Martial Maneuvers

## Overview

Martial Maneuvers represent ways in which a Character may exert themselves further to apply additional effects to Actions they make, such as Attacks.

Martial Maneuvers may be learned through certain Subclasses, such as the Martial Master Subclass, They may also be learned through the Martial Maneuvers Advanced Feat.

Some Martial Maneuvers are unique to certain Archetypes, such as the Warrior's Targeted Strike or the Tactician's Tactical Strike and may only be gained through that Archetype.

## Common Requirements

### Using a Maneuver

Maneuvers may be used in response to performing a certain Action, such as making a Weapon Attack.

All Maneuvers require the Characters expend Stamina to gain the benefits of that Maneuver. The Stamina required is indicated by the Maneuver.

You may only use one Maneuver per any given trigger. E.g. You may not use multiple Maneuvers as part of a single Attack, or as part of the Dash Action.

### Martial Die

Many maneuvers require you roll your Character's Martial Die. If you do not have a Martial Die, you instead roll 1d4.

### Maneuver Save DC

If a Maneuver requires a Saving Throw be made, the DC is set by either your Character's Strength or Dexterity Modifier(your choice), unless the Maneuver specifies otherwise (e.g. the Warrior's Targeted Strike depends upon their Awareness Modifier).

Stance Save DC = 8 + Proficiency Bonus + Your Strength or Dexterity Modifier (Your Choice)

### Types of Maneuver

The Type of Maneuver indicates what the trigger for that Maneuver is.

There are four types of Maneuvers: Attack Maneuvers, Movement Maneuvers, Evasive Maneuvers, Skill Maneuvers.

#### Attack Maneuvers

Attack Maneuvers are used in response to making an Attack, initiating a grapple or allow you to make an additional Attack. Often these will cause an additional effect against the Target of the Attack.

#### Evasive Maneuvers

Evasive Maneuvers are used in response to your Character taking the Dodge Action or an Attack missing you. Often these will grant additional beneficial effects, such as granting them Temporary Hit points.

#### Magic Maneuvers

Magic Maneuver are used in response to your Character using Magic or otherwise have an effect on magical effects.

#### Movement Maneuvers

Movement Maneuvers are used in response to your Character moving, taking the Dash or Disengage Actions, or Jumping. Often these will cause additional effects such as being able to move further than normal.

#### Skill Maneuvers

Skill Maneuvers are used in response to your Character making a Skill Check. Often these will improve the odds of a Skill Check succeeding.

## Attack Maneuvers

### Quick Hurl

* **Trigger:** When you Successfully Grapple a Target, you may expend 1 Stamina Point to gain the following benefits.
* **Hurl:** The Target is thrown upto 20ft to a position of you choice and, if you wish, is knocked Prone as part of this Throw. If you Throw the Target against a Solid Surface as part of this movement, they take 2d6 Bludgeoning Damage. Using this Maneuver ends the Grappled condition on the Target.

### Knock-Down Attack

* **Trigger:** When you hit a Target with a Weapon Attack, you may expend 1 Stamina Point to gain the following benefits.
* **Additional Damage:** The Target takes additional Damage equal to one roll of your Martial Die, of the Weapons damage Type. If you do not have a Martial Die, roll a d4 instead.
* **Trip:** The Target must make a Strength or Dexterity Saving Throw (their Choice) against your Maneuver Save DC. If they Fail they are pushed 5ft away from you and they are Knocked Prone. Characters which are more than one size category larger than you automatically succeed on this Saving Throw.

### Disarming Attack

* **Trigger:** When you hit a Target with a Weapon Attack, you may expend 1 Stamina Point to gain the following benefits.
* **Additional Damage:** The Target takes additional Damage equal to one roll of your Martial Die, of the Weapons damage Type. If you do not have a Martial Die, roll a d4 instead.
* **Disarm:** The Target must make a Strength or Dexterity Saving Throw (their Choice) against your Maneuver Save DC. If they Fail they are Drop one item they are holding of your choice. Characters which are more than one size category larger than you automatically succeed on this Saving Throw. If you are within 10ft of the Target and have a free hand, you may catch and hold the dropped object as part of this Attack.

