PDA

View Full Version : D&D 5e/Next Revised Combat Manoeuvre System [PEACH]



Composer99
2019-06-22, 08:50 PM
So I posted a combat manoeuvre system, longer ago than I care to think about. Here's a revamped version. A lot's the same, but there are some subtle differences. Also, in this thread I'll post all the manoeuvres instead of just some of them, over time.

Links
- Original threads for basic (now simple) (http://www.giantitp.com/forums/showthread.php?537900-Combat-Manoeuvre-System-Basic-Manoeuvres) and 1st-level (http://www.giantitp.com/forums/showthread.php?541581-Combat-Manoeuvre-System-1st-Level-Manoeuvres) manoeuvres.
- Google Drive (https://drive.google.com/open?id=0B5qIU9OQoFmbX05NWjVHYjV4NlU) folder with PDFs. There's a subfolder with the older versions.

If you want to get reading straight away, I'd suggest starting with the Google drive. Otherwise, feel free to wait while I get the other stuff posted here.

Input is certainly appreciated!

General Remarks
This post is for general remarks and the rules for using manoeuvres. I'll also include ancillary information such as new conditions and modifying feats if you want to adapt these to a standard RAW/PHB game. The next few posts will be for each level of manoeuvre, including simple manoeuvres, before opening up the field for comments.

It's probably worth noting here that the most significant "high-level" changes are that basic manoeuvres have been renamed simple manoeuvres, that manoeuvres go up to 5th level (I'd originally planned to have them go up to 6th), and that manoeuvres are no longer "used at higher levels" (à la spells): instead they are boosted. Also, instead of using stamina to both use manoeuvres and boost them, you only use it to boost manoeuvres: anyone who can use manoeuvres of 1st level or higher can use them a number of times equal to 1 + their proficiency bonus, and recovers expended uses when they finish a short or long rest.

Rules for Combat Manoeuvres

A combat manoeuvre is a discrete technique, honed through repetitive training, which aims to give its user a crucial advantage in violent situations. Combat manoeuvres can cripple or disarm enemies or rally and protect friends.


While a variety of martial traditions exist, each with its own lexicon and stylistic elements, the majority of their essential aims are the same; as such, combat manoeuvres are presented with the most generic names and effects possible: the GM and players should feel free to change names and add additional descriptive elements to each manoeuvre for flavour.

Manoeuvre Proficiency
Combat manoeuvres are grouped into categories of related manoeuvres, called manoeuvre groups. Such manoeuvres tend to rely on common forms of general physique, types of motion or posture, and technical execution.

Each manoeuvre group has an associated proficiency. In order to use a combat manoeuvre, including a simple manoeuvre, you must be proficient with its associated proficiency group. For example, in order to use the shove manoeuvre, you must be proficient with the brawn manoeuvre group.



Manoeuvre Level
Every combat manoeuvre has a level from 0 to 5. A manoeuvre’s level is a general indicator of how powerful it is. Simple manoeuvres – the simplest of combat techniques that almost anyone can use, even with minimal training – are level 0. The higher a manoeuvre’s level, the more well-trained (that is, higher level) a character must be to use that manoeuvre. Manoeuvre level and character level don’t correspond directly. Each character class that can use combat manoeuvres shows when it can use manoeuvres of any given level on its class features table.


Known and Prepared Manoeuvres
Before a character can use a combat manoeuvre, he or she must have it firmly fixed in mind and muscle memory. While some characters and monsters know a handful of combat manoeuvres that are always fixed in mind, others, such as warriors, undergo a process of preparing manoeuvres, allowing them to alter the combat manoeuvres they are able to use. This process varies for different classes or monsters, as detailed in their descriptions.

In any case, the number of combat manoeuvres a character can have fixed in mind at any given time depends on the character’s level.

Limits on Using Manoeuvres
Regardless of how many combat manoeuvres a character knows, he or she can only use a limited number of them before resting. Maintaining the situational awareness to discern the right moment to use a manoeuvre, and making the changes in posture and motion required to do so, are physically and mentally taxing. Thus, each creature capable of using combat manoeuvres of 1st level or higher may use such manoeuvres a number of times equal to 1 + its proficiency bonus, and may not use manoeuvres of 1st level or higher afterward. A creature recovers expended uses of its manoeuvres of 1st level or higher when it finishes a short or long rest.


For example, a 3rd-level warrior can use three 1st- or 2nd-level manoeuvres, and then may no longer use 1st- or 2nd-level manoeuvres until after he or she finishes a short or long rest.


Some characters and monsters have special abilities that let them use combat manoeuvres without being subject to the above restrictions. Usually, such creatures have other limits on how often they can use such manoeuvres.


Simple Manoeuvres
A simple manoeuvre is a manoeuvre that can be used at will, without being known or prepared in advance, and without expending an available use of combat manoeuvres as described above. For most characters accustomed to combat, repeated practice has permanently fixed the manoeuvre in their minds and muscle memories, allowing them to produce the effect over and over. A simple manoeuvre’s manoeuvre level is 0.


Boosting a Manoeuvre
Some manoeuvres' effects can be enhanced with the application of additional effort. Some creatures capable of using combat manoeuvres have a pool of stamina which they can expend to improve their combat manoeuvres.


If a combat manoeuvre can be so improved, it will include a paragraph titled "Boost" in its entry, describing which of the manoeuvre’s effects can be improved and the stamina cost of boosting the manoeuvre in that fashion. If a manoeuvre has multiple boost options, you can use one of them at a time.


Once a creature has exhausted its reserves of stamina, it can no longer boost combat manoeuvres. A creature recovers expended stamina when it finishes a short or long rest.



Using a Manoeuvre

When a character uses any manoeuvre, the same simple rules are followed, regardless of the character’s class or the manoeuvre’s effects.

Each manoeuvre’s description begins with a block of information, including the manoeuvre’s name, level, manoeuvre group, key ability, action, components, and range. The rest of a manoeuvre entry describes the manoeuvre’s effect.


Action
The action entry in a manoeuvre’s description defines the sort of action you must take during (or, in some cases, outside of) your turn in order to use the manoeuvre.


Action
Some manoeuvres require your action to use. Such manoeuvres usually have a more complex technique or combination of activity that can’t be easily undertaken alongside other activity.


Attack
Some manoeuvres are considered equivalent to attacks. When you take an Attack action on your turn, you may forego making the weapon attack and use such a combat manoeuvre instead.
In addition, if you have an ability granting you extra attacks when you take the Attack action, you may forego any number of attacks in order to use combat manoeuvres instead.


Quick Action
A manoeuvre activated with a quick action is relatively easy to use, such that you can often perform some other, more significant action at the same time. You must use a quick action on your turn to use the manoeuvre, provided that you haven’t already taken a quick action this turn.


Reaction
Some manoeuvres can be used as reactions. These manoeuvres are used in response to some triggering event. If a manoeuvre can be used as a reaction, its description tells you exactly when you can do so.


Design Notes
Many manoeuvres requiring a reaction, such as the block or parry manoeuvres, emulate activities that you’re probably doing all the time in combat, such as blocking weapon strikes with your weapon or shield. Why include them, then? Just as an attack roll represents a moment in time when a creature is sufficiently exposed to an injurious attack, most manoeuvres requiring a reaction represent a skilled combatant’s ability to recognise and respond to the threat of such exposure before it’s too late. This comes with an opportunity cost, though, as enough of the combatant’s attention has been used on this reaction such that not enough remains for other possible reactions, such as opportunity attacks.


None
Some manoeuvres don’t require an action at all; instead, they simply alter another action you take.


Range
The manoeuvre’s range indicates the area within which you may choose eligible targets. Most manoeuvres’ ranges fall into the following categories.


By Weapon
If a manoeuvre specifies that its range is “by weapon”, the manoeuvre’s range depends upon the weapon you are wielding. Such manoeuvres might be usable both in and out of melee.


Reach
A manoeuvre with a range of “Reach” has a range of your reach with whatever weapon you are wielding, possibly modified by your size or other features, as described in the Combat chapter.


Specific Distance
A manoeuvre might have a range of a specific distance, such as 5 feet, 30 feet, or 60 feet. In that case, the manoeuvre’s targets may be anywhere within that range.


Components
A manoeuvre’s components are the physical requirements you must meet in order to use it. Each manoeuvre’s description indicates whether it requires verbal (V), somatic (S), weapon (W), or shield (Sh) components. If you can’t provide one or more of the manoeuvre’s components, you are unable to use it.


Verbal (V)
Some manoeuvres require orders or words of inspiration be shouted across the battlefield; others, intimidating or mocking calls directed at enemies. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t use a manoeuvre with a verbal component.


Somatic (S)
A few manoeuvres require some sort of gestures, which can be ritualised or improvised, rapid and direct, or flashy and showy. A character using a manoeuvre with a somatic component usually needs at least one free hand.


Weapon (W)
While some manoeuvres can be made without wielding a weapon, such as initiating a grapple, others require that the character using them be holding a weapon in at least one hand. A character who is not wielding any weapons can’t use a manoeuvre with a weapon component. Unarmed strikes do not count as weapons for the purpose of satisfying this component. If a weapon component includes a weapon property (such as “a thrown weapon” or “a non-light weapon”), the weapon you wield must include (or not include) the specified property.


Shield (Sh)
A few manoeuvres require that the character using them be wielding a shield. A character who is not wielding a shield can’t use a manoeuvre with a shield component.


Targets
A typical manoeuvre requires you to pick one or more targets within the manoeuvre’s range to be affected. A manoeuvre’s description tells you how many targets there are, whether you target creatures or objects (or both), how far apart they may be, and so on.


A Clear Path to the Target
To target something with a manoeuvre, you must have a line of sight to it, so it can’t be behind total cover. You can target a space you believe to be occupied by an invisible or hidden creature unless the manoeuvre explicitly indicates that you must be able to see the target.


Targeting Yourself
If a manoeuvre targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you.


Key Ability
Most manoeuvres have a key ability. Manoeuvres from the same manoeuvre group generally use the same key ability. A manoeuvre’s key ability is the ability used for ability checks or attack rolls made while using that manoeuvre, and for saving throw DCs to resist the manoeuvre’s effects.


Multiple Key Abilities. If a manoeuvre has multiple possible key abilities, choose which ability to use when you use the manoeuvre.


No Key Ability. If a manoeuvre doesn’t have a key ability, it usually doesn’t require that you make any sort of ability check or attack roll to use it, nor does it typically force other creatures to make saving throws against its effects.


Ability Checks
Some manoeuvres call for the user to make a manoeuvre ability check to determine whether they take effect or not. You add the ability modifier of the manoeuvre’s key ability and your proficiency bonus to your die roll for the check.


Attack Rolls
Some manoeuvres call for the user to make a manoeuvre attack roll to determine whether they hit their targets. Your attack bonus with the manoeuvre equals the manoeuvre’s key ability modifier + your proficiency bonus.


Weapon Attack. If a manoeuvre calls for a weapon attack, that is, an attack you make with a weapon you’re holding, you make the weapon attack using the normal ability modifier for the weapon you’re holding, instead of the manoeuvre’s key ability, and you only add your proficiency bonus to the attack if you’re proficient with the weapon.


Saving Throws
Several manoeuvres specify that a target can make a saving throw to avoid some or all of their effects. The manoeuvre specifies the ability that the target uses for the saving throw, and what happens on a success or failure.

The DC to resist one of your manoeuvres equals 8 + the manoeuvre’s key ability modifier + your proficiency bonus.


Damage Rolls
If you use a manoeuvre that calls for you to make a weapon attack roll (including an unarmed strike), you roll the weapon’s damage normally on a hit, as per the rules for attacks and damage outlined in the Combat chapter, unless the manoeuvre specifies otherwise.

If you are making a manoeuvre ability check or attack as part of using the manoeuvre, you don’t add any ability modifier to the damage roll unless instructed to do so in the manoeuvre description.


Combining Manoeuvres
The effects of different manoeuvres add together while their durations overlap. The effects of the same manoeuvre used multiple times don’t combine, however. Instead, the most potent effect – such as the highest bonus – applies while their durations overlap. If neither effect is more potent, the most recently-applied effect cancels any previous effects. For example, if two warriors use the taunt manoeuvre on the same target, that creature is only affected by the second use of the manoeuvre.


If a manoeuvre allows you use to emulate the effects of another manoeuvre, or use another manoeuvre as part of its resolution, follow the other manoeuvre’s normal rules (key ability, range, components) unless otherwise specified. For example, if you use the shove manoeuvre as part of a charge manoeuvre, you follow the shove manoeuvre’s rules except as modified by charge.


Manoeuvre Groups

Combat manoeuvres are grouped together if they have properties in common. Manoeuvres are organised into the following groups:


Agile Manoeuvres. Agile manoeuvres are manoeuvres that rely on reflexes, agility, and mobility. They use Dexterity as their key ability.

Brawn Manoeuvres. Brawn manoeuvres are manoeuvres that work via brawn force and overpowering enemies. They use Strength as their key ability.

Cunning Manoeuvres. Cunning manoeuvres are manoeuvres that rely on trickery, deceit, and reading an opponent for cues and tells while concealing one’s own. They use Wisdom or Charisma as their key ability.

Defensive Manoeuvres. Defensive manoeuvres are manoeuvres that allow the character using them to react to avoid attacks, or to act, whether reactively or proactively, to defend and protect others. Most use Strength as their key ability.

General Manoeuvres. General manoeuvres are manoeuvres that are not easily categorised into the other groups, or do not rely on a specific key ability: instead their key ability is determined by their effect, often based on the weapon being used.

Ranged Manoeuvres. Ranged manoeuvres are manoeuvres that modify attacks you make with ranged weapons, or allow you to accomplish some special feat with ranged weapons. Ranged manoeuvres’ key ability is usually the key ability you use to make the ranged attack they are modifying, but it can also be Dexterity.

Tactical Manoeuvres. Tactical manoeuvres allow you to influence combat by rallying, supporting, or commanding your allies, enabling them to recover from dangerous effects, move across the battlefield, or even take action outside of their turns. They use Intelligence or Charisma as their key ability.

Unarmed Manoeuvres. Unarmed manoeuvres represent a variety of throws, kicks, holds, and the like, that you can undertake with unarmed strikes. They use Strength or Dexterity (or your choice of either) as their key ability.


