Yukito01
2019-12-03, 06:29 AM
Hey there.
For my game, I wanted to add some options for non-battlemaster classes to spice up combat a bit. Thus, I created the following combat maneuvers. Most of them are based on the battlemaster’s maneuvers, but some are original.
I am worried about how unbalanced they may be. I would appreciate any comments regarding them. Is there any in particular that is OP? Any in particular that is too weak?
Thank you!
Maneuver Adept Feat
You learn three combat maneuvers from list below. Maneuvers are special actions that you can use in place of your attack action. You also gain three maneuver dice (1d4). Maneuver dice are expended when you use a maneuver. Expended dice return after a short or long rest. You can pick this feat multiple times; each time you gain three maneuver dice and learn three new combat maneuvers.
Maneuvers:
Some maneuvers require specific weapons. The type of weapon required is written in parenthesis next to the maneuver's name. If a maneuver requires a saving throw, the DC is 8 + proficiency bonus + your Strength or Dexterity modifier (your choice), unless otherwise stated. Some saving DC are based on the amount of damage you make with the attack; for this, count only the damage from your weapon, your ability score and the maneuver dice (if applicable). Damage from other sources (such as sneak attack, weapon magical effects or divine smite) do not count.
Sand Throw (Any non-ranged)
You can expend one of your maneuver dice to try to blind a creature by throwing sand, dirt, or the like. If the attack hits, you deal only the maneuver die plus your Strenght or Dexterity modifier as damage, and the target must make a Constitution saving throw equal to 8 + the rolled damage. On a failed save, you target is blinded until the end of its next turn.
Weapon Throw (Any non-ranged)
You can throw your weapon, even if it has not the thrown property. It has a range of 20/60, or 10/30 if it has the Heavy property. If the weapon is Light, you may draw it as part of the attack. You add the maneuver die to the attack’s damage roll.
Repositioning Attack (Any non-heavy)
You can expend one maneuver die to force the target to switch places with you. If your attack hits, you add the maneuver die to the attack’s damage roll, and you and the target switch places. The target must be within 5 feet of you, regardless of your weapon’s reach.
Flying Kick (Unarmed)
By expending one maneuver die, you can move as part of your attack. Make a Dexterity (Acrobatics) roll, with DC equal to the distance you want to move (in feet), and add the maneuver die to the roll. On a success, you can move up to the desired distance before attacking without provoking opportunity attacks. On a failure by 5 or less, your attack automatically misses, and you move only 5 feet. On a failure by more than 5, your attack automatically misses, you move 5 feet and you fall prone.
Somersault (Unarmed)
With a display of acrobatics, you hit and retreat back to safety. If the attack hits, add the maneuver die to the damage roll, and make a Dexterity (Acrobatics), with a bonus to the roll equal to the number rolled in the maneuver die. As part of the attack, you can move up to a number of feet equal to the half the Dexterity roll, without provoking attacks of opportunity.
Straight Kick (Unarmed)
While your enemy is busy deflecting your arms, you take the chance to unleash a mighty frontal kick. Add the maneuver die to the attack roll, and if the attack hits and the target is within one size category of you, it pushes it away from you 5 feet.
Pin Down (Unarmed)
If your attack hits, you can use a bonus action to grapple the target (see chapter 9 in the Player’s Handbook for rules on grappling) and pin him down. Add the maneuver die to your Strength (Athletics) check. The target is also restrained while grappled this way.
Quick Draw (Any slashing)
With blinding speed you slash at unprepared foes. If the attack hits, you add the maneuver die to the attack's damage roll. If this attack is made against an enemy that has yet to act for the first time in combat, you deal extra damage equal to 2d4.
Break the Stance (Two-handed, Bludgegoing)
Your mighty blows leave your opponent's defenses wide open. If your attack hits, add the maneuver die to the damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Rend Armor (Two-handed, Slashing)
With a powerful swing of your weapon, you damage the enemy's armor. If your attack hits, add the maneuver die to the damage roll. If the enemy is wearing armor (man-made or natural), it gets a cummulative -1 AC (to a maximum of the armor AC bonus). A mending spell removes this penalty.
