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Maneuvers

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Базовый подход к изменению маневров

Маневры Арканиса переводим в маневры battlemaster-а из PHB. То же самое делаем с тактическими маневрами Тактика (Tactician из Arcanis Campaign Setting). При этом Тактика вводим как дополнительный архетип. Resolve dice заменяем на superiority dice. Уточняем формулировки во избежание разночтений. Сразу прописать RAI толкование. Указываем тип маневра для каждого из маневров – ranged, reaction

Blinding Strike

When you successfully hit a creature with a melee weapon attack you may spend 1 resolve die as a reaction. Roll the resolve die you spent and add the result to the damage dealt. Your target must also make a successful Constitution saving throw or be blinded until the end of their next turn. Blinding Strike похожа на Menacing Attack но более мощная (blinded -> frightened),поэтому для баланса стоит добавить время активации – бонусное действие.

Crippling Strike

When you successfully hit a creature with a weapon attack you may spend 1 resolve die. Roll it and add the result to your weapon damage. Your target must also make a Dexterity saving throw. On a failed save, one of the creature’s speed is reduced by half or by 20 ft if half of speed is more then 20, until they complete a short rest.

Disarm Foe

When you successfully hit a creature with a melee weapon attack you may spend 1 resolve die. Roll the resolve die you spent and add the result to the damage dealt. Your target must also make a successful Dexterity saving throw or drop their weapon. If your target is wielding one or more weapons, you choose which one they drop.

Disarming Attack PHB When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority 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.

Source: PHB, page 74 Использовать формулировку из ПХБ.

Grasp the Blade (reaction)

Any time you are the target of a melee weapon attack, as a reaction you may spend 1 resolve die to grasp your foe’s weapon. Roll the resolve die you spent and add the result to a grapple check you make to seize your target and to your Armor Class against the triggering attack. If you sucessfuly grapple your target and their attack misses, they cannot make attacks with the weapon they used for the triggering attack. On their turn, your target can drop the weapon they used for the triggering attack, ending the grapple. You must have a free hand to use this maneuver and it is ineffective against unarmed strikes or natural attacks.

Precision Strike

When you miss with a weapon attack, you may spend 1 resolve die. Roll it and add the result to your attack roll. If your new attack roll would have hit your target, roll damage as normal. Precision Attack When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Source: PHB, page 74 Использовать формулировку из ПХБ.

Pressing attack

When you successfully hit a creature with a melee weapon attack you may spend 1 resolve die. Roll the resolve die you spent and add the result to the damage dealt. Your target must also make a successful Strength or Dexterity saving throw or be moved back 10 feet. If you choose you may move with your target. Pushing Attack PHB When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority 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.

Source: PHB, page 74 Использовать формулировку из ПХБ.

Redirect Attack (reaction)

When you are missed with a melee attack, as a reaction you may spend 1 resolve die to redirect that attack to another creature adjacent to you. Roll the resolve die you spent and add your result to the creature’s original attack roll and damage rolls against your chosen target.

Riposte (reaction)

When you are missed with a melee attack, as a reaction you can spend 1 resolve die to make an opportunity attack against the triggering creature. Roll the resolve die you spent and add its result to both your attack and damage roll. Riposte PHB When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Source: PHB, page 74 Используем вариант из ПХБ.

Unbalancing Attack

When you successfully hit a creature with a weapon attac, you can spend 1 resolve die to force your target to make a Wisdom saving throw. If they fail, a friendly creature adjacent to your target can make opportunity attack against them. Your ally rolls the resolve die you spent and adds it to the attack roll and damage roll of the opportunity attack.
Чем-то похоже на Commander’s Strike, но слабее так как требует провала спас-броска, и сильнее за счет прибавки броска к атаке и урону.

Double Arrow (ranged)

As a bonus action you may spend 1 resolve die to notch two arrows for a single ranged weapon attack. You roll a single attack roll against one target or two different targets which must be within 10 feet of each other.
Замена бонус экшена на возможность кинуть еще одну атаку против одной или двух целей, при этом дайс тратится за саму такую попытку. Стоит добавить этот дайс один раз к урону.

