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Composer99
2017-11-10, 02:52 PM
Further to my introductory thread on my 5e combat manoeuvre system (http://www.giantitp.com/forums/showthread.php?537900-Combat-Manoeuvre-System-Basic-Manoeuvres&p=22555612), here are the 1st-level manoeuvres.


November 15
- Revisions to some manoeuvres.
- Revisions to manoeuvres based on feedback.
- Added the sunder manoeuvre.

November 10
- Posted.


Feats and 1st-Level Manoeuvres
There are three manoeuvres in this set that replicate, or come close to replicating, the effects of some PHB feats - mighty blow (replicating an effect from the GWM feat), vicious shot (replicating an effect from the Sharpshooter feat), and disrupting strike (which grants an adjusted duplicate of the opportunity attack benefit of the Mage Slayer feat). If you're playing with feats, you can either remove these three manoeuvres, or revise the feat descriptions.

For GWM and Sharphooter, consider rewording the feats such that they allow you to use these manoeuvres without spending stamina or requiring proficiency in their manoeuvre groups. For Mage Slayer, you don't need to reword the feat, but you might want to explicitly call out the similarity.

List of 1st-Level Manoeuvres


Alphabetical
By Manoeuvre Group


Advanced Martial Technique
Agile Manoeuvres
Ranged Manoeuvres


Anticipate
Disrupting Strike
Pinning Shot


Call to Action
Evade
Ranged Opportunity


Circle Kick
Harry
Shot on the Run


Cleave
Riposte
Trick Shot


Counterstroke
Sunder
Vicious Shot


Crushing Blow




Deceptive Strike
Brawn Manoeuvres
Tactical Manoeuvres


Defensive Strike
Crushing Blow
Call to Action


Disrupting Strike
Giant Slayer
Inspiring Command


Evade
Mighty Blow
Manoeuvring Command


Fighter's Mark
Overrun
Rally


Giant Slayer
Sprawling Blow



Harry
Sunder
Unarmed Manoeuvres


Human Shield

Advanced Martial Technique


Impressive Combatant
Cunning Manoeuvres
Circle Kick


Inspiring Command
Anticipate
Human Shield


Interpose
Deceptive Strike
Locking Hold


Locking Hold
Impressive Combatant



Manoeuvring Command
Sly Footwork



Mighty Blow




Overrun
Defensive Manoeuvres



Pinning Shot
Fighter's Mark



Precise Strike
Interpose



Ranged Opportunity
Warding Shield



Rally
Zone of Control



Riposte




Shot on the Run
General Manoeuvres



Sly Footwork
Cleave



Sprawling Blow
Counterstroke



Standstill
Defensive Strike



Trick Shot
Precise Strike



Vicious Shot
Standstill



Warding Shield




Zone of Control





1st-Level Manoeuvre Descriptions

Advanced Martial Technique
1st-level unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: Varies (see text)
Range: Reach
Components: None
Your study of martial arts has taught you some advanced techniques, beyond the ken of novices. When you use this manoeuvre, choose a basic manoeuvre from the Advanced Martial Technique table. You can use that manoeuvre as if it were part of the unarmed manoeuvre group for the purpose of determining its key ability and applying your proficiency bonus to the manoeuvre’s effects. Use the base manoeuvre’s action requirement and effects, but replace its range and its component requirement, if any, with this manoeuvre’s range and component requirement.
At Higher Levels. You can emulate the effects of manoeuvres of 1st level or higher shown on the Advanced Martial Technique table by spending 1 stamina per level of the manoeuvre. You can’t emulate a manoeuvre that isn’t shown on the Advanced Martial Technique table.



Basic Manoeuvres




Dismount
Hamstring
Protect


Feint
Parry
Slam







1st-Level Manoeuvres




Counterstroke
Giant Slayer
Sunder


Crushing Blow
Interpose
Zone of Control


Defensive Strike
Riposte



Disrupting Strike
Standstill


















Anticipate
1st-level cunning manoeuvre
Key Ability: Wisdom or Charisma
Action: 1 quick action
Range: 30 feet
Components: None
You examine an opponent for signs that it’s about to strike. A creature you can see within range must succeed on a Wisdom saving throw or have disadvantage on attack rolls targeting you until your next turn.

Call to Action
1st-level tactical manoeuvre
Key Ability: Intelligence or Charisma
Action: 1 attack
Range: 60 feet
Components: V
Spurred on by your command, your ally strikes at one of your foes. A creature you can see within range that can hear or see you may spend its reaction to make a weapon attack.
At Higher Levels. If you spend 2 stamina, you can reduce this manoeuvre’s action requirement to 1 quick action.

Circle Kick
1st-level unarmed manoeuvre
Key Ability: None
Action: 1 action
Range: Reach
Components: None
You make a spinning kick that catches your enemy upside the head. Make an unarmed strike against a creature or object in range. On a hit, roll the unarmed strike’s damage twice.
At Higher Levels. You can reduce the action requirement of this manoeuvre to 1 attack if you spend 1 stamina. If so, you can only use this manoeuvre once on each of your turns. You can use this manoeuvre multiple times on your turn by spending an additional 2 stamina for each use of this manoeuvre after the first. (For example, if you can make three attacks when you take the Attack action, to use this manoeuvre three times, you must spend 2 stamina to use it as an attack the first time, then spend 4 stamina to use it a second time as an attack, then 4 more stamina to use it a third time.)