Manoeuvres in Multiple Groups
Some combat manoeuvres belong to more than one manoeuvre group. If so, it is indicated in each applicable manoeuvre’s description. If you are using a combat manoeuvre belonging to more than one manoeuvre group, you must use it in the manoeuvre group you are proficient in, although you can choose the manoeuvre group if you’re proficient in more than one of the groups it belongs to.
For instance, the knockdown manoeuvre belongs to both the agile and brawn manoeuvre groups. If you’re only proficient with agile manoeuvres, you can only use knockdown as an agile manoeuvre, using your Dexterity as its key ability. If you’re proficient with both agile and brawn manoeuvres, you can choose to use either your Strength or your Dexterity as its key ability.


Adapting Combat Manoeuvres
Here is some additional information on mechanics, along with suggestions on how to adapt combat manoeuvres to your games if you're using straight-up PHB rules.

Bonus Actions
In the wider set of houserules to which this system belongs, bonus actions are replaced by the more standardised "quick actions", which everyone just gets one of per turn. (Rather like the swift action of 3.5 and the minor action of 4th.) When using this system in other 5e games, simply remember that if it says "quick action", it means "bonus action".

Conditions
In the houserules to which this sytem belongs have a few changes to conditions, mostly in the form of new conditions.


I haven't made up my mind about it, but I'm considering adding in a "marked" condition, to (a) reduce the amount of text required in the manoeuvres that mark creatures, and (b) be able to add more manoeuvres, class features, feats, or even spells that mark creatures with less duplicated text.

Right now, the condition would be the effect of the fighter's mark manoeuvre, except for the duration (since being marked is duration-agnostic):
- If you are marked, when you make a manoeuvre, weapon, or spell attack that doesn't include the marking creature as a target, the marking creature can use its reaction to make a weapon attack targeting you if you're within its reach
- If you are marked, the marking creature has advantage on opportunity attacks targeting you


Immobilised: I like the name "immobilised" better than "restrained" for that condition, and so in my houserules, as of the current version, "immobilised" replaces "restrained".


Dazed
If you are dazed, you can’t take quick actions or reactions.
As I noted in the previous version of the simple manoeuvre thread, this is meant to be something of a "incapacitated light" condition.


Hindered
If you are hindered:
- Your speed is halved.
- You can’t take the Dash action on your turn or move at a fast travel pace.
As I noted in the previous version of the simple manoeuvre thread, this is meant to be something of a "restrained (now immobilised) light" condition.


Staggered
If you are staggered, you are dazed (see the dazed condition), and on your turn you can either move or take an action, but not both.
I was inspired to add this condition, itself an import from 3.5, by some other homebrew here at GitP.


Weakened
If you are weakened:
- Halve the damage of your weapon attacks, unless the weapon you are using has the loading property or is otherwise powered mechanically.
- You have disadvantage on Strength and Dexterity ability checks.
As I noted in the previous version of the simple manoeuvre thread, this condition fills a niche that I felt was missing from the 5e base game. This version of the condition is slightly more powerful than the previous version, since it also affects Dexterity ability checks.

Manoeuvres and Class Features
A few manoeuvres step on the toes of existing class features. In my houserules, that's fine because those class features are modified. For your games, you may want to take a different approach.

Demoralise: This manoeuvre steps on the berserker 10th-level feature. You may either want to remove this manoeuvre or adjust that feature. If no one plays berserkers in your games, you might not care about doing either, and just leave both as is.

Protect: This manoeuvre steps on the Protection fighting style. You may want to remove one or the other.

Manoeuvres and Feats
A few manoeuvres are rather similar to the effects of existing feats. In your games, you may want to adjust either the manoeuvres or the feats to avoid any discrepancies.

Charge: Sort of duplicates the effect of the Charger feat. You may wish to either remove the manoeuvre or change the feat so that you can use this manoeuvre without being proficient with its manoeuvre group, instead of getting a bonus action attack on a Dash.

Close-Range Shot: Duplicates an effect in the Crossbow Expert feat. You may wish to either remove the manoeuvre or change the feat so that you can use the boosted effect of this manoeuvre at will without needing stamina.

Distant Shot and Vicious Shot: Duplicate effects in the Sharpshooter feat (sort of in the case of vicious shot). You may wish to either remove these manoeuvres, or change the feat so that you can use these manoeuvres (the boosted effect of distant shot) at will without needing stamina.

Disrupting Strike: Duplicates two effects of the Mage Slayer feat. You may wish to either remove this manoeuvre, or change the feat so that you can use this manoeuvre at will.

Grapple: The expanded text of this manoeuvre duplicates an effect of the Grappler feat. You might either want to remove this manoeuvre, remove the feat, or adjust the feat so that the second bullet point is that you can use the boosted effect of grapple at will, or get free uses of some of the higher-level grapple-like manoeuvres, such as locking hold or human shield.

Mighty Blow: Duplicates an effect of the Great Weapon Master feat, sort of. You may wish to either remove this manoeuvre, or adjust the feat such that you may use the manoeuvre at will.

Manoeuvres and Special Attacks
The grapple, knockdown, and shove manoeuvres take the place of certain special attacks (the Grapple attack in the case of grapple, the Shove attack in the case of knockdown and shove).

You might either want to remove the manoeuvres, or remove those special attacks.

Manoeuvre Proficiencies
Several classes or subclasses ought to be able to use simple manoeuvres. Here are suggested manoeuvre proficiencies.

Barbarian: Brawn manoeuvres, and one other manoeuvre group of your choice.
Bard: Either agile or cunning manoeuvres.
Cleric: You might let clerics with certain domains get manoeuvre proficiencies (either alongside or instead of heavy armour proficiency, say).
Fighter: Either let fighters get all manoeuvre proficiencies, or general manoeuvres plus three other manoeuvre groups of your choice.
Monk: Unarmed manoeuvres and one other group of your choice.
Paladin: Either brawn or defensive manoeuvres, and one other group of your choice.
Ranger: Agile manoeuvres, ranged manoeuvres, and one other group of your choice.
Rogue: Agile and cunning manoeuvres.
Wizard: The base class certainly wouldn't be proficient with any manoeuvres, but maybe the bladesinger would?

Acquiring Manoeuvre Proficiencies
I would imagine you could get a manoeuvre proficiency as part of the skilled feat.

One other possibility might be a feat in which you get:
- proficiency with one group of manoeuvres
- you learn two 1st-level manoeuvres from that group
- the ability to use one of those manoeuvres once, after which you must finish a short or long rest to use one or the other again

(It's a bit like the Martial Adept feat.)

Manoeuvre Progressions
I wouldn't give any of the PHB classes a full manoeuvre progression, or even a "half" manoeuvre progression, unless you don't care about keeping the fighter simple, in which case I would give it the half progression. However, a subclass with the "subclass" progression would be suitable for barbarians, bards, fighters, monks, paladins, rangers, and rogues.





Full Progression
Half Progression
Subclass Progression


Level
Manoeuvre Level
Stamina
Manoeuvre Level
Stamina
Manoeuvre Level
Stamina


1st
1st
2
-
-
-
-


2nd
1st
3
1st
2
-
-


3rd
2nd
4
1st
3
1st
2


4th
2nd
5
1st
3
1st
2


5th
3rd
6
2nd
4
1st
2


6th
3rd
7
2nd
4
1st
2


7th
4th
8
2nd
5
2nd
3


8th
4th
9
2nd
5
2nd
3


9th
5th
10
3rd
6
2nd
3


10th
5th
11
3rd
6
2nd
3


11th
5th
12
3rd
7
3rd
4


12th
5th
12
3rd
7
3rd
4


13th
5th
13
4th
8
3rd
4


14th
5th
13
4th
8
3rd
4


15th
5th
14
4th
9
3rd
5


16th
5th
14
4th
9
3rd
5


17th
5th
15
4th
10
3rd
5


18th
5th
15
4th
10
3rd
5


19th
5th
16
4th
11
3rd
6


20th
5th
16
4th
11
3rd
6

Composer99
2019-06-22, 08:51 PM
Simple Manoeuvres

A combat manoeuvre whose name appears in this list with an asterisk enclosed in parentheses – like so: (*) – belongs to more than one group of combat manoeuvre.

Simple Manoeuvre List (by manoeuvre group)

Agile
Dirty Trick (*)
Disarm (*)
Dismount
Dodge
Feint (*)
Hamstring
Knockdown (*)

Brawn
Demoralise (*)
Disarm (*)
Grapple (*)
Knockdown (*)
Shove
Slam
Trample

Cunning
Demoralise (*)
Dirty Trick (*)
Distract
Feint (*)
Taunt

Defensive
Block
Brace
Protect

General
Assist
Charge
Parry
Slash

Ranged
Close-Range Shot
Distant Shot
Poison Dart
Snap Shot

Unarmed
Grapple (*)
Hardened Fist
Knockdown (*)
Rear Kick

Simple Manoeuvre Descriptions
Assist
Simple general manoeuvre
Key Ability: None
Action: 1 attack
Range: Special (see text)
Components: None


You lend your aid to another creature fighting a common foe.
You can use this manoeuvre to take the Help action, instead of taking an action to do so.
Boost (1 stamina). You can use this manoeuvre as a quick action.


Block
Simple defensive manoeuvre
Key Ability: None
Action: 1 reaction, which you take when a creature targets you with a weapon attack.
Range: Self
Components: Sh


You block an incoming blow with your trusty shield.
The triggering creature has disadvantage on its attack roll.


Brace
Simple defensive manoeuvre
Key Ability: None
Action: 1 action (Ready action)
Range: Reach
Components: W (a versatile or two-handed weapon dealing piercing damage)


You can prepare yourself to receive an opponent’s charge.
When you take the Ready action on your turn, you can use this manoeuvre to ready an attack against the first creature to move into range.
Until your next turn, if a creature that didn’t start its turn within range moves into range on its turn, you can use your reaction to make a weapon attack against the triggering creature, rolling the weapon’s damage dice twice on a hit.
Boost (1 stamina). When you take the Attack action, you can forego one of your weapon attacks to use this manoeuvre.


Charge
Simple general manoeuvre
Key Ability: Special (see text)
Action: 1 action
Range: Reach
Components: None


You charge forward, running into the ranks of your enemies.
Move up to your speed. At least 10 feet of this movement must be in a straight line. Afterward, choose a creature within range. You may either make a melee weapon attack, use the shove manoeuvre, or use the trample manoeuvre, against the target. Until your next turn, the first attack roll targeting you is made with advantage.
Boost (1 stamina). You can use the overrun manoeuvre instead of one of the options listed above. You can’t boost any combat manoeuvre you use as part of this manoeuvre.


Close-Range Shot
Simple ranged manoeuvre
Key Ability: By weapon
Action: None (see text)
Range: 5 feet
Components: W (a weapon capable of making ranged attacks)


You surprise the nearby orc with an arrow to the face.
When you make a ranged weapon attack against a creature in range, you don’t have disadvantage on the attack roll. On a hit, halve the attack’s damage.
Boost (1 stamina). The attack deals its normal damage on a hit.


Demoralise
Simple brawn or cunning manoeuvre
Key Ability: Strength, Wisdom, or Charisma
Action: 1 action
Range: 60 feet
Components: V


Your fearsome countenance terrifies the weak-willed.
A creature you can see within range must succeed on a Wisdom saving throw or become frightened of you for 1 minute.
An affected target can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on a successful save.
Boost (1 stamina). When you take the Attack action, you can forego one attack to use this manoeuvre by spending 1 stamina.
Boost (2 stamina). You can use this manoeuvre as a quick action.


Dirty Trick
Simple agile or cunning manoeuvre
Key Ability: Dexterity, Wisdom, or Charisma
Action: 1 action
Range: Reach
Components: S or W


You resort to underhanded methods to give yourself the upper hand.
Choose a creature within range and make a melee manoeuvre attack. On a hit, choose one of the following effects, as long as the target has the appropriate anatomy or clothing. You can improvise some other effect for your dirty trick, subject to the approval of your GM.
Ear Slaps. You slap the target’s ears with your hands, pommel, weapon shaft, flat of your blade, and the like. The target is deafened for 1 minute. A deafened target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Kick in the Gut. You deliver a hard kick to the target’s guts or groin. The target must succeed on a Constitution saving throw or be weakened until your next turn.
Sand in the Face. You throw or kick sand or a similar material into the target’s eyes. The target is blinded until it takes an action to clear its eyes.
Tangled Clothes. With a swift tug, you pull a key part of the target’s clothing (such as its trousers) into a tangled mess. The target is hindered until it takes an action to readjust its garments. This action provokes opportunity attacks.
Boost (1 stamina). When you take the Attack action, you can forego one of your attacks to use this manoeuvre.
Boost (2 stamina). You can use this manoeuvre as a quick action.


Disarm
Simple agile, brawn, or unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: 1 attack
Range: Reach
Components: S or W


With the flat of your blade, you swat your enemy’s sword to the ground.
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, choose a single object the target is wearing (such as a pendant) or wielding (such as a weapon); the target drops the chosen object to the ground in its space. If you have a free hand you can choose to make the attack with disadvantage to grab the object yourself if you win the contest.
You may not disarm objects that are tightly bound to the target’s body, such as rings, shields worn with straps, gauntlets, or the like, nor may you disarm objects that have been reinforced against disarming.
Boost (1 stamina). When attempting to grab the object, you do not have disadvantage on the manoeuvre attack roll.
Boost (2 stamina). You can use this manoeuvre as a quick action.
Boost (3 stamina). You gain the benefit of both other boost effects.


GMs, don’t forget that a character can sheathe a weapon as part of taking an action, and can usually hold a two-handed weapon in one hand, meaning it’s not hard to get a hand free to try and grab an item with this manoeuvre.


Dismount
Simple agile manoeuvre
Key Ability: Dexterity
Action: 1 attack
Range: Reach
Components: W (a reach weapon)


You catch the mounted knight with the hook of your halberd, pulling her to the ground.
Make a melee weapon attack against a mounted or flying creature no more than one size larger than you within range. On a hit, halve the attack’s damage, and the target must succeed on a Dexterity saving throw or be knocked prone, being dragged off its mount if applicable.
Boost (1 stamina). The attack deals its normal damage on a hit.


Distant Shot
Simple ranged manoeuvre
Key Ability: By weapon
Action: None (see text)
Range: By weapon
Components: W (a weapon capable of making ranged attacks)


You fire unerringly at long range.
When you make a ranged weapon attack within your weapon’s long range, you don’t have disadvantage on the attack roll. On a hit, halve the attack’s damage.
Boost (1 stamina). The attack deals its normal damage on a hit.


Distract
Simple cunning manoeuvre
Key Ability: Wisdom or Charisma
Action: 1 quick action
Range: 30 feet
Components: V or S


With a series of light swings and jabs, you keep an enemy from bringing its might to bear on one of your allies.
Choose a creature within range. The target must succeed on a Wisdom saving throw, or it has disadvantage on its next attack roll.
Boost (2 stamina). When a creature within range makes a weapon attack, you can use this manoeuvre as a reaction.


