Maneuvers

The maneuvers are presented in alphabetical order.

Disarming Attack. When you hit a creature with a weapon attack, you can expend one martial die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the martial die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike. When you hit a creature with a weapon attack, you can expend one martial die to distract the creature, giving your allies an opening. You add the martial die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork. When you move, you can expend one martial die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack. You can expend one martial die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the martial die to the attack’s damage roll.

Goading Attack. When you hit a creature with a weapon attack, you can expend one martial die to attempt to goad the target into attacking you. You add the martial die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one martial die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry. When another creature damages you with a melee attack, you can use your reaction and expend one martial die to reduce the damage by the number you roll on your martial die + your Dexterity modifier.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one martial die to add it to the roll. 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 expend one martial die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one martial die to make a melee weapon attack against the creature. If you hit, you add the martial die to the attack’s damage roll.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one martial die to 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 you roll on your martial die. The damage is of the same type dealt by the original attack.

Trip Attack. When you hit a creature with a weapon attack, you can expend one martial die to attempt to knock the target down. You add the martial die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.