Pierce (Two-handed, Piercing)
With a precise strike, you leave a nasty wound on your enemy. f your attack hits, add the maneuver die to the damage roll, and the target must make a Constitution saving throw. On a failure, it receives 1d4 damage every time it uses his move action. The target can repeat the saving at the end of each of his turns to end this effect. Receiving at least 1 HP of magical healing also ends this effect.
Evasive Attack (Any non-heavy)
After attacking, you roll one maneuver die, adding the number rolled to your AC until the beginning of your next turn.
Relentless Attack (Any non-ranged)
When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to goad the target into attacking you. You add the maneuver die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Stylish Flourish (Any)
Your fancy maneuvers invigors your allies. You add the maneuver die to the attack's damage roll, and any ally in a radius 30 feet that can see you gains temporary hit points equal to the damage done divided by 5 (minimum 1 point). If the attack felled the enemy, double the amount of temporary hit points gained.
Lunging Attack (Any non-light)
You lunge forward to extend the range of your weapon by 5 feet. If you hit, you add the maneuver die to the attack's damage roll.
Brutal Attack (Any)
Your brutal attacks frigthen your enemies. You add the maneuver die to the attack's damage roll, and the target must make a Wisdom saving throw, with a DC equal to the damage done with your attack (to a maximum of 20). On a failure, the target is frightened of you until the end of your next turn.
Precision Attack (Any single-handed)
When you make a weapon attack roll against a creature, you can expend one maneuver die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack (Any heavy)
Your attacks force your enemies to step back. If the attack hits, you add the maneuver die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw, with a DC equal to the damage done with your attack (to a maximum of 20). On a failed save, you push the target up to a number of feet equal to half the damage done away from you.
Tide of Steel (Any non-ranged, non-light)
You leash against all enemies surrounding you, pushing them back. If the attack hits, the target and all enemies within reach must succeed on a Strength saving throw, with a DC equal to 8 + your Strength modifier + maneuver die or be pushed away 10 feet.
Cleaving Attack (Any heavy)
With a powerful blow you continue your attack, hurting nearby foes. If your attack hits, choose another creature within your reach. If the original attack roll would hit the second creature, it takes damage equal to the maneuver die plus one fifth of the damage done to by the original attack (rounded down). The damage is of the same type dealt by the original attack.
Ricochet (Any ranged)
With an impressive display of dexterity, you can make your ranged attacks reach even unreachable places. If you can trace a path from you to the target with a single inflection angle of up to 180 degrees, you can ignore the target’s half-cover or three-quarters cover; or if the target is behind full-cover, you can treat it as half-cover instead. If the attack hits, you add the maneuver die to the attack's damage roll.
Snipe (Any ranged, or any light)
You aim at specific body parts of your opponent, reducing his combat capabilities in different ways. As part of the attack, choose a body part of your opponent to target.
Head: You add the maneuver roll to the attack’s damage roll. If your attack roll beats the enemy’s AC by 5 or more, you double the result of the maneuver die roll.
Body: You add the maneuver roll to the attack roll.
Legs/Wings: If the attack hits, the target must make a Constitution saving throw, with a DC equal to 8 + Dexterity + maneuver die. On a failure, the target’s speed is reduced by half. The target can repeat the saving at the end of each of his turns to end this effect. Receiving at least 1 HP of magical healing also ends this effect.
Arms/Other limbs: If the attack hits, the target must make a Constitution saving throw, with a DC equal to 8 + Dexterity + maneuver die. On a failure, the target’s receives a -2 penalty to his attack rolls when using that particular limb as part of the attack. The target can repeat the saving at the end of each of his turns to end this effect. Receiving at least 1 HP of magical healing also ends this effect.
Trip Attack (Any non-heavy)
With swift swordplay, you can bring your enemies down to their knees. If the attack hits, you add the maneuver die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength or Dexterity saving throw (up to the target), with a DC equal to the damage done with your attack (to a maximum of 20). On a failed save, you knock the target prone.
