Combat

Maneuvers everyone can do:

Maneuver Description
Charge Uses a move and a standard action. You move in a straight line, minimum 10 ft, to a location from which you can make a melee attack against target. Attack as normal, but with advantage.
Dodge Must be aware of attacker. Triggered by incoming targeted attack. Roll Dex vs the attack's DC. On success, you avoid the attack entirely. Uses your reaction.
Parry Requires a melee weapon in hand and that you are aware of the attacker. Triggered by an incoming melee attack. Roll attack vs the attack's DC. On success, you avoid the attack entirely. Uses your reaction.
Block Requires a shield in at least one hand, and awareness of the attacker. Triggered by an incoming attack or area effect. Roll Str vs the attack's DC (the shield itself may modify this roll). On success, you mitigate 50% of the attack's damage.
Trip At-will, std, melee attack; roll Str, enemy opposes with Str or Dex (size modifiers apply). On failure, enemy is tripped.
Disarm At-will, std, melee attack; roll attack vs attack (weapon size modifiers apply). On complete success, you disarm opponent; on complete failure, they disarm you.
Bull Rush At-will, move; you take a move action through occupied area. Enemies can choose to step aside (if possible given a 5-ft step), or oppose your movement (Str vs your Str/Dex), or take attack of opportunity, but only one of those.
Aim At-will, std, ranged; choose a target; as long as you concentrate, and the target remains within range, your next ranged attack against them gains advantage.
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