Martial Maneuvers in Myths of Mudora | World Anvil
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Martial Maneuvers

All characters gain the ability to use special maneuvers in combat that can be used to amplify their attack to cause additional effects.   Where these effects mention Ranged or Melee attacks, these specifically require weapon or unarmed attacks. Other maneuvers can be used outside of combat for various effects.   Note: This feature replaces the Battlemaster Fighter archetype, which is not available as a subclass option for the Fighter class.   To determine the number of Superiority Dice and Maneuvers known, you use your Character level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.  
Martial LevelNumber of Superiority DiceSuperiority Dice ValueManuevers Known
1 2 1d4 2
5 3 1d6 3
9 4 1d8 4
13 5* 1d10 5
17 6** 1d12 6
20 6*** 2d6 7
*When you roll initiative and have no superiority dice remaining, you have 1 superiority die instead.
**When you roll initiative and have 1 or less superiority dice remaining, you have 2 superiority dice instead.
***When you roll initiative and have 2 or less superiority dice remaining, you have 3 superiority dice instead.   Additional Maneuvers and Superiority Dice can be gained from the Martial Adept feat and Superior Technique fighting style. These superiority dice will scale when you reach a higher Martial level.   Superiority Dice are regained at the end of a short or long rest.   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:   Maneuver save DC = 8 + your proficiency bonus + your weapon attack modifier  

Ki and Moxy

If you have the Monk feature Ki or the Pugilist feature Moxy, you can use an action to convert 2 Ki/Moxy Points into a Superiority Dice. You can use this action at will, but cannot exceed the maximum number of Superiority Dice for your Martial level.  

Cantrips

Half-Casters, such as the Artificer Alchemist, who lack the Extra Attack feature as part of their subclass feature may find these features incompatible with their abilities. To compensate, a Half Caster who lacks the Extra Attack feature gains the ability to use these features with cantrips. These cantrips must have an Attack Roll and the Maneuver must lack a Requirement. Maneuevers calling for a melee attack can use a melee cantrip and a maneuver calling for a ranged attack can use a ranged cantrip.  

Weapon Maneuvers

  Standard weapons automatically include a Maneuver, which is added to your list of known Maneuvers as long as you are holding that weapon and use it for that Maneuver. Unique and Magical weapons may have additional Maneuvers from this list or unique magical abilities that still use your Superiority Dice and Saving Throw DC, but are not found on the list below.  
ManeuverAssociated Weapons
Cleave Battleaxe, Greataxe, Greatsword, Halberd
Goading Attack Club, Shortsword, Sling, Longsword
Menacing Attack Blowgun, Flail, Glaive, Mace, War Pick
Mobile Shot Hand Crossbow, Javelin, Spear, Trident
Pushing Attack Greatclub, Maul, Morningstar, Warhammer
Ricochet Dagger, Dart, Handaxe, Light Hammer, Shortbow
Sharpened Attack Heavy Crossbow, Light Crossbow, Longbow, Rapier
Trip Attack Lance, Pike, Quarterstaff, Scimitar, Whip