### Pushing Attack

* **Trigger:** When you hit a Target with a Weapon Attack, you may expend 1 Stamina Point to gain the following benefits.
* **Additional Damage:** The Target takes additional Damage equal to one roll of your Martial Die, of the Weapons damage Type. If you do not have a Martial Die, roll a d4 instead.
* **Push:** The Target must make a Strength or Dexterity Saving Throw (their Choice) against your Maneuver Save DC. If they Fail they are Pushed away from you by 20 ft. Characters which are more than one size category larger than you automatically succeed on this Saving Throw.

### Intimidating Attack

* **Trigger:** When you hit a Target with a Weapon Attack, you may expend 1 Stamina Point to gain the following benefits.
* **Additional Damage:** The Target takes additional Damage equal to one roll of your Martial Die, of the Weapons damage Type. If you do not have a Martial Die, roll a d4 instead.
* **Intimidate:** The Target must make an Awareness Saving Throw against your Maneuver Save DC. If they Fail they are Frightened of you until the End of your Next Turn.

### Taunting Attack

* **Trigger:** When you hit a Target with a Weapon Attack, you may expend 1 Stamina Point to gain the following benefits.
* **Additional Damage:** The Target takes additional Damage equal to one roll of your Martial Die, of the Weapons damage Type. If you do not have a Martial Die, roll a d4 instead.
* **Taunt:** Provided the Target can hear and understand you, you may use the Taunt Action against it as part of this Attack, irrespective of it's distance away from you.

### Distracting Attack

* **Trigger:** When you hit a Target with a Weapon Attack, you may expend 1 Stamina Point to gain the following benefits.
* **Additional Damage:** The Target takes additional Damage equal to one roll of your Martial Die, of the Weapons damage Type. If you do not have a Martial Die, roll a d4 instead.
* **Distract:** You may use the Distract Action against the Target as part of this Attack, irrespective of it's distance away from you.

### Retaliation

* **Trigger:** When an Attack misses you, you may as a Reaction expend 1 Stamina Point to gain the following benefits.
* **Retaliate:** You may immediately make an Attack against the Character who Attacked you with an Unarmed Strike or with a Weapon you are currently holding, provided they are within the Weapon's Reach or Range. You may not apply a further Maneuver to this Attack.
* **Additional Damage:** If this Attack hits, the Target takes additional Damage equal to one roll of your Martial Die, of the Weapons damage Type. If you do not have a Martial Die, roll a d4 instead.

### Precision Attack

* **Precision:** When you miss a Target with a Weapon Attack, you may expend 1 Stamina Point to add a bonus to the Attack Roll equal to your Martial Die. If you do not have a Martial Die, roll a d4 instead.
* **Additional Damage:** If this Attack Hits, the Target takes additional Damage equal to one roll of your Martial Die, of the Weapons damage Type.

### War Cry

* **Trigger:** When you hit a Target with a Weapon Attack, you may expend 1 Stamina Point to gain the following benefits.
* **Additional Damage:** The Target takes additional Damage equal to one roll of your Martial Die, of the Weapons damage Type. If you do not have a Martial Die, roll a d4 instead.
* **War Cry:** Yourself and one Character of your choice within 30ft of you who can see or hear you gains Temporary Hit Points equal to the Additional Damage caused by this Maneuver.

### Create Opening

* **Trigger:** When you hit a Target with a Weapon Attack, you may expend 1 Stamina Point to gain the following benefits.
* **Additional Damage:** The Target takes additional Damage equal to one roll of your Martial Die, of the Weapons damage Type. If you do not have a Martial Die, roll a d4 instead.
* **Create Opening:** One Character of your choice within 10ft of the Target may as a Reaction choose to either:
	+ Make an Attack against the Target with a Weapon they are holding or an Unarmed Strike, provided the Target is within their reach or range.
	+ Move up to half their Movement Speed. This Movement does not expend the Character's Movement Speed or provoke Attacks of Opportunity from the Target of the Attack.