Snap Shot (ranged)

When you successfully hit a creature with a ranged weapon attack you may spend 1 resolve die as a reaction. Roll the resolve die you spent and add the result to the damage dealt. Your target must make a successful Dexterity saving throw or drop an object they are holding, which falls at their feet. If your target is holding one or more items, you choose which one they drop. You cannot disarm shields, worn weapons, or anything that is strapped onto the person.

Entangling Defense (reaction)

Anytime you are the target of a melee weapon attack, as a reaction you may spend 1 resolve die to entangle your opponent in your net. This reaction is resolved prior to the triggering attack. The attacker must make a Dexterity saving throw or become restrained.

Galloping Shot (ranged, mounted)

While on horseback, when you successfully hit an opponent with a ranged weapon attack after riding your mount 20 feet or more, you may spend a resolve die, adding the result to your attack’s damage. Additionally, add that same result to your mount’s armor class until the beginning of your next turn.

Stunning Blow (bludgeoning weapon)

When you successfully hit a creature with a melee weapon attack, you may spend 1 resolve die. Roll the resolve die you spent and add the result to the damage dealt. Your target must make a successful Constitution saving throw or be stunned until the end of their next turn.
Слабее станнинг страйка монаха и требует ресурса. Норм.

Cunning Feint

When you successfully hit a creature with a melee weapon attack, you can spend 1 resolve die to force your target to make a Wisdom saving throw. If they fail their saving throw you gain advantage on all subsequent melee attacks against that creature until the end of your turn. Feinting Attack You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

The advantage is lost if not used on the turn you gain it.

Source: PHB, page 74

Slashing Trip

When you successfully hit a creature with a melee weapon attack you may spend 1 resolve die. Roll the resolve die you spent and add the result to the damage dealt. Your target must also make a successful Dexterity saving throw or fall prone. Trip Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority 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 knock the target prone.

Source: PHB, page 74 Использовать формулировку из ПХБ.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority 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.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one superiority 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 superiority die. The damage is of the same type dealt by the original attack.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Техники

Для каждой техники уточняем формулировку и указываем тип – stance, reaction. Если есть пересечение с маневрами Battle master-а – меняем название.

Balanced Hands (two weapon fighting)

When you take the Attack action and attack with a melee weapon that you’re holding in one hand, you can use a bonus action to attack with another melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it. Dual Wielder feat

You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.

Blade Step

When you make an opportunity attack you may move up to 10 feet as part of that attack. This movement does not provoke an opportunity attack from the creature that triggered the opportunity attack.

Blood for Steel (stance)

When you take the Attack action, you can choose to lower your AC by 2 to gain a +1 bonus to all your attack and damage rolls until the end of your turn.
Не слабовато ли менять 2 АЦ на +1 ту хит / +1 ту демедж?

Charge

When you take the Dash action you may make a single melee attack as a bonus action at the end of your move. If you hit, you deal double your proficiency bonus in additional damage. This damage is of the same type as your weapon. Charger PHB When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Source: PHB, page 165 Мне нравится в варианте Арканиса привязка к профишенси дайсу.

Defensive Stance (stance)

If you are not wielding a shield, as a bonus action you can increase your AC by 2 until the end of your next turn.
При неиспользовании щита, вроде бы достаточно балансно и в таком виде.

Deadly strike (stance)

When you take the Attack action, you may choose to not apply your proficiency bonus to your attack roll. If your attack hits, you deal additional damage equal to double your proficiency bonus. This damage is of the same type as your weapon. Great Weapon Master Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. В отличие от ГВМ нет ограничения на heavy weapon, поэтому для одноручного оружия должно быть размещено в фите уровня Master.

Distracting strike

When you successfully strike an opponent with an opportunity attack they may not take reactions until the beginning of their next turn. Distracting Strike PHB When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority 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.

Source: PHB, page 74

Fancy Footwork

Any time you score a critical hit or reduce a creature to 0 hit points, as a reaction you can take the Dash or Disengage action.
Fancy footwork похожа на Flowing Sand – использует триггер из ГВМ, но позволяет использовать Dash or Disengage.

