Combat Maneuvers

System Info
Setting
Races
Backgrounds
Magic
Deities
Skills
Abilities

Basic Combat

  • Powerful Strike – Str 2 – standard melee attack weapon +3
    • Savage Strike – Str 4 – standard melee attack weapon +5
    • Crippling Blow – Str 3 – standard melee attack, knocks target prone, End save vs attack to avoid prone
  • Agility – Dex 3 – unarmored CR+2, use Dex for melee (unarmed, light weapons)
  • Ambidexterity – Dex 3 – no negative mod to off-hand attack, 2 regular attacks as standard action, unarmed, light weapons
  • Block – End 2 – reaction, End vs melee attack, success blocks the attack, fail for 1/2 damage
    • Cunning Block – End 4 – 3 MP – reaction, auto success to block a melee attack
  • Counter Strike – Dex 5 – reaction, standard attack after being struck in melee range
    • Vengeful Counter – Dex 7 – 5 MP – reaction, standard attack + 1/2 the damage dealt after being struck in melee range

Swordsmanship – dexterity & charisma duelism, finesse swords (rapier, saber, longsword 1h)

  • Disengage – Dex 2 – free, shift 5ft away from engaged enemy without drawing an AoO
    • Riposte – Dex 3 – reaction, Dex save vs melee attack to block & strike back or disengage
    • Parry – Dex 3 – off-hand reaction, Dex save vs melee attack to block
  • Disarm – Dex 4 – standard attack -2 to hit, Dex save vs attack or target drops their weapon (when aplicable)
  • Call Out Foe – Cha 2 – free, Cha vs Wis, call out a single melee target to duel, on success target will duel honorably (-5 to attack any other target or flee), on fail target may still duel but without effect, or my ignore the duel entirely
    • Parle – Cha 4 – standard, Cha vs Wis, address the enemy’s leadership formally, on success you will be allowed to parle in peace, on fail the attempt will be rejected
  • Deft Strike – Dex 4 – passive, combo on 18+
    • Make an Example – Dex 5 – standard, 2 hit combo weapon +6
      • Valuable Lesson – Dex 7 – standard, 4 hit combo weapon +10
        • Broadsword Demonstration – Dex 9 – standard, 6 hit combo weapon +15

Great Weapons – 2h greatsword, greataxe, maul, polearms

  • Cleave – Str 3 -
    • Great Cleave – Str 5 -
      • Savage Cleave – Str 7 -
    • Sweeping Cut – Str 6 -
      • Whirlwind – Str 8 -
  • Bull Stance – Str 4 -
    • Counter-Defense – Str 4 -
  • Fool’s Guard – Dex 4 -
    • Advantageous Strike – Dex 4 -
  • Mountain Stance – End 4 -
  • Great Weapon Master – Str 6 – passive, +1 weapon dice for all 2h great weapons
    • Pit Champion – Str 8 – passive, +2 weapon dice for all 2h great weapons, advantage on melee attacks in single combat
    • Warchief – Str 7, Wis 4 – passive, +1 weapon dice for all 2h great weapons, advantage on all wisdom checks & saves in combat
    • Guardian – Str 6, End 5 – passive, +1 weapon dice for all 2h great weapons, advantage on all endurance checks & saves in combat

Archery & Firearms

  • Practiced Aim – Dex 2 – passive, aimed shots difficulty < 4 suffer no penalty
    • Crippling Shot – Dex 2 – standard ranged attack (-2 untrained), slows or stops target failing End save vs attack
    • Blinding Shot – Dex 3 – standard ranged attack (-3 untrained), blinds target failing End save vs attack
    • Heavy Shot – Dex 3, Str 3 – standard ranged attack, knocks target back 10 ft
    • Dead Aim – Dex 4 – passive, aimed shots difficulty < 6 suffer no penalty
      • Double Shot – Dex 4 – 2h manual bow or dual 1h pistols – standard ranged attack dealing 2x weapon damage
      • Wing Shot – Dex 5 – standard ranged attack (-4 untrained), grounds flying target to prone
      • Rapid Shot – Dex 5 – standard ranged attack as a bonus action

Dual Wielding – one-handed weapon x2

  • Cross Cut – Dex 3 – single melee attack, both weapons’ damage +4
  • Battle Flow – Dex 4 – 2nd attack combos on 19
  • Perforation – Dex 5 – MP 4 – 4 attack combo (2x each weapon alternate), +2 piercing damage per attack
  • Balance – Str 4 – can dual-wield broad & long weapons (hand & 1/2, D10’s)

Martial Arts – unarmed, unarmored

  • Focus – Wis 2 – passive, you have points of Prana equal to your level x2
    • Follow the Serpent – Wis 4 – passive, Prana = level x3
      • Feng Shui – Wis 6 – passive, Prana = level x 4
    • Battle Meditation – Wis 3 – 2 MP – concentration 5 min, unarmored CR+2 & cannot be surprised, frightened, charmed, or controlled
      • Calm of Thought & Form – Wis 5 – 2 MP – concentration 30 min, unarmored CR+5 & same effects as above
      • Serenity – Wis 7 – 2 MP – concentration 1 hour, unarmored CR+8 & same effects as above
  • Martial Prowess – Dex 3, Wis 3 – choose prowess in Sai(D6), Nunchakku(D8), Bo(D8), Jo(D10), or Katana (D10), chosen weapon can be used with MA abilities, can be taken multiple times
  • Tiger’s Claw – End 3 – unarmed melee rolls D6
    • Eagle’s Talon – End 5 – unarmed melee rolls D8
      • Burning Fist – End 7 – unarmed melee rolls D12
  • Mantis Strike – Dex 3 – 2 hit combo vs. Dex save, roll vs. 18 to combo
    • Flurry of Blows – Dex 4 – 3 hit combo vs. Dex save, roll vs. 18 to combo
    • Missle Snatch – Dex 6 – reaction, Dex save to catch an arrow, bolt, stone, or knife (doesn’t work against magic or balistics)
  • Stunning Fist – Dex 3 – melee attack vs. CR, damage +6, End save vs. attack or stunned until the end of its next turn
  • Shadow Dance – Dex 4 – 1 Prana – melee reaction, you shift behind attacking foe avoiding damage, foe attacks you at disadvantage and is distracted until you are hit or decide to do something else
  • Deft Hands – Dex 4, Wis 4 – 1 Prana – reaction, you skillfully block away any physical or magical attack or combo, roll vs. 19 to counter
  • Crane Strike – Dex 4 – melee kick attack vs. CR, roll vs. 18 to combo
    • Swooping Crane – Dex 5 – melee kick attack vs. CR, aoe 5ft around target save Dex vs. attack or be knocked prone

Combat Maneuvers

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