## Evasive Maneuvers

### Quick Step

* **Trigger:** When an Attack misses you, you may as a Reaction expend 1 Stamina Point to gain the following benefits.
* **Quick Step:** You may move up to half your Movement Speed. This Movement does not expend your Movement Speed or provoke Attacks of Opportunity. You may move through the Attacker's space as part of this Movement, and doing so does not expend additional Movement Speed.

### Improved Dodge

* **Trigger:** When you take the Dodge Action, you may expend 1 Stamina Point to gain the following benefits.
* **Improved Dodge:** Until the Start of your Next Turn, if an Attack made against you has Disadvantage and still hits, you have Resistance against the Damage caused by the Attack.

## Magic Maneuvers

### Disrupt Spell

* **Trigger:** When you Hit a Character with a Weapon or Spell Attack you may expend 1 Stamina Point to gain the following benefits.
* **Additional Damage:** The Target takes additional Damage equal to one roll of your Martial Die, of the Weapon or Spell's Damage Type. If you do not have a Martial Die, roll a d4 instead.
* **Disrupt Spell:** The Target of this Attack has disadvantage on the next Spell Attack they make. Additionally, if the Target makes a Saving Throw to maintain their Concentration as a result of the Damage caused by this Attack, the DC for this Saving Throw is increased by an amount equal to the Additional Damage caused by this Maneuver.

### Quick Cast

* **Quick Cast:** When you Cast a Spell requiring an Action to Cast, you may expend Stamina Points to instead Cast that Spell as a Bonus Action. The number of Stamina Points required to use this feature is equal to the Spells Level. Cantrips require you expend 1 Stamina Point.

### Precision Spell

* **Precision:** When you miss a Target with a Spell Attack, you may expend 1 Stamina Point to add a bonus to the Attack Roll equal to your Martial Die. If you do not have a Martial Die, roll a d4 instead.
* **Additional Damage:** If this Attack Hits, the Target takes Additional Damage equal to one roll of your Martial Die, of the Spell's Damage Type.

### Infuse Attack

* **Trigger:** When you make an Attack with a Weapon or Unarmed Strike you may expend 2 Stamina Points to gain the following benefits.
* **Infuse Attack:** Before making the Attack you Cast a Spell you know, and unleash it as part of this Weapon Attack.
	+ **Spell Choice:** This Spell must require 1 Action to Cast and must require a Spell Attack as part of it's Casting. If the Spell requires you expend a Spell Slot as part of it's Casting, expend a Spell Slot as though you had Cast the Spell.
	+ **Effects:** If the Weapon Attack hits, the target takes both the Weapon's Damage and the effects of the Spell as though they were hit by the Weapon Attack and, immediately after it, the Spell Attack.

## Movement Maneuvers

### Group Movement

* **Trigger:** When you take the Dash or Disengage Action, you may expend 1 Stamina Point to grant one Character of your Choice within 10ft of you the following benefits.
* **Group Movement:** The chosen Character may as a Reaction move upto their Movement Speed. This Movement does not expend their Movement Speed and does not provoke Attacks of Opportunity.

### Sprint

* **Trigger:** When you take the Dash Action, you may expend 1 Stamina Point to gain the following benefits.
* **Sprint:** Until the End of this Turn, your Movement Speed is increased by 10ft. Additionally until the End of this Turn your Movement does not provoke Attacks of Opportunity and you have Advantage on Dexterity Saving Throws.

