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Martial Maneuvers

Martial Maneuvers

Here are a list of following Martial Maneuvers that a Fighter can learn to use martial dice for.

Absolute Territory

Prerequisite: 10th level
As an action, you expend a martial die and begin a combat patrol or overwatch, establishing area denial. Until the start of your next turn, creatures provoke a special opportunity attack from you when they move 5 feet or more while within 30 feet of your current position.

You get a special reaction that you can take once on every creature’s turn, until the start of your next turn. You can only use this special reaction to either make a ranged attack or to move up to half your speed without provoking opportunity attacks and make a melee attack, and you can’t use it on the same turn that you take any other reaction. You must target the triggering creature with this attack, and if you hit, you deal additional damage equal to your martial die.

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one martial die and add the die to the roll, provided you aren't incapacitated.

Bait and Switch

When you're within 5 feet of a creature on your turn, you can expend one martial die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Roll the martial die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

At 10th level, both you and the target gain the bonus to AC.

Brace

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

If the weapon you make the attack with is being bolstered with the "Bolster" properties ability, you gain advantage on this attack.

Cavalier's Control

When you take the Attack action while mounted, you can expend a martial die and direct your mount to attack (if it has any attacks) as a bonus action. You can add your Proficiency modifier to the attack roll, and if it hits you add your martial die to the damage roll.

At 10th level, you may use this maneuver as a free action, when taking the attack action.

Commander's Strike

When you take the Attack action on your turn, you can expend one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one martial die. That creature can use its reaction to make one weapon attack, adding your martial die to the attack’s damage roll.

At 10th level, you no longer expend an attack when you use this maneuver.

Cheap Trick

Immediately after you hit a creature with a melee attack on your turn, you can expend one martial die and then try to blind the target as a bonus action. The target must succeed on a Constitution saving throw, or be blinded until the end of its next turn. Regardless of if the target passes or fails the save, add the martial die to the weapon's damage roll.

Daring Rescue

Prerequisite: 9th-level
When a friendly creature that you can see within 30 feet is reduced to 0 hit points, you can use your reaction to expend an Martial Die, gaining temporary hit points equal to twice your Martial Die, then move up to twice your speed.

If you move within 5 feet of the downed creature, you can pick them up so long as you have a free hand, carrying them up to the remaining distance. If this movement provokes any opportunity attacks, these attacks must target you, not the creature that you are carrying. At the end of this special movement, your remaining temporary hit points are transferred to the creature you carried, it regains 1 hit point, and can stand up

Deflect

When another creature damages you with a melee attack, you can use your reaction and expend one martial die to reduce the damage by the number you roll on your martial die + your Dexterity or Strength modifier.

At 10th level, the damage is reduced by 2 rolls of your martial arts die instead of one.

Destructive Strike

Prerequisites: Strength of 11
When you hit a non-magical object with a melee weapon attack, you can expend an Martial Die, add it to the damage, and that attack deals maximum damage in place of rolling.

At 10th level, this maneuver may also be applied against magical objects.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one martial die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the martial die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. If you are within 5 feet of the target, you can kick the object 15 feet away as part of the same attack.

If the Weapon you use for this maneuver has the "Disarming" Property, the target's strength save gains disadvantage.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one martial die to distract the creature, giving your allies an opening. You add the martial die to the attack's 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.

At 10th level, the creature alternatively makes its next saving throw not provoked by you with disadvantage instead(Your Choice).

Advanced Footwork

When you move on your turn, you can expend one martial die, rolling the die. Until the end of your turn, you add the number rolled to your AC and your walking speed and long jump distance increases by (pb*5) feet, and your high jump distance for half as much.

Feinting Attack

You can expend one martial die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the martial die to the attack's damage roll.

At 10th Level, you may feint once per turn without expending a bonus action.

Interminable Steed

When you are mounted on your turn, you can use a bonus action to expend and roll a martial die. You and your mount gains temporary hit points equal to the number rolled + your Constitution modifier.

At 10th level, you add your fighter level instead of your Constitution modifier

Intimidating Command

Prerequisite: 5th-level, Charisma of 13
As a bonus action, you can expend an Exploit Die to shout a one-word command at a creature that can hear you within 30 feet, forcing it to make a Wisdom saving throw. On a failure, it is compelled to obey your command to the best of its ability on its next turn unless its actions are directly harmful to it.

Gale Slash

Prerequisites: 9th-level, Strength or Dexterity of 15
In place of an attack, you can expend Exploit Dice (up to your Proficiency Bonus) to rend the air in front of you with a melee weapon, forcing targets in an adjacent 20-foot cone to make a Constitution saving throw. On a failure, targets take slashing damage equal to two Exploit Dice for each Exploit Die spent + either your Strength or Dexterity modifier. On a success, targets take half as much damage.