Standard Manuevers

  Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one Superiority Die and add the die to the roll, provided you don’t have the Incapacitated condition.   Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks.
Roll the Superiority 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.   Cleave
Requirement: Heavy Melee Weapon
Your heavy weapon attack can hit multiple targets. When you make an attack roll against a creature that has another creaturs within five feet of your target and is within your reach, you can make an attack roll against each creature as part of a single attack. If you miss your attack on either of the targets, they still take damage equal to your Superiority dice.   Commander’s Strike.
When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack’s damage roll on a hit   Commanding Presence
When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the ability check.   Disarming Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw, or it drops one object of your choice that it’s holding, with the object landing in its space.   Distracting Strike
When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll 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.   Evasive Footwork
When you move at least 5 feet on your turn, you can expend one Superiority Die, rolling the die and adding the number rolled to your AC until the end of the turn.   Feinting Attack
As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack’s damage roll.   Goading Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or the target has Disadvantage on attack rolls against targets other than you until the end of your next turn.   Lunging Attack
As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 10 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack’s damage roll.   Maneuvering Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.   Menacing Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.   Mobile Shot
After taking the Dash or Disengage action, you can expend a Superiority die and make a ranged weapon attack as a bonus action. On a hit, add the Superiority die to the damage.   Parry
When another creature damages you with a melee attack, you can use your Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Weapon Attack modifier.   Precision Attack
When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing it to hit.   Pushing Attack
When you hit a creature with an attack using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.   Rally
As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus your Intelligence, Wisdom, or Charisma modifier (your choice).   Ricochet
When you hit a creature with a ranged attack, you can cause the weapon or ammunition to ricochet into another creature within ten feet as part of the same attack. Make a second attack roll against that creature. On a hit, the second creature takes damage equal to your Superiority Dice + your proficiency bonus.   Riposte
When a creature misses you with a melee attack, you can use your Reaction and expend one Superiority Die to make a melee attack with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack’s damage.   Sharpened Attack
When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, the DC for that check is increased by the amount of your superiority die.   Superior Strike
When you hit a creature with a weapon attack or unarmed strike, roll your Superiority die twice and take the highest result. The damage of your attack ignores resistance and is increased by the Superiority die.   Tactical Assessment
When you make Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.   Trip Attack
When you hit a creature with an attack using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.  

Prerequisite: 5 Martial Levels

  Ballistic Shot
Requirement
: Ranged weapon
Once on your turn, when you hit with a ranged attack, you can increase the damage of the blow based on the distance of the attack. For every twenty feet of distance, add an additional point of damage to the attack in addition to the roll of the Superiority Dice.   Barrage
Requirement
: Ranged weapon
When you take the attack action, you can replace one of your attacks with a Barrage. Make three attack rolls against one to three creatures. Each hit does damage equal to your Superiority dice.   Battering Ram
Requirement
: Melee or Natural weapon
You can replace an Attack with a Battering Ram. Without expending extra movement, you charge 10 feet towards a creature and make a melee attack against your target. On a hit, you can make a contested Strength check against the target if it is a creature that is one size larger than you or smaller. On a success, the creature falls prone or is pushed back five feet (your choice) and takes damage equal to your proficiency bonus + your Superiority Dice.   Bouncing Shield
Requirement
: A Shield
When equipped with a shield, you can replace one of your attacks with a Bouncing Shield maneuver. You treat your shield as a weapon you are proficient in with the Thrown property with a range of thirty feet. Choose a creature within range and make an attack roll. You can choose a second creature within ten feet of the first creature to make an additional attack roll against before the shield returns to your hand. On a hit, the shield does damage equal to your proficiency bonus + your Superiority dice.   Crippling Blow
Requirement
: None
When you hit a creature with an attack, you can try to lock it in place. Add your Superiority dice to the damage of the attack. The creature must succeed on a Constitution saving throw against your maneuver DC. On a fail, the creature has its movement reduced to zero until the end of your next turn.   Corrupted Blade
Requirement
: None
When you hit a creature with an attack, you can change the damage type of your weapon to deal necrotic or poison (your choice) and you add your Superiority dice to the damage of the attack. If the creature takes damage from the attack, it is unable to recover hit points until the end of your next turn.   Fortified
Requirement
: Heavy Armor
When you are damaged by an attack or an effect that requires a Strength or Dexterity Saving Throw, you can use your reaction to gain resistance to that instance of damage which is further reduced by the amount you roll on your Superiority Dice.   Meat Shield
Requirement: A grappled creature
While you are grappling a creature and are targeted by an attack or effect that isn't psychic damage, you can use your reaction and expend a Superiority Dice to position the grappled creature between you and the source of damage. The damage is reduced by the Superority Dice and the remaining amount is split between both you and the creature.   Sucker Punch
Requirement
: An Empty Hand
While having one hand free and not using a heavy weapon, you can use a Bonus Action to make a Sucker Punch. Make an attack using an Unarmed Strike or Natural Weapon (if available). On a hit, you add your Superiority Dice to the damage and this attack is considered magical for the purposes of overcoming resistances. Afterwards, the creature cannot make opportunity attacks until the start of its next turn.   Scout’s Evasion
Requirement
: Light or Medium Armor
If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC for the remainder of that turn. If the attack still hits, you reduce the damage by the amount of the roll instead.   Superior Willpower
Requirement
: None
When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature after you have rolled your saving throw, but before you learn if the save succeeded or failed.   Terrifying Cruelty
Requirement
: Melee or Natural weapon
When you hit a creature with a melee attack, you can strike fear into their hearts. Make an Intimidation (Strength or Charisma) check against the creature's Insight (Wisdom). If the creature fails, it is frightened of you until the end of your next turn and must immediately use its reaction to flee using half its speed.   Whirlwind Attack
Requirement
: Melee or Natural weapon
You can replace an attack with a Whirlwind Attack. Choose any number of creatures within five feet of you and make an attack roll. If your attack roll exceeds the Dexterity score of that creature, it takes damage equal to your proficiency bonus + a superiority dice.  

