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Weapon-Specific Maneuvers

Rules
Notes from the Nails: I had a lot of fun writing this one!

Maneuvers for Specific Weapons

Here’s the third and possibly final installment of this project. Just to mix things up a bit, all of these maneuvers are locked to specific weapons. What’s your signature technique?

Chaining Attack
Unarmed strikes only
When you hit a creature with a melee weapon attack on your turn, you can expend one superiority die to execute a combo. You add the superiority die to the attack’s damage roll and, if you hit the same creature with an unarmed strike on your previous turn, the attack deals an additional 1d6 damage. This bonus can stack across multiple turns up to a maximum of 3d6: for example, if you hit a creature with an unarmed strike two turns in a row and then hit it with a chaining attack on the next turn, the chaining attack deals 2d6 additional damage. Furthermore, if you hit a creature with a chaining attack after having also hit them with a chaining attack on your previous turn, the target must make a Constitution savnig throw or be stunned until the end of their next turn.

Cutting Wind
Melee weapons that deal slashing damage only
You can use an action to expend one superiority die to make a ranged weapon attack with a range of 30/60 feet. The damage die for this attack is the same as it would be for a normal melee attack with your weapon, and you can add the result of the superiority die to the damage roll. Note that, since the cutting wind is a ranged weapon attack, you add your Dexerity modifier to the attack and damage rolls, regardless of which ability you would normally use for a melee attack with your weapon.

Entangling Attack
Flails and whips only
When you hit a creature with a melee weapon attack, you can expend one superiority die to entangle the target with your weapon. You add the superiority die to the attack’s damage roll and the target must succeed on a Dexterity saving throw or be grappled by you.

Ground Pound
Mauls and warhammers only
On your turn, you can use an action and expend a superiority die to slam your weapon into the ground. All creatures within 10 feet of you must succeed on a Strength saving throw or take bludgeoning damage equal to the number you roll on the superiority die and be pushed 5 feet away from you.

Holmgang
Glaives, greataxes and halberds only
When you hit a creature with a melee weapon attack, you can expend one superiority die to tap into your inner berserker. You add the superiority die to the attack’s damage roll and, until the start of your next turn, damage cannot reduce your hit points to below 1.

Humble Strike
Simple weapons only
When you hit a creature with a weapon attack, you can expend one superiority die to appeal to a higher power. You add the superiority die to the attack’s damage roll. The additional damage is radiant instead of your wepaon’s normal damage type and, if the target has legendary actions or is larger than you, the additional damage is doubled.

Juggling Attack
Light weapons only
When you make a weapon attack against a creature on your turn, you can expend a superiority die. When you do so, you can draw or stow up to four weapons, don or doff a shield and reload up to two ranged weapons as part of the attack. At the end of the turn, the number of objects you are holding must be equal to or less than the number of hands you have.

Pillaging Attack
Clubs and daggers only
When you hit a creature with a melee weapon attack, you can expend one superiority die to exploit the opening created by your attack. You add the superiority die to the attack’s damage roll and can make a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception). If you win the contest, you can take one object or 1d6 coins from the target’s pockets, pouches, backpack, etc. You cannot use this maneuver to steal an item that the creature is actively wearing or holding.

Septic Sting
Weapons that deal piercing damage only
When you make a weapon attack, you can expend one superiority die to apply poison to the weapon. You do not need to expend any actual poison to do this. You add the superiority die to the attack’s damage roll; the additional damage is poison instead of piercing. If the target is a creature that is already suffering from the poisoned condition, it must succeed on a Constitution saving throw or be stunned until the end of its next turn.

Vacuum Impulse
Javelins, lances, pikes, spears and tridents only
When you hit a creature within 5 feet of you with a melee weapon attack, you can expend one superiority die to send a shockwave right through them. Creatures and objects in a 10-foot long, 5-foot wide line that extends from your original target, directly away from you, take piercing damage equal to the number you roll on your superiority die. This damage hits automatically, regardless of AC, cover, etc.

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