0% found this document useful (0 votes)
35 views4 pages

Martial Class Maneuvers - GM Binder

You can now use Superiority Die and maneuvers to add more variety to martial classes in D&D 5th edition. All martial classes gain access to maneuvers from levels 1-20 and regain Superiority Die on a long rest. Example maneuvers include Duck and Cover which lets you hide after dashing, and Greater Sweeping Attack which can damage multiple enemies with one attack.

Uploaded by

Aquila12
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
35 views4 pages

Martial Class Maneuvers - GM Binder

You can now use Superiority Die and maneuvers to add more variety to martial classes in D&D 5th edition. All martial classes gain access to maneuvers from levels 1-20 and regain Superiority Die on a long rest. Example maneuvers include Duck and Cover which lets you hide after dashing, and Greater Sweeping Attack which can damage multiple enemies with one attack.

Uploaded by

Aquila12
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 4

New Maneuvers

Martial Maneuvers v 0.4


Oftentimes it is said that playing a martial class in 5th Duck and Cover:
edition Dungeons & Dragons can feel very repetitive. This When you Dash for your Cunning Action, you may expend
is an optional rule to provide martial classes with a little a Superiority Die to make a Dexterity (Stealth) check to
more variety in their life. hide at the end of your movement, and add the die to the
With this rule, the Battlemaster subclass has been check's total.
reimagined, along with the Martial Adept feat. The
features known as Maneuvers and Superiority Die will now Greater Sweeping Attack:
be merged into the abilities of every martial class, granting Prerequisite: 10th level Barbarian
maneuvers to use during combat. The Martial Classes When you hit a creature with a melee weapon attack,
include Barbarian, Fighter, Monk, and Rouge. Half-Martial you can expend two superiority dice to attempt to damage
classes are the Paladin and the Ranger. other creatures with the same attack. Choose any number
Some of your maneuvers require your target to make a of creatures within your reach. If the original attack roll
saving throw to resist the maneuver's
effects. The saving would hit the other creatures, they take damage equal to
throw DC is calculated as follows: the total number you roll on your superiority dice. The
damage is of the same type dealt by the original attack.
Maneuver Save DC = 8 + your proficiency bonus +
Gut Check:
your Strength or Dexterity modifier Prerequisite: 5th level Barbarian
The following chart shows the progression for learned When you hit a creature with a melee weapon attack,
battle maneuvers and the number and size
of Superiority you can expend a superiority die to attempt to
Die. If you are a Half-Martial, take half your level (rounded incapacitate your target. You add the superiority die to the
down) and look at
that level. You regain all expended attack's damage roll, and the target must make a
Superiority Die at the end of a long rest. Constitution saving throw. On a failed save, the target
becomes incapacitated until the end of your next turn.
Manuever Table
Maneuvers Number of Superiority Impeding Grapple Strike:
Level Known Superiority Dice Die Size
Prerequisite: 10th level Monk
1st 1 2 d6 Immediately after you hit a creature with a melee attack
2nd 1 2 d6 on your turn, you can expend two superiority dice and
3rd 2 2 d6 then try to grapple the target as a bonus action (see the
Player's Handbook for rules on grappling). Add the
4th 2 2 d6
superiority dice to your Strength (Athletics) check, and
5th 3 3 d6 choose one of the following conditions: blinded,
6th 3 3 d8 restrained, or silenced (unable to speak). The target suffers
7th 4 3 d8 that condition until the grapple ends.
8th 4 3 d8
9th 5 4 d8
10th 5 4 d8
11th 6 4 d10
12th 6 4 d10
13th 7 5 d10
14th 7 5 d10
15th 8 5 d10
16th 8 5 d12
17th 9 6 d12
18th 9 6 d12
19th 10 6 d12
20th 10 6 d12
Class Maneuver List Ranger
Any maneuver with ^ is from TCE, and * is in the previous
Ambush^
section.
Distracting Strike
Barbarian Evasive Footwork
Maneuvering Attack
Ambush^
Precision Attack
Brace^
Tactical Assessment^
Evasive Footwork
Greater Sweeping Attack* Rogue
Gut Check*
Ambush^
Lunging Attack
Bait and Switch^
Menacing Attack
Brace^
Pushing Attack
Distracting Strike
Sweeping Attack
Duck and Cover*
Trip Attack
Evasive Footwork
Fighter Feinting Attack
Goading Attack
Ambush^
Maneuvering Attack
Bait and Switch^
Parry
Brace^
Precision Attack
Commander's Strike
Quick Toss^
Commanding Presence^
Tactical Assessment^
Disarming Attack
Distracting Strike
Battle Master Revised
Evasive Footwork
Feinting Attack Student of War
Goading Attack
At 3rd level, you gain proficiency with one type of artisan's
Grappling Strike^
tools of your choice.
Lunging Attack
Maneuvering Attack Combat Superiority
Menacing Attack
When you choose this archetype at 3rd level, you begin to
Parry
truly master the art of warfare. You learn 2 additional
Precision Attack
maneuvers and add 2 Superiority Die to your total number
Pushing Attack
of die.
Quick Toss^
Additionally, when you roll initiative, you regain one of
Rally
your expended Superiority Die.
Riposte
Sweeping Attack
Know Your Enemy
Tactical Assessment^
Beginning at 7th level, if you spend at least 1 minute
Trip Attack
observing or interacting with another creature outside
Monk combat, you can learn certain information about its
capabilities compared to your own. The DM tells you if the
Ambush^
creature is your equal, superior, or inferior in regard to
Bait and Switch^
two of the following characteristics of your choice:
Disarming Attack
Distracting Strike Strength score
Feinting Attack Dexterity score
Grappling Strike^ Constitution score
Impeding Grapple Strike* Armor Class
Parry Current hit points
Quick Toss^ Total class levels (if any)
Trip Attack Fighter class levels (if any)