Prerequisite: 9 Martial Level

  Battle Stomp
Requirement
: Melee or Natural weapon, Minimum Strength Score of 14
You can replace an Attack with a Battle Stomp. You slam your weapon into the ground to create a fifteen foot cone of turbulence in front of you. Each creature in that cone must make a Constitution saving throw against your maneuver save. On a failed save, each creature takes Thunder damage equal to your proficiency bonus + a superiority dice and must use its reaction to avoid falling prone. On a success, the creature takes half as much damage.   Chain Attack
Requirement: None
When a creature within ten feet of you is hit by an ally's attack, you can use your reaction to expend a Superiority Dice and add it to the damage of the attack. Additionally, you can charge towards the enemy to make a melee attack. Opportunity attacks against you are made with disadvantage during this movement.   Clothesline
Requirement: A Melee Weapon or Open Hand
When a creature attempts to leave your range, you can expend a Superiority Dice and make an opportunity attack. On a hit, add the Superiority Dice to the damage and the creature falls prone and its movement is reduced to 0 for the rest of its turn.
  Disarm Trap
Requirement
: None
When you make a check to disarm a trap, you can add a Superiority Dice to the check after you make the roll but before you know the result. If you fail the check and still trigger the trap, the damage of the trap is reduced by the amount of the Superiority Dice + your Proficiency Bonus for you and anyone else within the trap's area of effect. If this reduces the damage to 0, you avoid triggering any secondary effects from the trap.   Gag Order
Requirement
: Melee or Natural weapon
When you hit a creature with an attack, you strike a blow against their vocal chords. Add your Superiority dice to the damage of the attack. The creature must succeed on a Constitution saving throw against your maneuver DC. On a fail, the creature cannot speak or use verbal components until the end of your next turn.   Deflective Barrier
Requirement
: A Shield
When equipped with a shield, you can use a bonus action to take a defensive stance until the end of your next turn. While in this stance, you have a bonus equal to a roll of your Superiority dice against any ranged attack rolls. Whenever a ranged attack misses you, it is deflected back at the attacker and they take damage equal to the bonus to your AC from your Superiority Dice.   Dust Blast
Requirement
: An Empty Hand
When you take the Attack action and have a free hand, you can replace an attack with a Dust Blast maneuver. You quickly kick up sand or dust and attempt to blind any creatures within ten feet of you. Each creature must make a Dexterity Saving Throw against your Maneuver DC. On a fail, that creature is Blinded until the end of your next turn.   Hurricane Attack
Requirement: A weapon with the Reach property
You can replace an Attack with a Hurricane Attack. Choose any number of creatures within ten feet of you and make an attack roll. If your attack roll exceeds the Dexterity score of a creature, it takes damage equal to your proficiency bonus + a superiority dice.   Reactive Shot
Requirement
: Ranged or Thrown Weapon
You can use your Bonus Action to choose a 10 foot radius within 100 feet of you. Until the end of your next turn, any hostile creature you can see that moves into this space takes damage equal to your Superiority Dice.   Ruptured Tendons
Requirement
: Melee or Natural weapon that deals slashing or piercing damage
When you hit a creature with an attack, you can choose to inflict a wound that limits their ability to move. Add your Superiority dice to the damage of the attack. The creature must succeed on a Constitution saving throw against your maneuver DC. On a fail, the creature takes 1d4 piercing damage for every five feet of movement it uses until the end of your next turn.   Show Stopper
Requirement
: 10 feet of movement
As an action, you can move 10 feet towards a creature and make a flying leap to strike the creature’s face with a melee attack. On a hit, roll your Superiority Dice 10 times. If the creature’s current hit points is less than the total of these rolls, the creature is knocked Unconscious for one minute or until they take damage or an action is used to wake them. If the total you roll is less than the hit points the creature has, then it takes damage equal to one of your 10 rolls (your choice) in addition to the normal damage of the attack.   Sleeping Arms
Requirement
: Melee or Natural weapon
When you hit a creature with an attack, you can attempt to strike their vitals. Add your Superiority dice to the damage of the attack. The creature must succeed on a Constitution saving throw against your maneuver DC. On a fail, the creature can only take one Action or Bonus Action on its next turn, but not both. If the creature has Multiattack or Extra Attack, it can only make one attack.   Suplex
Requirement
: A grappled enemy
While you have a creature grappled, you can replace an attack with a Suplex. The creature you have grappled must make a Strength saving throw. If they fail the save, they take bludgeoning damage equal to your Strength Modifier + your Superiority Dice + Your Proficiency Bonus and land 5 feet behind you in a Prone position. On a success, the grapple is broken and they take only half of this damage.  

