Archery
Rank 1
Maneuver | Requirements | Description |
---|---|---|
Aim |
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advantage against your next ranged attack against that target taken within 5 rounds. You lose the benefit if you move before the attack. |
Called Shot |
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1 action, ranged attack; you target a specific location, causing various effects. The shot is harder to land, represented by a penalty to your attack roll.
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Concussive Shot |
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confused for 1 rd (Wis negates). |
Multi Shot |
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Single action; you fire three attacks, each at a different target. All must fit in a cone emanating from your position. |
Quick Shot |
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Bonus action; you take a normal ranged attack. |
Rank 2
Maneuver | Requirements | Description |
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Covering Fire |
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Bonus action, weapon range, circle 3; no damage, but subjects no longer threatens an area until their next action (Wis negates, fear effect). |
Steady Shot |
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Single action; normal ranged attack, plus you gain an extra bonus action. |
Volley |
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Single action, weapon range, circle 3; normal damage to all in area (Dex save for half). |
Block
Rank 1
Maneuver | Requirements | Description |
---|---|---|
Block |
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Reaction to an incoming melee attack, must be wielding a weapon or shield; roll a Str save. If it exceeds the attack roll, you deflect the attack, suffering no damage. (Note: after the first one each round is used, reactions cost 1 AP each) |
Riposte |
|
When you successfully use Block, you may take an immediate melee attack against your attacker. |
Critical Block |
Wielding a shield |
When you suffer a critical hit while blocking with a shield, it is treated as non-critical. Furthermore, you negate damage from Sneak Attack and similar abilities. |
Revenge |
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When you successfully block an attack, keep track of the damage dealt (before the block). On your next successful melee attack against the attacker within 3 rounds, you may add this amount to the damage dealt. You can have only one such "charge" at a time. |
Rebound |
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When an enemy fails to hit you due to Block, he is either pushed back 1 square or knocked prone (his choice). |
Command
Note: need a different energy source. Most fighters have 0 mana. Leadership points?
Rank 1
Maneuver | Requirements | Description |
---|---|---|
Battle Cry |
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Bonus action, 1 mana; allies within 60 ft gain their proficiency bonus to all damage rolls until the end of their next turn. |
Demoralizing Shout |
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Bonus action, 1 mana; enemies within 60 ft are demoralized, suffering disadvantage on their next attack, check, or save. |
Regroup |
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Bonus action, 1 mana; you immediately grant a move action to allies within 60 ft, on the condition they use it to move to your vicinity. This movement does not provoke attacks. After movement, you cause all allies within 15 ft to be healed for 1d10 + Cha. |
Rank 2
Maneuver | Requirements | Description |
---|---|---|
Coordination |
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Bonus action, 1+ mana; allies instantly gain 1 temporary Action Point per mana you spend (max 3), to be used immediately, or not at all. |
Intimidating Shout |
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frightened for 1 rd (Wis reduces to shaken, i.e. disadvantaged to all rolls against you). |
Defender
Rank 1
Maneuver | Requirements | Description |
---|---|---|
Aegis |
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Attacks against allies adjacent to you are disadvantaged. |
Intervene |
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When an ally is attacked (who is standing within a standard move action of your position), you may move to interpose yourself, without spending Action Points (max once/rd). |
Road Block |
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All enemies who attempt to move through your threatened area must pass a Str check opposed to your own, or they are blocked. |
Taunt |
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At-will, free; subject is compelled to focus hostilities on you (all hostile actions must be centered on you) for 3 rounds. Doesn't work on subjects with no emotion or ability to communicate. |
Rank 2
Maneuver | Requirements | Description |
---|---|---|
Iron Curtain | Aegis |
Adjacent allies gain resistance to all attacks. |
Dodge
Rank 1
Maneuver | Requirements | Description |
---|---|---|
Dodge |
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Reaction to an incoming targeted attack; roll a Dex save. If it exceeds the attack roll, you avoid the attack entirely. (Note: after the first one each round is used, reactions cost 1 AP each) |
