Martial Maneuvers

by TheTranMan

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Martial Maneuvers

With the Martial Maneuver rules, the following Classes gain additional features akin to the Battlemaster Maneuvers feature. With one exception, that the Maneuvers available will be the ones listed here, not all Maneuvers the Battlemasters have, just the ones that affect attacks, as to allow Fighter to have all of its tools, while other classes can have some as a treat.

The following classes are applicable for receiving Martial Maneuvers:

  • Barbarian
  • Monk
  • Paladin
  • Ranger
  • Rogue

Martial Maneuvers

If you are an applicable class of 1st-Level or higher, you learn maneuvers that are fueled by special dice called Superiority Dice.

Maneuvers. You learn one maneuver of your choice, which are detailed under "Martial Maneuvers by Class" below. Many maneuvers enhance an attack or check in some way, however you can only use one maneuver per attack or check.

You learn one additional maneuver of your choice at 5th, 11th, and 17th-Level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have an amount of Superiority Dice equal to your Proficiency Bonus. The dice are considered d6s. You regain all your expended Superiority Dice when you finish a short or long rest.

At 5th-Level, your Superiority Dice turn into d8s. At 11th-Level, they turn into d10s. At 17th-Level, they turn into d12s.

Stamina. You have Stamina, and can spend it in place of Superiority Dice. When you attempt to use a Maneuver, you can expend 1 of your Class's Hit Dice in place of a Superiority Dice. Treat the Hit Dice as the one being rolled if it is higher than the Superiority Dice, though not vice versa (i.e. a Barbarian would have a d12 Hit Dice and Superiority Dice at 17th-Level.)

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows, dependent on the Class you are playing:

Fighter

Maneuver Save DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice)

Barbarian

Maneuver Save DC = 8 + your Proficiency Bonus + your Strength or Constitution modifier (your choice)

Monk

Maneuver Save DC = 8 + your Proficiency Bonus + your Wisdom modifier

Paladin

Maneuver Save DC = 8 + your Proficiency Bonus + your Charisma modifier

Ranger

Maneuver Save DC = 8 + your Proficiency Bonus + your Wisdom modifier

Rogue

Maneuver Save DC = 8 + your Proficiency Bonus + your Intelligence modifier

Martial Maneuvers by Class

The following classes gain these specific Martial Maneuvers to select:

Barbarian

  • Brace Attack
  • Brace Up
  • Dirty Hit
  • Disarming Attack
  • Disorienting Attack
  • Feat of Strength
  • Grappling Attack
  • Lunging Attacks
  • Menacing Attack
  • Rushing Attack
  • Taunt
  • Thrusting Attack
  • Trip Attack
  • Whirlwind Attack
  • Wild Attack

Monk

Note: All Unarmed Strikes also work with Martial Maneuvers, counting as "Weapon Attacks".

  • Ambush
  • Disarming Attack
  • Disorienting Attack
  • Distracting Attack
  • Feinting Attack
  • Maneuvering Attack
  • Quick Toss
  • Redirection
  • Riposte
  • Rushing Attack
  • Suppressing Attack
  • Thrusting Attack
  • Trip Attack
  • Whirlwind Attack

Paladin

  • Brace Attack
  • Brace Up
  • Commander's Presence
  • Disarming Attack
  • Disorienting Attack
  • Distracting Attack
  • Feat of Strength
  • Feinting Attack
  • Grappling Attack
  • Maneuvering Attack
  • Menacing Attack
  • Riposte
  • Rushing Attack
  • Taunt
  • Thrusting Attack
  • Trip Attack
  • Whirlwind Attack

Ranger

  • Ambush
  • Blinding Attack
  • Dirty Hit
  • Disarming Attack
  • Disorienting Attack
  • Distracting Attack
  • Feinting Attack
  • Lunging Attacks
  • Maneuvering Attack
  • Quick Toss
  • Riposte
  • Rushing Attack
  • Suppressing Attack
  • Thrusting Attack
  • Trip Attack
  • Whirlwind Attack
  • Wild Attack

Rogue

  • Ambush
  • Blinding Attack
  • Charlatan's Guile
  • Dirty Hit
  • Disarming Attack
  • Disorienting Attack
  • Feinting Attack
  • Quick Toss
  • Redirection
  • Riposte
  • Rushing Attack
  • Suppressing Attack
  • Taunt
  • Trip Attack

Martial Maneuvers

Listed below are the Martial Maneuvers available to your Class. These maneuvers are presented in alphabetical order.

Ambush

When you make a Dexterity (Stealth) check or an Initiative Roll, you can expend one Superiority Die and add it to the roll, provided you aren't incapacitated.

Blinding Attack

When you hit a creature with a weapon attack, you can expend one Superiority Dice to momentarily impair their vision, forcing them to make a Constitution saving throw. On a failed save, the creature is blinded until the end of the creature's next turn.