Dodge
Simple agile manoeuvre
Key Ability: Dexterity
Action: 1 reaction, which you take when you are targeted by a weapon, manoeuvre, or spell attack.
Range: Self
Components: None


You duck, weave, and resort to careful footwork to reduce the effect of dangerous blows.
Contest the triggering attack roll with a manoeuvre ability check. The attack deals half damage if you tie or win the contest.
Boost (1 stamina). You can make a Dexterity saving throw instead of a manoeuvre ability check, using the triggering attack roll as the save DC.


By allowing you to make a Dexterity saving throw, when boosted, this manoeuvre works with the barbarian’s Danger Sense, with the Evasion feature, and with other, similar features.



Feint
Simple agile or cunning manoeuvre
Key Ability: Dexterity, Wisdom, or Charisma
Action: 1 action
Range: Reach
Components: W


You feign a weakness in your stance, causing your enemy to overreach, leaving a wide-open gap in its own defences.
Choose a creature you can see within range. Make a manoeuvre ability check, contested by the target’s choice of Wisdom (Insight) or Wisdom (Perception). If you win the contest, you have advantage on your next melee attack against the target.
Boost (1 stamina). When you take the Attack action, you can forego one of your attacks to use this manoeuvre.
Boost (2 stamina). You can use this manoeuvre as a quick action.
Boost (3 stamina). You can use this manoeuvre once on your turn as part of making an attack.


Grapple
Simple brawn or unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: 1 attack
Range: Reach
Components: S

You wrestle an opponent into immobility.
Choose a creature within range. Using at least one free hand, make a manoeuvre ability check, contested by the target’s choice of Strength (Athletics) or Dexterity (Acrobatics). The target has advantage on its check if it is larger than you, or disadvantage if it is smaller. If you win, the target is grappled until it escapes or the grapple ends if it is no more than one size smaller or larger than you. You must use one of your hands to maintain the grapple and can’t use it for any other purpose until the grapple ends.
Very Large Creatures. A creature two or more sizes larger than you is not appreciably affected. However, until it throws you off or the grapple ends, you can share its space and climb on it. You have advantage on melee attack rolls against the target while you are clinging onto it.
Very Small Creatures. A creature two or more sizes smaller than you is immobilised until it escapes or the grapple ends. On your turn, if the grapple is still in effect, if you take the Attack action, you can forego one of your attacks to hurl the immobilised creature up to 30 feet if it is two sizes smaller than you, or up to 60 feet if it is even smaller. The creature takes bludgeoning damage equal to 2d6 + your Strength modifier upon impact. You can make a ranged weapon attack roll with disadvantage to hurl the immobilised creature, as if it were a thrown weapon, at another creature or object. On a hit, both creatures are damaged as described above; otherwise, the hurled creature lands in an unoccupied space next to the target and is damaged as described above.
Moving a Grappled Creature. When you move, you can drag or carry a grappled creature no more than one size larger than you with you, but your speed is halved unless the creature is two or more sizes smaller than you.
Immobilising a Grappled Creature. If you successfully use this manoeuvre on a creature that is already grappled (including one you have grappled yourself via a previous use of this manoeuvre), the creature becomes immobilised. You can use the hand already being used to grapple a creature to immobilise it. You cannot immobilise a creature two or more sizes larger than you in this way.
Ending a Grapple. You can end a grapple on your turn without using an action. A creature you have grappled or immobilised with this manoeuvre can use its action to escape or, if it is two or more sizes larger, throw you off. To do so, it must win a Strength (Athletics) or Dexterity (Acrobatics) check contested by your manoeuvre ability check. If you are thrown off a larger creature, you land in an adjacent unoccupied space, or the nearest unoccupied space if none are adjacent. The grappled condition description includes additional means by which a grapple can end.
Boost (1 stamina). A creature larger than you doesn’t have advantage its check to contest your grapple.


Hamstring
Simple agile manoeuvre
Key Ability: Dexterity
Action: 1 attack
Range: Reach
Components: W (a weapon that does piercing or slashing damage)


A swift blow to the lower body slows or topples your enemy.
Make a weapon attack against a creature within range. On a hit, the target takes half the attack’s damage and is hindered for 1 minute.
A target hindered by this manoeuvre can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Boost (1 stamina). The attack deals its normal damage on a hit, and the target must also succeed on a Dexterity saving throw or fall prone.

Hardened Fist
Simple unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: 1 attack
Range: Reach
Components: None


You transfer energy of motion into your punch instead of your movement.
Make an unarmed strike. As long as you moved no more than 5 feet this turn, you can add your proficiency bonus to the damage roll. After using this manoeuvre, you can’t move for the rest of your turn. You may use this manoeuvre no more than once on each of your turns.

Knockdown
Simple agile, brawn, or unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: 1 attack
Range: Reach
Components: None


You sweep your leg out, catching your foe behind the knee and knocking it to the ground.
Make a melee manoeuvre attack against a creature within range. On a hit, the target takes bludgeoning damage equal to your key ability modifier and falls prone (minimum 1 damage). You can’t use this manoeuvre on a creature that can hover, is capable of incorporeal movement, or isn’t bipedal.


Parry
Simple general manoeuvre
Key Ability: Strength or Dexterity
Action: 1 reaction, which you take when a creature hits you with a weapon attack.
Range: Self
Components: W (a weapon that doesn’t use ammunition)


You turn aside your enemy’s sword with your own.
Reduce the damage dealt by the triggering attack by an amount equal to double your proficiency bonus.


Poison Dart
Simple ranged manoeuvre
Key Ability: None
Action: 1 quick action
Range: Self
Components: W (see text)


You’re just more efficient at coating ammunition with poison.
You can use this manoeuvre, instead of an action, to apply poison to a single dart, or to up to three pieces of ammunition such as crossbow bolts or arrows.
Boost (1 stamina). You can use this manoeuvre to apply poison to a single light weapon.


Protect
Simple defensive manoeuvre
Key Ability: None
Action: 1 reaction, which you take when a creature you can see attacks a target other than you within range.
Range: Reach
Components: Sh


You extend your shield to protect a wounded comrade.
The triggering attack is made with disadvantage.


Rear Kick
Simple unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: 1 attack
Range: Reach
Components: None


You snap a leg out with a swift kick behind you, catching your foe off guard.
Make an unarmed strike. You ignore any effect that imposes disadvantage on the attack roll. On a hit, halve the attack’s damage.
Boost (1 stamina). The attack deals its normal damage on a hit.


Shove
Simple brawn manoeuvre
Key Ability: Strength
Action: 1 attack
Range: Reach
Components: None


You shrug an enemy aside with your shoulder.
Choose a creature within range that is no more than one size larger than you and make a manoeuvre ability check, contested by the target’s choice of Strength (Athletics) or Dexterity (Acrobatics). If you tie or win the contest, you push the target up to 5 feet away from you.
Critical Hit. The target falls prone.
Boost (1 stamina). You can push the target in any direction.
Boost (1 or more stamina). You push the target 5 additional feet away from you per stamina spent.
Boost (2 stamina). The target can be two or more sizes larger than you.


Slam
Simple brawn manoeuvre
Key Ability: Strength
Action: 1 attack
Range: Reach
Components: W (a weapon dealing bludgeoning damage)


Your foe sees stars after a ringing blow upside the head.
Choose a creature within range and make a melee weapon attack. On a hit, halve the attack’s damage, and the target is dazed for 1 minute. A creature dazed by this effect can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Critical Hit. The target is staggered.
Boost (1 stamina). The attack deals its normal damage on a hit.


Slash
Simple general manoeuvre
Key Ability: By weapon
Action: 1 quick action
Range: By weapon
Components: W (a weapon dealing slashing damage)


You slash open a gaping wound in your enemy’s side.
You can use this manoeuvre when you hit a creature with a weapon attack. The target must succeed on a Constitution saving throw or take 1d4 bleed damage at the start of each of its turns until it is treated with Wisdom (Heal) or it regains hit points magically.
An affected target can repeat the Constitution saving throw at the end of each of its turns, ending the bleed effect on a success.



Snap Shot
Simple ranged manoeuvre
Key Ability: By weapon
Action: 1 quick action
Range: By weapon
Components: W (a non-loading weapon capable of making ranged attacks)


You quickly follow your first arrow with a second.
When you take the Attack action on your turn to make at least one ranged weapon attack, you can use this manoeuvre to make a second attack with the same weapon (or, if you used a thrown weapon, a thrown weapon with the light property). On a hit, halve the attack’s damage.
Boost (1 stamina). The attack deals its normal damage on a hit.
Boost (1 stamina). You can use this manoeuvre with a weapon possessing the loading property.
Boost (2 stamina). You gain the benefit of both other boost effects.


Taunt
Simple cunning manoeuvre
Key Ability: Wisdom or Charisma
Action: 1 action
Range: 60 feet
Components: V, S


With a few choice words and gestures, a nearby opponent perceives you to be the greatest threat – or greatest annoyance.
A creature you can see within range must succeed on a Wisdom saving throw or have disadvantage on attack rolls targeting creatures other than you until your next turn. If the difference between the save DC and the target’s saving throw result (whether it succeeds or fails) is 5 or less, the target has advantage on attack rolls targeting you until your next turn. Creatures immune to being charmed can't be affected by this manoeuvre.
Boost (1 stamina). When you take the Attack action, you can forego one of your attacks to use this manoeuvre.
Boost (2 stamina). You can use this manoeuvre as a quick action.


Trample
Simple brawn manoeuvre
Key Ability: Strength
Action: 1 action
Range: Self
Components: None


You stamp on creatures underfoot, smashing fingers and noses and possibly breaking hardier bones.
During your movement on your turn, when you move through the space of a single creature that is smaller than you, or the space of a single prone creature no more than one size larger than you, the target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage, or 2d6 bludgeoning damage if you are a quadruped. In any case, you can’t target more than one creature when using this manoeuvre.
Mounted Combat. If you are mounted on another creature, you can use this manoeuvre as a quick action instead, and you resolve the manoeuvre’s effects as if your mount used the manoeuvre.
Boost (1 or more stamina). You can move through the space of one additional creature per stamina spent.
Boost (2 stamina). You can use this manoeuvre as a quick action while not mounted.
Boost (2 stamina). If you are mounted on another creature, you can use this manoeuvre as part of your mount’s movement.
Boost (3 stamina). You can use this manoeuvre as part of your movement.

Composer99
2019-06-22, 08:52 PM
1st-Level Manoeuvres

Manoeuvre List
A combat manoeuvre whose name appears in this list with an asterisk enclosed in parentheses – like so: (*) – belongs to more than one category of combat manoeuvre.

Agile
Disrupting Strike
Evade
Harry
Lunge
Riposte
Sunder (*)


Brawn
Crushing Blow
Giant Slayer
Mighty Blow
Overrun
Sprawling Blow
Staggering Blow (*)
Sunder (*)


Cunning
Anticipate
Deceptive Strike
Impressive Combatant
Sly Footwork

Defensive
Fighter’s Mark
Interpose
Warding Shield
Zone of Control


General
Cleave
Counterstroke
Defensive Strike
Precise Strike
Standstill


Ranged
Pinning Shot
Ranged Opportunity
Shot on the Run
Trick Shot
Vicious Shot


Tactical
Call to Action
Inspiring Command
Manoeuvring Command
Rally


Unarmed
Advanced Martial Technique
Circle Kick
Human Shield
Locking Hold
Pin Down
Staggering Blow (*)


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 simple 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.
Boost (1 or more stamina). 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 only emulate a manoeuvre of 1st level or higher if you can use manoeuvres of that level normally, and you can’t emulate a manoeuvre that isn’t shown on the Advanced Martial Technique table.

Advanced Martial Technique


Simple Manoeuvres


Dismount
Feint
Protect


Hamstring
Parry
Slam





1st-Level Manoeuvres


Counterstroke
Giant Slayer
Sunder


Crushing Blow
Interpose
Zone of Control


Defensive Strike
Riposte



Disrupting Strike
Standstill






2nd-Level Manoeuvres


Covering Strike
Evasive Strike
Hurl


Dazzle
False Opening
Knockout Blow





3rd-Level Manoeuvres


Cunning Blow
Lighting Jab
Vital Strike


Flamboyant Counter
Runaround Strike






4th-Level Manoeuvres


Clever Dodge
Exceptional Parry



Countercharge
Spring Attack






5th-Level Manoeuvres


Avenging Strike
Subtle Strike



Lunging Stance
Tremendous Blows






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, Wisdom, 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.
Boost (1 stamina). You can use this manoeuvre as a quick action.
Boost (2 stamina). You can use this manoeuvre once on your turn without taking any sort of 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 double damage dice. This manoeuvre counts as taking the Attack action on your turn for the purpose of determining what other actions you can take.
Boost (3 stamina). You can make a second unarmed strike as part of your action. This second unarmed strike is modified in the same way as the first.


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. Halve the additional attack’s damage on a hit.
Boost (2 stamina). If the second attack hits, you can make a third melee weapon attack against a creature in range that you haven’t already attacked. Halve this additional attack’s damage on a hit.
Boost (4 stamina). If the second attack hits, you can make a third melee weapon attack against a creature in range that you haven’t already attacked. If the third attack hits, you can make a fourth melee weapon attack against a creature in range that you haven’t already attacked. Halve the damage of these additional attacks on a hit.
Boost (1 or more stamina). One additional attack you make deals its normal damage on a hit per stamina spent. You can use this boost effect in conjunction with other boost effects of this manoeuvre.


Counterstroke
1st-level general manoeuvre
Key Ability: By weapon
Action: 1 reaction, which you take when a creature you can see within range uses a combat manoeuvre
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.
Make a weapon attack against the target. On a hit, the target must succeed on a manoeuvre ability check (DC is the higher of 8 + the damage dealt by your attack or 10) 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)

Crumbling masonry and opponents’ skulls alike swiftly yield to the blows of your greatclub.
Make a melee weapon attack. On a hit, deal an additional 1d8 bludgeoning damage. Triple all damage dice you roll (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 or Charisma
Action: 1 attack
Range: 60 feet
Components: None

You conceal your attack with a flourish, denying the enemy a chance to avert the blow.
A creature you can see within range must succeed on a Wisdom saving throw or it can’t take reactions targeting you until your next turn. Make a weapon attack against the target.


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.
You take the Defend action as part of using this manoeuvre. Make a weapon attack against a creature within range. On a hit, halve the attack’s damage.
Boost (1 stamina). The attack deals its normal damage on a hit.