Focused Defense |
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As a free action once/rd, you may designate one enemy; against that enemy, the Action Point cost for any action to defend against that enemy is halved. Any action costing half an AP costs nothing the first time it is used each round, 1 AP the second, 0 the third, etc. |
Rank 2
Maneuver | Requirements | Description |
---|---|---|
Evade and Counter | Dodge |
When you successfully use Dodge, you may take an immediate attack against your attacker, or an immediate move of up to half your base movement rate without provoking. |
Evasion |
|
When you are allowed a Dex save against an area effect for partial effect, you actually suffer no effect on a successful save. If no save was allowed, you are allowed a Dex save at a reasonable DC for half damage. |
Proactive Defense | Focused Defense |
The AP cost reduction applies to offensive actions against your chosen target, not just defensive ones. |
General
Maneuver | Requirements | Description |
---|---|---|
Execute |
bloodied |
Your melee attacks cause death on a failed Con save; on success, double damage. |
Hamstring |
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Your melee attacks cause a 50% movement penalty (Con ends) |
Disarm |
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On successful melee attack against an enemy wielding a weapon, enemy must roll an attack with that weapon, beating your attack roll. If he fails, he drops the weapon. Anyone with two hands on their weapon gains advantage to these checks. |
Group Fighting
Maneuver | Requirements | Description |
---|---|---|
Cleave |
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Your melee attack affects 3 squares adjacent to each other and within your reach. Still have to beat subject's AC to hit them. Not a "chain". |
Great Cleave |
Cleave and Multiattack 1 |
Your Cleave affects 5 squares. |
Whirlwind Attack |
Great Cleave and Multiattack 2 |
Your Cleave affects all squares in reach. |
Bladestorm |
Whirlwind Attack and Multiattack 3 |
You may move at normal speed, affecting every enemy in reach as in Whirlwind Attack. |
Heavy Weapons
Maneuver | Requirements | Description |
---|---|---|
Slam |
Heavy weapon |
Melee attack inflicts double damage, but provokes opportunity attacks. |
Great Slam |
Slam, Multiattack 1 |
Your Slam causes stun 1 rd (Con negates) |
Devastate |
Slam, Multiattack 1 |
Your Slam causes Vulnerable (weapons) 50% for 1 rd |
Unbalancing Strike |
Heavy weapon |
unbalanced, meaning they cannot take use physical-attack-based reactions, and are disadvantaged against push/pull, knockdown, etc. |
Knockdown |
Heavy weapon |
Your melee attacks cause knockdown (Str negates, vs your proficient Str check) |
Punt |
Heavy weapon |
Your melee attacks cause push 1, or 2 with a two-handed weapon. |
Notes:
- Bloodied means the target is below half HP (if elite or leader, one-quarter HP; if villain, 10% hp).
- The jury's out on Power Attack and such feats. I'm still considering whether I want "combo point" mechanics or not.
Light Weapons
Maneuver | Requirements | Description |
---|---|---|
Flurry |
Light weapon |
You attack many times in quick succession, probing enemy's defenses. Gain advantage on your attack and damage roll. |
Skirmishing
Rank 1
Maneuver | Requirements | Description |
---|---|---|
Colossus Strike |
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1 action, melee attack, target must be damaged; normal damage, plus an extra damage die. |
Mongoose Strike |
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Bonus action, melee attack; normal damage. |
Raptor Strike |
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1 action, melee attack, requires two weapons; you attack with both weapons in a single strike. Roll two attack rolls and two damage rolls, and use the higher of each for both weapons. |
Serpent Strike |
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1 action, melee attack; dash up to 10 ft, then take a normal melee attack, then dash up to 10 ft; none of the movement provokes attacks of opportunity. |
Rank 2
Maneuver | Requirements | Description |
---|---|---|
Disengage |
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Bonus action, reaction to incoming attack; you leap backward up to half your movement rate, without provoking opportunity attacks. |
Disorienting Strike |
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disoriented. Disoriented enemies cannot use reactions (including opportunity attacks), and suffer disadvantage to any defensive rolls in combat (such as a grapple check, avoiding being tripped, etc). |
Sweep the Leg |
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Bonus action, 5-ft range; you trip the target, knocking them prone (Str negates; 4-legged or large targets are advantaged). |
Wild Charge |
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consumes move, single action, and 1 focus action; you move up to your full speed, taking a single melee attack at each target who comes within reach during your move, suffering no opportunity attacks for your own movement. |