5e24:Maneuver

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Maneuver exists in other D&D editions see:

Maneuver (disambiguation).

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Player's Handbook (5e24)
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The Unofficial Description and any notes are licensed CC-BY-SA.

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If your class or a feat grant it, you may use a maneuver.

Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.[1]

Ambush

[2] Unofficial Summary: Expend a Superiority Die to buff a Dexterity (Stealth) Check or an Initiative roll.

Bait and Switch

[2] Unofficial Summary: Spend a Superiority Die and 5 feet of movement to switch places with a willing Creature within Reach on your Turn and buff the AC of one of you.

Commander’s Strike

[2] Unofficial Summary: When you use the Attack Action, forego one of your attacks and spend a Superiority Die to allow a creature to use their Reaction to immediately make a single attack, damage buffed by the Superiority Die.

Commanding Presence

[2] Unofficial Summary: Expend a Superiority Die to buff a Charisma (Intimidation, Performance, or Persuasion) Check

Disarming Attack

[2] Unofficial Summary: Expend a Superiority Die when you make an Attack Roll to buff the damage and possibly disarm them (Str Save to avoid).

Distracting Strike

[2] Unofficial Summary: When you hit a creature with an attack roll, spend a Superiority Die to buff the damage and give Advantage on the next attack roll against the creature (except by you).

Evasive Footwork

[2] Unofficial Summary: Use a Bonus Action and Superiority Die to Disengage and buff your AC.

Feinting Attack

[2] Unofficial Summary: Use a Bonus Action and Superiority Die to give yourself Advantage on an attack roll against a specified creature and buff damage if you hit.

Goading Attack

[2] Unofficial Summary: Spend a Superiority Die when you hit a creature with an attack roll to impose Disadvantage on it's attack rolls against targets other than you (Wis Save to avoid).

Lunging Attack

[2] Unofficial Summary: Use a Bonus Action and Superiority Die to Dash and buff a damage roll (if you hit with an attack).

Maneuvering Attack

[2] Unofficial Summary: Spend a Superiority Die when you hit a creature to allow an ally to spend their Reaction to move a limited distance without provoking Opportunity Attacks.

Menacing Attack

[2] Unofficial Summary: Spend a Superiority Die when you hit a creature to Frighten the creature (Wis Save to avoid).

Parry

[2] Unofficial Summary: When you damaged with an attack roll, use a Reaction and Superiority Die to reduce the damage.

Precision Attack

[2] Unofficial Summary: If you miss with an attack roll, spend a Superiority Die to buff the attack roll, potentially allowing it to hit.

Pushing Attack

[2] Unofficial Summary: After hitting a creature with a weapon or Unarmed Strike, spend a Superiority Die to Push a target (Str save to avoid).

Rally

[2] Unofficial Summary: Use a Bonus Action and spend a Superiority Die to give Temporary Hit Points to an ally.

Riposte

[2] Unofficial Summary: Use your Reaction and spend a Superiority Die to make an attack roll against a creature that missed you with a melee attack.

Sweeping Attack

[2] Unofficial Summary: After hitting a creature with a melee attack, spend a Superiority Die to damage an additional creature (your to-hit roll determines if you hit).

Tactical Assessment

[2] Unofficial Summary: Spend a Superiority Die to buff an Intelligence (History or Investigation) check or a Wisdom (Insight) check.

Trip Attack

[2] Unoffficial Summary: Spend a Superiority Die to to buff damage and knock a creature Prone when you hit with a melee attack (max. Large).

Sources and Notes

  1. PHB5e24 p.93.
  2. Wizards RPG Team. Player's Handbook (5e24) (5e 2024) (2024-09-17). Wizards of the Coast. ISBN 9780786969821. p. 94-95. Licensed: © Wizards of the Coast (used under 'fair use' clause). 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19

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