Flowing Sand

Any time you score a critical hit or reduce a creature to 0 hit points with a melee attack, as a reaction you can move up to 10 feet and make a single melee attack. Great Weapon Master On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Force the Opening

When you score a critical hit with a melee attack against a creature, you gain advantage to all subsequent melee attacks against that creature until the end of your turn.

Polearm expertise (spear, polearm)

When you wield a spear or other polearm, it gains the reach property. In addition, when a creature enters your reach you can make an opportunity attack against that creature. (Keep in mind, the reach quality increases your reach all the time, not just when you are making an attack.) Polearm Master

Reactive Strike

When a creature within 5 feet of you makes an attack against one of your allies, they provoke an opportunity attack from you. Sentinel When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Shield Bash (shield)

When you take the Attack action while wielding a shield, you can attempt to shove a creature as a bonus action. Shield Master If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

Shield Defense (shield)

You can apply your shield’s bonus to your AC to your Dexterity saving throws. Additionally, when you succeed on a Dexterity saving throw against an effect which would deal half damage with a successful save, as a reaction you can reduce the damage to 0. Shield Master If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Threatening Stance

Creatures within your reach provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. Sentinel Phb Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

Unfetterd Defense

If you are wearing light or no armor, and not wielding a shield, you gain a +1 bonus to your AC.

Похоже на элемент Dual Wielder.

Flexible as a Reed (staffs, maces, unique)

In your hands staves, and maces gain the finesse quality. n/a

Mother’s Reach (staff)

While wielding a staff, your reach increases by 5 feet, and creatures within your reach provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. While wielding twin maces, if a creature moves into an area within 10’ of you, you may use your reaction to move 10’ and perform a single melee attack against that creature. n/a

Snap Shot (ranged)

If you start the combat with an arrow nocked and are not surprised you may take an opportunity attack with your bow against one target within 30 feet. You may not apply sneak attack dice, smites, or maneuvers to this attack. n/a

Quick Reactions (ranged)

You may take opportunity attacks with your bow as if you had a reach of 10 feet. n/a Хромает формулировка. Close Quarters Archery (ranged) Attacking with a longbow or shortbow in melee does not impose disadvantage on your ranged weapon attack rolls. n/a Использовать формулировку из кроссбоу эксперт.

Netting (net)

You do not suffer disadvantage for throwing a net while in melee combat. Additionally, if you miss with your attack you may reset the net as a bonus action, allowing you to attack with it a second time during the same attack action. n/a

Shielding Net (net)

While wielding a net in your off hand, you increase your AC by +2. n/a

Shifting Saddle (mounted)

When your mount is successfully attacked or forced to make a saving throw, you may spend a reaction to replace your mount’s AC against that attack or replace your mount’s saving throw with your passive Wisdom (Animal Handling). n/a

Fancy Riding (mounted)

You gain proficiency in Animal Handling. If you are already proficient with that skill, you gain advantage on all Wisdom (Animal Handling) checks involving riding or maintaining control of your mount.

Nimble Horsemanship (mounted)

Mounting your horse only costs you 5 feet of your movement, you gain advantage on all Dexterity saving throws to remain in the saddle, and may dismount as a free action any time your mount is knocked prone.

Biting Taunts

You gain proficiency in Intimidation. If you are already proficient, you gain double your proficiency bonus when making Charisma (Intimidation) checks. If you possess the Challenge feat, anyone who fails their Wisdom saving throw against your challenge also suffers disadvantage on their next attack roll against you.
Надо посмотреть фиту Челлендж.

Defensive Duelist

While using a one-handed weapon while leaving your off hand completely free (including not holding a shield), any time you are the target of a melee attack you may use your reaction to gain a +2 bonus to your AC until the beginning of your next turn. Defensive Duelist (feat, PHB) Ослабленная версия Defensive Duelist, пригодная для использования в качестве техники.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Savage Attacker - Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.

Как для техники – неплохо. Polearm Master - When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.

