You have martial training you cannot remember that allows you to perform special combat maneuvers. During combat, your superior training can be accessed subconsciously. You can choose to let your past training take over:
- You roll 1d20 and compare the result to the Forgotten Maneuvers chart below. Alternatively, your DM can roll for or choose the maneuver. You perform the maneuver as described on page 74 of the Player’s Handbook with a 1d6 superiority die.
- If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- You have a number of superiority dice equal to your Wisdom modifier (minimum of 1), which are d6. These dice are used to fuel your maneuvers. A superiority die is expended when you attempt maneuver. You regain your expended superiority dice when you finish a short or long rest.
- You can choose to not perform the maneuver. The superiority die is still expended however.
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Forgotten Maneuvers |
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1-2 |
Standard Attack |
11 |
Menacing Attack |
|
3 |
Commander’s Strike |
12 |
Parry |
|
4 |
Disarming Attack |
13 |
Precision Attack |
|
5 |
Distracting Strike |
14 |
Pushing Attack |
|
6 |
Evasive Footwork |
15 |
Rally |
|
7 |
Feinting Attack |
16 |
Riposte |
|
8 |
Goading Attack |
17 |
Sweeping Attack |
|
9 |
Lunging Attack |
18 |
Trip Attack |
|
10 |
Maneuvering Attack |
19-20 |
Player’s Choice |
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