Disrupting Strike
1st-level agile manoeuvre
Key Ability: Dexterity
Action: 1 reaction, which you take when a creature you can see within range uses its action to cast a spell
Range: 5 feet
Components: W

A nearby enemy attempts to cast a spell, but finds you ready for just such an eventuality.
Make a melee weapon attack against the triggering creature. On a hit, the target has disadvantage on its saving throw to maintain concentration.


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: None
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. While the target is marked and within range, you can use your reaction to make a melee weapon attack against it whenever it makes a weapon, manoeuvre, or spell attack that doesn’t include you as a target, and you have advantage on opportunity attacks against it. The mark ends when you dismiss it (which does not require an action), when either you or the target becomes incapacitated or dies, when you finish a short or long rest, or when you use this manoeuvre on a new target.
Boost (1 stamina). You have advantage on one attack roll triggered by a marked target.


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 double weapon damage dice on the first successful weapon attack you make against the target this turn.
Boost (2 stamina). The target has disadvantage on its saving throw.
Boost (2 stamina). You roll double weapon damage dice on all successful weapon attacks against the target this turn.


Harry
1st-level agile manoeuvre
Key Ability: Dexterity
Action: 1 reaction, which you take when a creature you can see moves out of range.
Range: 5 feet
Components: None

You keep pace with your foe, never letting it out of your reach.
Make a manoeuvre ability check, contested by the triggering creature's Dexterity saving throw. If you win, you move to stay within 5 feet of the target, up to a distance of 30 feet. The target has advantage on its saving throw if it uses the Disengage action.
Boost (1 stamina). A target that uses the Disengage action does not gain advantage on its saving throw.


Human Shield
1st-level unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: 1 action
Range: Reach
Components: S

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, 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 target if the attack roll is within 5 of your AC. Until the grapple ends, you are hindered, and you must use one of your arms to maintain the grapple: you can’t use that arm for any other purpose.
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.
Boost (1 stamina). When you take the Attack action, you can forego one of your attacks to use this manoeuvre.
Boost (2 stamina). You can use this manoeuvre as a quick action.

This is a manoeuvre of its own instead of an adjunct to the grapple manoeuvre in part because the former is a simple 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.


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.
Creatures hostile to you that are within range must succeed at a Wisdom saving throw or have disadvantage on Wisdom saving throws and on Wisdom ability checks (including the use of passive scores) targeting or contesting friendly creatures other than yourself until your next turn.
Boost (2 stamina). You can use this manoeuvre as a quick action.


Inspiring Command
1st-level tactical manoeuvre
Key Ability: Intelligence, Wisdom, 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 1d6 + your key ability modifier (minimum 1 temporary hit point).


Interpose
1st-level defensive manoeuvre
Key Ability: None
Action: 1 reaction, which you take when a creature you can see within range is targeted by an attack that doesn't deal psychic damage
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.
Move within 5 feet of the target creature, push the target into an unoccupied space 5 feet away from its original space, and move into the now-unoccupied space. You become the target of the triggering attack.


Locking Hold
1st-level unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: 1 attack
Range: Reach
Components: S

The hobgoblin chieftain can’t swing his greataxe, because you’ve locked up his arm.
Choose a creature no more than one size larger than you that you can see within range. Make a manoeuvre ability check, contested by the target’s Strength (Athletics) or Dexterity (Acrobatics). If you win, the target is grappled, and you have put one its limbs of your choice into a locking hold until the grapple ends. This manoeuvre has an additional effect based on the chosen limb. You must use one of your arms to maintain the hold and can’t use it for any other purpose until the grapple 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 with weapons with the heavy or two-handed properties. It may also be restricted in the other sorts of actions it can take, depending on how many free hands it has.
Locked Leg. If you lock up one of the target’s legs, it has disadvantage on Dexterity saving throws. 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. It falls if it was aloft before your use of this manoeuvre.
Boost (2 stamina). You can use this manoeuvre as a quick action.


Lunge
1st-level agile manoeuvre
Key Ability: Dexterity
Action: 1 attack
Range: Reach (see text)
Components: W

You catch a distant foe off-guard with a lunging jab.
Make a melee weapon attack against a creature up to 5 feet out of range.


Manoeuvring Command
1st-level tactical manoeuvre
Key Ability: Intelligence, Wisdom, 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 use its reaction to move up to its speed.
Boost (1 or more stamina). One additional creature can benefit from this manoeuvre per stamina spent.


Mighty Blow
1st-level brawn manoeuvre
Key Ability: Strength
Action: None
Range: Reach
Components: W (a heavy weapon, or a versatile weapon that you are wielding with both hands)

Your blows land with incredible force.
When you make a melee weapon attack against a target within range, you can forego adding your proficiency bonus to the attack roll. On a hit, add double your proficiency bonus to the damage roll.


Overrun
1st-level brawn manoeuvre
Key Ability: Strength
Action: 1 action
Range: 5 feet
Components: None

You charge an enemy position, pushing through the defenders' 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 and takes 1d8 bludgeoning damage, or 2d8 bludgeoning damage if you have four or more legs, and you move through the target’s space to the nearest unoccupied space on the other side of the target from your current space. On a successful save, the target takes half as much damage, is not knocked prone, and you may not move through its space.
Mounted Combat. If you are mounted on another creature, you can use this manoeuvre as a quick action, you can affect creatures based on your mount’s size instead of your own, and your mount can overrun creatures as part of its movement. In addition, the damage your mount inflicts depends on its size and number of legs, as shown in the Mounted Overrun table.
Boost (2 stamina). You can target creatures two or more sizes larger than you.

Mounted Overrun



Damage (*)


Mount Size
Up to Three Legs
Four or More Legs


Small
1d8
2d8


Medium
1d8
2d8


Large
2d8
3d8


Huge
3d8
4d8


Gargantuan
4d8
5d8



(*) Add the mount’s Strength modifier to the damage.


Pin Down
1st-level unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: 1 reaction, when a prone creature you can see within range stands up from prone.
Range: Reach
Components: None

A nearby enemy tries to get up off the ground, but you’re ready to hold it down.
Make a manoeuvre ability check, contested by the triggering creature’s choice of Strength (Athletics) or Dexterity (Acrobatics). If you win or tie the contest, the target remains prone. If you lose the contest, the target stands up from prone normally.


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, halve the attack’s damage, and the target is immobilised 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.


Precise Strike
1st-level general manoeuvre
Key Ability: By weapon
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, adding double your proficiency bonus to the attack roll. On a hit, don’t add any ability modifier to the damage roll.
In addition, the range of die roll results that 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: 1 reaction, which you take when a creature you can see within range moves or takes an action that would provoke an opportunity attack if it was within a space you threaten
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.
Make an opportunity attack against the triggering creature with a ranged weapon attack.
Boost (1 stamina). The range of this manoeuvre becomes 60 feet.


Rally
1st-level tactical manoeuvre
Key Ability: Intelligence, Wisdom, 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 subject to some other effect that it can end with an Intelligence, Wisdom, or Charisma saving throw.
The target makes a saving throw against the effect, using a Wisdom saving throw if none are specified, adding your key ability modifier to the die roll (minimum 1 added). The target ends the effect on itself on a successful save.
Boost (1 or more stamina). You can affect one additional creature per stamina spent.


Riposte
1st-level agile manoeuvre
Key Ability: Dexterity
Action: 1 reaction, which you take when a creature you can see within range makes an attack targeting you.
Range: Reach
Components: W

An enemy that strikes at you finds you ready to deliver a devastating riposte.
Make a melee weapon attack against the creature that triggered this manoeuvre. If the 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, you can make a ranged weapon attack.


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.
Boost (1 stamina). You can use this manoeuvre as a quick action.


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, 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).
Boost (1 stamina). You knock the target prone and deal the additional damage simultaneously.


Standstill
1st-level general manoeuvre
Key Ability: By weapon
Action: 1 reaction, which you take when a creature you can see provokes an opportunity attack by moving out of range
Range: Reach
Components: W

You halt the enemy’s advance with a well-timed blow.
You can use this manoeuvre instead of making a normal opportunity attack. Make a melee weapon attack against the triggering target; on a hit, in addition to taking damage, the target’s move ends before it moves out of range.
Boost (1 stamina). You can use this manoeuvre against a creature that uses the Disengage action.


Staggering Blow
1st-level brawn or unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: 1 attack
Range: Reach
Components: None

Your blow across your foe’s head sends it reeling.
Make a weapon attack against a creature within range. On a hit, halve the attack’s damage, and the target is staggered for 1 minute. A staggered target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Boost (1 stamina). The attack deals its normal damage.


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. Fragile items (such as glass vials) are destroyed instead.
Destroying an Object. If you win the contest, the object you choose is destroyed if you roll a 20 on the die or if it was already broken.
Boost (2 stamina). You can temporarily disrupt the flow of magic into a magic item. Instead of becoming broken, if you win the contest, it loses its magical properties for 1 minute. You can’t break or destroy magic items with this manoeuvre.


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 simple manoeuvre from the Trick Shot table. You can use that manoeuvre even if you normally couldn’t do so with a ranged weapon (making ranged attacks instead of melee attacks, and so on). Use the base manoeuvre’s action requirement and effects, but replace its range with this manoeuvre’s range, and its key ability with the ability you use for attack rolls with the ranged weapon you’re holding.
Boost. 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 only emulate a manoeuvre of 1st level or higher if you could use that manoeuvre normally, and you can’t emulate a manoeuvre that isn’t shown on the Trick Shot table.

Trick Shot


Simple Manoeuvres


Brace
Dismount
Hamstring


Dirty Trick
Distract
Knockdown


Disarm
Feint






1st-Level Manoeuvres


Anticipate
Fighter’s Mark
Staggering Blow


Cleave
Giant Slayer
Standstill


Deceptive Strike
Riposte
Sunder


Defensive Strike
Sprawling Blow






2nd-Level Manoeuvres


Bleeding Strike
Focused Attack
Piercing Strike


Evasive Strike
Keen Strike
Sapping Blow





3rd-Level Manoeuvres


Bonecrusher
Potent Attack
Vital Strike


Lightning Jab
Second Chance






4th-Level Manoeuvres


Decapitate
Overpowering Assault
Size Them Up





5th-Level Manoeuvres


Bloodletting
Misdirecting Attack
Swift Finish





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.
Until your next turn, a creature of your choice that you can see gains the AC benefit of your shield whenever it is within range.


Zone of Control
1st-level defensive manoeuvre
Key Ability: None
Action: 1 quick action
Range: Reach
Components: W (a melee weapon)

Keep your friends close, but your enemies closer.
When you use this manoeuvre, choose either the Control or Punish effect.
Control. Until your next turn, creatures hostile to you treat every space within range as if it were difficult terrain.
Punish. Until your next turn, a creature within range that you hit with an opportunity attack takes extra damage equal to your proficiency bonus.
Boost (1 stamina). You can use both effects of this manoeuvre simultaneously.

Composer99
2019-06-22, 08:54 PM
2nd-Level Manoeuvres

Manoeuvre List
A combat manoeuvre whose name appears in this list with an asterisk enclosed in parentheses – like so: (*) – belongs to more than one category of combat manoeuvre.

Agile
Bleeding Strike
Deflect Arrows (*)
Evasive Strike
Piercing Strike

Brawn
Hurl
Knockout Blow
Overwhelm
Sweeping Blow

Cunning
Dazzle
Distracting Strike (*)
False Opening
Keen Strike

Defensive
Covering Strike
Protective Stance
Sapping Blow
Shielding Strike

General
Disabling Attack
Invigorating Attack
Power Critical
Surprise Attack

Ranged
Calibrating Shot
Overwatch
Perfect Shot
Twinned Shot

Tactical
Distracting Strike (*)
Focused Attack
Pinning Attack
Tactical Command

Unarmed
Chokehold
Deflect Arrows (*)
Flying Kick
Pain Touch


Manoeuvre Descriptions

Bleeding Strike
2nd-level agile manoeuvre
Key Ability: Dexterity
Action: 1 attack
Range: Reach
Components: W (a weapon dealing piercing or slashing damage)

Your blade tears through muscle and flesh, creating a gaping wound and hampering your foe’s mobility.
Make a melee weapon attack against a creature within range. On a hit, the target is hindered and takes 1d6 bleed damage at the start of each of its turns until it is treated with Wisdom (Heal) or magically regains hit points.
An affected target can make a Constitution saving throw at the end of each of its turns, ending the bleed effect on a success.
Critical Hit. If you score a critical hit with this manoeuvre, the target is immobilised instead of hindered.


Calibrating Shot
2nd-level ranged manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon
Components: W (a weapon capable of making ranged attacks)

Your first shot gives you a feel for the range, winds, and other circumstances you must account for to accurately hit your enemy.
Make a ranged weapon attack against a creature in range. Whether you hit or miss, double your proficiency bonus on ranged attack rolls against the target until your next turn.


Chokehold
2nd-level unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: 1 action
Range: Reach
Components: S

Pressure on the ogre’s windpipe soon leaves it breathless.
Make a manoeuvre ability check against a creature you can see within range that is no more than one size larger than you, contested by the target’s choice of a Strength (Athletics) or Dexterity (Acrobatics) check. You have advantage on the check if you are using a tool such as a garrotte. The target has advantage on its check if it is larger than you, or if it is wearing armour with any sort of firm neck protection. You can’t use this manoeuvre on any creature that doesn’t need to breathe or doesn’t have a neck you can choke.
If you win the contest, the target is grappled. In addition, if it doesn’t escape the hold, the target must succeed on a Constitution saving throw at the start of your next turn or fall unconscious.
Escaping the Chokehold. Until it falls unconscious, a creature grappled by this effect can use its action to attempt to escape. The grapple can be ended by any other circumstance that ends a grapple.
Extending the Chokehold. At the start of your turn, if you have a creature in a chokehold, you can use your action to maintain the hold.
Suffocation. Whenever you use your action to maintain a chokehold on an unconscious target, the target suffocates for 1 round. The target stops suffocating as soon as the chokehold ends for any reason.
Creatures with Multiple Heads. A creature with multiple heads does not make saving throws to avoid falling unconscious until every one of its necks is in a chokehold.


Covering Strike
2nd-level defensive manoeuvre
Key Ability: Strength
Action: 1 attack
Range: Reach
Components: Sh, W

Your blows keep your foe at bay, covering an ally’s withdrawal.
Make a melee weapon attack against a creature within range. On a hit, the target must succeed on a Strength saving throw or be pushed 5 feet away from you. Whether your attack hits or misses, until your next turn, the target can’t make opportunity attacks targeting any creature other than yourself.