Brace Attack

When a creature you can see moves into the reach you have with a melee weapon you're wielding, you can use your reaction to expend one Superiority Die and make one attack against the creature, using that weapon. If the attack hits, add the Superiority Die to the weapon's damage roll.

Brace Up

As a bonus action on your turn, you can expend a Superiority Dice to grant yourself temporary hit points equal to your Superiority Die + your Constitution modifier (minimum of 1).

Charlatan's Guile

When you make a Dexterity (Sleight of Hand) or a Charisma (Deception) check, you can expend a Superiority Dice and add it to the ability check.

Commander's Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one Superiority Dice and add it to the ability check.

Dirty Hit

When you hit a creature with a weapon attack, you can expend one Superiority Dice to force the creature to make a Strength saving throw. On a failed save, the creature takes additional damage to your Superiority Die, and until the start of your next turn, it cannot take reactions and its movement speed is halved.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one Superiority Dice to force them to make a Strength saving throw. On a failed save, the creature takes additional damage equal to your Superiority Die, and it drops one item that it is currently holding (your choice) at its feet.

Disorienting Attack

When you hit a creature with a weapon attack, you can expend one Superiority Dice to force them to make a Constitution saving throw. On a failed save, the creature takes additional damage equal to your Superiority Die, and on its next turn its speed is halved, and it can either use an action or a bonus action, but not both.

Distracting Attack

When you hit a creature with a weapon attack, you can expend one Superiority Dice to temporary weaken their defenses. The first attack made against the target before the start of your next turn is made with advantage, and on a hit, the attack deals additional damage equal to your Superiority Die.

Feat of Strength

When you make a Strength check or Saving Throw, you can expend one Superiority Dice and add it to your roll.

Feinting Attack

As a bonus action, you can expend one Superiority Dice to feint one creature within 10 feet of you. You have advantage on your next attack roll against that creature this turn. If that attack hits, you add the Superiority Die to the weapon's damage roll.

Grappling Attack

Immediately after you hit a creature with a melee attack on your turn, you can expend one Superiority Dice and then try to grapple the target as a bonus action. Add the Superiority Die to your Strength (Athletics) check.

Lunging Attacks

When you make melee weapon attacks with the Attack Action on your turn, you can expend one Superiority Die to increase your reach by 5 feet. Your reach is extended by this feature until the end of combat.

Maneuvering Attack

When you hit a creature within a weapon attack, you can expend one Superiority Dice to maneuver one of your comrades into a more advantageous position. You add the Superiority Die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one Superiority Dice to attempt to frighten the target. You add the Superiority Die to the weapon's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Quick Toss

As a bonus action, you can expend one Superiority Dice and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the Superiority Die to the weapon's damage roll.

Redirection

When a creature misses you with a melee attack, you can expend one Superiority Dice as a reaction to force them to repeat their attack against a target of your choice within their reach.

Riposte

When you are hit by a melee attack, you can use your reaction to expend one Superiority Dice, adding it to your Armor Class against that attack. If the attack misses, you can immediately make one weapon attack against the attacker.

Rushing Attack

As a bonus action, you can expend one Superiority Dice to move up to your full movement towards a hostile creature and make one melee weapon attack against that creature. On a hit, you deal additional damage equal to your Superiority Die.

Suppressing Attack

When you hit a creature with a weapon attack, you can expend one Superiority Dice to force them to make a Constitution saving throw. On a failed save, you add the Superiority Die to the weapon's damage roll, and it is either deafened or it cannot speak (your choice) until the start of your next turn.

Taunt

As a bonus action, you can expend one Superiority Dice to force a creature within 60 feet of you that can see or hear you to make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls it makes against a target other than you until the start of your next turn.

Thrusting Attack

When you hit a creature with a melee weapon attack, you can expend one Superiority Dice to force the target to make a Strength saving throw. On a failed save, the target is pushed away from you in a straight line equal to a number of feet equal to five times your Strength modifier (minimum of 5 feet).

Trip Attack

When you hit a creature with a weapon attack, you can expend one Superiority Dice to force it to make a Dexterity saving throw. On a failed save, you add the Superiority Die to the weapon's damage roll, and it falls prone.

Whirlwind Attack

As an action, you can expend a Superiority Dice to make a melee attack against any number of creatures within your reach, making a separate attack roll for each target. On a hit, targets take damage of your weapon's type equal to your Superiority Die + your Strength or Dexterity modifier (your choice).

Wild Attack

As part of a weapon attack, you can expend one Superiority Dice to attack recklessly. You have advantage on your attack roll, but you subtract your Superiority Die from your attack roll. On a hit, you deal additional damage equal to twice your Superiority Die.

 

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