Fast Shield

Снимать / одевать щит бонус экшеном

Тактические маневры Тактика

Приведение их в норму – задача второочередная.

Brutal Ambush

When you and your allies catch an enemy by surprise the results are simply devastating. When you attack a surprised creature, you may spend 1 tactical point as a reaction to grant all friendly creatures within 30 feet who can hear or see you advantage on their next attack roll before the end of their next turn.

Distracting Strike

With an attack, you draw a creature’s attention, allowing your allies to disengage safely. When you hit a creature with a melee attack, you may spend 1 tactical point to prevent that creature from taking reactions until the end of your next turn.
Не нужно – есть маневр Дистрактинг страйк

Hammer and Anvil

You set up a combined attack, trapping your opponent between you and your allies. As an action, you may make a single melee weapon attack and, if you hit, you may spend 2 tactical points to force that creature to make a Wisdom saving throw. If your target fails, they immediately provoke an opportunity attack from any single friendly creature of your choice that is adjacent to the creature you struck.

Commander’s Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Knight’s Move

You position yourself and an ally into an advantageous position. Immediately after making an opportunity attack, you may spend 1 tactical point to allow a single friendly creature within 30 feet who can hear and see you to instantly move 15 feet. Maneuvering Attack When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority 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.

On My Mark

Sometimes it’s best to lead by example. As part of an attack action, you may spend 1 tactical point to grant a single ally within 30 feet who can hear and see you advantage on their next attack roll against the creature you attack. If your ally successfully hits with this attack they deal an additional 1d6 damage. This damage increases to 1d8 when you reach 5th level, 11th level becomes 1d10 and finally, 1d12 at 17th level.

Rallying Cry

You call upon your allies and inspire them to greater acts of heroism. As an action, you may spend 2 tactical points to grant all friendly creatures within 60 feet who can hear or see you a number of temporary hit points equal to 1d10 + your Intelligence modifier. These temporary hit points fade away after 1 minute. Rally On your turn, you can use a bonus action and expend one superiority 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 superiority die roll + your Charisma modifier.

Stand your Ground

With a shout, you command your allies to set themselves to receive a charge. When a creature moves within 10 feet of you or an ally within 30 feet of you, as a reaction you can call out to your allies to be ready for an attack. You spend 1 tactical point and all friendly creatures within 30 feet who can hear or see you gain resistance against bludgeoning, piercing, and slashing damage from non-magical weapons until the end of their next turn.

Strategic Maneuver

In battle, positioning is everything. As a bonus action, you may spend 1 tactical point to let a friendly creature within 60 feet who can hear or see you use their reaction to move up to their speed.

Strike the Rod

You can put the fear of a training sergeant into your allies, helping them to shake off lesser fears. Whenever one of your allies becomes frightened, as a reaction you can help them regain their composure. You spend 1 tactical point and all friendly creatures within 60 feet who can hear or see you can make a new saving throw to shake off any effect which has resulted in the frightened condition. If the effect that granted the frightened condition does not grant a saving throw, your allies must make a DC: 20 Charisma saving throw to remove the frightened condition.

Tempting Target

By making yourself a target for an attack, you force your opponent to overextend, leaving a perfect opening for your allies. When you take the Attack action, you may spend 1 tactical point as a bonus action to force a creature within your reach to make a Wisdom saving throw. If your target fails its saving throw, all friendly creatures who saw the attack gain advantage on their next attack roll against your target. Regardless of the result of the saving throw, if the target attacks anyone other than you during its next turn it suffers disadvantage on their attack roll

Warning Shout

You warn your allies to dive for cover! When a friendly creature within 60 feet who can hear and see you is the target of a spell, you can use your reaction to shout a warning to them. You spend 1 tactical point and that creature gains advantage on their saving throw against the triggering spell. If the spell has no save your ally gains resistance against the triggering spell’s damage instead.


ДАЛЬШЕ ПРОСТО ИЗ АРКАНИСА

Maneuvers

Blinding Strike

Crippling Strike

When you successfully hit a creature with a weapon attack you may spend 1 resolve die. Roll it and add the result to your weapon damage. Your target must also make a Dexterity saving throw. On a failed save, one of the creature’s speed is reduced by half or by 20 ft if half of speed is more then 20, until they complete a short rest.