Dazzle
2nd-level cunning manoeuvre
Key Ability: Wisdom or Charisma
Action: 1 quick action
Range: 30 feet
Components: W

Your flashy display catches your foe’s attention, forcing it to watch you too closely to take effective action.
A creature you can see within range must make a Charisma saving throw. On a failure, until your next turn, the target has disadvantage on attack rolls, and has to make a spellcasting ability check with disadvantage to successfully cast a spell.


Deflect Arrows
2nd-level agile or unarmed manoeuvre
Key Ability: Dexterity
Action: 1 reaction, which you take when a creature hits you with a ranged weapon attack.
Range: Self
Components: None

With extraordinary reflex, you swipe aside an incoming arrow with your blade.
Contest the triggering attack roll with a melee manoeuvre attack roll. You take full damage if you lose, half damage if you tie, and no damage if you win. If you win the contest, the ammunition or thrown weapon used in the attack falls to the ground at your feet.


Disabling Attack
2nd-level general manoeuvre
Key Ability: None
Action: 1 action
Range: By weapon
Components: W

You carefully aim a disabling blow at your opponent’s knees or eyes.
Choose one of the options below and make a weapon attack with disadvantage against a creature within range that you can see. On a hit, the target suffers the effect specific to the chosen body part. You can’t choose anatomy that a creature doesn’t have.
Arm. On a hit, the target is unable to hold objects in the affected limb or cast spells with somatic components until it magically regains hit points, is treated with Wisdom (Heal), or finishes a short or long rest. If all the target’s arms are so affected, it can’t hold any objects or make ability checks or attacks requiring that it hold objects.
Ears. On a hit, the target staggered for 1 minute and is deafened until it magically regains hit points, is treated with Wisdom (Heal), or finishes a short or long rest.
Eyes. On a hit, the target is blinded until it magically regains hit points, is treated with Wisdom (Heal), or finishes a short or long rest.
Leg. On a hit, the target is hindered and has disadvantage on Dexterity saving throws until it magically regains hit points, is treated with Wisdom (Heal), or finishes a short or long rest. If the target has no functional legs, or if fewer than half of its legs are functional if it has more than two, it falls prone and becomes immobilised. Flying creatures can ignore these effects while aloft, although they can’t use non-functional legs for other purposes.
Wing. On a hit, the target can’t fly until it magically regains hit points, is treated with Wisdom (Heal), or finishes a short or long rest. The target falls if it was aloft.


Distracting Strike
2nd-level cunning or tactical manoeuvre
Key Ability: Intelligence, Wisdom, or Charisma
Action: 1 attack
Range: By weapon
Components: W

Your attack shatters your enemy’s focus, giving your allies an opening.
Make a weapon attack against a creature within range. On a hit, the target must succeed on a Wisdom saving throw or, until your next turn, any creature that makes one or more attacks against the target has advantage on a single attack roll.


Evasive Strike
2nd-level agile manoeuvre
Key Ability: Dexterity
Action: 1 attack
Range: Reach
Components: W (a non-heavy weapon)

You follow up your stab with a series of parries that keep your foe at bay.
Make a melee weapon attack against a creature you can see within range. Whether the attack hits or misses, until your next turn, whenever the target makes an attack or uses a special ability against you, add your proficiency bonus to your AC and to your Strength and Dexterity saving throws. (Add double your proficiency bonus if you are already proficient with a saving throw, as applicable.)


False Opening
2nd-level cunning manoeuvre
Key Ability: Wisdom or Charisma
Action: 1 attack
Range: Reach
Components: W

Your opponent perceives a gap in your defences and jabs straight into your trap.
Choose a creature you can see within range. You provoke an opportunity attack from the target. If the target makes the opportunity attack, it has disadvantage on the attack roll and must make a Wisdom saving throw.
Whether or not the target makes the opportunity attack, make a weapon attack against the target. If the target made the opportunity attack and failed its saving throw, you have advantage on the attack roll and roll double damage dice on a hit.


Flying Kick
2nd-level unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: 1 action
Range: 5 feet
Components: None

You leap into the air to deliver a devastating kick.
Provided you move at least 10 feet in a straight line before using this manoeuvre, you can make a jump up to 10 feet long and clearing 5 feet in the air as part of the action you take to use this manoeuvre without using any of your normal movement to make the jump.
Upon completing the jump, make an unarmed strike against a creature within range. On a hit, roll triple the unarmed strike’s normal damage dice, and the target must succeed on a Strength saving throw or fall prone.


Focused Attack
2nd-level tactical manoeuvre
Key Ability: Intelligence, Wisdom, or Charisma
Action: 1 attack
Range: 60 feet
Components: None

Your allies know to concentrate on the enemy you have struck.
Make a weapon attack against a creature you can see, using your weapon’s normal range. Whether the attack hits or misses, creatures friendly to you within range add your key ability modifier to weapon damage rolls against the target until your next turn (minimum 1 damage).


Hurl
2nd-level brawn manoeuvre
Key Ability: Strength
Action: 1 attack
Range: Reach
Components: S

You bodily lift the orc into the air and toss it over the side of the cliff.
Choose a creature within range that is no more than one size larger than you. Make a manoeuvre ability check, contested by the target’s choice of Strength (Athletics) or Dexterity (Acrobatics). If you win the contest, you can throw the target up to a distance indicated in the Maximum Throwing Distance column of the Hurl table, based on its size relative to yours. You can choose an unoccupied space, an obstacle such as a wall or statue, or even another creature, as the destination of the thrown target. Upon landing, the target takes 2d6 bludgeoning damage.
If you choose another creature, make a ranged manoeuvre attack roll. You have disadvantage on the roll unless you are throwing the target up to a distance indicated in the Normal Throwing Distance column of the Hurl table. On a hit, both the original target and the secondary target take bludgeoning damage as described above.
Continued Falling. If the destination where you throw the target has no horizontal surface on which it can land (such as when you toss it into a pit, off a flying carpet, or over a cliff), the target doesn’t take bludgeoning damage. Instead, it continues to fall. It can avoid falling by succeeding on a Strength or Dexterity saving throw (its choice) as long as it has something it can grab onto within reach at the destination space.
Flying Creatures. If the creature you use this manoeuvre on has a flying speed, it can use its reaction to cushion the blow as long as it is still capable of flying. If it does so, neither it nor any creature it hits takes bludgeoning damage, and it does not continue falling if applicable.
Boost (2 stamina). You can use this manoeuvre on a creature two or more sizes larger than you.

Hurl


Target Size
Normal Throwing Distance
Maximum Throwing Distance


Two or more sizes smaller than you
60 ft.
120 ft.


One size smaller than you
30 ft.
90 ft.


Your size
20 ft.
60 ft.


One size larger than you
10 ft.
30 ft.


Two or more sizes larger than you
10 ft.
20 ft.




Invigorating Attack
2nd-level general manoeuvre
Key Ability: None
Action: 1 attack
Range: By weapon
Components: W

Laying your enemy low restores your confidence and vitality.
Make a weapon attack against a creature within range. On a hit, you can choose one of the following effects.
Recovery. Spend a single Hit Die and recover hit points, just as if you had spent the Hit Die at the end of a short rest.
Reinvigoration. You have advantage on a saving throw that you can make at the end of your turn to end an ongoing effect.
Boost (1 stamina). You use both effects of this manoeuvre at once.


Keen Strike
2nd-level cunning manoeuvre
Key Ability: Wisdom or Charisma
Action: 1 attack
Range: Reach
Components: None

You perceive a weakness in your opponent’s technique, and move swiftly to exploit it.
Choose a creature within range. Make both a weapon attack and a manoeuvre ability check against the target, using the target’s AC as the DC for the ability check. If both the attack roll and ability check succeed, score a critical hit with the attack and add this manoeuvre’s key ability modifier to the damage (minimum 1 damage).
If the attack roll is also a critical hit by itself, roll the weapon’s damage dice three times instead of twice.


Knockout Blow

2nd-level brawn manoeuvre
Key Ability: Strength
Action: None
Range: Reach
Components: W (a weapon or unarmed strike dealing bludgeoning damage)

You land a stunning blow to your enemy’s head, sending it reeling into an unconscious heap.
Make a weapon attack against a creature no more than one size larger than you within range. On a hit, the target must make a Constitution saving throw, falling unconscious until woken on a failed save, or becoming dazed for 1 minute on a successful save. A creature with multiple heads can’t be affected by this manoeuvre.
Boost (2 stamina). You can use this manoeuvre on a creature two or more sizes larger than you.

Overwatch

2nd-level ranged manoeuvre
Key Ability: By weapon
Action: 1 quick action
Range: 60 feet or by weapon (see text)
Components: W (a weapon capable of making ranged attacks)

Nothing gets in or out of the area you’re covering.
When you use this manoeuvre, choose either the Confine or Interdict option. In either case, you monitor a cone whose length is the shorter of this manoeuvre’s range or your weapon’s long range until your next turn.
Confine. Whenever a creature that starts its turn inside the area of effect moves out of the area, use your reaction to make a weapon attack against the target. On a hit, add your proficiency bonus to the damage.
Interdict. Whenever a creature that starts its turn outside the area of effect moves into the area, use your reaction to make a weapon attack against the target. On a hit, add your proficiency bonus to the damage.
Boost (2 stamina). You use both effects of this manoeuvre at once.

Overwhelm

2nd-level brawn manoeuvre
Key Ability: Strength
Action: 1 quick action
Range: Reach
Components: W

Your onslaught is so fierce, you brush off your foe’s defences with ease.
A creature you can see within range must make a Strength saving throw. On a failed save, until your next turn, the target does not benefit from any shield it is wielding against your attacks, nor may it use any of its reactions against you.

Pain Touch

2nd-level unarmed manoeuvre
Key Ability: None
Action: 1 attack
Range: Reach
Components: None

You jab a sensitive pressure point on your foe's body, causing it to double over in pain.
Make an unarmed strike against a creature in range. On a hit, the target must succeed on a Constitution saving throw or be staggered and weakened for 1 minute.
An affected target can repeat the Constitution saving throw at the end of each of its turns, ending the effect on a successful save.
Boost (1 stamina). You can use this manoeuvre as a quick action.
Boost (2 stamina). The target can’t repeat the saving throw to end the effect.

Perfect Shot

2nd-level ranged manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon
Components: W (a weapon capable of making ranged attacks)

Your enemy can’t hide from you.
Make a ranged weapon attack against a creature in range. The target does not benefit from being behind half or three-quarters cover. If the target is behind full cover, you can target it as if it were invisible as long as there is some means for a thrown weapon or projectile to traverse the obstacle that is providing cover.
For instance, you could use this manoeuvre when attacking a target behind a 10-foot high wall over which objects can be thrown or fired, a thick tree around which projectiles can be thrown or fired, or even a narrow gap such as a murder hole.

Piercing Strike

2nd-level agile manoeuvre
Key Ability: Dexterity
Action: 1 quick action
Range: By weapon
Components: W (a weapon with the light or finesse property)

You spot a weak spot, hole, or joint in your opponent’s armour, and you dextrously stab at it.
A creature you can see within range must make a Dexterity saving throw. On a failed save, the target does not get the benefit of any manufactured armour it is wearing against your next attack.
Boost (2 stamina). The target does not gain the benefit of any manufactured armour it is wearing against any of your attacks until your next turn.

Pinning Attack

2nd-level tactical manoeuvre
Key Ability: Intelligence, Wisdom, or Charisma
Action: 1 attack
Range: By weapon
Components: W

Your enemy is hemmed in by you and your allies, unable to manoeuvre to safety.
Make a weapon attack against a creature within range. Until your next turn, as long as or two or more creatures hostile to the target are within 5 feet of it, it can’t use the Disengage action, and opportunity attacks it provokes are made with advantage.

Power Critical

2nd-level general manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon
Components: W

Your lucky shots are especially devastating.
Make a weapon attack against a creature or object in range. The range of die roll results that score a critical hit increases by 1 for this attack. For instance, you can score a critical hit on a roll of 19 or 20 normally. If you have a feature that allows you to score a critical hit on a roll of 19 or 20 already, you instead score a critical hit on a roll of 18, 19, or 20. In addition, if you score a critical hit, you roll the attack’s damage dice three times instead of twice. On a hit, critical or not, add your proficiency bonus to the damage roll.

Protective Stance

2nd-level defensive manoeuvre
Key Ability: Strength
Action: 1 quick action
Range: Reach
Components: Sh, W

Enemies that stand too close to you can’t get the upper hand over your allies.
Until your next turn, any creature hostile to you that you can see that starts its turn within range or moves within range can’t get advantage on attack rolls targeting yourself or creatures friendly to you that are also within range, nor can it benefit from any feature that grants some bonus whenever creatures friendly to it are within 5 feet of its targets.

Sapping Blow

2nd-level defensive manoeuvre
Key Ability: Strength
Action: 1 attack
Range: Reach
Components: W

Your carefully-aimed attack numbs your foe’s sword arm.
Make a melee weapon attack against a creature within range. On a hit, the target must make a Constitution saving throw. The target is weakened until it finishes a short or long rest on a failed save, or for one minute on a successful one.

Shielding Strike

2nd-level defensive manoeuvre
Key Ability: Strength
Action: 1 attack
Range: Reach
Components: Sh, W

Your attack gives you time to shift places and protect a feebler ally with your body and your shield.
Make a melee weapon attack against a creature within range. Whether the attack hits or misses, choose one of the following effects.
Covering Position. A creature you can see within range that is friendly to you moves 5 feet without using a reaction. As long as it remains within range, the target adds this manoeuvre’s key ability modifier to its AC against ranged attacks until your next turn (minimum 1 added).
Swapped Position. You and a creature within range that is friendly to you swap places. As long as it remains within range, the target adds this manoeuvre’s key ability modifier to its AC against melee attacks until your next turn (minimum 1 added).

Surprise Attack

2nd-level general manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon
Components: W

The enemy you have caught unawares is in grave danger.
Make a weapon attack targeting a creature within range. If the target is surprised, roll double damage dice on a hit.
Boost (2 stamina). Once on your turn, when using this manoeuvre you can deal additional damage similar to that granted by the rogue’s Sneak Attack feature. Add your rogue levels and half your levels in other classes to determine your effective rogue level for the purpose of calculating the extra damage.

Sweeping Blow

2nd-level brawn manoeuvre
Key Ability: Strength
Action: 1 action
Range: Reach
Components: W (a heavy or versatile weapon that you are wielding in two hands)

Your greataxe traces a long arc, sending multiple foes tumbling.
Make a weapon attack against up to three creatures within range. On a hit, each target takes half damage from the attack, is pushed 5 feet away from you, and must succeed on a Strength saving throw or be knocked prone.
Boost (1 stamina). When you take the Attack action on your turn, you can forego a weapon attack to use this manoeuvre.
Boost (1 stamina). The attack deals its normal damage to each target.