Goading Attack

When you hit a creature with a weapon attack, you can expend one martial die to attempt to goad the target into attacking you. You add the martial die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, you inflict the "Goaded" condition upon the target until the end of your next turn.

At 10th level, the creature no longer makes a saving throw to avoid this effect.

Grappling Strike

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

If the Weapon you are wielding has the "Grapple" property, you gain advantage as normal.

Phalanx Formation

Prerequisite: 5th-level, Strength or Constitution of 13
As a bonus action, you can expend an Martial Die to form your allies into a defensive position. You and allied creatures within 10 feet that are wielding a shield gain half cover, which also applies to ability checks and saving throws to avoid being moved against your will.

You must use your bonus action on each subsequent turn to maintain the effect of this Martial until the end of your next turn, up to 1 minute. The benefits of this Maneuver instantly end if you leave your space, and they have no effect on incapacitated creatures.

Lunging Attack

Before you make a melee attack on your turn, you can expend one martial die to increase your reach by 5 feet until the end of your turn. The first attack you hit before the end of your turn adds the result of the martial die to the attack’s damage roll.

At 10th level, your reach is increased by 10ft.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one martial die to maneuver one of your comrades into a more advantageous position. You add the martial 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 from the target of your attack.

At 10th level, the creature no longer uses its reaction to move, however, it can now use its reaction to provide the help action if it is "Flanking".

Mageslayer's Strike

Once per turn, when you make an attack with a weapon, you can choose to expend a martial die to make it a Mageslayer’s Strike, where you do not add your Proficiency bonus to the attack roll. On hit, you deal additional damage equal to the roll of the martial die, and if the target is concentrating on a spell, they must make their Constitution saving throw to maintain concentration on their spell with the DC increased by your proficiency bonus.

At 10th level, you may add the result of the martial die to the DC, instead of your proficiency bonus (You may choose after rolling the die.)

Menacing Attack

When you hit a creature with a weapon attack, you can expend one martial die to attempt to frighten the target. You add the martial die to the attack'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.

At 10th level, you may add the martial die to your Maneuver DC against being frightened, instead of the damage for this attack.

Pack Tactics

Prerequisites: 9th-level, Wisdom of 15
As a bonus action, you can spend an Martial Die to signal creatures of your choice within 30 feet that see or hear you to fight as one. Until the end of your next turn, you and the creatures have advantage on attack rolls, so long as another member of this group is within 5 feet of your target.

You must use your bonus action on each subsequent turn to maintain the effect of this Martial until the end of your next turn, up to 1 minute

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one martial die to increase your AC by the number rolled on the Martial Die.

If the weapon(s) you are wielding have the "Parry" property, you may add their normal "AC bonus" to the Martial Die's Result.

Piercing Shot

When you make a ranged attack with advantage and hit, you can expend a martial die to pierce the target. Any creature in a straight line behind it, within the normal range of your weapon, takes piercing damage equal to your martial die roll, up to a number of creatures equal to your proficiency bonus.

Pinning Shot

Prerequisite: 5th-level, Strength or Dexterity of 13
When you hit a creature with a ranged or thrown weapon attack, you can expend an Martial Die and force it to make a Strength or Dexterity saving throw (its choice). On a failure, add the Martial Die to the damage and its speed becomes 0.

As an action, the creature can make a Strength check, and on a success the effects of this Maneuver end.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one martial 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

When you hit a creature with a weapon attack, you can expend one martial die to attempt to drive the target back. You add the martial die to the attack's damage roll, and if the target is no more than one size category larger than you, you push the target up to 15 feet away from you.

If the Weapon you are wielding has the "Shoving" Property, you may target a creature one size larger than normal.

At 10th level, you may push creatures that are no more than two size categories larger than you with this maneuver.

Quick Toss

As a bonus action, you can expend one martial die 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 martial die to the weapon's damage roll.

At 10th level, you may do this as a reaction to an enemy creature moving within your weapon's "Normal Range".

Rally

On your turn, you can use a bonus action and expend one martial die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the martial die roll + your Constitution modifier.

At 10th level, the temp HP adds your Fighter level, instead of your constitution modifier.

Rejuvenating Order

Prerequisites: 5th-level
When you take the Attack action, you can forgo an attack to issue this Order to a creature that can see or hear you within 30 feet. That creature can instantly repeat one saving throw to end one condition currently affecting it.

At 10th level, they gain a bonus equal to the roll of your martial die on the save.

Ringing Strike

Prerequisites: 5th-level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Wisdom saving throw. On a failure, it must subtract 1d4 from all attack rolls, ability checks, and saving throws the next minute.

The creature can repeat this Wisdom saving throw at the end of each of its turns, ending this effect on a success.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one martial die to make a melee weapon attack against the creature. If you hit, you add the martial die to the attack's damage roll.

