Maneuvers

Maneuvers are cool things you can do. Types:

  • Maneuver: an action you can take
  • Upgrade: improves a maneuver
  • Mastery: a permanent buff. Requires that you have 4 maneuvers of that school and level, or all maneuvers of that school and level.

THIS LIST IS APOCRYPHAL, CHECK THE GOOGLE SHEET

Archery

Rank 1

Maneuver Requirements Description
Aim

Bonus action; you carefully line up a shot against a chosen foe, gaining "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

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.

  • Arm: -4 to hit. Normal damage, plus all actions using that arm are disadvantaged, and any melee damage caused by a weapon in that arm inflict half damage (Con ends).
  • Leg: -4 to hit. Normal damage, plus 50% movement speed penalty (Con ends).
  • Foot: -8 to hit. Normal damage, plus pinned. Str ends; on success, suffer normal damage again, and 50% movement speed penalty (Con ends).
  • Hand: -8 to hit. Normal damage, plus cannot wield weapons, cast spells, or make attacks using that hand. Con ends, but subject must remove the missile, suffering normal damage again, then disadvantage and half damage with that hand (Con ends).
  • Heart: -12 to hit; double damage, with 10-20 crit range (double again on crit).
Concussive Shot

Bonus action, ranged attack; no damage, but subject is "confused" for 1 rd (Wis negates).

Multi Shot

Single action; you fire three attacks, each at a different target. All must fit in a cone emanating from your position.

Quick Shot

Bonus action; you take a normal ranged attack.

Rank 2

Maneuver Requirements Description
Covering Fire

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

Single action; normal ranged attack, plus you gain an extra bonus action.

Volley

Single action, weapon range, circle 3; normal damage to all in area (Dex save for half).

Rank 3

Maneuver Requirements Description
Barrage

Single action; normal ranged damage in a 30-ft cone.

Kill Shot

Single action; normal damage, plus, if 3x normal damage would kill the subject, subject must pass a Con save or die instantly.

Block

Rank 1

Maneuver Requirements Description
Block

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

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

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

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

Bonus action, 1 mana; enemies within 60 ft are demoralized, suffering disadvantage on their next attack, check, or save.

Regroup

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

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

Bonus action, 1 mana; enemies within 15 ft are "frightened" for 1 rd (Wis reduces to "shaken", i.e. disadvantaged to all rolls against you).

Defender

Rank 1

Maneuver Requirements Description
Aegis

Attacks against allies adjacent to you are disadvantaged.

Protective Stance

At-will, free; you assume a defensive stance. Anyone who attacks an ally adjacent to you suffers disadvantage.

Intervene

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

All enemies who attempt to move through your threatened area must pass a Str check opposed to your own, or they are blocked.

Taunt

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

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

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

Target must be "bloodied"

Your melee attacks cause death on a failed Con save; on success, double damage.

Hamstring

Your melee attacks cause a 50% movement penalty (Con ends)

Disarm

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

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

Your melee attacks cause foes to become "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

1 action, melee attack, target must be damaged; normal damage, plus an extra damage die.

Mongoose Strike

Bonus action, melee attack; normal damage.

Raptor Strike

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

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

Bonus action, reaction to incoming attack; you leap backward up to half your movement rate, without provoking opportunity attacks.

Disorienting Strike

1 action, melee attack, target must be in an ally's melee range; normal damage, plus the enemy is "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

Bonus action, 5-ft range; you trip the target, knocking them prone (Str negates; 4-legged or large targets are advantaged).

Wild Charge

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.

files
  • (up)
  • (cur)
  • Armor
  • CHANGELOG
  • Classless
  • Epic
  • House Rules
  • Implied Changes
  • Initiative
  • Magic
  • Maneuvers
  • Races
  • Skills
  • Spells
  • Weapons
  • _badge
  • _home
  • _menu (Andrew Ochtinsky's conflicted copy 2019-12-20)
  • _menu
  • _menu
  • _style.leeloo
  • _style
  • characters
  • classes
  • musings
  • playtesting
  • style
  • test