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Manoeuvres: Difference between revisions
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'''Manoeuvres''' are a set of Passive Features available to | '''Manoeuvres''' are a set of Passive Features available to [[Battle Master]] Fighter at Level 3 or those who have taken the {{SAI|Martial Adept}} feat. They are powerful attacks that use superiority dice, a resource that recovers on a [[Short Rest]] or [[Long Rest]]. | ||
=== Save DC === | === Save DC === | ||
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*{{SAI|Trip Attack (Ranged)|w=40}} | *{{SAI|Trip Attack (Ranged)|w=40}} | ||
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== Other sources of manoeuvres == | |||
Some items have Manoeuvres as special weapon actions. These do not cost {{resource|supdie|forceplural=yes}}. | |||
* {{MdRarityItem|Bonespike Helmet}} - {{MdSAI|Menacing Attack (Melee)}} | |||
* {{MdRarityItem|Ravengard's Scourger}}, {{MdRarityItem|Duke Ravengard's Longsword}} - {{MdSAI|Commander's Strike}} | |||
* {{MdRarityItem|Titanstring Bow}} - {{MdSAI|Pushing Attack (Ranged)}} | |||
== Things that affect manoeuvres == | |||
* {{MdRarityItem|Gauntlets of the Warmaster}} | |||
{{FighterNavbox}} | {{FighterNavbox}} | ||
[[Category:Class features]] | [[Category:Class features]] |
Latest revision as of 15:39, 29 July 2024
Manoeuvres are a set of Passive Features available to Battle Master Fighter at Level 3 or those who have taken the feat. They are powerful attacks that use superiority dice, a resource that recovers on a Short Rest or Long Rest.
Save DC[edit | edit source]
- If the manoeuvre requires a save DC, that DC is 8 + your Proficiency Modifier + your Strength or Dexterity modifier, whichever is higher.
List of Manoeuvres[edit | edit source]
Manoeuvres | Description | Grants |
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Commander's Strike | Expend one attack from your attack action and a bonus action to direct an ally to strike a foe. The ally uses their reaction to make a weapon attack on their turn. |
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Disarming Attack | Spend a superiority die to make an attack that deals an additional 1d8 damage and possibly forces the target to drop the weapons they are holding. |
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Distracting Strike | your target, giving your allies Advantage on their next Attack Roll against the target. |
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Evasive Footwork | You can evade attacks by imposing Disadvantage on melee attacks against you for a round. |
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Feinting Attack | Use both your action and bonus action on a turn to attack a target with Advantage and deal an addition 1d8 damage. |
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Goading Attack | Deal an additional 1d8 and attempt to goad the target attacking you. Target receives Disadvantage on attacking any other creature. |
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Manoeuvring Attack | Spend a superiority die to make an attack that deals an additional 1d8 damage. On a hit, select which friendly creature will gain half its movement speed. It will not provoke attacks of opportunity. |
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Menacing Attack | Spend a superiority die to make an attack that deals an additional 1d8 damage and possibly Frightens the target. |
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Precision Attack | Spend a Superiority Die and add its result to an Attack Roll. |
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Pushing Attack | Spend a superiority die to make an attack that deals an additional 1d8 damage and possibly pushes the target back 4.5m. |
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Rally | Expend a superiority die to grant an ally 8 temporary hit points, bolstering their resolve. |
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Riposte | When a hostile creature misses you with a melee attack, expend a superiority die to retaliate with a powerful attack that deals an additional 1d8 damage. |
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Sweeping Attack | Swing your weapon in a rapid, sweeping arc to attack multiple enemies at once. Roll you superiority die for damage. |
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Trip Attack | Spend a superiority die to make an attack that deals an additional 1d8 damage and possibly knocks the target . The target must be Large or smaller. |
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Other sources of manoeuvres[edit | edit source]
Some items have Manoeuvres as special weapon actions. These do not cost Superiority Dice.