Tactical Command

2nd-level tactical manoeuvre
Key Ability: Intelligence, Wisdom, or Charisma
Action: 1 quick action
Range: 60 feet
Components: V

Your exhortations inspire your allies to take action.
Up to two creatures you can see within range that can hear or see you may use their reactions to make a weapon attack or to use a combat manoeuvre with an action requirement of 1 attack or 1 quick action.
Boost (1 stamina). One of the affected targets can cast a cantrip instead of making a weapon attack.
Boost (1 stamina). You can affect a third creature.

Twinned Shot

2nd-level ranged manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon
Components: W (a non-loading weapon capable of making ranged attacks)

You loose two arrows at once, at nearby targets.
Choose two creatures that are within range and are also within 15 feet of one another. Make a ranged weapon attack against each target. Expend two pieces of ammunition or thrown weapons, as applicable.
You can choose a single target using this manoeuvre. If so, on a hit, you roll damage for two hits on the same target.

Composer99
2019-06-22, 08:55 PM
3rd-Level Manoeuvres

Manoeuvre List

Agile
Flamboyant Counter (*)
Flowing Strike
Lightning Jab
Vital Strike (*)

Brawn
Bonecrusher
Devastating Toss
Terrifying Blow
Vital Strike (*)

Cunning
Cunning Blow
Flamboyant Counter (*)
Runaround Strike

Defensive
Reflecting Shield
Shield Slam
To the Rescue

General
Finishing Blow
Potent Attack
Reliable Attack
Second Chance

Ranged
Battering Shot
Crippling Shot
Sniper’s Shot

Tactical
Charging Command
Hold the Line
Warlord’s Stance

Unarmed
Rain of Blows
Reactive Throw
Trickster’s Strike


Manoeuvre Descriptions

Battering Shot
3rd-level ranged manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon
Components: W (a weapon capable of making ranged attacks)

The force of your crossbow bolt sends your foe tumbling.
Make a weapon attack against a creature in range. On a hit, roll double damage dice, or triple damage dice if your weapon has the loading property, and the target must make a Strength saving throw. The target is pushed up to 10 feet away from you and knocked prone on a failed save, or pushed up to 5 feet away from you on a successful save.


Bonecrusher
3rd-level brawn manoeuvre
Key Ability: Strength
Action: 1 attack
Range: Reach
Components: W (a non-light weapon)

Your terrific blow shatters armour and bone alike.
Make a melee weapon attack against a creature within range. On a hit, roll double damage dice, and the target takes 1d4 bleed damage at the start of each of its turns until it magically regains hit points or is treated with Wisdom (Heal), and, if it is wearing nonmagical armour, it must succeed on a Dexterity saving throw or its armour gains the broken condition.
Critical Hit. If you score a critical hit using this manoeuvre, on a failed Dexterity saving throw, the armour the target is wearing destroyed instead.


Charging Command
3rd-level tactical manoeuvre
Key Ability: Intelligence, Wisdom, or Charisma
Action: 1 action
Range: 60 feet
Components: V

You inspire a comrade to join you in a furious charge.
Use the charge manoeuvre. Afterward, a creature you can see within range that can see or hear you can use its reaction to also use the charge manoeuvre.
Boost (2 or more stamina). One additional creature can also use its reaction to use the charge manoeuvre per 2 stamina spent. The maximum amount of stamina you can spend in this way equals your proficiency bonus.


Crippling Shot
3rd-level ranged manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon
Components: W (a weapon capable of making ranged attacks)

You never were the same after taking that throwing axe to the chest.
Make a weapon attack against a creature within range. On a hit, the target must succeed on a Constitution saving throw, or become hindered and weakened for 1 minute.
At the end of the duration, the target must make separate Constitution saving throws against each condition. On a successful save, the condition lasts until the target is treated with Wisdom (Heal). On a failed save, the condition lasts until the target is subject to a lesser restoration, restoration, or regeneration spell, or similar magic, to remove the condition.


Cunning Blow
3rd-level cunning manoeuvre
Key Ability: Wisdom or Charisma
Action: 1 reaction, which you take when a creature friendly to you that you can see makes a weapon attack against a creature within range.
Range: By weapon
Components: W

When your ally strikes your foe, so do you.
Make a weapon attack against the same target as the triggering attack, adding this manoeuvre’s key ability modifier to the attack and damage rolls (minimum 1 added).


Devastating Toss
3rd-level brawn manoeuvre
Key Ability: Strength
Action: 1 attack
Range: By weapon
Components: W (a thrown weapon)

You hurl your throwing hammer with incredible force, smashing in the skull of the enemy you hit.
Make a ranged weapon attack with advantage against a creature within range, rolling double damage dice on a hit. If your attack hits by 5 or more, roll triple damage dice instead.


Flamboyant Counter
3rd-level agile or cunning manoeuvre
Key Ability: Dexterity
Action: 1 reaction, which you take when a creature within range makes an attack targeting you.
Range: Reach
Components: W (a light or finesse weapon)

Your opponent is taken aback by the ferocity and embellishment of your counterstrike.
Make a melee weapon attack against the triggering creature. Whether the attack hits or misses, the target must succeed at a Wisdom saving throw or you have advantage on attack rolls against it until the end of your next turn.


Finishing Blow
3rd-level general manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon
Components: W

Your attack is all the more dangerous when made against a weakened foe.
Make a weapon attack against a creature within range. If the target’s current hit points are less than half of its hit point maximum, you have advantage on the attack roll and roll double damage dice on a hit.


Flowing Strike
3rd-level agile manoeuvre
Key Ability: Dexterity
Action: 1 attack
Range: By weapon
Components: W

You draw your blade and slice into your opponent in a single, seamless swing.
Make a weapon attack against a creature in range, rolling double damage dice on a hit. If this is your first turn after rolling initiative, you have advantage on the attack roll and you add your proficiency bonus to the damage roll.
Boost (2 stamina). You can use this manoeuvre as a quick action.


Hold the Line
3rd-level tactical manoeuvre
Key Ability: Intelligence, Wisdom, or Charisma
Action: 1 quick action
Range: 60 feet
Components: V

Your command bolsters your allies’ resolve to stand firm.
Until your next turn, you and creatures friendly to you within range that can see or hear you have advantage on ability checks and saving throws to avoid being subject to a forced movement effect (such as shove or sprawling blow) or an effect that would knock them prone (such as knockdown), and on attack rolls of opportunity attacks.


Lightning Jab
3rd-level agile manoeuvre
Key Ability: Dexterity
Action: None (see text)
Range: Reach
Components: W (a light weapon)

You immediately follow up your first jab of your dagger with another one.
If you took the Attack action this turn, and used your quick action to make a weapon attack with a light weapon (as per the rules for Two-Weapon Fighting in the Combat chapter), you can use this manoeuvre to make another attack against a creature within range, using the same weapon you attacked with using your quick action. Add your proficiency bonus to the damage roll of the attack you make using this manoeuvre.


Potent Attack
3rd-level general manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon
Components: W

You know how to get the most out of the blows that connect.
Make a weapon attack against a creature within range. On a hit, deal the attack’s maximum normal damage instead of rolling, and add your proficiency bonus to the damage.


Rain of Blows
3rd-level unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: 1 action
Range: Reach
Components: S

Your practiced technique allows you to swiftly follow one punch with another.
Make three unarmed strikes against one or more targets in range. Roll double damage dice on one of the attacks of your choice.
Attack. Using this manoeuvre counts as taking the Attack action for the purpose of determining quick actions you are eligible to take.
Boost (3 stamina). You can make two additional unarmed strikes as part of this manoeuvre.


Reactive Throw
3rd-level unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: 1 reaction, which you take when a creature no more than one size larger that you can see within range makes a melee attack or provokes an opportunity attack from you, or when a creature no more than one size larger that you can see moves into range.
Range: Reach
Components: S

The ogre comes charging towards you, and is taken by surprise as you turn its momentum against it, hurling it bodily into the air.
Using this manoeuvre interrupts the triggering action or movement. Make a manoeuvre ability check, contested by the target’s choice of Strength (Athletics) or Dexterity (Acrobatics). If you win the contest, you can throw the target as if you had successfully used the hurl manoeuvre on it (see above). If the target triggered this manoeuvre by moving into range, use double the values given in the Hurl table as your normal and maximum throwing distances.
Boost (2 stamina). You can use this on a creature two or more sizes larger than you.


Reflective Shield
3rd-level defensive manoeuvre
Key Ability: Strength
Action: 1 reaction, which you take when you are either within the area of effect of a spell or ability that allows you to take half damage on a succesful Dexterity saving throw, or when a creature targets you with a ranged spell attack dealing damage other than psychic damage.
Range: Self
Components: Sh

Your shield deflects the enemy mage’s firebolt, possibly sending it back from whence it came.
The effect of this manoeuvre depends upon which triggering condition applies:
Area of Effect. You instead take half damage on a failed save and no damage on a successful save against the triggering effect. You have advantage on the saving throw if you are wielding a greatshield.
Reflect Spell. Contest the triggering creature's attack roll with a manoeuvre attack roll. If you lose the contest, resolve the spell attack normally. If you tie or win the contest, the spell is reflected back at the target. As long as the target’s attack roll beats its own AC, it is hit by its own spell.


Reliable Attack
3rd-level general manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon
Components: W

Your skill is such that what would normally be an outright miss is instead a glancing blow.
Make a weapon attack against a creature within range. Add double your proficiency bonus to the attack roll, and add your proficiency bonus to the damage roll.
If this attack misses, the target takes half the attack’s normal damage, and the use of this manoeuvre does not count against the number of manoeuvres you can use in between rests.


Runaround Strike
3rd-level cunning manoeuvre
Key Ability: Wisdom or Charisma
Action: 1 attack
Range: Reach
Components: W

Your foe lurches forward as you weave around behind it.
Make a weapon attack against a creature you can see within range, adding this manoeuvre’s key ability modifier to your attack and damage rolls (minimum 1 added). Whether you hit or miss, switch places with the target. For the rest of your turn, you don’t provoke opportunity attacks from the target, and other creatures hostile to you have disadvantage on opportunity attacks targeting you.
Boost (1 stamina). You can use this manoeuvre as a quick action.


Second Chance
3rd-level general manoeuvre
Key Ability: By weapon
Action: None (see text)
Range: By weapon
Components: W

You immediately follow your missed strike with another.
If you have just missed a creature within range with a weapon attack, make another weapon attack against the same target. You have advantage on this attack’s roll, and add your proficiency bonus to the damage roll.
If this attack misses, the use of this manoeuvre does not count against the number of manoeuvres you can use in between rests. You can't use this manoeuvre in response to missing an attack you make using this manoeuvre.


Shield Slam
3rd-level defensive manoeuvre
Key Ability: Strength
Action: 1 attack
Range: 5 feet
Components: Sh

A solid blow with your shield knocks the wind out of your foe.
Make a shield bash attack against a creature in range. On a hit, roll double damage dice and the target must also make a Constitution saving throw, becoming stunned until your next turn on a failed save, or dazed until your next turn on a successful save.
A target that begins your turn stunned or dazed as a result of this manoeuvre must repeat the saving throw, remaining stunned or dazed (as applicable) until your next turn on a failed save, and ending the effect on itself on a successful save. If the target is still stunned or dazed after 1 minute, the effect ends for that target without requiring a successful saving throw.


Sniper’s Shot
3rd-level ranged manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon (see text)
Components: W (a non-thrown weapon capable of making ranged attacks)

You are a master of long-distance marksmanship.
Choose either the sniper’s power or sniper’s range option.
Sniper’s Power. Make a weapon attack against a creature further than your weapon’s normal range and within its long range. You don’t have disadvantage on the attack roll, and you roll double damage dice on a hit.
Sniper’s Range. Make a weapon attack against a creature further than your weapon’s long range and within double its long range. You have advantage, instead of disadvantage, on the attack roll.
Boost (2 stamina). You use both effects of this manoeuvre at once.


Terrifying Blow
3rd-level brawn manoeuvre
Key Ability: Strength
Action: 1 attack
Range: Reach
Components: W (a heavy or versatile weapon)

The force of your onslaught, and the fury of your countenance, are enough to unnerve even the stoutest heart.
Make a melee weapon attack against a creature within range, rolling double damage dice on a hit. Whether you hit or miss, the target must succeed on a Wisdom saving throw or become frightened of you for 1 minute.
A creature frightened by this manoeuvre must spend its turns trying to move as far away from you as it can as long as it’s within 60 feet of you, and it can’t willingly move to a space within 60 feet of you. On its turn, unless it is more than 60 feet away from you, it can only take the Dash action or attempt to escape an effect that is preventing it from moving normally, or take the Defend action if there’s nowhere to move. It can act normally if it can’t see you or if it’s more than 60 feet away from you.
A creature frightened by this manoeuvre that is more than 60 feet away from you can use its action to repeat the Wisdom saving throw, ending the effect on itself on a successful save.


To the Rescue
3rd-level defensive manoeuvre
Key Ability: None
Action: 1 reaction, which you take when a creature that you can see targets a creature friendly to you within range that you can see.
Range: 30 feet
Components: Sh

You rush to the aid of an ally at risk of falling to an enemy’s onslaught, lashing out in retribution.
Move up to the target of the triggering attack and push it 5 feet in any direction, then move into the now-unoccupied space. You become the new target of the attack roll. Afterward, if the triggering attacker is within 5 feet of you, make a melee weapon attack against it.
In addition, until your next turn the target adds your proficiency bonus to its AC whenever it is within 5 feet of you.


Trickster’s Strike
3rd-level unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: 1 attack
Range: Reach
Components: S

The smooth flow of your strikes allows you to seamlessly incorporate some dirty tactic into your routine.
Make an unarmed strike against a creature within range. On a hit, you can immediately use the dirty trick, disarm, feint, or knockdown manoeuvre against the target without requiring any additional action.
Boost (1 stamina). You use this manoeuvre as a quick action.
Boost (2 stamina). Whenever you could use your reaction to make a melee weapon attack, you can use this manoeuvre instead.


Vital Strike
3rd-level agile or brawn manoeuvre
Key Ability: Strength or Dexterity
Action: 1 attack
Range: By weapon
Components: W

Your attack catches your enemy somewhere important.
Make a weapon attack against a creature within range. On a hit, the attack deals twice its normal damage and the target becomes staggered for 1 minute.