Prerequisite: 13 Martial Levels

  Blitz Attack
Requirement: Melee or Natural weapon
When you take the attack action with a melee weapon, you can choose a number of different creatures equal to the number of attacks you can make within sixty feet of you. You rapidly move between each creature without taking opportunity attacks or expending movement. Make an attack roll against each creature as normal and add your Superiority Dice to the damage of any attack that hits. After using this maneuever, you can return to your original position or to an unoccupied space within five feet of one of your targets.   Caber Toss
Requirement
: Minimum Strength Score of 18
When you have a creature grappled, you can expend a Superiority Dice and replace one of your attacks with Caber Toss. The grappled creature must make a Dexterity Saving Throw against your Maneuver DC. On a fail, you throw it up to a number of feet equal to five times your Strength modifier. The creature takes bludgeoning damage equal to your Superiority Dice in addition to any other fall damage it might take and is prone. If the creature succeeds, the grapple is ended.   Death Wish
Requirement
: None
On your turn, you can set Death Wish on yourself (no action required). Roll a Superiority Dice and subtract that amount from your current hit points and add that amount to your temporary hit points instead. Until the start of your next turn, each of your attacks do an extra 1 point of damage for every ten points of hit points you are below your maximum. This maneuver can only be used once per encounter.   Guardian Angel
Requirement
: None
You can use your bonus action to use the Guardian Angel maneuver. Roll your Superiority Dice and you gain temporary hit points equal to the roll + your Proficiency Bonus. Until the end of your next turn, allies within fifteen feet of you have resistance to all damage. Whenever one of these allies takes damage, you take the same amount of damage. This effect ends early if your hit points are reduced to 0.   Living on the Edge
Requirement
: None
When your hit points are reduced to 0, you can use your reaction to spend a Superiority Dice. You resist being knocked unconscious and regain a number of hit points equal to a roll of the Superiority Dice. Once you use this reaction, you can't use it again until the next time you roll initiative.   Reflect Missile
Requirement
: Magical Melee Weapon
You can use your reaction to Reflect Missile when you are targeted by a ranged attack that isn't Bludgeoning, Piercing, Psychic, or Slashing damage. The damage of the attack against you is reduced by a number up to your Weapon Attack modifier + your Superiority dice. You then make an Attack roll as part of the same reaction against the attacker. On a hit, the attacker takes the same amount of damage reduced by your reaction.   Shield Wall
Requirement
: A Shield
Using a Bonus Action, you can expend a Superiority Dice to become a barrier. When your turn ends, you have 3/4ths cover which extends to any creature using you for cover. If you or a creature within 5 feet of you takes damage, that damage is reduced by an amount equal to a Superiority Dice. This effect lasts until the start of your next turn unless you are incapacitated or use a reaction to make an attack.

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