If you have this Feat, you can treat a Weapon in your other hand as if it's considerd Light for you, provided that Weapon can be wielded by you without the need to use Two Hands.
Dual Wielder Mastery: If you have this Feat, you can benefit from Two-weapon Fighting even when the melee weapons you are wielding isn't considerd Light for you, provided that Weapon can be wielded by you without the need to use Two Hands.
Use an Object
Action cost: Action or Bonus actionRequirement: Have the item in hand.
Be it unfurling and reading a scroll, drinking a potion or using a wand, you cause the designed function of the object to go in effect. Optionaly, you can use a Bonus action to use the object, doing so will lesen the effect of the object due to how haphazardly or hastely you do so. Such as the following.
- Disadvantage on d20 rolls, either attacks or skill checks.
- Affected creatures has advantage on saves.
- Lesening the duration of the effect by one third of the time.
- Having to roll dice rather than use the maximum (such as potions of healing).
Quick Fingered: If you have this feat, you are able to use an object without penalty when within 5 feet of a hostile creature.
Fast Hands: If you have this rogue feature, your Cunning Action ignore the penalty when activating the item using a bonus action.
Maneuvers
Maneuvers are Martial abilities that requeir traingin and skill to pull of effectivly in the midst of battle. In order to be able to use a manuver, you have to be proficent in it.Utility Maneuvers
Certain Maneuvers that allwos you to use weapons in aditonal ways.Brace
Action cost: Bonus actionRequirement: Wielding a Hafted weapons that deals Piercing damage (Spears or Pikes)
Your Ready an Attack with your weapon against any creature that you can see enter the reach of your melee weapon. If the creature used the Disengage action before moving through your reach, you can't use your Reaction to make a opportunity attack. You also negate any Momentum bonus a creature may have if you hit it.
Feint
Action cost: Bonus ActionRequirement: The target must see you.
You trick the target into inadvertedly present a opening. The next attack made against the target is done with advantage.
Mounted Strike
Action cost: Bonus ActionRequirement: Be mounted on a creature one size larger than you with a melee weapon.
You adjust your seating to utilise the vantage point of the mount for your attacks. You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount until the start of your next turn.
Mounted Combatant. If you have this feat, you don't need to use a bonus action to use this maneuver.
Multi-Shot
Action cost: Attack ActionRequirement: Ranged weapon that doesn't have the Loading property.
Before making a ranged attack with a weapon, you can add more ammunition to launch from the ranged attack. Each projectile added will add a damage die if the attack hits. However, each additional projectile will incur a -2 penalty on the attack roll. You are also able to target multiple creature with the same attack as long as they are within 5 feet of each other (10 feet if greater than normal range) and you declare which target each arrow goes to.
Pommel Strike
Action cost: Bonus ActionRequirement: A melee weapon that is Hilted or Long-Hilted (swords, cleavers or clubs)
You strike the opponent with the pommel of the weapon after you have made a attack with it. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage unless the pomle is pointy or sharp. It counts as a Offhand Attack, but you still add you damage modifier.
Offhand Fighting. If you have this feat, you add your ability modifier to damage roll of the attack again.
Polearm Master. If you have this Feat, you are able to use this maneuver with hafted weapons.
Power Through
Action cost: ActionRequirement: Missing HP or having any temporary damage.
Roll a DC 10 Constitution saving throw to grit your teeth and power through the pain. On a success, you expend one of your hit dice and gain a number of temporary hitpoints equal to the roll + your con mod. For every success above the DC by 5, you can expend and add the result of one more hit die. The temporary HP lasts for 1 hour after use.
Quick Toss
Action cost: Bonus ActionRequirement: Holding a weapon that is considerd light for you
You can make an offhand ranged attack with a weapon. You draw the weapon as part of making this attack as long as you have a free hand able to grab the light weapon.
Riposte
Action cost: ReactionRequirement: When a creature misses you with a melee attack and you are wielding a melee weapon.
You can make a Opportunity attack against the attacker.
Steady Aim
Action cost: Your base movment except for 5 feet.Requirement: Wielding a range weapon and aren't affected by the Blinded, or Restrained Condition
You give yourself advantage on your next attack roll on the same turn.
Loaded and ready. Only half of your base movment is used if the range weapon has the Loading propertie.
Full draw
Action cost: Your base movment except for 5 feet.Requirement: Wielding a range weapon that doesn't have the loading property and isn't affected by the Restrained Condition
You give yourself advantage on the skill check to fully utilize the range weapon, or add +5 to your passive skill check if able.
Bow master. If you have this Feat, you can use this maneuver with bows without needing to spend your movement.
Strike Around
Action cost: Bonus ActionRequirement: Weapon that has the Flexible propertie (Flail or Chain)
You use the flexible quality of your weapon to sweep around the targets' portection. Until the end of your turn, your attack rolls with the weapon ignores the targets AC bonuses from shields or spells. Only armour and Dexterty modifer maters.
