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 have the feat Maneuver Initiate.
Proficiency
You need to be proficient in the maneuver to be able to use it. If you don't have proficiency in the maneuver, you can't use it. For classes that have the Martial Training feature:
Number of maneuvers = your proficiency bonus + your Intelligence or Wisdom modifier (your choice)
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
For non-martial classes, they are proficient in a number of maneuvers equal to their intelligence modifier (to a minimum of 0 maneuvers).
There exist 5 categories of Maneuvers that are split up as follows:
- Utility Maneuvers. Maneuvers that have a neutral purpose and provide some form of utility.
- Defense Maneuvers. Maneuvers that focus on protecting you from harm.
- Attack Maneuvers. Maneuvers that add an extra effect to attacks.
- Grapple Maneuvers. Maneuvers that grant you extra options for grabbing creatures.
- Superior Maneuvers. Maneuvers that allow you to use your superiority die in new ways.
Superiority Dice.
Some classes or features grant 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 rolling an Acrobatics or Athletics skill check.
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 the other creature's 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 occurs outside of your turn, provided that you describe what will trigger the Ready Action.
Free Action: As part of either your move or your action, you are able to perform one quick and minor action, such as uttering a phrase, unsheathing a sword, opening a door, handling an item to another character, or using an item that does not require an Action to activate. Once you use your Free Action, you have to use an action.
Utility Maneuvers
Certain Maneuvers that allow you to use weapons in additional ways.Feint
Action cost: Bonus ActionRequirement: The target must see you.
You trick the target into inadvertently presenting an opening. The next attack made against the target is done with advantage.
Mounted Strike
Action cost: Attack 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.
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 attacked 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 your damage modifier.
Offhand Fighting. If you have this feat, you add your ability modifier to the damage roll of the attack again.
Polearm Master. If you have this Feat, you can 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 movement is used if the range weapon has the Loading property.
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' protection. Until the end of your turn, your attack rolls with the weapon ignore the target's AC bonuses from shields or spells. Only armour and Dexterity modifier matter.
Flail Mastery. With this feat, you don't have to use your bonus action to gain the benefit of this maneuver.
Attack Maneuvers
Attack Maneuvers modify your Attacks with an additional effect, which you spend the required action immediately after hitting a creature with a Melee weapon or an Unarmed Strike. You must declare the type of attack before you make the Attack roll.Martial Harrier. With this feat, you can use a free action before needing to take the Bonus action to use an Attack Maneuver. Or you can forgo the Advantage on an attack to make the Attack Maneuver without the need to use any action.
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 is within 5 feet of the target, while also within your reach, you can make a Offhand Attack with the weapon against the second creature. You can optionally use the damage of the initial attack, but without your ability modifier rather than rolling again.
Deep cut
Action cost: Bonus ActionRequirement: The damage of the attack deals slashing, and the creature is able to bleed.
With a strike to carve deep into the body of the target. The target has to roll a constitution or dexterity save of their choice or be afflicted 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 attempt to Grapple the target's torso or arm.
Tavern Brawler. If you have this feat, you can use this maneuver with unarmed attacks.
Hamstring
Action cost: Bonus ActionRequirement: The damage of the attack deals piercing.
With a precise strike, you hit the target in the leg to slow it down. The target has to roll a dexterity save or be afflicted 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 wide and quick footwork, 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 modifier 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 can use this maneuver without forgoing adding your strength 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 a Hilted melee weapon that deals Piercing or Slashing Damage and is Finesse or Light (daggers, knives, and rapiers).
You seek to strike a Creature between the gaps of its armour, natural or otherwise. The attack ignores the AC Bonus provided by the target's Armour that the target is wearing. The target 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 to trip the creature. The creature that is the target of your attack has to succeed on a Strength or Dexterity saving throw of their choice 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 an Opportunity attack, you try and trip the creature instead.
Defense Maneuvers
Defense Maneuvers focuses on protecting you or your allies 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 forceful movement for the creature you are switching places with.
Brace
Action cost: Bonus actionRequirement: Wielding a Hafted weapon that deals Piercing damage (Spears or Pikes)
You 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.
Cross Stop. If you wield a weapon that has this property, then the creature is unable to use its movement to approach you. It can still try and force its way forward by making a competing escape grapple check.
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 an attack or are within an area with an effect that requires a save, you can move 5 feet in a direction of your choice. 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 proficient 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 until 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 proficient with, and a creature you can see hits you with an 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 additional Grapple checks on the creature to perform unique maneuvers. On a success, the target is subjected to the Maneuver’s damage or effect. On a failure, the target doesn't suffer the effect of the Maneuver but remains Grappled by you. A willing or incapacitated creature fails the Contest, taking a result of 0 instead.Body Block
Action cost: ReactionRequirement: You are targeted by an Attack or affected by an effect or spell that requires a Dexterity saving throw.
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). You and the grappled creature each take half the damage it would deal to you (rounded down). If the attack misses you because of the cover bonus, you take no damage, and the grappled creature takes half the damage that would have been dealt to you.
Interpose. After the attack or saving throw resolves, you may move the Grappled creature to any space adjacent to you.
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 succeeds, 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 against something solid. The creature takes 1d4 + your strength modifier in bludgeoning damage. If you have an 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 improvised attack along with the competing grapple check. If you hit, both creatures take the damage rolled; only the creature you are grappling takes the damage if you miss.
Toss: You can optionally throw the creature as part of the slam. For creatures of the same size, you have a normal range of 5 feet and a max of 10. For smaller creatures, you use the Throw rules, with a -10 feet to your normal range if the creature is one size smaller, and unaffected for two size smaller.
Pin
Action cost: Attack ActionRequirement: None.
The creature is knocked 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 succession a number of times equal to its constitution modifier. Should the grapple or Choke be broken or interrupted, 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 additional options for how to use your superiority die when expended. You have to be proficient in the Superior 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 succeeded on a Hide check last turn.
You deal as normal and expend one superiority die, except you roll the superiority die twice and add the results together.
Tag-Team: Your ally can use their reaction to 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 command a creature to immediately use its reaction to make one attack, adding the superiority die to the creature's 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 5 feet of your speed moving during your turn.
Until the start of your next turn, you gain an 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 pause to your foes. You can 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 frightened by you until the end of your next turn.
Rally
Action cost: Bonus ActionRequirement: A friendly creature who can see or hear you, you aren't 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. Additionally, if the target has the frightened 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.
