Weapon Maneuvers Image
  • To exemplify your prowess with weapons, you gain the ability to use particular maneuvers. To use these maneuvers you must have proficiency with the weapon you are using. You may use these maneuvers a number of times equal to your proficiency bonus per short rest.
  • Maneuvers:
    • Simple (or unarmed)
      • Goading Attack: When you hit a creature with a weapon attack you may use a bonus action to taunt the target. You must make a Cha(Performance) check contested by a Wis(Insight) check. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
      • Grappling Strike: Immediately after you hit a creature with a melee attack on your turn, you can then try to grapple the target as a bonus action. (Melee Only)
      • Pushing Attack: When you hit a creature with a melee attack, and if the target is Large or smaller, you may make a contested Str(Athletics) or Dex(Acrobatics) check. On a failed save, the target is pushed up to 15 feet away from you. (Melee Only)
    • Martial (or with unarmed fighting style/martial arts)
      • Feinting Attack: As a bonus action, you may make a Cha(Deception) check contested by a Wis(Insight) check, in order to gain advantage on your next melee attack roll against the creature on this turn. (Melee Only)
      • Lunging Attack: As a bonus action you may increase the range of your attack by 5 feet by lunging forward and receding backward. This movement does not provoke opportunity attacks. (Melee Only)
      • Sweeping Attack: When you hit a creature with a weapon attack, you may use a bonus action to make another attack with disadvantage against a creature within 5 ft of the original target. (Melee Only)
      • Trip Attack: When you hit a creature with a weapon attack, as a bonus action you may choose to hit a vital area supporting the creature (e.g. a knee). When you do so you must make a contested Str(Athletics) or Dex(Acrobatics) check. On a failed save the target falls prone.
    • Ranged Only
      • Pin: When you hit with a ranged weapon attack, you may attempt to pin the target to a wall, floor, or ceiling within 5ft of the creature as a bonus action using a contested Str(Athletics) or Dex(Acrobatics) check. On a failed save, the creature has a movement speed of 0. The creature may repeat the save at the start of each of its turns or use an action to free itself.
      • Volley: You may choose to nock 2 pieces of ammunition while making a ranged weapon attack. When doing so you roll the attack with disadvantage, but if you hit then you may roll a damage die for both pieces of ammunition.
    • Shield
      • Parry: When another creature misses you with a melee attack, you can use your reaction to give yourself advantage on the next melee attack that you make against that creature.
      • Protector: When an ally within 5 ft of you is hit by an attack, you may use your reaction in order to move in front of them. If the attack misses your armor class then you and the person you protected both take no damage. If it hits your armor class then you take all of the damage instead.
Weapon Maneuvers Image

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