For my game, I wanted to add some options for non-battlemaster classes to spice up combat a bit. Thus, I created the following combat maneuvers. Most of them are based on the battlemaster’s maneuvers, but some are original.
I am worried about how unbalanced they may be. I would appreciate any comments regarding them. Is there any in particular that is OP? Any in particular that is too weak?
Thank you!
Maneuver Adept Feat
You learn three combat maneuvers from list below. Maneuvers are special actions that you can use in place of your attack action. You also gain three maneuver dice (1d4). Maneuver dice are expended when you use a maneuver. Expended dice return after a short or long rest. You can pick this feat multiple times; each time you gain three maneuver dice and learn three new combat maneuvers.
Maneuvers:
Some maneuvers require specific weapons. The type of weapon required is written in parenthesis next to the maneuver's name. If a maneuver requires a saving throw, the DC is 8 + proficiency bonus + your Strength or Dexterity modifier (your choice), unless otherwise stated. Some saving DC are based on the amount of damage you make with the attack; for this, count only the damage from your weapon, your ability score and the maneuver dice (if applicable). Damage from other sources (such as sneak attack, weapon magical effects or divine smite) do not count.
Sand Throw (Any non-ranged)
You can expend one of your maneuver dice to try to blind a creature by throwing sand, dirt, or the like. If the attack hits, you deal only the maneuver die plus your Strenght or Dexterity modifier as damage, and the target must make a Constitution saving throw equal to 8 + the rolled damage. On a failed save, you target is blinded until the end of its next turn.
Weapon Throw (Any non-ranged)
You can throw your weapon, even if it has not the thrown property. It has a range of 20/60, or 10/30 if it has the Heavy property. If the weapon is Light, you may draw it as part of the attack. You add the maneuver die to the attack’s damage roll.
Repositioning Attack (Any non-heavy)
You can expend one maneuver die to force the target to switch places with you. If your attack hits, you add the maneuver die to the attack’s damage roll, and you and the target switch places. The target must be within 5 feet of you, regardless of your weapon’s reach.
Flying Kick (Unarmed)
By expending one maneuver die, you can move as part of your attack. Make a Dexterity (Acrobatics) roll, with DC equal to the distance you want to move (in feet), and add the maneuver die to the roll. On a success, you can move up to the desired distance before attacking without provoking opportunity attacks. On a failure by 5 or less, your attack automatically misses, and you move only 5 feet. On a failure by more than 5, your attack automatically misses, you move 5 feet and you fall prone.
Somersault (Unarmed)
With a display of acrobatics, you hit and retreat back to safety. If the attack hits, add the maneuver die to the damage roll, and make a Dexterity (Acrobatics), with a bonus to the roll equal to the number rolled in the maneuver die. As part of the attack, you can move up to a number of feet equal to the half the Dexterity roll, without provoking attacks of opportunity.
Straight Kick (Unarmed)
While your enemy is busy deflecting your arms, you take the chance to unleash a mighty frontal kick. Add the maneuver die to the attack roll, and if the attack hits and the target is within one size category of you, it pushes it away from you 5 feet.
Pin Down (Unarmed)
If your attack hits, you can use a bonus action to grapple the target (see chapter 9 in the Player’s Handbook for rules on grappling) and pin him down. Add the maneuver die to your Strength (Athletics) check. The target is also restrained while grappled this way.
Quick Draw (Any slashing)
With blinding speed you slash at unprepared foes. If the attack hits, you add the maneuver die to the attack's damage roll. If this attack is made against an enemy that has yet to act for the first time in combat, you deal extra damage equal to 2d4.
Break the Stance (Two-handed, Bludgegoing)
Your mighty blows leave your opponent's defenses wide open. If your attack hits, add the maneuver die to the damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Rend Armor (Two-handed, Slashing)
With a powerful swing of your weapon, you damage the enemy's armor. If your attack hits, add the maneuver die to the damage roll. If the enemy is wearing armor (man-made or natural), it gets a cummulative -1 AC (to a maximum of the armor AC bonus). A mending spell removes this penalty.
