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Even More Maneuvers

By March 21, 2022October 25th, 2022Rules

Rules
Notes from the Nails: it’s been a while, huh? How about some cool new moves for all you superior combatants?

Even More Maneuvers

Remember these? I thought of a few more. In fact, these ones are a little bit more setting-neutral so they should be even more useful for you all!

Bloody Attack
When you hit a creature with a weapon attack, you can expend one superiority die to cause severe bleeding (or otherwise disrupt the target’s life force). You add the superiority die to the attack’s damage roll and the target cannot regain lost hit points until it uses an action to stem the bleeding (or stabilise its life force).

Break Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to break through its defenses. The target’s armor class is reduced by the number you roll on your superiority die until the end of its next turn.

Dishonourable Strike
When you hit a creature with a melee weapon attack, you can expend one superiority die to target a particularly vulnerable spot. You add the superiority die to the attack’s damage roll. Additionally, the target must succeed on a Constitution saving throw or have its speed is reduced by 10 feet and have disadvantage on ability checks and saving throws until the end of its next turn.

Draining Attack
When you hit a creature that isn’t a construct or undead with a melee weapon attack, you can expend one superiority die to drain its health. You regain hit points equal to half of the damage dealt by your attack. 

Isolation Attack
When you hit a creature that does not have any other friendly creatures within 30 feet of it with a weapon attack on your turn, you can expend one superiority die to apply additional pressure to the isolated target. You add the superiority die to the attack’s damage roll, plus an additional 1d6 psychic damage.

Lightning Strike
When you make a melee weapon attack on your turn against a creature that is surprised, you can expend one superiority die to seize the initiative. When you do so, you can use a bonus action on the same turn to move up to 30 feet and make another melee weapon attack. you are immune to all opportunity attacks during this movement.

Probing Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to probe its defenses. You add the superiority die to the attack’s damage roll and the DM must tell you which of the creature’s saving throws has the lowest bonus. If there is a tie for the lowest bonus, the DM picks one of the tied scores at random.

Reliable Attack
When you make a weapon attack, you can expend one superiority die to ensure that the attack goes to plan. You add the superiority die to the attack’s damage roll, but instead of rolling dice to make the attack, all dice that would be rolled as part of the attack are replaced by their average result (rounding up). For example, a d20 that would be rolled to determine whether the attack hits is replaced with the number 11.

Sucker Punch
When you miss a creature with a melee weapon attack, you can expend one superiority die to quickly punch them in the gut or gut-analogue and pretend that the original attack was a feint all along. The target takes bludgeoning damage equal to the number you roll on your superiority die.

Taming Attack
When you hit a beast with a melee weapon attack, you can expend one superiority die to attempt to tame it. You add the superiority die to the attack’s damage roll and the target must succeed on a Wisdom saving throw or be charmed by you for 8 hours. While charmed, the creature is friendly towards you and your companions. If the beast takes damage from any source, it can attempt the saving throw again. If the taming attack reduces the creature to 0 hit points, it is immediately restored to full health, and automatically fails the saving throw.

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