Combat Maneuvers
Bait and Switch:
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated.
This movement doesn't provoke opportunity attacks.
Power used 10. Disarming Attack:
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding.
You add the superiority die to the attack's damage roll, and the target must make a Strength Saving Throw. On a failed save, it drops the object you choose. The object lands at its feet.
Power used 10. Goading Attack:
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you.
You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw.
On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Power used 10. Grappling Strike: Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action.
Add the superiority die to your Intelligence (Athletics) check.
Power used 10. Lunging Attack:
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet.
If you hit, you add the superiority die to the attack's damage roll.
Power used 10. Menacing Attack:
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target.
You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw.
On a failed save, it is frightened of you until the end of your next turn.
Power used 10. Precision Attack:
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll.
You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Power used 10. Pushing Attack:
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back.
You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw.
On a failed save, you push the target up to 15 feet away from you.
Power used 10. Quick Toss:
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property.
You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
Power used 10. Sweeping Attack:
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack.
Choose another creature within 5 feet of the original target and within your reach.
If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die.
The damage is of the same type dealt by the original attack.
Power used 10. Tactical Assessment: When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check. Power used 5. Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Power used 10. Improved Maneuvers: Brace: (Level 10) When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll. Power used 15. Parry: (level 10) When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Power used 15. Riposte: (level 10) When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Power used 15.
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated.
This movement doesn't provoke opportunity attacks.
Power used 10. Disarming Attack:
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding.
You add the superiority die to the attack's damage roll, and the target must make a Strength Saving Throw. On a failed save, it drops the object you choose. The object lands at its feet.
Power used 10. Goading Attack:
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you.
You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw.
On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Power used 10. Grappling Strike: Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action.
Add the superiority die to your Intelligence (Athletics) check.
Power used 10. Lunging Attack:
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet.
If you hit, you add the superiority die to the attack's damage roll.
Power used 10. Menacing Attack:
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target.
You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw.
On a failed save, it is frightened of you until the end of your next turn.
Power used 10. Precision Attack:
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll.
You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Power used 10. Pushing Attack:
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back.
You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw.
On a failed save, you push the target up to 15 feet away from you.
Power used 10. Quick Toss:
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property.
You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
Power used 10. Sweeping Attack:
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack.
Choose another creature within 5 feet of the original target and within your reach.
If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die.
The damage is of the same type dealt by the original attack.
Power used 10. Tactical Assessment: When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check. Power used 5. Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Power used 10. Improved Maneuvers: Brace: (Level 10) When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll. Power used 15. Parry: (level 10) When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Power used 15. Riposte: (level 10) When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Power used 15.
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