Scarab112
2015-01-11, 04:38 PM
I noticed there was a lack of any new maneuver options at higher levels for the fighter, meaning they'd still be stuck with the various lower level options. I decided to come up with a few options to take at these higher levels. I tried to avoid making them objectively superior to low level options so that there would still be a reason to use the lesser ones. This is my first draft and I'm still testing with them, so there might be a few problems.
Now for the list itself. The level requirement on these was level 10. I thought it worked well as an easy number to remember and a middle point in the progression.
Stunning Blow Deals two superiority die worth of extra damage when you hit with an attack; target must make a con save or be stunned for 1 round. You must spend two superiority dice to use this maneuver.
Powerful Swing Gives Disadvantage on the attack roll, but deals double the superiority dice damage.
Spinning Swing Replaces single attack, all creatures in your reach make a reflex save or take two superiority dice worth of damage. You must spend two superiority dice to use this maneuver.
Athletic Prowess When you move, you can expend one superiority die, adding your superiority dice to any Strength, Consitution, or Dexterity ability checks you make until you stop moving.
War Cry Bonus Action, all allies who can see and hear you gain two superiority dice worth of temporary hitpoints. You must spend two superiority dice to use this maneuver.
Wolf Pack Tactics When you hit with an attack, one ally who can see and hear you can move half their speed and make a weapon attack as a reaction.
Expert Deflection Reduce the damage from an attack that hits you or an ally within 5 ft. by two superiority dice worth. You must spend two superiority dice to use this maneuver.
Barreling Charge Increase your movement speed speed by 30 ft for the turn. If you move more than 20 ft. before attacking an enemy in melee this turn, you deal extra damage equal to your superiority die to that enemy
You might notice that some of these maneuvers take two superiority die to use. This was because I deemed the particular effect more powerful or decided that it was two similar to an earlier choice, and increased the number of dice and therefore damage to make up for it. There are a few on this list I was considering doing it for, but I wanted to see if they were too powerful first.
Edit: Changed a few powers and fixed some potential wording issues.
I also made variants for the Ranger and Monk to utilize maneuvers. The Ranger replaces his spells to gain access, while for the monk it instead functions as a subclass. I'll post these later if anyone is interested.
Now for the list itself. The level requirement on these was level 10. I thought it worked well as an easy number to remember and a middle point in the progression.
Stunning Blow Deals two superiority die worth of extra damage when you hit with an attack; target must make a con save or be stunned for 1 round. You must spend two superiority dice to use this maneuver.
Powerful Swing Gives Disadvantage on the attack roll, but deals double the superiority dice damage.
Spinning Swing Replaces single attack, all creatures in your reach make a reflex save or take two superiority dice worth of damage. You must spend two superiority dice to use this maneuver.
Athletic Prowess When you move, you can expend one superiority die, adding your superiority dice to any Strength, Consitution, or Dexterity ability checks you make until you stop moving.
War Cry Bonus Action, all allies who can see and hear you gain two superiority dice worth of temporary hitpoints. You must spend two superiority dice to use this maneuver.
Wolf Pack Tactics When you hit with an attack, one ally who can see and hear you can move half their speed and make a weapon attack as a reaction.
Expert Deflection Reduce the damage from an attack that hits you or an ally within 5 ft. by two superiority dice worth. You must spend two superiority dice to use this maneuver.
Barreling Charge Increase your movement speed speed by 30 ft for the turn. If you move more than 20 ft. before attacking an enemy in melee this turn, you deal extra damage equal to your superiority die to that enemy
You might notice that some of these maneuvers take two superiority die to use. This was because I deemed the particular effect more powerful or decided that it was two similar to an earlier choice, and increased the number of dice and therefore damage to make up for it. There are a few on this list I was considering doing it for, but I wanted to see if they were too powerful first.
Edit: Changed a few powers and fixed some potential wording issues.
I also made variants for the Ranger and Monk to utilize maneuvers. The Ranger replaces his spells to gain access, while for the monk it instead functions as a subclass. I'll post these later if anyone is interested.