Disarm Foe

When you successfully hit a creature with a melee weapon attack you may spend 1 resolve die. Roll the resolve die you spent and add the result to the damage dealt. Your target must also make a successful Dexterity saving throw or drop their weapon. If your target is wielding one or more weapons, you choose which one they drop.

Grasp the Blade (reaction)

Any time you are the target of a melee weapon attack, as a reaction you may spend 1 resolve die to grasp your foe’s weapon. Roll the resolve die you spent and add the result to a grapple check you make to seize your target and to your Armor Class against the triggering attack. If you sucessfuly grapple your target and their attack misses, they cannot make attacks with the weapon they used for the triggering attack. On their turn, your target can drop the weapon they used for the triggering attack, ending the grapple. You must have a free hand to use this maneuver and it is ineffective against unarmed strikes or natural attacks.

Precision Strike

When you miss with a weapon attack, you may spend 1 resolve die. Roll it and add the result to your attack roll. If your new attack roll would have hit your target, roll damage as normal.

Pressing attack

When you successfully hit a creature with a melee weapon attack you may spend 1 resolve die. Roll the resolve die you spent and add the result to the damage dealt. Your target must also make a successful Strength or Dexterity saving throw or be moved back 10 feet. If you choose you may move with your target.

Redirect Attack (reaction)

When you are missed with a melee attack, as a reaction you may spend 1 resolve die to redirect that attack to another creature adjacent to you. Roll the resolve die you spent and add your result to the creature’s original attack roll and damage rolls against your chosen target.

Riposte (reaction)

When you are missed with a melee attack, as a reaction you can spend 1 resolve die to make an opportunity attack against the triggering creature. Roll the resolve die you spent and add its result to both your attack and damage roll.

Unbalancing Attack

When you successfully hit a creature with a weapon attac, you can spend 1 resolve die to force your target to make a Wisdom saving throw. If they fail, a friendly creature adjacent to your target can make opportunity attack against them. Your ally rolls the resolve die you spent and adds it to the attack roll and damage roll of the opportunity attack.

Double Arrow (ranged)

As a bonus action you may spend 1 resolve die to notch two arrows for a single ranged weapon attack. You roll a single attack roll against one target or two different targets which must be within 10 feet of each other.

Snap Shot (ranged)

When you successfully hit a creature with a ranged weapon attack you may spend 1 resolve die as a reaction. Roll the resolve die you spent and add the result to the damage dealt. Your target must make a successful Dexterity saving throw or drop an object they are holding, which falls at their feet. If your target is holding one or more items, you choose which one they drop. You cannot disarm shields, worn weapons, or anything that is strapped onto the person.

Entangling Defense (reaction)

Anytime you are the target of a melee weapon attack, as a reaction you may spend 1 resolve die to entangle your opponent in your net. This reaction is resolved prior to the triggering attack. The attacker must make a Dexterity saving throw or become restrained.

Galloping Shot (ranged, mounted)

While on horseback, when you successfully hit an opponent with a ranged weapon attack after riding your mount 20 feet or more, you may spend a resolve die, adding the result to your attack’s damage. Additionally, add that same result to your mount’s armor class until the beginning of your next turn.

Stunning Blow (bludgeoning weapon)

When you successfully hit a creature with a melee weapon attack, you may spend 1 resolve die. Roll the resolve die you spent and add the result to the damage dealt. Your target must make a successful Constitution saving throw or be stunned until the end of their next turn.

Cunning Feint

When you successfully hit a creature with a melee weapon attack, you can spend 1 resolve die to force your target to make a Wisdom saving throw. If they fail their saving throw you gain advantage on all subsequent melee attacks against that creature until the end of your turn.

Slashing Trip

When you successfully hit a creature with a melee weapon attack you may spend 1 resolve die. Roll the resolve die you spent and add the result to the damage dealt. Your target must also make a successful Dexterity saving throw or fall prone.