### Leap

* **Trigger:** When you Jump, you may expend 1 Stamina Point to gain the following benefits.
* **Leap:** The Vertical and Horizontal Distance you can cover as part of this Jump doubles. Additionally you do not expend Movement as part of this Jump.
* **Landing:** As part of this Jump, you may fall up to 30ft without taking Damage, provided you are not Incapacitated or your Movement Speed is not reduced in any way. If you fall further than 30ft, the fall is considered to be reduced by 30ft for the purposes of determining falling Damage.

### Tuck and Roll

* **Trigger:** When you take damage due to falling, are knocked Prone or moved against your will, you may as a Reaction expend 1 Stamina Point to mitigate the effects.

* **Reduced Damage:** Until the Start of your Next Turn you gain resistance to the Bludgeoning Damage caused from falling or hitting solid objects in the environment.
* **Roll:** If your Movement Speed is not Zero, you may as part of this Reaction move up to half your Movement Speed and, if you are prone, immediately stand up. This Movement does not expend your Movement Speed and does not provoke Attacks of Opportunity.

## Skill Maneuvers

### Field Medic

* **Field Medic:** When you make a Medical Skill Check you may expend 1 Stamina Point to add a bonus to the result equal to one roll of your Martial Die.
	+ Whether the Skill Check is a Fail or a Success, potentially changing the Failure into a Success, or a Success into a Spectacular Success.
	+ If you use this feature as part of a successful Medical Skill Check to Heal a Character, they regain additional Hit Points equal to one roll of your Martial Die.
	+ If you do not have a Martial Die, roll a d4 instead.

### Battlefield Presence

* **Battlefield Presence:** When you make a Communication Skill Check or a Charisma Saving Throw you may expend 1 Stamina Point to add a bonus to the result equal to one roll of your Martial Die.
	+ You may use this feature whether the Skill Check is a Fail or a Success, potentially changing the Failure into a Success, or a Success into a Spectacular Success.
	+ If you do not have a Martial Die, roll a d4 instead.

### Covert Operative

* **Covert Operative:** When you make a Trickery Skill Check or make an Initiative Check, you may expend 1 Stamina Point to add a bonus to the result equal to one roll of your Martial Die.
	+ You may use this feature whether the Skill Check is a Fail or a Success, potentially changing the Failure into a Success, or a Success into a Spectacular Success.
	+ If you do not have a Martial Die, roll a d4 instead.

### Intelligence Officer

* **Intelligence Officer:** When you make a Knowledge or Technology Skill Check or an Intelligence Saving Throw, you may expend 1 Stamina Point to add a bonus to the result equal to one roll of your Martial Die.
	+ You may use this feature whether the Skill Check is a Fail or a Success, potentially changing the Failure into a Success, or a Success into a Spectacular Success.
	+ If you do not have a Martial Die, roll a d4 instead.

### Soldier's Training

* **Soldier's Training:** When you make an Athletics Skill Check or a Strength or Constitution Saving Throw, you may expend 1 Stamina Point to add a bonus to the result equal to one roll of your Martial Die.
	+ You may use this feature whether the Skill Check is a Fail or a Success, potentially changing the Failure into a Success, or a Success into a Spectacular Success.
	+ If you do not have a Martial Die, roll a d4 instead.

### Reconnaissance

* **Reconnaissance:** When you make a Survival Skill Check or a Dexterity Saving Throw, you may expend 1 Stamina Point to add a bonus to the result equal to one roll of your Martial Die.
	+ You may use this feature whether the Skill Check is a Fail or a Success, potentially changing the Failure into a Success, or a Success into a Spectacular Success.
	+ If you do not have a Martial Die, roll a d4 instead.

### Standard Bearer

* **Raise Morale:** When you make a Creativity Skill Check or an Awareness Saving Throw, you may expend 1 Stamina Point to add a bonus to the result equal to one roll of your Martial Die.
	+ You may use this feature whether the Skill Check is a Fail or a Success, potentially changing the Failure into a Success, or a Success into a Spectacular Success.
	+ If you do not have a Martial Die, roll a d4 instead.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

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This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode