Martial Maneuvers

Below are the maneuvers available to martial characters. If a maneuver has a prerequisite, such as a minimum level, you can learn it at the same time you meet the prerequisite.  

Martial Maneuvers

Bait and Switch

When you're within 5 feet of a creature on your turn, you can expend one maneuver die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn't have the Incapacitated condition. This movement doesn't provoke opportunity attacks.
Roll the maneuver die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.  

Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one maneuver die and add the maneuver die to the ability check.  

Disarming Attack

When you hit a creature with an attack roll, you can expend one maneuver die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the maneuver die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.  

Distracting Strike

When you hit a creature with an attack roll, you can expend one maneuver die to distract the creature, giving your allies an opening. You add the maneuver die to the attack's damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.  

Evasive Footwork

When you move, you can expend one maneuver die, rolling the maneuver die and adding the number rolled to your AC until the end of your next turn.  

Goading Attack

When you hit a creature with an attack roll, you can expend one maneuver die to attempt to goad the target into attacking you. You add the maneuver die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has Disadvantage on all attack rolls against targets other than you until the end of your next turn.  

Lunging Attack

As a Bonus Action, you can expend one maneuver die and take the Dash action. If you move at least 10 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the maneuver die to the attack’s damage roll.  

Maneuvering Attack

When you hit a creature with an attack roll, you can expend one maneuver die to maneuver one of your comrades into a more advantageous position. You add the maneuver die to the attack's damage roll, and you choose a friendly 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

When you hit a creature with an attack roll, you can expend one maneuver die to attempt to frighten the target. You add the maneuver die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it has the Frightened condition until the end of your next turn.  

Precision Attack

When you miss with an attack roll, you can expend one maneuver die, roll that maneuver die, and add it to the attack roll, potentially causing it to hit.  

Pushing Attack

When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to drive the target back. You add the maneuver die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.  

Quick Toss

As a Bonus Action, you can expend one maneuver die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the maneuver die to the weapon's damage roll.  

Rally

On your turn, you can use a Bonus Action and expend one maneuver die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains Temporary Hit Points equal to the maneuver die roll + your Intelligence, Wisdom, or Charisma modifier (your choice).  

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one maneuver die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your maneuver die. The damage is of the same type dealt by the original attack.  

Tactical Assessment

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one maneuver die and add the maneuver die to the ability check.  

Trip Attack

When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to knock the target down. You add the maneuver die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, the target has the Prone condition.