Attack Maneuvers
Attack Maneuvers modify your Martial Attacks with an additional effect. You must declare the type of attack before you make the Attack roll.Forgo advantage. If you have advantage on the attack roll, you can forgo the Advantage if it is a Attack Maneuver. Doing so will allow you to make the Attack Maneuver without using the requierd action cost.
Example. If a 5th level Barbaian uses their Reclles attack feature to gain advantage on all attacks made during their turn, they can make two Cleave attacks and still retain their bonus action. The attacks will however be made as normal and without advantage.
Cleave
Action cost: Bonus ActionRequirement: Making the weapon attack with with two hands
If you hit a creature with a melee attack while a second creature within 5 feet of the target, while also within your reach, you can to make a Offhand Attack with the weapon against the second creature. You can optionaly use the damage of the inital attack but without your ability modifer rather than roling again.
Deep cut
Action cost: Bonus ActionRequirement: The damage of the attack deals slashing, and the creature is able to bleed.
With strike to carve deep into the body of the target. The target has to roll a constituion or dexterity save of their choise or be aflicted by one stack of the Bleeding condition.
Grappling Strike
Action cost: Bonus ActionRequirement: Attacking a target with a melee weapon while having a free hand
As part of the weapon attack on your turn, you can make an atempt to Grapple the targets torsro or arm.
Tavern Brawler. If you have this feat, you are able to use this ameuver with unarmed attacks.
Hamstring
Action cost: Bonus ActionRequirement: The damage of the attack deals piercing.
With a precies strike you hit the target in the leg to slow it down. The target has to roll a dexterity save or be aflicted by the Slowed until the start of its next turn.
Head Blow
Action cost: Bonus ActionRequirement: The damage of the attack deals bludgeoning and can reach the target's head.
With a precise strike, you hit the target over the head. The target has to roll a constitution save or be afflicted by the Dazed until the start of its next turn.
Knockback
Action cost: Bonus ActionRequirement: attack using strength
You try to push the creature away from you as part of the attack. The target must succeed on a Strength saving throw or be pushed 5 feet away from you.
Size-Difference. The target is knocked 10 feet away if it's one size category smaller than you.
Momentum. For every 10 feet moved in a straight line right before the Knockback, add +1 to the DC.
Charger. If you have this Feat, you are able to push the target an additional 5 feet if you Dash first.
Lunge
Action cost: Bonus ActionRequirement: Wielding a weapon that you can use two hands to wield.
With a wide and quick foot work you lunge your strikes against your foes from a distance. The reach of your next melee weapon attack on your turn is increased by 5 feet.
Power
Action cost: Bonus ActionRequirement: Using your strength modifer for attack and damage.
With a wide step you swing your weapon to hit as hard as possible. Double the damage bonus of the attack.
Great Weapon Master. If you have this Feat, you are able to use this maneuver without forgoing to add your stregth modifier to hit for the attack. Allowing you to use this maneuver without using your bonus action or forgoing the advantage on the attack.
Puncture
Action cost: Bonus ActionRequirement: Wielding Hilted melee weapon that deals Piercing or Slashing Damage and is Finesse or Light (daggers, knives and rapiers).
You seek to strike a Creature betwen the gaps of its armour, natural or otherwise. The attack ignore the AC Bonus provided by the targets Armour that the target is wearing. The targets AC is 10 + Dex bonus for the attack, keep any AC bonuses from spells or shields.
Trip
Action cost: Bonus ActionRequirement: Abble to grapple the target.
In addition to dealing damage, you try and trip the creature. The creature that is the target of your attack has to succed a Strength or Dexterity saving throw of their choise or fall prone.
Size-Difference. Target has advantage on their saving throw if larger than you, and disadvantage if smaller than you. Opportunity to Trip Rather than dealing damage to a creature with a Opportunity attack, you try and trip the creature instead.
Defense Maneuvers
Defense Maneuvers focuses on protect you or your alies against attacks or effects.Bait and Switch
Action cost: 5 feet of movementRequirement: Is curently Grapling a creature within 5 feet of you.
You forcefully switch places with the grappled creature, provided that the creature isn't incapacitated. This counts as forcefull movment for the creature you are switching places with.
Dodge-Roll
Action cost: ReactionRequirement: You aren't incapacitated, your speed isn't 0 or if you can't see the source of the attacker or effect.
If you are targeted by a attack of are within a area with a efect that requiers a save, you are able to move 5 feet in a direction of your choise. When you do, the Attack has Disadvantage against you. If you move behind Cover, you do not gain the benefit of that Cover against the Attack.
Parry
Action cost: ReactionRequirement: You’re wielding a melee weapon that you are proficent with and a creature hits you with a melee attack.
You add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Defensive Duellist: if you have this feat, you gain the AC bonus untill the start of your next turn if you are wielding a finesse weapon and wearing light or no armor.
Raise Shield
Action cost: ReactionRequirement: You’re wielding a Shield that you are proficent with and a creature you can see hits you with a Attack.
You reduce the damage against you by 1d10 + your strength bonus (to a minimum of 0 damage).
