Rogue Maneuvers
Below are the maneuvers available to rogues. If a maneuver has a prerequisite, such as a minimum level, you can learn it at the same time you meet the prerequisite.
When you hit a creature with a melee weapon attack, you can expend one maneuver die and force it to make an Intelligence saving throw. On a failure, it subtracts 1d4 from all d20 Tests it makes for the next minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
When you make an ability check that doesn't include your Proficiency Bonus, you can expend one maneuver die and add it to your roll.
When a creature misses you with a melee attack, you can use your Reaction and expend one maneuver die to force it to repeat its attack against a target of your choice within reach. On a hit, add the maneuver die to the attack's damage roll.
If you have Disadvantage on a ranged attack, you can expend one maneuver die to negate the Disadvantage. If you hit, add the maneuver die to the attack's damage roll.
When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one maneuver die and add the die to the roll, provided you don't have the Incapacitated condition.
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Rogue Maneuvers
Charlatan's Guile
When you make a Dexterity (Sleight of Hand), a Charisma (Deception), or a Charisma (Performance) check, you can expend one maneuver die and add it to the ability check.Dirty Trick
As a Bonus Action, you can expend one maneuver die and force a creature within 5 feet of you to make a Constitution saving throw. On a failure, it takes Bludgeoning or Piercing damage (your choice) equal to your maneuver die and has the Blinded condition until the start of your next turn.Quip
While speaking, you can expend one maneuver die to tell a short joke or charming anecdote. Any creatures of your choice within 10 feet that can both hear and understand you must make a Wisdom saving throw or forget everything said in their presence during the past 1 minute.Reliable Skill
Whenever you make an ability check using a skill or tool that you are proficient in and roll a 7 or lower on the d20, you can expend one maneuver die to treat the d20 roll as an 8.Dazing Blow
Prerequisite: 6th levelWhen you hit a creature with a melee weapon attack, you can expend one maneuver die and force it to make an Intelligence saving throw. On a failure, it subtracts 1d4 from all d20 Tests it makes for the next minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Improvise
Prerequisite: 6th levelWhen you make an ability check that doesn't include your Proficiency Bonus, you can expend one maneuver die and add it to your roll.
Redirect
Prerequisite: 6th levelWhen a creature misses you with a melee attack, you can use your Reaction and expend one maneuver die to force it to repeat its attack against a target of your choice within reach. On a hit, add the maneuver die to the attack's damage roll.
Trick Shot
Prerequisite: 6th levelIf you have Disadvantage on a ranged attack, you can expend one maneuver die to negate the Disadvantage. If you hit, add the maneuver die to the attack's damage roll.
Ambush
Prerequisite: 10th levelWhen you make a Dexterity (Stealth) check or an Initiative roll, you can expend one maneuver die and add the die to the roll, provided you don't have the Incapacitated condition.
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