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Maneuvers

Rallying Attack
You can bolster the resolve of one of your companions. Choose a creature who can see or hear you. That creature gains temporary hit points equal to your proficiency bonus + your fighter level until the start of your next turn.   Disarming Attack
You can attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must succeed on a Strength saving throw, or drop the object you choose. The object lands at its feet.   Distracting Attack
You can distract the target, giving your allies an opening. The next attack roll against the target by another creature has advantage if the attack is made before the start of your next turn.   Goading Attack
You can attempt to goad the target into attacking you. The target must succeed on a Wisdom saving throw, or have disadvantage on all attack rolls against creatures other than you until the start of your next turn.   Maneuvering Attack
You can maneuver one of your companions into a more advantageous position. Choose a creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.   Menacing Attack
You can attempt to frighten the target. The target must succeed on a Wisdom saving throw, or be frightened of you until the start of your next turn.   Pushing Attack
You can attempt to drive the target back. The target must succeed on a Strength saving throw, or be pushed up to 15 feet away from you.   Tripping Attack
You can attempt to knock the target down. The target must succeed on a Dexterity saving throw, or be knocked prone.   Blinding Attack
You can attempt to temporarily blind the target. The target must succeed on a Dexterity saving throw, or be blinded until the end of the current turn.   Hobbling Attack
You can temporarily hinder the target's mobility. The target must expend an additional foot of movement for each foot of its movement it uses until the start of your next turn.   Pinning Attack
You can attempt to pin the target to a surface. The target must succeed on a Dexterity saving throw, or have its speed reduced to 0 until the start of your next turn.   Disrupting Attack
You can attempt to disrupt the target's concentration. The target has disadvantage on the Constitution saving throw it must make to maintain its concentration as a result of this attack.   Disorienting Attack
You can strike the target with a disorienting blow. The target has disadvantage on the next attack roll it makes before the start of your next turn   Feinting Attack
You can feint the target. You have advantage on the next attack roll you make against the target during the current turn.   Silencing Attack
You can attempt to temporarily mute the target. The target must succeed on a Constitution saving throw, or be unable to speak until the start of your next turn.   Tumbling Attack
You can quickly tumble into a better position. Move through the target's space in a straight line and end this movement on a square adjacent to it. This movement doesn't provoke opportunity attacks.   Finishing Attack
You can bolster your resolve when you finish off the target. If the target dies from the attack, you gain temporary hit points equal to your proficiency bonus + your fighter level until the start of your next turn.   Focusing Attack
You can fully focus on the target, letting you react quicker if it leaves an opening. The next opportunity attack you make against the target before the start of your next turn doesn't expend your reaction. You can only make one additional opportunity attack per round in this way and you can only make one opportunity attack per triggering effect.   Defending Attack
You can focus on defending an ally from the target. Choose a creature within your melee attack range. That creature gains a bonus to its AC equal to your proficiency bonus against attacks made by the target until the start of your next turn or until it is no longer within your melee attack range.   Concussing Attack
You can attempt to temporarily concuss the target, leaving it confused about wether you are friend or foe. The target must succeed on a Wisdom saving throw, or be charmed by you until the start of your next turn or until it takes damage.

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