Pierce (Two-handed, Piercing)
With a precise strike, you leave a nasty wound on your enemy. f your attack hits, add the maneuver die to the damage roll, and the target must make a Constitution saving throw. On a failure, it receives 1d4 damage every time it uses his move action. The target can repeat the saving at the end of each of his turns to end this effect. Receiving at least 1 HP of magical healing also ends this effect.
Evasive Attack (Any non-heavy)
After attacking, you roll one maneuver die, adding the number rolled to your AC until the beginning of your next turn.
Relentless Attack (Any non-ranged)
When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to goad the target into attacking you. You add the maneuver die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Stylish Flourish (Any)
Your fancy maneuvers invigors your allies. You add the maneuver die to the attack's damage roll, and any ally in a radius 30 feet that can see you gains temporary hit points equal to the damage done divided by 5 (minimum 1 point). If the attack felled the enemy, double the amount of temporary hit points gained.
Lunging Attack (Any non-light)
You lunge forward to extend the range of your weapon by 5 feet. If you hit, you add the maneuver die to the attack's damage roll.
Brutal Attack (Any)
Your brutal attacks frigthen your enemies. You add the maneuver die to the attack's damage roll, and the target must make a Wisdom saving throw, with a DC equal to the damage done with your attack (to a maximum of 20). On a failure, the target is frightened of you until the end of your next turn.
Precision Attack (Any single-handed)
When you make a weapon attack roll against a creature, you can expend one maneuver die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack (Any heavy)
Your attacks force your enemies to step back. If the attack hits, you add the maneuver die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw, with a DC equal to the damage done with your attack (to a maximum of 20). On a failed save, you push the target up to a number of feet equal to half the damage done away from you.
Tide of Steel (Any non-ranged, non-light)
You leash against all enemies surrounding you, pushing them back. If the attack hits, the target and all enemies within reach must succeed on a Strength saving throw, with a DC equal to 8 + your Strength modifier + maneuver die or be pushed away 10 feet.
Cleaving Attack (Any heavy)
With a powerful blow you continue your attack, hurting nearby foes. If your attack hits, choose another creature within your reach. If the original attack roll would hit the second creature, it takes damage equal to the maneuver die plus one fifth of the damage done to by the original attack (rounded down). The damage is of the same type dealt by the original attack.
Ricochet (Any ranged)
With an impressive display of dexterity, you can make your ranged attacks reach even unreachable places. If you can trace a path from you to the target with a single inflection angle of up to 180 degrees, you can ignore the target’s half-cover or three-quarters cover; or if the target is behind full-cover, you can treat it as half-cover instead. If the attack hits, you add the maneuver die to the attack's damage roll.
Snipe (Any ranged, or any light)
You aim at specific body parts of your opponent, reducing his combat capabilities in different ways. As part of the attack, choose a body part of your opponent to target.
Head: You add the maneuver roll to the attack’s damage roll. If your attack roll beats the enemy’s AC by 5 or more, you double the result of the maneuver die roll.
Body: You add the maneuver roll to the attack roll.
Legs/Wings: If the attack hits, the target must make a Constitution saving throw, with a DC equal to 8 + Dexterity + maneuver die. On a failure, the target’s speed is reduced by half. The target can repeat the saving at the end of each of his turns to end this effect. Receiving at least 1 HP of magical healing also ends this effect.
Arms/Other limbs: If the attack hits, the target must make a Constitution saving throw, with a DC equal to 8 + Dexterity + maneuver die. On a failure, the target’s receives a -2 penalty to his attack rolls when using that particular limb as part of the attack. The target can repeat the saving at the end of each of his turns to end this effect. Receiving at least 1 HP of magical healing also ends this effect.
Trip Attack (Any non-heavy)
With swift swordplay, you can bring your enemies down to their knees. If the attack hits, you add the maneuver die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength or Dexterity saving throw (up to the target), with a DC equal to the damage done with your attack (to a maximum of 20). On a failed save, you knock the target prone.