Grapple Maneuvers
While you have a creature Grappled, you can perform additonal Grapple checks on the creature to perfom unique mauvers. On a succes, the target is subjected to the Maneuver’s damage or effect. On a failure the target don't suffer the effect of the Maneuver but remains Grappled by you. A willing or incapasitated creature fails the Contest, taking a result of 0 instead.Body Block
Action cost: ReactionRequirement: You are targeted by an Attack or dexterity save effect.
You reposition a creature Grappled by you to shield yourself from damage, doing so grants you half cover (+2 bonus to AC and Dex save). Additonaly, when making a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Since you interpose the grappled creature betwen you and the effect, it automaticly fails the dexterity save.
Hit cover. If the attack miss you but is greater than the grappled creatures AC, it takes the damage of the attack.
Restrain
Action cost: ActionRequirement: You are targeted by an Attack or dexterity save effect.
You apply the Restrained condition in addition to the grappled condition. If the creature tries a Escape a Grapple and succed, it will remove the Restrained condition, but remains Grappled by you.
Slam
Action cost: Attack ActionRequirement: Another creature, a solid surface or object within 5 feet.
You bash the creature agaisnt somethign solid. The creature takes 1d4 + your strength modifer in blugeoing damage. If you have a unarmed damage die, you may use it instead.
Hit one with another. If you chose to target another creature with the grappled creature as the weapon, you make an improveds melee attack along with the competing grapple check. If you hit, both creatures take the damage roled, oly the creature you are grapling takes the damage if you miss.
Pin
Action cost: Attack ActionRequirement: None.
The creature is nocked prone, however, if you move or are forcefully moved the grapple breaks.
Choke
Action cost: ActionRequirement: Target must have anatomy with a throat or neck.
You try and strangle the creature. A creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). You must perform this maneuver in succesion a number number of times equal to its consitiution moddifer. Should the grapple or Choke be broken or interutped, you have to start again. Once the amount of turns has passed, it goes Unconscious at the start of its turn and enters the same state as if it has 0 hp. If the creature still can't breathe it will have to roll death saves each round.
Superiour Maneuvers
You gain additonal options for how to use your superiority die when expended. You have to be proficient in the Superiour Maneuver to gain its benefit.Ambush
Action cost: NoneRequirement: When you make a Dexterity (Stealth) check or an initiative roll while not incapacitated
You can expend one superiority die and add the result to the d20 roll.
Backstab
Action cost: Attack ActionRequirement: Hitting a target in that back with an Attack while they are unaware of you or you succeded on a Hide check last turn.
You deal as normal and expend one superiority die, except your roll the superiority die twize and add together the result. Tag-Team: Your ally can distract the target to make the attack a Backstab.
Commander's Strike
Action cost: Attack ActionRequirement: A friendly creature who can see or hear you.
You comand a creature to immediately use it's reaction to make one attack, adding the superiority die to the creatures damage roll if it hits.
Commanding Presence
Action cost: NoneRequirement: When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check.
You can expend one superiority die and add the result to the ability check.
Distracting Strike
Action cost: Attack ActionRequirement: Hitting a target with an Attack.
You can expend one superiority die to distract the target, giving your allies an opening. Until the start of your next turn, the next attack made by another creature gains a bonus to hit equal to the superiority die result.
Evasive Footwork
Action cost: NoneRequirement: Spend at least 20 feet of your speed moving during your turn.
Until the start of your next turn, you gain a AC bonus equal to the result of the expended superiority die roll.
Goading Attack
Action cost: Attack ActionRequirement: Hitting a target with an Attack.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into only focusing on you. The target must make a Wisdom saving throw. On a failed save, the creature gains a penalty to hit equal to the superiority die result on any attack made against targets other than you. This lasts until the end of your next turn.
Manoeuvring Attack
Action cost: Attack ActionRequirement: Hitting a target with an Attack.
You can expend a superiority die to maneuver one of your comrades into a more advantageous position. You choose a friendly creature who can see or hear you. That creature can use its Reaction to move up to 5 times the superiority dies result in feet without provoking opportunity attacks from the target of your attack.
Menacing Presence
Action cost: ActionRequirement: Targets must have line of sight and see or hear you.
You exhude an air of viciousness to those to give puase to your foes. You are able to target up to a number of creatures equal to the roll of the expended superiority die result. The targets must make a Wisdom saving throw. On a failed save, it is frightend by you untill the end of your next turn.
Rally
Action cost: Bonus ActionRequirement: A friendly creature who can see or hear you, you aren's silenced.
You expend one superiority die to bolster the resolve of one of your companions. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier. Additonaly, if the target has the frightend condition, it is able to use its reaction to remove the condition.
Superiour Precision
Action cost: Attack ActionRequirement: A target that is within 5 feet of you.
Rather than expending one superiority die to the attack's damage roll, the result of the superiority die is added to the attack roll instead. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Tactical Assessment
Action cost: NoneRequirement: When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check.
You can expend one superiority die and add the result to the ability check.