Cleave
1st-level general manoeuvre
Key Ability: None
Action: 1 action
Range: Reach
Components: W
You make a sweeping blow, catching multiple enemies in its wake. Make a melee weapon attack against a creature you can see within range. On a hit, you can make a second melee weapon attack against another creature in range, so long as it is within 5 feet of the first. The target of this second attack takes half the attack’s damage on a hit.
At Higher Levels. The target of the second attack takes the attack’s normal damage on a hit if you spend 1 stamina. Alternately, you can reduce the action requirement of this manoeuvre to 1 attack if you spend 2 stamina. If so, you can only use this manoeuvre once on each of your turns. You can use this manoeuvre multiple times on your turn by spending an additional 2 stamina for each use of this manoeuvre after the first. (For example, if you can make three attacks when you take the Attack action, to use this manoeuvre three times, you must spend 2 stamina to use it as an attack the first time, then spend 5 stamina to use it a second time as an attack, then 5 more stamina to use it a third time.)

Counterstroke
1st-level general manoeuvre
Key Ability: None
Action: 1 reaction
Range: By weapon
Components: W
As an enemy prepares to trip one of your comrades, you throw their plan off with a well-timed strike. Choose a creature within range that you can see and that is about to use a combat manoeuvre. Make a weapon attack against the target. On a hit, the target must succeed on a manoeuvre ability check (DC is 10 or 8 + the damage dealt by your attack, whichever is higher) or be unable to use the manoeuvre.

Crushing Blow
1st-level brawn manoeuvre
Key Ability: Strength
Action: 1 attack
Range: Reach
Components: W (a weapon dealing bludgeoning damage)
The crumbling masonry swiftly yields to the blows of your greatclub. Make a melee weapon attack. On a hit, your weapon deals an additional 1d8 bludgeoning damage. Roll triple damage dice (including the extra die granted by this manoeuvre) if you are attacking an object or similar feature.

Deceptive Strike
1st-level cunning manoeuvre
Key Ability: Wisdom Charisma
Action: 1 attack
Range: By weapon
Components: None
You conceal your attack with a flourish denying the enemy a chance to avert the blow. Make a weapon attack against a creature you can see within range. The target must succeed on a Wisdom saving throw or it can’t take reactions against you until your next turn.

Defensive Strike
1st-level general manoeuvre
Key Ability: None
Action: 1 attack
Range: Reach
Components: W (a melee weapon)
Your attack sets up a defensive posture that’s hard to bypass. Make a weapon attack against a creature within range. On a hit, the target takes half the attack’s damage. Whether you hit or miss, you can use your quick action to take the Defend action this turn.
At Higher Levels. You don’t need to spend an action to take the Defend action this turn if you spend 2 stamina. Alternately, if you spend 1 stamina, the target takes the attack’s normal damage on a hit.

Disrupting Strike
1st-level agile manoeuvre
Key Ability: Dexterity
Action: 1 reaction
Range: By weapon, up to 30 feet
Components: W
A nearby enemy attempts to cast a spell, but finds you ready for just such an eventuality. Make a weapon attack against a creature you can see within range that is using its action to cast a spell. The target takes half the attack’s damage on a hit. In addition, the target uses your manoeuvre saving throw DC as the DC for its spellcasting ability check to avoid losing the spell instead of the normal DC, and has disadvantage on the check.
At Higher Levels. If you spend 1 stamina, the target takes the attack’s normal damage on a hit.
This manoeuvre relies on wording particular to my larger re-tooling of 5e that doesn't make sense in the context of a RAW game. In a RAW game, use the below rewording for the effect text (keep the "At Higher Levels" text as normal):

Make a weapon attack against a creature you can see within range that is using its action to cast a spell. The target takes half the attack’s damage on a hit, and the target must succeed at a spellcasting ability check (including its proficiency bonus), using your manoeuvre save DC as the DC, or the spell fails. If the spell fails, the target does not expend a spell slot or, if it is using innate spellcasting, one of its restricted uses of the spell.

Evade
1st-level agile manoeuvre
Key Ability: Dexterity
Action: None
Range: Self
Components: None
Your deft footwork keeps you out of harm’s way as you dart across the battlefield. Make a manoeuvre ability check when you move on your turn. You don’t provoke opportunity attacks from creatures whose passive Wisdom (Perception) scores don’t exceed your check’s result.

Fighter’s Mark
1st-level defensive manoeuvre
Key Ability: None
Action: 1 quick action
Range: Reach
Components: W
It’s dangerous to ignore you. You mark a creature you can see within range that you hit with a melee weapon attack this turn. If the target is in range, it provokes opportunity attacks from you whenever it makes a weapon or spell attack that doesn’t include you as a target until you dismiss the mark as a quick action, either you or the target becomes incapacitated or dies, or you use this manoeuvre on a new target.
At Higher Levels. You have advantage on opportunity attacks against the target if you spend 2 stamina.

