Fighter Combat Maneuvers
When a Fighter or Battle Master gains a Combat Maneuver, they may choose from the standard list or this expanded list of Maneuvers.
Blinding Strike
When you hit a creature with a weapon attack, you can expend one Superiority Die to temporarily blind the target. The target makes a Dexterity saving throw. On a failed save the target is blinded for a number of turns equal to your Superiority Die. At the end of each of its turns, the target can make another Dexterity saving throw. On a success, the target is no longer blinded.
Bull’s Rush
When you take the Dash action, you can expend a Superiority Die and charge through the space of any number of creatures, your size or smaller. Each time you move through a creatures space, the creature takes damage equal to your Superiority Die, and must succeed at a Dexterity (Acrobatics) check or be knocked prone.
At the end of your charge, you can make one melee attack as a bonus action, adding your Superiority Die to the damage roll if you hit.
Defensive Stance
As a bonus action, you can expend a Superiority Die to enter a defensive stance. Until the start of your next turn, each time a creature hits you with an attack, you roll your Superiority Die and add it to your Armor Class against that attack.
Dirty Hit
When you hit a creature with a weapon attack, you can expend a Superiority Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal 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 attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You expend a Superiority Die, forcing the target to make a Strength (Athletics) or Dexterity (Acrobatics) check, their choice. On a failed save the item is knocked from their hand, landing in an unoccupied square of your choice within a number of feet equal to your Superiority Die x5. The target has advantage if it is holding the item in two hands, or at least one size larger than you, or disadvantage If they are a at least one size smaller than you.
Disorienting Blow
When you hit a creature with a melee weapon attack, you can
expend a Superiority Die to force them to make a Constitution saving throw. On
a failed save, the creature takes additional damage equal to your Superiority
Die, its speed is halved, and it can use either an action or a bonus action. It
can’t make more than one attack during that turn.
Distracting Strike
When you hit a creature with a weapon attack, you can expend a Superiority Die to break a foes concentration. You add the Superiority Die to the attack’s damage roll, and if the creature is concentrating on a spell or other feature, subtract the number rolled on the Superiority Die from its concentration roll.
Glancing Blow
When you make a weapon attack and miss, you can expend a Superiority Die if adding it to the attack roll would cause the attack to hit, the creature takes damage equal to your Strength or Dexterity modifier, your choice.
Grappled Toss
When you are grappling a creature, you can attempt to throw it. You can expend a Superiority die, and make a special melee attack, throwing the grappled creature a number of feet equal to 5x your Strength or Dexterity modifier and is prone. The creature takes damage equal to your Superiority Die + your Strength modifier + 1d6 for every 10 feet the creature is thrown. If the thrown creature hits an object or another creature, they take damage equal to your Superiority Die + your Strength modifier and it most succeed at a Strength (Athletics) or Dexterity (Acrobatics) check or be knocked prone.
Mighty Thrust
When you hit a creature with a melee weapon attack, you can
expend a Superiority Die 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, a
number of feet equal to five times your Strength modifier (minimum of 5 feet).
Creatures more than one size larger than you have advantage on this saving
throw.
Redirect
When a creature misses you with a melee attack, you can expend a Superiority Die as a reaction to force them to repeat their attack against a target of your choice within their reach, adding your Superiority Die as a bonus to the attack roll.
Silencing Attack
When you hit a creature with a weapon attack, you can expend
a Superiority Die, adding it to the attack’s damage roll, and the creature must
make a Constitution saving throw. On a failed save, the creature is unable to
speak until the end of its next turn.
Smash and Grab
When you hit a creature with a melee attack, you can expend a Superiority Die and attempt to grapple the target. Add your Superiority die to your Strength (Athletics) check.
Weakening Blow
When you hit a create with a weapon attack, you can expend a Superiority Die to temporarily weaken their defenses. The first attack made against the target before the start of your next turn is made with advantage, and on hit, the attack deals additional damage equal to your Superiority Die.
Wounding Attack
When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to the attack’s damage roll, cause the target to bleed. At the start of its turn, the creature takes damage equal to your Superiority Die, and makes a Constitution saving throw. On a success, the bleeding stops. The target or a creature with 5 feet of it can use its action to make a Medicine check, DC is your Maneuver DC. On a successful Medicine check, or if the creature receives magical healing, the bleeding stops. The creature can only be affected by one Wounding Attack at any given time.
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