Warlord’s Stance
3rd-level tactical manoeuvre
Key Ability: Intelligence, Wisdom, or Charisma
Action: 1 quick action
Range: 10 feet
Components: V

Your allies are spurred on to new heights of bravery and valour by your confident and commanding display.
Until your next turn, each creature friendly to you within range that can see or hear you, not including yourself, gains the following benefits:
Inspired Attack. Once on its turn, each affected creature adds your key ability modifier to the attack and damage rolls of one of its manoeuvre, spell, or weapon attacks (minimum 1 added).
Bravery and Valour. Once before your next turn, each affected creature adds your key ability modifier to a saving throw it makes against being frightened or charmed (minimum 1 added).
Boost (1 stamina).The range of this manoeuvre becomes 30 feet.
Boost (2 stamina). The range of this manoeuvre becomes 60 feet.

Composer99
2019-06-22, 08:56 PM
4th-Level Manoeuvres

Manoeuvre List

Agile
Dance of Blades
Exceptional Parry
Twin Strike


Brawn
Bloody Onslaught
Overpowering Assault
Thundering Blow


Cunning
Clever Dodge
Shake it Off
Size Them Up


Defensive
Punishing Blow
Stalwart Defence
Vigilance


General
Countercharge
Decapitate
Spring Attack


Ranged
Multishot
Perforating Shot
Sneaky Shot


Tactical
Assault Formation
Leader’s Presence
Rallying Cry


Unarmed
Fists of Steel
Gut-Wrenching Strike
Paralysing Touch


Manoeuvre Descriptions

Assault Formation
4th-level tactical manoeuvre
Key Ability: Intelligence, Wisdom, or Charisma
Action: 1 action
Range: 30 feet
Components: V, W


You and your nearby allies advance and attack as one.
Move up to 10 feet as part of your action. Make a weapon attack against a creature within your weapon’s range. Creatures friendly to you within range that can hear or see you, other than yourself, can use their reactions to move up to 10 feet and make a weapon attack against creatures within their weapons’ range, adding your key ability modifier to their attack and damage rolls (minimum 1 added). You can affect a number of friendly creatures equal to your key ability modifier (minimum one creature).


Bloody Onslaught
4th-level brawn manoeuvre
Key Ability: Strength
Action: None
Range: Self
Components: None


You grow more resolute and determined to prevail as death draws near.
You can use this manoeuvre at the start of your turn if your current hit points are less than half your hit point maximum. Until your next turn, while your current hit points are less than half your hit point maximum, you gain the following benefits:
- You have advantage on Strength ability checks and saving throws.
- You have advantage on Wisdom and Charisma saving throws.
- Double the damage dice of your weapon attacks.


Clever Dodge
4th-level cunning manoeuvre
Key Ability: Wisdom or Charisma
Action: 1 reaction
Range: 5 feet (see text)
Components: None


The arrow meant for you strikes a nearby foe instead.
Use this manoeuvre when a creature you can see targets you with an attack. Contest the attack roll with a manoeuvre ability check.
If you win the contest, change the target of the attack to creature you can see within range other than the attacking creature. The attacker hits the new target if its attack roll equals or exceeds the target’s AC, as normal.
Boost (1 stamina). The new target subtracts your key ability modifier from its AC before determining whether it is hit (minimum 1 subtracted).


Countercharge
4th-level general manoeuvre
Key Ability: By weapon
Action: 1 reaction, which you take when a creature you can see targets you with a ranged weapon attack, or uses its action to cast a spell
Range: Reach
Components: None

When an enemy readies bow or spell against you, you swiftly close the distance to strike.
Move up to 30 feet. If the triggering creature is within range after this movement, you can make a melee weapon attack against it. You have advantage on the attack roll, and roll double damage dice on a hit.
The target also suffers one of the following additional effects, depending on what triggered this manoeuvre.
Ranged Attack. The target completes its ranged attack, if able, after you resolve this manoeuvre, subject to the penalties of doing so with a hostile creature within 5 feet of it.
Spellcasting. On a hit, the target must make a Constitution saving throw or fail to cast the spell.


Dance of Blades
4th-level agile manoeuvre
Key Ability: Dexterity
Action: 1 action
Range: Reach
Components: W


You swerve and weave through your foes, skewering and slicing as you go.
Make a melee weapon attack against a creature within range. On a hit, you can move up to 10 feet and make another melee weapon attack against a creature within range. You can repeat moving up to 10 feet and making another melee weapon attack after each hit. The maximum number of attacks you can make using this manoeuvre equals 1 + your proficiency bonus. You can’t target the same creature with consecutive attacks.


Decapitate
4th-level general manoeuvre
Key Ability: By weapon
Action: 1 action
Range: Reach
Components: W


Whether you chop through its neck or crush its skull, you’re dealing a deadly blow to your foe.
Make a weapon attack against a creature you can see within range. On a hit, the target must make a Constitution saving throw. The target has advantage on the saving throw if its current hit points are greater than half its hit point maximum, and disadvantage if its current hit points are less than one-quarter its hit point maximum.
If the target fails its saving throw, roll quintuple weapon damage dice. If the target succeeds, roll normal weapon damage dice. (If the attack is a critical hit, resolve the critical hit normally, subject to the effects of the target’s saving throw success or failure.)


Exceptional Parry
4th-level agile manoeuvre
Key Ability: Dexterity
Action: 1 reaction, which you take when a creature you can see within range makes a melee weapon attack targeting you
Range: Reach
Components: W


You parry your enemy’s blow, following up immediately with a swift strike of your own.
Contest the triggering attack roll with a manoeuvre attack roll. You take half the attack’s damage if you lose the contest, and no damage if you tie or win.
Afterward, make a melee weapon attack against the target. You have advantage on the attack roll if you won the contest. On a hit, roll double damage dice.

Fists of Steel
4th-level unarmed manoeuvre
Key Ability: None
Action: 1 quick action
Range: Reach
Components: None


You strike with incredible force when punching, kicking, and the like.
Until the end of your turn, roll an additional damage die when you hit with an unarmed strike attack.


Gut-Wrenching Kick
4th-level unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: 1 attack
Range: Reach
Components: None


The force of your kick in the opponent’s guts sends it flying and leaves it wheezing in pain.
Choose a creature no more than one size larger than you within range. Make an unarmed strike against the target. On a hit, roll triple damage dice, and the target must make two separate saving throws:
- The target must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
- The target must succeed on a Constitution saving throw or be incapacitated (unable to take actions) until the end of its next turn. An incapacitated target must repeat the saving throw at the end of its next turn, becoming dazed for 1 minute on a failed save.
Boost (2 stamina). You can use this manoeuvre as a quick action.
Boost (2 stamina). You can target a creature two or more sizes larger than you.


Leader’s Presence
4th-level tactical manoeuvre
Key Ability: Intelligence, Wisdom, or Charisma
Action: 1 quick action
Range: 30 feet
Components: V


Merely seeing you bolsters your allies, as if you were fighting alongside them the entire time.
Until your next turn, each creature friendly to you within range, other than yourself, receives one of the following benefits of its choice as long as it can see you:
Adjacent Leader. An affected creature treats you as if you were either within 5 feet of it or within 5 feet of an enemy creature it is targeting with an attack.
Bolstered Attack. Once on its turn, an affected creature can make an attack roll as if you used the Help action to its benefit.
Boost (2 stamina). The range of this manoeuvre becomes 60 feet.


Multishot
4th-level ranged manoeuvre
Key Ability: By weapon
Action: 1 action
Range: By weapon
Components: W (a non-loading weapon capable of making ranged attacks)


You fire one shot after another.
Choose a number of creatures you can see within range equal to 1 + your proficiency bonus. Make a separate ranged attack against each target.

Overpowering Assault
4th-level brawn manoeuvre
Key Ability: Strength
Action: 1 action
Range: Reach
Components: W

Each blow is stronger and more telling than the last.
You can make a number of melee weapon attacks against creatures in range equal to your proficiency bonus. Increase the damage by 2 for each hit after the first. For instance, if you are entitled to make four attacks and hit with all four, you add 2 damage to the second hit, 4 damage to the third, and 6 damage to the fourth and final hit.


Paralysing Touch
4th-level unarmed manoeuvre
Key Ability: Strength or Dexterity
Action: 1 attack
Range: Reach
Components: None


Your enemy crumples to the ground after a sudden strike to the spine.
Choose a creature no more than one size larger than you within range. Make an unarmed strike against the target. On a hit, the target must make a Constitution saving throw, falling prone and becoming paralysed until the end of its next turn on a failed save, or becoming staggered for 1 minute on a successful save.
A paralysed target must repeat the saving throw at the end of its turn, becoming stunned until the end of its next turn on a failed save, or hindered for 1 minute on a successful save.
A stunned target must repeat the saving throw at the end of its turn, becoming weakened for 1 minute on a failed save, and having no further effect on a successful save.
You can’t use this manoeuvre on a construct or on an invertebrate.
Boost (2 stamina). You can target a creature two or more sizes larger than you as long as its appropriate anatomy is within range.


Perforating Shot
4th-level ranged manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon
Components: W (a loading weapon capable of making ranged attacks)


Your shot has such force that it carries through to a creature behind your target.
Choose a creature you can see within range. Make a ranged weapon attack. On a hit, roll double damage dice, and the target takes bleed damage equal to a roll of the weapon’s damage die. In addition, the target must succeed on a Constitution saving throw or take 1d8 bleed damage at the start of each of its turns until it magically regains hit points or is treated for bleeding using Wisdom (Heal).
Also on a hit, choose another creature you can see within 5 feet of the target. If your initial attack roll would also hit it, the secondary target takes half the attack’s normal damage.


Punishing Strike
4th-level defensive manoeuvre
Key Ability: Strength
Action: 1 attack
Range: 30 feet
Components: W


Nearby enemies soon learn not to ignore you.
Make a melee weapon attack against a creature within your reach. Whether the attack hits or misses, the target, along with a number of creatures that you can see and are within range, becomes marked by you. The total number of creatures you can mark with this manoeuvre equals your proficiency bonus.
While a creature is marked by you, you can use your reaction to make a melee attack against it whenever it makes a weapon, manoeuvre, or spell attack that doesn’t target you. A creature marked by you remains marked until you dismiss the mark as a quick action, you finish a short or long rest, either you or it becomes incapacitated or dead, or you use this manoeuvre again.


Rallying Cry
4th-level tactical manoeuvre
Key Ability: Intelligence, Wisdom, or Charisma
Action: 1 reaction, which you take when a creature you can see within range is reduced to 0 hit points
Range: 60 feet
Components: V


Your call keeps beleaguered and failing allies on their feet.
The triggering creature is reduced to 1 hit point instead, and can use its reaction to use the invigorating attack manoeuvre.


Shake It Off
4th-level cunning manoeuvre
Key Ability: None
Action: None (see text)
Range: Self
Components: None


The vampire nearly seizes control of your mind with its gaze, but you summon your inner reserves of resolve to shrug the attempt off.
Use this manoeuvre immediately after you have failed a Constitution, Intelligence, Wisdom, or Charisma saving throw. Reroll the saving throw with advantage.


Size Them Up
4th-level cunning manoeuvre
Key Ability: Wisdom or Charisma
Action: 1 quick action
Range: Special (see text)
Components: None


You easily get the measure of the opponent you’re dueling, giving you a crucial advantage.
Choose a creature you can see. Make a manoeuvre ability check, contested by the target’s choice of Wisdom (Insight) or Charisma (Deception). If you tie or win the contest, then until your next turn you gain the following benefits:
- You have advantage on attack rolls against the target.
- Add your key ability modifier to weapon and manoeuvre damage rolls against the target (minimum 1 added).
- You have advantage on Wisdom (Insight) and Wisdom (Perception) checks against the target.
- The target has disadvantage on attack rolls against you.

Sneaky Shot
4th-level ranged manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon
Components: W (a weapon capable of making ranged attacks)


Your patience is rewarded with a shot that catches your enemy off guard, causing devastating injury.
Choose a creature you can see within range. Make a ranged weapon attack. On a hit, roll double damage dice, and, if you had advantage on the attack roll or a creature hostile to your target is within 5 feet of it, roll additional damage dice using the rogue Sneak Attack feature as if you were a rogue whose rogue level equals your character level. For example, if you are a 7th-level fighter, you deal 4d6 additional damage, as if you were a 7th-level rogue.


Spring Attack
4th-level general manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: Reach
Components: W


You surprise the enemy wizard by closing suddenly into melee.
Move up to your speed without provoking opportunity attacks. Before, during, or after this movement, make a melee weapon attack against a creature in range, rolling double damage dice on a hit.
Boost (2 stamina). You can use this manoeuvre as a quick action.


Stalwart Defence
4th-level defensive manoeuvre
Key Ability: None
Action: 1 quick action
Range: 30 feet
Components: Sh


You’re not going anywhere, and you’re not going down.
Move to an unoccupied space within range. Your movement does not provoke opportunity attacks. Until your next turn, you have advantage on Strength ability checks and saving throws, you add your proficiency bonus to your AC, and you resist bludgeoning, piercing, and slashing damage.


Thundering Blow
4th-level brawn manoeuvre
Key Ability: Strength
Action: 1 attack
Range: Reach
Components: W


Your blow connects with supernal force.
Make a weapon attack against a creature or object within range. On a hit, roll double damage dice, and the target must make a Strength saving throw. A target takes 2d6 thunder damage, and is pushed up to 10 feet away and knocked prone on a failed save, and takes half as much damage with no other effect on a successful one.


Twin Strike
4th-level agile manoeuvre
Key Ability: Dexterity
Action: 1 attack
Range: Reach
Components: W (two weapons that are aren’t two-handed or heavy)


You strike simultaneously with both the weapons you’re wielding.
Make a melee weapon attack against a creature within range. You have advantage on the attack roll.
On a hit, roll damage for both weapons you’re holding as per the rules for two-weapon fighting (in the Combat chapter), adding your proficiency bonus to one of the weapons’ damage rolls.
Boost (2 stamina). You can use this manoeuvre as a quick action.
Boost (3 stamina). You can use this manoeuvre as a reaction whenever you could use your reaction to make a weapon attack.