Giant Slayer
1st-level brawn manoeuvre
Key Ability: Strength
Action: None
Range: Reach
Components: W
You are particularly skilled at bringing down larger beasts. Choose a creature within range that is larger than you. Make a manoeuvre ability check, contested by the target’s Strength saving throw. If you win the contest, roll the weapon’s damage twice on the first successful weapon attack you make against the target this turn.
At Higher Levels. The target has disadvantage on its saving throw if you spend 1 stamina for each size category by which it is larger than you. Alternately, you can spend 2 additional stamina to apply this manoeuvre’s effects to all the weapon attacks you make against the target this turn.

Harry
1st-level agile manoeuvre
Key Ability: Dexterity
Action: 1 reaction
Range: 5 feet
Components: None
You keep pace with your foe, never letting it out of your reach. If a creature you can see within range moves out of range, make a manoeuvre ability check, contested by its Dexterity saving throw. If you win, you move to stay within 5 feet of the target, up to a distance of 15 feet. The target has advantage on its saving throw if it uses the Disengage action.
At Higher Levels. You can double the maximum distance you can move while this manoeuvre by spending 1 stamina. Alternately, you can spend 1 stamina to deny the target advantage on its saving throw when it uses the Disengage action.

Human Shield
1st-level unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: 1 action
Range: Reach
Components: None
You pull your foe to yourself, using it as cover against the hail of incoming arrows. Choose a creature you can see within range that is your size, or up to one size category larger or smaller. Make a manoeuvre ability check, contested by its choice of Strength (Athletics) or Dexterity (Acrobatics). If you win, you grab the creature. Until your next turn, you can’t move, but the target is grappled and provides you with half cover (or three-quarters cover if it is larger than you). In addition, any ranged attack that misses you hits the creature you have grabbed if its roll is within 5 of your Armour Class. You must use one of your arms to maintain the grapple and can’t use it for any other purpose until the grapple ends.
Escaping the Grapple. A creature grappled by this effect can use its action to attempt to escape, just as if you had used the grapple manoeuvre.
Extending the Grapple. At the start of your turn, if this manoeuvre’s effect would have ended, you can extend it until your next turn by using your quick action and repeating the contest, maintaining your hold on the target if you win.
At Higher Levels. You can reduce this manoeuvre’s action requirement to 1 attack if you spend 2 stamina, or to 1 quick action if you spend 4 stamina.
This is a manoeuvre of its own instead of an adjunct to the grapple manoeuvre in part because the former is a basic manoeuvre, and in part because it’s meant to represent more generic body locks, wrestling, and the like, that don’t have the specific aim of using your victim as a shield, where this manoeuvre does.

Impressive Combatant
1st-level cunning manoeuvre
Key Ability: Wisdom or Charisma
Action: 1 attack
Range: 30 feet
Components: V or S
Your series of flourishes and feints keeps others’ attention focused firmly on you. Hostile creatures in range must succeed at a Wisdom saving throw or have disadvantage on Wisdom (Insight) and Wisdom (Perception) checks or scores targeting or contesting friendly creatures other than yourself until your next turn.
At Higher Levels. You can reduce this manoeuvre’s action requirement to 1 quick action by spending 2 stamina.

Inspiring Command
1st-level tactical manoeuvre
Key Ability: Intelligence or Charisma
Action: 1 quick action
Range: 60 feet
Components: V
Your shouted encouragements and exhortations reinvigorate a flagging ally. A creature you can see within range that can see or hear you gains temporary hit points equal to 1d4 + your Charisma modifier.
At Higher Levels. The target gains an additional 2d4 temporary hit points for each stamina you spend.

Interpose
1st-level defensive manoeuvre
Key Ability: None
Action: 1 reaction
Range: 20 feet
Components: Sh
You push your ally out of harm’s way in the nick of time, ready to take the blow yourself. When a creature you can within range is the target of a weapon or spell attack, you interpose yourself between the target and its attacker.
Push the target up to 5 feet from its original position, and move into the now-unoccupied space. You then become the new target of the attack.

Locking Hold
1st-level unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: 1 attack
Range: Reach
Components: None
The hobgoblin chieftain can’t swing his greataxe, because you’ve locked up his arm. Choose a creature you can see within range. Make a manoeuvre ability check, contested by the target’s Strength (Athletics) or Dexterity (Acrobatics). If you win, you have put one of the creature’s limbs of your choice into a locking hold until you end the hold on your turn (without requiring an action) or the target escapes on its turn by taking an action and succeeding at a Strength (Athletics) or Dexterity (Acrobatics) ability check, contested by your manoeuvre ability check. The effect depends on the limb chosen. You must use one of your arms to maintain the hold and can’t use it for any other purpose until the hold ends. You can’t use an effect if the target doesn’t have an applicable limb.
Locked Arm. If you lock up one of the target’s arms, it can’t cast a spell with a somatic component, and it can’t make weapon attacks unless it is holding a weapon in one of its other arms. It is also restricted in the other sorts of actions it can take, depending on how many free hands it has. If the target is carrying a weapon in its locked-up arm that it tries to shift to another arm on its turn, you can use your reaction to use the disarm manoeuvre with advantage on your manoeuvre attack roll.
Locked Leg. If you lock up one of the target’s legs, its speed is reduced to 0, it has disadvantage on Dexterity saving throws, and attack rolls targeting it have advantage. It might also be restricted in other sorts of actions if they require free use of all of its legs.
Locked Wing. If you lock up one of the target’s wings, it can’t fly, and it has disadvantage on Dexterity ability checks and saving throws. It falls if it was aloft when you use this manoeuvre.
Size. A target two or more sizes larger than you has advantage on its Strength (Athletics) ability checks.
At Higher Levels. A creature two or more sizes larger than you doesn’t have advantage on its Strength (Athletics) ability checks if you spend 1 stamina. Alternately, you can reduce this manoeuvre’s action requirement to 1 quick action if you spend 2 stamina.

