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Thread: Battlemaster Maneuvers

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    Ettin in the Playground
     
    Yakk's Avatar

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    Nov 2006

    Default Re: Battlemaster Maneuvers

    I mean, you can write a "trick fighter" that isn't the BM. But you don't save work by saying "it is BM except".

    The things that work are short enough of a list that you should just write those up, because the list of exceptions is long enough and subtle enough.

    ...

    Combat Tactics: Once per turn you can attempt a combat tactic. If a combat tactic calls for a saving throw, use the best of (strength+proficiency+8) or (dexterity+proficiency+8) as the DC. This saving throw is at disadvantage if the attack was a critical hit.

    Trip: When you hit a creature with a melee weapon, they must make a dexterity saving throw or fall prone. If the weapon is a reach weapon this saving throw is at disadvantage.
    Pin: When you hit a creature with a weapon, they must make a strength saving throw or become grabbed. The creature can attempt to escape the grab with a strength(athletics) check against combat tactics DC. The weapon or ammo used in the attack pins the creature; if it attacks a different target, the grab ends. It has advantage attacking the grabbed creature while it is grabbed. If the attack is a thrown or ammo attack, escape checks are at advantage. If your weapon is a whip or deals piercing damage, the saving throw is at disadvantage.
    Disarm: When you hit a creature with a weapon attack, they must make a strength saving throw or drop an weapon or similar item they are holding. If they are holding the item or weapon in two hands, this saving throw is at advantage.
    Feint: When you miss a creature with a weapon attack, they must make a wisdom saving throw or grant advantage on the next attack on them. If you have a melee weapon in both hands, this save is at disadvantage.
    Protect: When you hit a creature with a melee weapon attack, they must make a wisdom saving throw or suffer disadvantage on attacks made on one ally of your choice until the end of your next turn. You cannot use this to protect yourself. If you have a shield equipped, the saving throw is at disadvantage.

    Superior Fighting Style:
    You gain a superior fighting style. If you already have a fighting style with the same name, replace it with the superior and learn a different fighting style as well. (You cannot know both the basic and superior fighting style with the same name).
    Archery: You gain +2 bonus to hit with attack rolls with ranged weapons, and attacks on creatures you have already hit this turn with a ranged attack have advantage. As a bonus action you can make an attack with a weapon with the ammunition property that does not add your attribute bonus to damage.
    Defence: You gain a +1 bonus to AC. Whenever you take damage, you may halve it by expending your reaction.
    Dueling: You gain a +2 bonus to damage with weapons you hold in one hand. If you have a free hand, you also get a +2 bonus to hit with melee weapons you hold in one hand. If you are wielding a shield, you gain a +2 bonus to AC against creatures you hit until the end of your next turn.
    Two Weapon Fighting: When you are missed by an attack, you can expend a reaction to attack once with up to two one-handed weapons you are wielding. The two weapon fighting action deals your attribute bonus in damage, and if you have the extra attack feature the two weapon fighting bonus action makes additional attacks like it was the attack action.
    Great Weapon Fighting: When you roll an odd value on a weapon damage die on a heavy or versatile melee weapon you are using in 2 hands, replace it with the maximum value on the die. Once per turn when you miss a creature with a melee weapon, you can make melee weapon attack on a different creature within reach.
    Interception and Protection: When a creature you can see hits a target other than you within 5' of you with an attack, you can use your reaction to force the attacker to reroll the attack roll and use the worst result. If the attack hits, reduce the damage by 1d10+your proficiency bonus. You must be using a shield or a simple or martial weapon to use this reaction.
    Blind Fighting: You have blindsight within 30'. Within that range, you can see anything that isn't behind total cover. Invisible creatures can only hide from you within that range if they have total cover. Creatures you cannot see do not have advantage on attacks on you, and you do not suffer disadvantage attacking creatures you cannot see, regardless of range (you may have to guess where they are, however).
    Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you deal the damage, the d6 becomes a d8. You can grapple or shove as a bonus action. When you successfully grapple or shove a creature, or at the start of your your turn if you have a creature grappled, you deal your unarmed attack damage to the creature.
    Thrown Weapon Fighting: You can draw a weapon as part of the action of throwing a weapon. Your ranged attacks with thrown weapons deal +2 damage. When you make a thrown weapon attack that adds your attribute bonus to damage, you may choose to replace it with making 2 thrown weapon attacks that do not add your attribute bonus to damage. If you throw a magic weapon with the thrown property, it returns to your hands or sheath at the end of the turn.
    Last edited by Yakk; 2022-08-17 at 12:57 PM.