Paladin
Brace^
Commander's Strike
Commanding Presence^
Goading Attack
Menacing Attack
Pushing Attack
Improved Combat Superiority Patch Notes 0.2
At 7th level, you gain an additional 2 Superiority Die to Redefined the one-third martials from being any
your pool, and you regain two Superiority Die whenever subclass with martial weapon proficiency to any that
you roll initiative. will receive the extra attack feature. Thematically makes
more sense.
Commander's Guidance Added the Maneuver Save DC section back in, simply
Beginning at 10th level, your worldly experience has just forgot the first time.
provided insight into solving most problems. When a Added the new rules for the Battlemaster subclass and
creature you are adjacent to is attempting a skill check, Martial Adept feat.
you can expend a Superiority Die and add it to their check. Made class specific maneuver lists, along with new
maneuvers. Possibly more to come.
Relentless Superiority
Starting at 15th level, you achieve mastery over certain Patch Notes 0.3
maneuvers. Choose one maneuver you know, and you Removed entirely the half martial and one-third martial
may use this maneuver once per round without expending classes. Those folk already have a plethora of options,
a normal Superiority Die. adding more is a bit overkill. Might add in an optional
rule later on for it if people want.
Commander's Direction Changed the Battlemaster's 3rd level feature to add
At 18th level, your presence on the battlefield leads your maneuvers and SD.
allies toward victory. Once on your turn, when you take Changed the Battlemaster's 15th level feature to
the attack action, you can replace one of your extra attacks function like the wizard's 18th level feature.
with a command for an ally. Your ally must expend their
reaction to follow your command. You may give the Patch Notes 0.4
following commands: Added the Half-Martial classes back.
Attack: The target makes one Attack on a target within Added 2 Superiority Die to the pool for Improved
their range. Combat Superiority
Dodge: The target takes the Dodge action. Removed the proficiency bonus limit on Commander's
Move: The target moves up to their movement speed. Guidance.
You can use these commands a number of times equal Added the level prerequisite to Gut Check. Makes it a
to your proficiency modifier between short rests. similar ability to Stunning Strike, but not as strong.

Feat
Martial Adept Revised
Prerequisite: Know one or more Martial Maneuvers
When you take this feat, you learn two Maneuvers from
the Fighter's Maneuver List. Additionally you gain a +1 to
your Maneuver Save DC.
 
This document was lovingly created
using GM Binder.

If you would like to support the GM Binder developers,


WWW.GMBINDER.COM consider joining our Patreon community.

You might also like