Manoeuvring Command
1st-level tactical manoeuvre
Key Ability: Intelligence or Charisma
Action: 1 quick action
Range: 60 feet
Components: V
Your allies heed your calls to reposition themselves to greater effect. A creature you can see within range that can hear or see you may spend its reaction to move up to its speed.
At Higher Levels. You can affect a second target if you spend 2 stamina, and one additional target for each additional stamina you spend.

Mighty Blow
1st-level brawn manoeuvre
Key Ability: Strength
Action: 1 attack
Range: Reach
Components: W (a weapon with the heavy property)
Your blows land with incredible force. Make a weapon attack against a creature or object within range without adding your proficiency bonus to the attack roll. On a hit, add double your proficiency bonus to the attack’s damage.

Overrun
1st-level brawn manoeuvre
Key Ability: Strength
Action: 1 action
Range: 5 feet
Components: None
You charge an enemy position, pushing through the defender’s line and breaking their formation. Once you’ve finished moving on your turn, as long as you have moved at least 10 feet, choose a creature within range that is up to one size larger than you. The target must make a Strength saving throw. On a failed save, the target falls prone in its space and takes bludgeoning damage equal to 1d8 + your Strength modifier, and you move through the target’s space to the nearest unoccupied space on the other side of the target from your current position. On a successful save, the target takes half as much damage, is not knocked prone, and you may not move through its space.
If you have four or more legs, the target takes bludgeoning damage equal to 2d8 + your Strength modifier on a failed save, and half as much damage on a successful save.
Mounted Combat. If you are mounted on another creature, reduce this manoeuvre's action cost to 1 quick action, and your mount can use this manoeuvre as part of its movement. The damage your mount inflicts depends on its size and number of legs, as shown in the Mounted Overrun table.
At Higher Levels. For each additional stamina you spend, you can target a creature one additional size category larger, and the bludgeoning damage the target takes increases by 2d8.



Mount
Size
Damage (*)
(Up to 3 Legs)
Damage (*)
(4 or More Legs)


Small
1d8
2d8


Medium
1d8
2d8


Large
2d8
3d8


Huge
3d8
4d8


Gargantuan
4d8
5d8


(*) Include mount's Strength modifier in damage.


Pinning Shot
1st-level ranged manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon
Components: W (a weapon capable of making ranged attacks)
Your arrow sticks into the tree, sticking your enemy along with it. Make a weapon attack against a creature in range that is within 5 feet of an earthen or wooden wall, large tree trunk, or similar feature.
On a hit, the target takes half the attack’s damage, and is restrained until someone uses an action to pull it free. When that happens, roll 1d4; if the roll is an even number, the target takes bleed damage equal to half the roll of the d4.
Sometimes, the arrow goes through your sleeve. Other times, your arm.

Precise Strike
1st-level general manoeuvre
Key Ability: None
Action: 1 attack
Range: By weapon
Components: None
You sacrifice power for accuracy, but this may allow you to land a more telling blow. Make a weapon attack against a creature or object in range with a +3 bonus to the roll. On a hit, you deal your attack’s weapon damage, but not the damage from your ability modifier.
In addition, the range of die roll results in which you score a critical hit increases by 1. (For instance, if you score a critical hit on a roll of 20, it becomes 19 or 20 when you use this manoeuvre. If you have a feature allowing you to score a critical hit on a 19 or 20, it becomes 18 to 20 instead.)

Ranged Opportunity
1st-level ranged manoeuvre
Key Ability: None
Action: None (see text)
Range: 30 feet
Components: W (a weapon capable of making ranged attacks)
You can react to an opponent’s lapse at range as well as close up. When a creature you can see within range takes an action that would provoke an opportunity attack if it was within a space you threaten, you can use your reaction to make an opportunity attack against it with a ranged weapon attack.

Rally
1st-level tactical manoeuvre
Key Ability: Intelligence or Charisma
Action: 1 quick action
Range: 60 feet
Components: V
You rally shaken allies before they can rout. Choose a creature you can see within range that can see or hear you and is frightened, charmed, or otherwise subject to an effect that it can end with an Intelligence, Wisdom, or Charisma saving throw. The target makes a new saving throw against the effect (using a Wisdom saving throw if none are specified), adding your key ability modifier to the die roll, ending the effect on itself on a save. The target can take disadvantage on the saving throw to make a new saving throw against an effect that doesn’t normally allow repeated saving throws.