Techniques

Balanced Hands (two weapon fighting)

When you take the Attack action and attack with a melee weapon that you’re holding in one hand, you can use a bonus action to attack with another melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Blade Step

When you make an opportunity attack you may move up to 10 feet as part of that attack. This movement does not provoke an opportunity attack from the creature that triggered the opportunity attack.

Blood for Steel (stance)

When you take the Attack action, you can choose to lower your AC by 2 to gain a +2 bonus to all your attack and damage rolls until the end of your turn.

Charge

When you take the Dash action you may make a single melee attack as a bonus action at the end of your move. If you hit, you deal double your proficiency bonus in additional damage. This damage is of the same type as your weapon.

Deadly strike (stance)

When you take the Attack action, you may choose to not apply your proficiency bonus to your attack roll. If your attack hits, you deal additional damage equal to double your proficiency bonus. This damage is of the same type as your weapon.

Defensive Stance (stance)

If you are not wielding a shield, as a bonus action you can increase your AC by 2 until the end of your next turn.

Distracting strike

When you successfully strike an opponent with an opportunity attack they may not take reactions until the beginning of their next turn.

Fancy Footwork

Any time you score a critical hit or reduce a creature to 0 hit points, as a reaction you can take the Dash or Disengage action.

Flowing Sand

Any time you score a critical hit or reduce a creature to 0 hit points with a melee attack, as a reaction you can move up to 10 feet and make a single melee attack.

Force the Opening

When you score a critical hit with a melee attack against a creature, you gain advantage to all subsequent melee attacks against that creature until the end of your turn.

Polearm expertise (spear, polearm)

When you wield a spear, it gains the reach property. In addition, when a creature enters your reach you can make an opportunity attack against that creature. (Keep in mind, the reach quality increases your reach all the time, not just when you are making an attack.)

Reactive Strike

When a creature within 5 feet of you makes an attack against one of your allies, they provoke an opportunity attack from you.

Shield Bash (shield)

When you take the Attack action while wielding a shield, you can attempt to shove a creature as a bonus action.

Shield Defense (shield)

You can apply your shield’s bonus to your AC to your Dexterity saving throws. Additionally, when you succeed on a Dexterity saving throw against an effect which would deal half damage with a successful save, as a reaction you can reduce the damage to 0.

Threatening Stance

Creatures within your reach provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

Unfetterd Defense

If you are wearing light or no armor, and not wielding a shield, you gain a +1 bonus to your AC.

Flexible as a Reed (staffs, maces, unique)

In your hands staves, and maces gain the finesse quality.

Mother’s Reach (staff)

While wielding a staff, your reach increases by 5 feet, and creatures within your reach provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. While wielding twin maces, if a creature moves into an area within 10’ of you, you may use your reaction to move 10’ and perform a single melee attack against that creature.

Always Armed (ranged)

You may use your arrows as melee weapons. Arrows are considered light weapons which deal 1d4 piercing damage and possess the finesse quality.

Snap Shot (ranged)

If you start the combat with an arrow nocked and are not surprised you may take an opportunity attack with your bow against one target within 30 feet. You may not apply sneak attack dice, smites, or maneuvers to this attack.

Quick Reactions (ranged)

You may take opportunity attacks with your bow as if you had a reach of 10 feet.

Close Quarters Archery (ranged)

Attacking with a longbow or shortbow in melee does not impose disadvantage on your ranged weapon attack rolls.

Netting (net)

You do not suffer disadvantage for throwing a net while in melee combat. Additionally, if you miss with your attack you may reset the net as a bonus action, allowing you to attack with it a second time during the same attack action.

Shielding Net (net)

While wielding a net in your off hand, you increase your AC by +2.

Shifting Saddle (mounted)

When your mount is successfully attacked or forced to make a saving throw, you may spend a reaction to replace your mount’s AC against that attack or replace your mount’s saving throw with your passive Wisdom (Animal Handling).

Fancy Riding (mounted)

You gain proficiency in Animal Handling. If you are already proficient with that skill, you gain advantage on all Wisdom (Animal Handling) checks involving riding or maintaining control of your mount.

