Maneuvers

Maneuvers are used by the Fighter Talent Tree and presented in alphabetical order. You may only use one maneuver once per turn.

Commander’s Strike

When you take the Strike action on your turn, you can forgo one of your attacks and use 1 action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. On that creature’s next turn, they can make one weapon attack as a free action, adding your martial feat die to the attack’s damage roll.

Control Mount

When you make an animal handling check to influence a creature that you or an ally is riding, you can make the check with +1d. You add this die before or after rolling, but before applying the results of the check.

Disarming Attack

When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add your martial feat die to the attack’s damage roll, and if your attack roll exceeds the target’s weapon skill, the target drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can distract the creature, giving your allies an opening. Add your martial feat die to the attack’s damage roll and, until the start of your next turn, the next attack roll made against the target by an attacker other than you gains +1d.

Evasive Footwork

When you move, any defence checks that you make until you stop moving are made with +1d.

Feinting Attack

Actions: 1 action

You can feint on your turn. Choose one creature within 5 feet of you as your target. For the rest of your turn, You have +1d on your next attack roll against that creature. If the attack hits, add your martial feat die to the attack’s damage roll.

Goading Attack

When you hit a creature with a weapon attack, you can attempt to goad the target into attacking you. Add your martial feat die to the attack’s damage roll, and, if your attack roll exceeds the target’s Wisdom defence, then the target has -1d on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack

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

Maneuvering Attack

When you hit a creature with a weapon attack, you can maneuver one of your comrades into a more advantageous position. Add your martial feat die to the attack’s damage roll and choose a friendly creature who can see or hear you. At the start of that creature’s next turn, it may move up to half its speed without spending its movement and without provoking opportunity attacks from the target of your attack.

Menacing Attack

When you hit a creature with a weapon attack, you can attempt to frighten the target. Add your martial feat die to the attack’s damage roll and, if your attack roll exceeds the target’s Wisdom defence, it is frightened of you until the end of your next turn.

Parry

If, within the last round, a creature damaged you with a melee attack, you can reduce the damage by rolling your martial feat die + your Stength or Dexterity modifier (your choice).

Precision Attack

When you make a weapon attack roll against a creature, you gain +1d. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack

When you hit a creature with a weapon attack, you can attempt to drive the target back. Add your martial feat die to the attack’s damage roll and, if the target is Large or smaller and your attack roll exceeds its Strength defence, you push the target up to 15 feet away from you.

Rally

Actions: 1 action

Choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to its recovery die roll + your Charisma modifier.

Riposte

If, within the last round, a creature missed you with a melee attack, you may make a melee weapon attack against the creature as a free action. If you hit, you add your martial feat die to the attack’s damage roll.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can 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 that you roll on your martial feat die. The damage is of the same type as dealt by the original attack.

Trip Attack

When you hit a creature with a weapon attack, you can attempt to knock the target down. Add your martial feat die to the attack’s damage roll and, if the target is Large or smaller and your attack roll exceeds the target’s Strength defence, you knock the target prone.