Riposte
1st-level agile manoeuvre
Key Ability: Dexterity
Action: 1 reaction
Range: Reach
Components: W
An enemy that strikes at you finds you ready to deliver a devastating riposte. After a creature you can see within range makes an attack roll targeting you, you may use your reaction to deliver a counterattack.
Make a melee weapon attack against the target. If its triggering attack missed, you get a +2 bonus to your attack roll.

Shot on the Run
1st-level ranged manoeuvre
Key Ability: By weapon
Action: 1 quick action
Range: By weapon
Components: W (a weapon capable of making ranged attacks)
You spring into action, covering great distance while still taking a shot at your foes. You can move up to your speed as if taking the Dash action. While doing so, if you took the Attack or Dash actions on your turn, you can make a weapon attack using a weapon meeting the weapon component requirements of this manoeuvre.

Sly Footwork
1st-level cunning manoeuvre
Key Ability: Wisdom or Charisma
Action: 1 attack
Range: 5 feet
Components: None
You cunningly trade places with an enemy, leaving it in the midst of your allies. Choose a creature within range. Make a manoeuvre ability check, opposed by the target’s Wisdom (Insight) or Wisdom (Perception). If you win, switch places with the target.

Sprawling Blow
1st-level brawn manoeuvre
Key Ability: Strength
Action: 1 attack
Range: Reach
Components: None
You knock your foe to the ground with a sweep of your arm. Make a melee weapon attack roll against a creature within range. On a hit, you deal the weapon’s normal damage and push the target up to 5 feet away from you. You also either deal 1d8 additional bludgeoning damage or knock the target prone (your choice).

Standstill
1st-level general manoeuvre
Key Ability: By weapon
Action: 1 reaction
Range: Reach
Components: W
You halt the enemy’s advance with a well-timed blow. When a creature you can see provokes an opportunity attack from you by moving out of range, you can use this manoeuvre instead of making a normal opportunity attack.
Make a melee weapon attack against the target; on a hit, in addition to taking damage, the target’s move ends.
At Higher Levels. If you spend 2 stamina, you can use this manoeuvre against a creature that uses the Disengage action.

Sunder
1st-level agile or brawn manoeuvre
Key Ability: Strength or Dexterity
Action: 1 attack
Range: Reach
Components: W
Your blow shatters your opponent’s shield. Make a melee manoeuvre attack against a creature within range, contested by the target’s choice of a weapon attack, Strength saving throw, or Dexterity saving throw. If you win the contest, a single nonmagical object the target is wearing (such as a pendant) or wielding (such as a weapon or shield) of your choice gains the broken condition.
Destroying an Object. If you win the contest, the object you choose is destroyed if you roll a 20 on the attack roll or if it was already broken.
At Higher Levels. If you spend 2 additional stamina, you can temporarily disrupt the flow of magic into a magic item. It loses its magical properties for 1 minute if you win the contest instead of becoming broken.

Trick Shot
1st-level ranged manoeuvre
Key Ability: By weapon
Action: Varies (see text)
Range: By weapon
Components: W (a weapon capable of making ranged attacks)
You can do things with arrows that ordinary archers just can’t. When you use this manoeuvre, choose a basic manoeuvre from the Trick Shot table. You can use that manoeuvre even if you normally couldn’t do so with a ranged weapon. Use the base manoeuvre’s action requirement and effects, but replace its range with this manoeuvre’s range component, and its key ability with the ability you use for attack rolls with the ranged weapon you’re holding.
At Higher Levels. You can emulate the effects of manoeuvres of 1st level or higher shown on the Trick Shot table by spending 1 stamina per level of the manoeuvre. You can’t emulate a manoeuvre that isn’t shown on the Trick Shot table.



Basic Manoeuvres




Brace
Dismount
Hamstring


Dirty Trick
Distract
Knockdown


Disarm
Feint








1st-Level Manoeuvres




Anticipate
Fighter's Mark
Standstill


Cleave
Giant Slayer
Sunder


Deceptive Strike
Riposte



Defensive Strike
Sprawling Blow




















Vicious Shot
1st-level ranged manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon
Components: W (a weapon capable of making ranged attacks)
Your shot to the heart might have more armour to pierce, but will prove fatal if it strikes true. Make a weapon attack against a creature or object within range without adding your proficiency bonus to the attack roll. On a hit, add double your proficiency bonus to the attack’s damage.

Warding Shield
1st-level defensive manoeuvre
Key Ability: None
Action: 1 quick action
Range: Reach
Components: Sh
You protect a nearby comrade with your shield. A creature you can see within range gains the AC benefit of your shield until your next turn as long as it is within range. (The creature can move out of range and back into range during its turn and still benefit from this manoeuvre.)

Zone of Control
1st-level defensive manoeuvre
Key Ability: None
Action: None (see text)
Range: Reach
Components: W (a melee weapon)
You are particularly skilled at punishing enemies around you. Use this manoeuvre on your turn. Until your next turn, a creature within range that you hit with an opportunity attack takes extra damage equal to your proficiency bonus. The damage type of the extra damage matches that of the weapon you use to make the attack.