Spell Splitter

Prerequisite: Level 15
When you would be within an instantaneous area of effect spell or effect, you can use your reaction to expend a martial die to make a weapon attack against the Save DC of that spell or effect instead of the normal saving throw. On a success you create a 5 ft wide line that extends 15 ft in front of and behind you, creatures in this line are unaffected by the spell or effect. If the AoE does not go around corners (such as thunderwave), you are treated as full cover, extending the "safe line" from you to the edge of the aoe.

If you are wielding a weapon with the parry property, you add the martial die to the attack roll you make.

Stand the Fallen

Prerequisites: 9th-level
As an action, you expend Martial Dice (up to your Proficiency Bonus) to let forth an inspiring shout. Choose allied creatures that can hear you within 30 feet to regain hit points equal to the Martial Dice you spent + your Constitution modifier.

You can target Unconscious creatures at 0 hit points.

Strikes of Steel Wind

Prerequisite: 7th level
As an action, you vanish to strike like the wind. Choose creatures you can see within 30 feet of you, up to a number equal to your proficiency bonus, and expend a martial die. Make one attack against each target, using your martial die in place of your usual weapon die. You can then teleport to an unoccupied space within 5 feet of one of the targets.

At 10th level, your attacks deal an additional martial die of damage.

Sundering Strike

Prerequisite: 13th-level, Strength of 15
In place of an attack, you can expend an Martial Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage with a melee weapon. Magical creations from a spell slot of 3rd-level or lower are instantly destroyed.

If it was created by a spell slot of 4th-level or higher, make a Strength check. DC equals 10 + the level of the spell slot. On a success, the magical creation is instantly destroyed.

If you are wielding a weapon with the sundering property, add a the martial die roll to the total of your check.

Support Order

When you take the Attack action, you can forgo an attack and expend a martial die to issue this Order to a creature that can see or hear you within 30 feet. That creature can immediately take the Help, Hide, Search, or Use an Object action.

At 10th level, you no longer need to forgo an attack, instead you only expend a martial die.

Sweeping Attack

When you hit a creature with a melee attack, you can expend a martial die to damage other creatures with the same attack. Choose any number of other creatures, up to your proficiency bonus, within your weapon's range. Each target takes damage equal the number you roll on your martial die in the same type dealt by the original attack.

If you are wielding a weapon with the "Cleave" property, you may choose an additional creature within reach.

At 10th level, you deal two martial dice in damage to each target.

Thunderous Shot

Prerequisites: 9th-level, Strength or Dexterity of 15
In place of an attack, you can expend Martial Dice (up to your Proficiency Bonus) and make a single attack with a ranged or thrown weapon, forcing creatures in straight line out to the weapon's normal range to make a Dexterity saving throw.

On a failure, creatures take damage as if they were hit by your weapon + martial die roll, and if they are Large or smaller, they are knocked prone. On a success, they take half as much damage and are not knocked prone.

Trip Attack

When you hit a creature with a weapon attack, you can expend one martial die to attempt to knock the target down. You add the martial die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

If you are wielding a weapon with the "Shoving" property, the target has disadvantage on their saving throw.

At 10th level, you may add the martial die to your Maneuver DC against being knocked prone, instead of the damage for this attack.

Trick Shot

Prerequisites: 5th-level, Dexterity or Intelligence of 13
As a bonus action, you can expend an Martial Die to make a special ranged or thrown weapon attack with a weapon that has the finesse property.

This attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target in range. If this attack would normally have disadvantage, it does not. On hit, add your Martial Die to the damage roll.

At 10th level, You may use this maneuver on any ranged or thrown weapon attack, instead of just as a bonus action.

Volley

Prerequisites: 5th-level, Dexterity of 13
As an action, you can expend one Martial Die to fire a volley of ammunition or thrown weapons at a point you can see within normal range of your weapon, forcing creatures of your choice within 5 feet of that point to make a Dexterity saving throw. Creatures take damage as if they were hit by your weapon on a failure, and half as much damage on a success.

At 10th level, creatures within 10ft of the chosen point must make the save as well.

War Master's Charge

Prerequisite: 7th level
When you take the dash action, you can expend a martial die to inspire others to join your avalanche of steel. Choose a number of allied creatures who can hear you, up your constitution modifier (Min 1), and designate a creature you can see as a target. Each ally can use its reaction to move up to its speed towards the target and make one melee attack, adding your martial die to its attack roll. This movement must be in the most direct, safe path available. If the target is slain, you can designate a new target for any remaining allies.

Zephyr Slash

Prerequisites: 5th-level, Strength or Dexterity of 13
As an action, you can expend an Exploit Die and flourish your melee weapon then instantly move up to 30 feet in a straight line. Creatures that you pass through must make a Dexterity saving throw. Creatures take damage as if they were hit by your weapon on a failure, and half damage a success.

This movement does not provoke opportunity attacks.


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