Tactical Gambits

by Kamebit

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Tactical Gambits

The tactical gambit rules presented here are opt-in mechanical layer on top of normal 5e combat rules that allow players and foes to attempt heroic maneuvers typically depicted in fiction.

The design prerogative of these options is to not change the balance of the game; and they are not meant to replace or invalidate any core rules like fighting styles, feats, existing combat actions, or classes like the battle master and their maneuvers.

Semantically a gambit is when someone sacrifices a resource or an opportunity in order to achieve a potential upper hand in a conflict. The gambits presented here allow a player to trade advantage or to take disadvantage on their attack roll for potential tactical benefits. This means that gambit benefits are curbed by the choice of taking a gamble. Thus both a player that actively embraces gambits, and a player that prefers to play it safe will be roughly equal in combat.

Using Tactical Gambits

Once per turn, when you do not already have disadvantage on an attack, you can choose to perform a gambit while performing an attack by taking disadvantage to the attack. If you had advantage on the attack the gambit counters your advantage and you roll normally.

On a successful hit, in addition to the normal damage of your attack you can apply the benefits of the gambit you chose.

Additionally, as an optional rule, you may trade extra damage dice on a successful critical hit to use a gambit, however you must decide to do so before you roll any damage dice.


Aimed shot. Range attacks only. You take the time to aim extra carefully before shooting. You can ignore up to three-quarters cover on the attack. However because of your focus you cannot take attacks of opportunity until the start of your next turn.


Arm Injury. On a successful hit you slightly injure the target's arm, or an equivalent appendage. The target has disadvantage on the next weapon attack roll it makes before the end of its next turn.


Bash Shield. On a successful hit you push aside the target's shield. The target cannot benefit from the protection of their shield until the start of its next turn.


Careful Attack. Melee attacks only. You attack very carefully. The next attack against you has disadvantage until the start of your next turn.


Dig the wound. If the target is already missing any of its hit points before your attack, you can aim for a weak point in it's defenses, roll a d4 and add it to the damage.


Disorient. On a successful hit you disorient the target, and it moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.


Distract. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of the target's next turn.


Flat of the Blade. Melee attacks only. You adjust your combat style to change the damage type of your weapon. You can choose to change the damage of your attack to bludgeoning, piercing or slashing.


Hamstring On a successful hit the target begins limping. It must spend an additional foot for every foot it moves until the end of its next turn.


Head hit, or Gut punch. On a successful hit the target can't take reactions until the start of its next turn.


Reckless Lunge. Melee attacks only You increase the reach of your attack by 5 feet before the attack.


Mock, or Trick Requires Charisma 13 or higher. On a successful hit the target has disadvantage on the next attack roll it makes against you, as well as any Wisdom checks it performs before the end of its next turn.


Pin Down. After a successful hit against the target you can use a bonus action to pin the target to the ground, a wall, or another large object. A pinned creature is considered grappled by the object it is pinned to until it uses an action, or bonus action to free it's self, or the end of its next turn when it automatically breaks free.


Pot shots. Range attacks only. You aim carelessly for easy shots on nearby targets. After your attack you can use your bonus action to perform a second attack on a separate target, this second attack also suffers disadvantage. Both attacks must be performed on targets within 10-feet of you.


Push. Melee attacks only. On a successful hit you can push a target, that is of your size or smaller, 5-feet back while pursuing the target 5-feet. This movement doesn't provoke opportunity attacks, and if the direction is blocked, you and the target don't move.


Pull, or Lure. Melee attacks only. On a successful hit you can move 5-feet away from the target and pull the same target, if it is of your size or smaller, 5-feet towards you. This movement doesn't provoke opportunity attacks, and if the direction is blocked, you and the target don't move.


Ricochet. Range attacks only. You aim for a ricochet hit in an attempt to catch the target off guard. When performing a ricochet, you need line of sight to a surface or object that has line of sight to the target. When you perform a ricochet attack you ignore half cover and any shield bonus to AC the target might have.


Tricky Pass. Melee attacks only. When performing an attack of opportunity against a moving target you can perform a pass. On a successful hit you force the target to spend it's movement to move 5-feet in any direction of your choice. This forced movement doesn't provoke opportunity attacks.


Unbalance. After a successful hit against the target loses their balance. The target has disadvantage on checks, and saves to avoid being moved or forced prone until the start of it's next turn.


Brewed by Jay, a.k.a. u/KameBit and @KameBit


Find more brews and ideas at KameGames.com


Special Thanks to my fellow brewers of the Discord of Many Things


Art Credits: Front cover art from Pathfinder rule books, Copyright of Paizo.

 

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