Llama513
2017-11-13, 04:26 PM
1st-Level Manoeuvre Descriptions

Advanced Martial Technique
1st-level unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: Varies (see text)
Range: Reach
Components: None
Your study of martial arts has taught you some advanced techniques, beyond the ken of novices. When you use this manoeuvre, choose a basic manoeuvre from the Advanced Martial Technique table. You can use that manoeuvre as if it were part of the unarmed manoeuvre group for the purpose of determining its key ability and applying your proficiency bonus to the manoeuvre’s effects. Use the base manoeuvre’s action requirement and effects, but replace its range and its component requirement, if any, with this manoeuvre’s range and component requirement.
At Higher Levels. You can emulate the effects of manoeuvres of 1st level or higher shown on the Advanced Martial Technique table by spending 1 stamina per level of the manoeuvre. You can’t emulate a manoeuvre that isn’t shown on the Advanced Martial Technique table.



Basic Manoeuvres




Dismount
Hamstring
Protect


Feint
Parry
Slam







1st-Level Manoeuvres




Counterstroke
Disrupting Strike
Riposte


Crushing Blow
Giant Slayer
Standstill


Defensive Strike
Interpose
Zone of Control
















This one is really cool, its good to have the options open to different characters and this system works nicely



Circle Kick
1st-level unarmed manoeuvre
Key Ability: None
Action: 1 action
Range: Reach
Components: None
You make a spinning kick that catches your enemy upside the head. Make an unarmed strike against a creature or object in range. On a hit, roll the unarmed strike’s damage twice.
At Higher Levels. You can reduce the action requirement of this manoeuvre to 1 attack if you spend 1 stamina.

Just clarifying if you spend stamina can you use this more then once, because that is really strong


Cleave
1st-level general manoeuvre
Key Ability: None
Action: 1 action
Range: Reach
Components: W
You make a sweeping blow, catching multiple enemies in its wake. Make a melee weapon attack against a creature you can see within range. On a hit, you can make a second melee weapon attack against another creature in range, so long as it is within 5 feet of the first. The target of this second attack takes half the attack’s damage on a hit.
At Higher Levels. The target of the second attack takes the attack’s normal damage on a hit if you spend 1 stamina. Alternately, you can reduce the action requirement of this manoeuvre to 1 attack if you spend 2 stamina.

I'm assuming the Alternately means that you can only use one ability or the other, with that said similair to circle kick if you can use this multiple times by spending stamina it feels a little bit strong if that is the case



Disrupting Strike
1st-level agile manoeuvre
Key Ability: Dexterity
Action: 1 reaction
Range: By weapon, up to 30 feet
Components: W
A nearby enemy attempts to cast a spell, but finds you ready for just such an eventuality. When a creature you can see within range uses its action to cast a spell, you can use your reaction to make an opportunity attack (as normal). The target takes half the attack’s damage on a hit. In addition, the target uses your manoeuvre saving throw DC as the DC for its spellcasting ability check to avoid losing the spell (instead of the normal DC), and has disadvantage on the check.
At Higher Levels. If you spend 1 stamina, the target takes the attack’s normal damage on a hit.


You should probably look into how this would interact with Mage Slayer


Pinning Shot
1st-level ranged manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon
Components: W (a weapon capable of making ranged attacks)
Your arrow sticks into the tree, sticking your enemy along with it. Make a weapon attack against a creature in range that is within 5 feet of an earthen or wooden wall, large tree trunk, or similar feature.
On a hit, the target takes half the attack’s damage, and is restrained until someone uses an action to pull it free. When that happens, roll 1d4; if the roll is an even number, the target takes half as much bleed damage.
Sometimes, the arrow goes through your sleeve. Other times, your arm.

Is it half of the damage dealt by the initial attack, so a quarter of the damage you rolled initially


Trick Shot
1st-level ranged manoeuvre
Key Ability: By weapon
Action: Varies (see text)
Range: By weapon
Components: W (a weapon capable of making ranged attacks)
You can do things with arrows that ordinary archers just can’t. When you use this manoeuvre, choose a basic manoeuvre from the Trick Shot table. You can use that manoeuvre even if you normally couldn’t do so with a ranged weapon. Use the base manoeuvre’s action requirement and effects, but replace its range with this manoeuvre’s range component, and its key ability with the ability you use for attack rolls with the ranged weapon you’re holding.
At Higher Levels. You can emulate the effects of manoeuvres of 1st level or higher shown on the Trick Shot table by spending 1 stamina per level of the manoeuvre. You can’t emulate a manoeuvre that isn’t shown on the Trick Shot table.



Basic Manoeuvres




Brace
Dismount
Hamstring


Dirty Trick
Distract
Knockdown


Disarm
Feint








1st-Level Manoeuvres




Anticipate
Defensive Strike
Riposte


Cleave
Fighter's Mark
Sprawling Blow


Deceptive Strike
Giant Slayer
Standstill

















See Advanced Marital Technique but for Ranged weapons



I really like a lot of these there are few that I will be commenting more closely on when I have time, but good job on a lot of these and the system as a whole

Composer99
2017-11-15, 01:00 PM
Thanks for your comments; you picked up on a few things I didn't, so I'm especially grateful for that.

Re: Advanced Martial Technique/Trick Shot

This one is really cool, its good to have the options open to different characters and this system works nicely
See Advanced Marital Technique but for Ranged weapons

I'd wanted a way for ranged weapon users to benefit from some of the manoeuvres that they couldn't normally use, without having to obtain hard-to-get proficiency in other manoeuvre groups. Once I'd worked that manoeuvre out, I realised it would be a good idea to do the same for unarmed combatants, to give them a chance to use some other manoeuvres without necessarily having a weapon or having to get proficiency in another manoeuvre group.