Nimble Horsemanship (mounted)

Mounting your horse only costs you 5 feet of your movement, you gain advantage on all Dexterity saving throws to remain in the saddle, and may dismount as a free action any time your mount is knocked prone.

Biting Taunts

You gain proficiency in Intimidation. If you are already proficient, you gain double your proficiency bonus when making Charisma (Intimidation) checks. If you possess the Challenge feat, anyone who fails their Wisdom saving throw against your challenge also suffers disadvantage on their next attack roll against you.

Tactical Maneuvers

Brutal Ambush

When you and your allies catch an enemy by surprise the results are simply devastating. When you attack a surprised creature, you may spend 1 tactical point as a reaction to grant all friendly creatures within 30 feet who can hear or see you advantage on their next attack roll before the end of their next turn.

Distracting Strike

With an attack, you draw a creature’s attention, allowing your allies to disengage safely. When you hit a creature with a melee attack, you may spend 1 tactical point to prevent that creature from taking reactions until the end of your next turn.

Hammer and Anvil

You set up a combined attack, trapping your opponent between you and your allies. As an action, you may make a single melee weapon attack and, if you hit, you may spend 2 tactical points to force that creature to make a Wisdom saving throw. If your target fails, they immediately provoke an opportunity attack from any single friendly creature of your choice that is adjacent to the creature you struck.

Knight’s Move

You position yourself and an ally into an advantageous position. Immediately after making an opportunity attack, you may spend 1 tactical point to allow a single friendly creature within 30 feet who can hear and see you to instantly move 15 feet.

On My Mark

Sometimes it’s best to lead by example. As part of an attack action, you may spend 1 tactical point to grant a single ally within 30 feet who can hear and see you advantage on their next attack roll against the creature you attack. If your ally successfully hits with this attack they deal an additional 1d6 damage. This damage increases to 1d8 when you reach 5th level, 11th level becomes 1d10 and finally, 1d12 at 17th level.

Rallying Cry

You call upon your allies and inspire them to greater acts of heroism. As an action, you may spend 2 tactical points to grant all friendly creatures within 60 feet who can hear or see you a number of temporary hit points equal to 1d10 + your Intelligence modifier. These temporary hit points fade away after 1 minute.

Stand your Ground

With a shout, you command your allies to set themselves to receive a charge. When a creature moves within 10 feet of you or an ally within 30 feet of you, as a reaction you can call out to your allies to be ready for an attack. You spend 1 tactical point and all friendly creatures within 30 feet who can hear or see you gain resistance against bludgeoning, piercing, and slashing damage from non-magical weapons until the end of their next turn.

Strategic Maneuver

In battle, positioning is everything. As a bonus action, you may spend 1 tactical point to let a friendly creature within 60 feet who can hear or see you use their reaction to move up to their speed.

Strike the Rod

You can put the fear of a training sergeant into your allies, helping them to shake off lesser fears. Whenever one of your allies becomes frightened, as a reaction you can help them regain their composure. You spend 1 tactical point and all friendly creatures within 60 feet who can hear or see you can make a new saving throw to shake off any effect which has resulted in the frightened condition. If the effect that granted the frightened condition does not grant a saving throw, your allies must make a DC: 20 Charisma saving throw to remove the frightened condition.

Tempting Target

By making yourself a target for an attack, you force your opponent to overextend, leaving a perfect opening for your allies. When you take the Attack action, you may spend 1 tactical point as a bonus action to force a creature within your reach to make a Wisdom saving throw. If your target fails its saving throw, all friendly creatures who saw the attack gain advantage on their next attack roll against your target. Regardless of the result of the saving throw, if the target attacks anyone other than you during its next turn it suffers disadvantage on their attack roll

Warning Shout

You warn your allies to dive for cover! When a friendly creature within 60 feet who can hear and see you is the target of a spell, you can use your reaction to shout a warning to them. You spend 1 tactical point and that creature gains advantage on their saving throw against the triggering spell. If the spell has no save your ally gains resistance against the triggering spell’s damage instead.