Vigilance
4th-level defensive manoeuvre
Key Ability: Strength
Action: 1 quick action
Range: 5 feet
Components: Sh


You protect your allies with your shield.
Until your next turn, creatures friendly to you that you can see, other than yourself, add your shield’s AC bonus to their AC and to their Dexterity saving throws whenever they are within range, and whenever any creature so protected is subjected to an effect allowing it to makes a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Composer99
2019-06-22, 08:57 PM
5th-Level Manoeuvres

Manoeuvre List

Agile
Bloodletting
Lunging Stance


Brawn
Furious Charge
Tremendous Blows


Cunning
Misdirecting Attack
Subtle Strike


Defensive
Avenging Strike
Warding Stance


General
Swift Finish
Victory Rush


Ranged
Grounding Shot
Lucky Shot


Tactical
Commanding Strike
War Cry


Unarmed
Light Step
Swaying Form


Manoeuvre Descriptions


Avenging Strike
5th-level defensive manoeuvre
Key Ability: None
Action: 1 reaction, which you take when a creature friendly to you that you can see is reduced to 0 hit points.
Range: By weapon
Components: W


You were too late to prevent your comrade’s fall… but you’re not too late to avenge it.
Move up to 30 feet, then make a weapon attack against the creature whose attack, spell, etc., triggered this manoeuvre. You have advantage on the attack roll, roll double damage dice on a hit, and the range of die roll results that score a critical hit increases by 1 for this attack. (For instance, you would score a critical hit on a roll of 19 or 20 normally; if you have a feature that allows you to score a critical hit on a roll of 19 or 20 already, you instead score a critical hit on a roll of 18, 19, or 20.)


Bloodletting
5th-level agile manoeuvre
Key Ability: Dexterity
Action: 1 action
Range: Reach
Components: W (one or two weapons dealing piercing or slashing damage)


You open deep gashes in your enemies: they will bleed out quickly without aid.
Make two melee weapon attacks against a creature within range, or one melee weapon attack each against two creatures within range. On a hit, roll double damage dice, and the target must succeed on a Constitution saving throw or take 1d10 bleed damage at the start of each of its turns until it magically regains hit points or is treated using Wisdom (Medicine). A single target that is hit twice by the attacks granted by this manoeuvre takes 2d10 bleed damage at the start of each of its turns on a failed save.
Action. Using this manoeuvre counts as taking the Attack action for the purpose of determining the quick actions you can take on your turn.


Commanding Strike
5th-level tactical manoeuvre
Key Ability: Intelligence, Wisdom, or Charisma
Action: 1 action
Range: 30 feet (see text)
Components: V, W


As you attack, you direct an ally to attack.
Make a weapon attack against a creature within your weapon’s range, rolling double damage dice on a hit. A creature friendly to you within range that you can see and that can see or hear you may use its reaction to move up to its speed and either take the Attack action or cast a cantrip. The affected creature adds your key ability modifier to a single weapon or manoeuvre damage roll as part of its reaction (minimum 1 damage).


Furious Charge
5th-level brawn manoeuvre
Key Ability: Strength
Action: 1 action
Range: Special (see text)
Components: W


You plough through enemies until you reach your target.
Move up to your speed as part of using this manoeuvre. During your move, you may use the trample manoeuvre on any number of creatures no more than one size larger than you if you can enter their space while moving. If you come within 5 feet of a creature no more than one size larger than you and don’t enter its space, you can use the shove manoeuvre on it as part of your move. If a creature is within your reach at the end of your move, you may make a melee weapon attack with advantage against the target, rolling double damage dice on a hit.
Mounted Combat. If you are riding a mount, use your mount’s speed instead of your own when using this manoeuvre, and resolve the trample manoeuvre damage as if your mount were using the manoeuvre.
Boost (2 stamina). You can affect creatures two or more sizes larger than you. You can’t boost any trample or shove manoeuvres you resolve as part of this manoeuvre.


Grounding Shot
5th-level ranged manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon
Components: W (a weapon capable of making ranged attacks)


Your carefully-aimed shot sends the dragon crashing to the ground.
Make a weapon attack against a creature within range. On a hit, roll double damage dice. If the creature is aloft under its own power, or is riding a flying object (such as a broom of flying), it must succeed at a Dexterity saving throw or fall. A creature two or more sizes larger than you has advantage on the saving throw, and a creature smaller than you has disadvantage.
A target falling as a result of this manoeuvre that can’t resort to some alternate means of gaining flight must use its action and repeat the saving throw at the start of each of its turns to regain the ability to fly under its own power, or it continues to fall. The target can’t attempt to stop the fall if it fell off of an object, unless it managed to hold on to the item (requiring a separate Dexterity saving throw), possesses some other means of flying, or has an opportunity to grab hold of a creature, object, or other feature capable of bearing its weight while falling.
A creature flying as a result of a spell or similar effect can't be made to fall as a result of this manoeuvre.
Boost (1 stamina). A target two or more sizes larger than you doesn’t have advantage on its saving throw.


Light Step
5th-level unarmed manoeuvre
Key Ability: None
Action: None (see text)
Range: Self
Components: None


Neither choking underbrush, ankle-wrenching rubble, slick ice, nor even deep pools of water can stop you.
Use this manoeuvre at the start of your turn. Until your next turn, your movement ignores movement penalties for climbing and for difficult terrain, and you needn’t make ability checks to stay upright while moving on slippery or hazardous terrain.
You can also walk on the surface of liquids such as water without any penalty to your movement. If you end your turn standing on a liquid surface, you sink into it and must swim normally afterward.


Lucky Shot
5th-level ranged manoeuvre
Key Ability: By weapon
Action: 1 attack
Range: By weapon
Components: W (a weapon capable of making ranged attacks)


You probably should have missed – but you hit, anyways, and what a hit it was!
Make a weapon attack against a creature within range. If the attack misses, reroll the attack roll with advantage. You must take the result of the reroll. In either case, on a hit roll double damage dice. If you had to reroll the attack roll, the range of die roll results that score a critical hit increases by 3 for this attack. (For instance, you would score a critical hit on a roll of 17 through 20 normally; if you have a feature that allows you to score a critical hit on a roll of 19 or 20 already, you instead score a critical hit on a roll of 16 through 20.)
If both the initial and rerolled attacks miss, your use of this manoeuvre does not count against the number of manoeuvres you can use in between rests.


Lunging Stance
5th-level agile manoeuvre
Key Ability: Dexterity
Action: 1 quick action
Range: Self
Components: W


Your weaving, dancing, and dodging allow you to reach further with your blade than your enemies thought possible.
Until your next turn, add 5 feet to your reach with your melee weapon attacks. As part of this manoeuvre, make a melee weapon attack against a creature within your modified reach.


Misdirecting Attack
5th-level cunning manoeuvre
Key Ability: Wisdom or Charisma
Action: 1 attack
Range: 60 feet (see text)
Components: W


Your foe mistakenly believes that your ally struck that last blow.
Make a weapon attack against a creature within your weapon’s range. On a hit, deal double damage dice, and the target must make a Wisdom saving throw. On a failed save, the target is marked by a creature friendly to you within this manoeuvre’s range that you can see, as if that creature had used fighter’s mark on the target.


Subtle Strike
5th-level cunning manoeuvre
Key Ability: Wisdom or Charisma
Action: 1 attack
Range: By weapon
Components: W


You make a show of telegraphing your first blow to conceal the second.
Make a weapon attack with disadvantage against a creature within range, dealing half damage on a hit. Whether the attack hits or misses, the target must make a Wisdom saving throw.
If the target fails its save, make a second weapon attack against the target with advantage. You roll double damage dice on a hit, and if the attack hits it is a critical hit.
If the target succeeds its save, make a second weapon attack against the target.


Swaying Form
5th-level unarmed manoeuvre
Key Ability: None
Action: None (see text)
Range: Self
Components: None


Though enemies assail you from all sides, they just can’t land a blow.
Use this manoeuvre if you take the Defend action on your turn. Until your next turn, add your proficiency bonus to your Armour Class.


Swift Finish
5th-level general manoeuvre
Key Ability: By weapon
Action: None (see text)
Range: By weapon
Components: W


Once your enemies are on the ropes, it’s time to really take it to them.
Once on your turn, use this manoeuvre after hitting a creature within range with a weapon attack on your turn. Make a weapon attack against the same target. If the target’s current hit points are less than half its hit point maximum, roll triple damage dice.


Tremendous Blows
5th-level brawn manoeuvre
Key Ability: Strength
Action: 1 quick action
Range: Self
Components: None


Your physical presence is so imposing that you loom over your foes like a much larger creature.
Until your next turn, your melee and thrown weapon attacks deal damage as if you were one size larger than your current size. When you hit with such an attack, roll an extra damage die. For instance, if you are a Medium creature wielding a greataxe, roll 2d12 instead of 1d12. If instead you are a Huge creature wielding a warhammer in one hand, roll 4d8 instead of 3d8 for damage. This manoeuvre does not affect the damage of improvised weapons.
The damage dice you roll for your weapon attacks counts as your “base” damage die for the purpose of subsequent damage scaling. For instance, if you are treated as a Large creature wielding a greataxe, you inflict 2d12 damage instead of 1d12 on a hit, and if you score a critical hit or use a manoeuvre allowing you to roll double your damage dice, you roll 4d12 instead. If your original weapon damage was 1 damage (for instance, if you make an unarmed strike, or if your original size is Tiny), your new damage die is 1d4.

Victory Rush
5th-level general manoeuvre
Key Ability: By weapon
Action: None (see text)
Range: By weapon
Components: W


Your enemy falls at your feet, and in your triumph, you surge forward to your next foe.
Once on your turn, use this manoeuvre after reducing a creature to 0 hit points with a weapon or manoeuvre attack. You recover hit points equal to the roll of one of your Hit Dice + your character level, without actually spending a Hit Die. Afterward, you can move up to your speed and choose one of the following: take the Dash, Disengage, Hide, or Help actions, cast a cantrip, or make a weapon attack against a creature within range.


War Cry
5th-level tactical manoeuvre
Key Ability: Intelligence, Wisdom, or Charisma
Action: 1 quick action
Range: 60 feet
Components: V


You rouse your allies and demoralise your enemies with a puissant battle cry.
Creatures friendly to you within range that can see or hear you may immediately repeat a saving throw to end an effect that has frightened them. Until your next turn, they also add your key ability modifier to their weapon damage rolls and to their saving throws (minimum 1 added). Creatures hostile to you within range that can see or hear you must make a Wisdom saving throw or become frightened of you and weakened until your next turn. A creature frightened by this manoeuvre also has disadvantage on its saving throws.


Warding Stance
5th-level defensive manoeuvre
Key Ability: Strength
Action: 1 quick action
Range: 5 feet
Components: Sh


Opponents just can’t seem to get through your defences.
Until your next turn, weapon, manoeuvre, and spell attack rolls targeting you or creatures friendly to you within range are made with disadvantage, and you subtract your key ability modifier from weapon damage rolls made against you or creatures friendly to you within range (minimum 1 subtracted).

Composer99
2019-07-17, 10:14 AM
Okay, now that all the manoeuvres are up, I'm bumping the thread.

Dienekes
2019-07-17, 06:55 PM
Hey I was waiting for all of this. Don't have time to go over them all, but this system seems great.

Dienekes
2019-07-20, 09:14 PM
Alright sorry for the double post, but I figured 3 days was long enough wait that just editing the first wouldn't be seen.

In any case, I greatly enjoy your work and I hope you don't mind if I steal some (most) of this for my own retweeking of systems.

There is however, one criticism I have in that I think you're limitations system is a bit screwy. You kind of have two, the Stamina and the total Maneuvers used per Rest. While that may be the result of trying to graft this system onto the standard classes, I think as a whole the system would be stronger by focusing more on the Stamina.

A lot of the lower level maneuvers aren't really stronger than normal attacks maybe a bit more versatile but they would have a time and a place to use them not to be spammed. So the maneuver limit seems unnecessary, especially when the Stamina cost restricts them from overusing the actually powerful abilities.

The problem comes that some later maneuvers are just straight upgrades of the lower maneuvers. Keeping the base cost of using a maneuver is 0 thing means these later maneuvers completely negate the use of the lower maneuvers and many do not have Stamina costs at all.

I think the system would feel smoother, if some of these higher level maneuvers were just folded back into the base maneuvers that already did what they were doing, but with stronger Boosts that may be gated by your maximum maneuver available. The potential problem with this method, however, is that other higher level maneuvers that do not have a direct weaker maneuver but are clearly stronger would probably have to have a base Stamina cost just to use them at all.

Composer99
2019-07-20, 09:56 PM
Alright sorry for the double post, but I figured 3 days was long enough wait that just editing the first wouldn't be seen.

In any case, I greatly enjoy your work and I hope you don't mind if I steal some (most) of this for my own retweeking of systems.

There is however, one criticism I have in that I think you're limitations system is a bit screwy. You kind of have two, the Stamina and the total Maneuvers used per Rest. While that may be the result of trying to graft this system onto the standard classes, I think as a whole the system would be stronger by focusing more on the Stamina.

A lot of the lower level maneuvers aren't really stronger than normal attacks maybe a bit more versatile but they would have a time and a place to use them not to be spammed. So the maneuver limit seems unnecessary, especially when the Stamina cost restricts them from overusing the actually powerful abilities.

The problem comes that some later maneuvers are just straight upgrades of the lower maneuvers. Keeping the base cost of using a maneuver is 0 thing means these later maneuvers completely negate the use of the lower maneuvers and many do not have Stamina costs at all.

I think the system would feel smoother, if some of these higher level maneuvers were just folded back into the base maneuvers that already did what they were doing, but with stronger Boosts that may be gated by your maximum maneuver available. The potential problem with this method, however, is that other higher level maneuvers that do not have a direct weaker maneuver but are clearly stronger would probably have to have a base Stamina cost just to use them at all.

Thanks for your input - by all means, feel free to adapt this material to suit your needs.

You're not wrong about the wonky use-limits. When I first came up with this system, everything ran off of stamina: manoeuvres of 1st level and higher cost 1 stamina per level to use. So your stamina pool was used to fuel both your manoeuvres and your boosts.

When I revised the usage limits to key off proficiency bonus, I had the following in mind:
- having a use limit that wasn't just ki points redux
- having a way for the manoeuvre system to somehow tie into proficiency bonus in a way that, for instance, spellcasting didn't
- decoupling manoeuvre use and boosting from one another meant players weren't dealing with the same resource competing for both, the way sorcery points compete for both spell slots and metamagic

However, the system was originally designed with a 1-stamina-per-manoeuvre level cost to use non-basic manoeuvres, so bringing that back in would, I imagine, smooth over the problems you noted, especially as regards manoeuvres that are upgrades of lower-level ones. In that case, I'd probably consider giving a bit more stamina, so that characters could use their highest-level manoeuvres, say, 3-4 times, before running low or out of stamina. Then they'd have to choose between higher-level manoeuvres a few times, getting to do more lower-level ones, and/or boosting manoeuvres.