I think this solution was an elegant way of figuring out a way for these combatants to do just that.


Circle Kick


1st-level unarmed manoeuvre
Key Ability: None
Action: 1 action
Range: Reach
Components: None
You make a spinning kick that catches your enemy upside the head. Make an unarmed strike against a creature or object in range. On a hit, roll the unarmed strike’s damage twice.
At Higher Levels. You can reduce the action requirement of this manoeuvre to 1 attack if you spend 1 stamina.

Just clarifying if you spend stamina can you use this more then once, because that is really strong

As I was crunching the numbers in writing out this reply, it occurred to me that it doesn't make sense to be able to use this manoeuvre more than once for reasons of verisimilitude, unless you're really good at martial arts.

Even if it makes sense to be able to, say, follow up a kick like this with a punch or with a blow from your staff, it doesn't make sense (to me, at least) that you could follow up a kick like this with another kick like this. I'll add a restriction to the manoeuvre text that you can use this manoeuvre no more than once on each of your turns unless you spend even more stamina to use it a second time.



Cleave
1st-level general manoeuvre
Key Ability: None
Action: 1 action
Range: Reach
Components: W
You make a sweeping blow, catching multiple enemies in its wake. Make a melee weapon attack against a creature you can see within range. On a hit, you can make a second melee weapon attack against another creature in range, so long as it is within 5 feet of the first. The target of this second attack takes half the attack’s damage on a hit.
At Higher Levels. The target of the second attack takes the attack’s normal damage on a hit if you spend 1 stamina. Alternately, you can reduce the action requirement of this manoeuvre to 1 attack if you spend 2 stamina.

I'm assuming the Alternately means that you can only use one ability or the other, with that said similair to circle kick if you can use this multiple times by spending stamina it feels a little bit strong if that is the case

Alternately is defined in the general manoeuvre rules (currently up on the other thread with the basic manoeuvres) as requiring that you spend stamina for each option if you want to benefit from more than one.

So for this manoeuvre, you would need to spend 1 stamina because it's a 1st-level manoeuvre, 1 additional stamina to deal normal damage with your second attack, and 2 additional stamina to reduce its action cost to 1 attack, for a total of 4 stamina. That makes it equivalent to a 4th-level manoeuvre (which costs 4 stamina to use), meaning you can only add all the bells and whistles if you're a 7th-level full-progression manoeuvre user or a 13th-level half-progression manoeuvre user (and not at all if you're a subclass manoeuvre user, who caps out at 3rd-level manoeuvres).

If you want to just use this manoeuvre as an attack, without buffing the damage, it would cost 3 stamina instead, and be the equivalent of a 3rd-level manoeuvre. This comes online at 5th level for full-progression manoeuvre users, 9th level for half-progression manoeuvre users, and 11th level for subclass manoeuvre users.

Basically, if you don't buff the damage, you can use this manoeuvre twice on your turn (starting at 5th level) by spending 6 stamina, three times on your turn (if you get three attacks per turn) by spending 9 stamina, and four times on your turn (if you get four attacks per turn) by spending 12 stamina. If you do buff the damage, the stamina costs become 8, 12, and 16 stamina respectively.

I don't think I really want full-progression manoeuvre users to have that much flexibility with this manoeuvre, so I'll add another "alternately" option to have to spend more stamina if you want to use this manoeuvre more than once on your turn.

(Ironically, the buffed-damage version is probably less overpowered because of how stamina scales.)


Disrupting Strike


1st-level agile manoeuvre
Key Ability: Dexterity
Action: 1 reaction
Range: By weapon, up to 30 feet
Components: W
A nearby enemy attempts to cast a spell, but finds you ready for just such an eventuality. When a creature you can see within range uses its action to cast a spell, you can use your reaction to make an opportunity attack (as normal). The target takes half the attack’s damage on a hit. In addition, the target uses your manoeuvre saving throw DC as the DC for its spellcasting ability check to avoid losing the spell (instead of the normal DC), and has disadvantage on the check.
At Higher Levels. If you spend 1 stamina, the target takes the attack’s normal damage on a hit.

You should probably look into how this would interact with Mage Slayer

Ah. This manoeuvre doesn't translate super well into a game with RAW combat rules. Basically, in my larger retool, spellcasting provokes opportunity attacks, and when you're casting a spell, if you take damage you have to make a spellcasting ability check (similar to the check you make when using counterspell or dispel magic, except you explicitly add your proficiency bonus) or the spell fizzles. (You don't expend the slot in that case.)

Basically, this manoeuvre takes the first benefit of the mage slayer feat and adds a longer range and a rider effect to it, and restricts it slightly in that you may only react to a creature that uses its action to cast a spell. You pay for the range and the rider effect by only dealing half damage and by needing to expend a short-rest-recharging resource. (You can spend more of the resource to deal normal damage.)

In a game with RAW combat rules, I'd probably dispense with this manoeuvre altogether, or reword it to something like the following:

Make a weapon attack against a creature you can see within range that uses its action to cast a spell. On a hit, the target takes half the attack's damage, and must succeed at a spellcasting ability check (adding its proficiency bonus), using your manoeuvre saving throw DC as the check DC, or the spell fails. If the spell fails, the target doesn't expend spell slots or, in the case of innate spellcasting, restricted uses of a spell.

I'll go back to the OP and add in a separate note about that.


Pinning Shot


1st-level ranged manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon
Components: W (a weapon capable of making ranged attacks)
Your arrow sticks into the tree, sticking your enemy along with it. Make a weapon attack against a creature in range that is within 5 feet of an earthen or wooden wall, large tree trunk, or similar feature.
On a hit, the target takes half the attack’s damage, and is restrained until someone uses an action to pull it free. When that happens, roll 1d4; if the roll is an even number, the target takes half as much bleed damage.
Sometimes, the arrow goes through your sleeve. Other times, your arm.

Is it half of the damage dealt by the initial attack, so a quarter of the damage you rolled initially

The half damage is half the roll of the d4. I suppose I should reword that for clarity.

Llama513
2017-11-15, 01:09 PM
Thanks for your comments; you picked up on a few things I didn't, so I'm especially grateful for that.

Re: Advanced Martial Technique/Trick Shot


I'd wanted a way for ranged weapon users to benefit from some of the manoeuvres that they couldn't normally use, without having to obtain hard-to-get proficiency in other manoeuvre groups. Once I'd worked that manoeuvre out, I realised it would be a good idea to do the same for unarmed combatants, to give them a chance to use some other manoeuvres without necessarily having a weapon or having to get proficiency in another manoeuvre group.

I think this solution was an elegant way of figuring out a way for these combatants to do just that.

I agree for sure



Circle Kick



As I was crunching the numbers in writing out this reply, it occurred to me that it doesn't make sense to be able to use this manoeuvre more than once for reasons of verisimilitude, unless you're really good at martial arts.

Even if it makes sense to be able to, say, follow up a kick like this with a punch or with a blow from your staff, it doesn't make sense (to me, at least) that you could follow up a kick like this with another kick like this. I'll add a restriction to the manoeuvre text that you can use this manoeuvre no more than once on each of your turns unless you spend even more stamina to use it a second time.

As someone that does martial arts, I can confirm that doing two spinning kicks of this nature in a row is very difficult to do without falling over, as such I think having the stamina cost to do it again in the same turn makes a lot of sense as it points to a higher level of skill






Alternately is defined in the general manoeuvre rules (currently up on the other thread with the basic manoeuvres) as requiring that you spend stamina for each option if you want to benefit from more than one.

So for this manoeuvre, you would need to spend 1 stamina because it's a 1st-level manoeuvre, 1 additional stamina to deal normal damage with your second attack, and 2 additional stamina to reduce its action cost to 1 attack, for a total of 4 stamina. That makes it equivalent to a 4th-level manoeuvre (which costs 4 stamina to use), meaning you can only add all the bells and whistles if you're a 7th-level full-progression manoeuvre user or a 13th-level half-progression manoeuvre user (and not at all if you're a subclass manoeuvre user, who caps out at 3rd-level manoeuvres).

If you want to just use this manoeuvre as an attack, without buffing the damage, it would cost 3 stamina instead, and be the equivalent of a 3rd-level manoeuvre. This comes online at 5th level for full-progression manoeuvre users, 9th level for half-progression manoeuvre users, and 11th level for subclass manoeuvre users.

Basically, if you don't buff the damage, you can use this manoeuvre twice on your turn (starting at 5th level) by spending 6 stamina, three times on your turn (if you get three attacks per turn) by spending 9 stamina, and four times on your turn (if you get four attacks per turn) by spending 12 stamina. If you do buff the damage, the stamina costs become 8, 12, and 16 stamina respectively.

I don't think I really want full-progression manoeuvre users to have that much flexibility with this manoeuvre, so I'll add another "alternately" option to have to spend more stamina if you want to use this manoeuvre more than once on your turn.

(Ironically, the buffed-damage version is probably less overpowered because of how stamina scales.)

I think having the higher stamina cost to use it more than once is good, and seeing the full stamina needed makes a lot more sense and I think should be fine



Disrupting Strike



Ah. This manoeuvre doesn't translate super well into a game with RAW combat rules. Basically, in my larger retool, spellcasting provokes opportunity attacks, and when you're casting a spell, if you take damage you have to make a spellcasting ability check (similar to the check you make when using counterspell or dispel magic, except you explicitly add your proficiency bonus) or the spell fizzles. (You don't expend the slot in that case.)

Basically, this manoeuvre takes the first benefit of the mage slayer feat and adds a longer range and a rider effect to it, and restricts it slightly in that you may only react to a creature that uses its action to cast a spell. You pay for the range and the rider effect by only dealing half damage and by needing to expend a short-rest-recharging resource. (You can spend more of the resource to deal normal damage.)

In a game with RAW combat rules, I'd probably dispense with this manoeuvre altogether, or reword it to something like the following:


I'll go back to the OP and add in a separate note about that.

Cool glad to hear



Pinning Shot



The half damage is half the roll of the d4. I suppose I should reword that for clarity.

Definetely clarify