Basic Tactics

Basic Tactics are the martial equivalent of cantrips, that can be applied once per turn.

Tactics have conditions that determine when and how they can be used, described by the terms:

**Opening Move.** You cannot perform an opening move if you have already made an attack this turn.

**Finishing Move.** When you perform a finishing move, you cannot make any additional attacks for the rest of the turn.

**Shift.** When you shift, you move without provoking opportunity attacks. Shifting does not cost movement, but you can't shift if your speed is 0.

**Stance:** When you take a stance, you may have lasting effects that endure until the conditions for the stance to be disrupted are met. All stances are disrupted when you are knocked prone, stunned, restrained, paralyzed or otherwise incapacitated, and some may also have different triggers that end them. The effects of a Guard do not apply to ranged weapons and you can never have two guards active at the same time.

Martial Exploits from this list count as Basic Tactics and are all allowed: https://www.gmbinder.com/share/-Mz2PLy49TJrlKf0is8P

Basic Tactics from this list are work in progress and may be used by DM discretion:

### Basic Tactics

*Theatrical Fumble:*

Type: Finishing Move

You make a move that appears to be rather irrational , intended to provoke a predictable attack. You make a Deception (int) contest against one creature's Insight (wis) within 10 ft of you. If you win the contest, their next attack against you has disadvantage, if they win their next attack against you has advantage. In either case, they are inclined to attack you over others.

*Reach the Heavens:*

Type: Shift Requirement: Wielding a polearm.

You propel yourself directly upwards by a number of ft equal to the reach of your polearm (typically 10 ft) , with your high jump height added. At the highest point, you may make a weapon attack with your polearm before you fall down again, or alternatively stick in into a surface within your reach, firmly securing your polearm as a foothold in a tree or wooden wall etc.

*Rightly End Him:*

Type: Finishing Move Requirement: Wielding a weapon with a detachable pommel.

You unscrew and toss your pommel in a single smooth motion. Make a ranged attack action as if you had thrown a light hammer. You cannot use this tactic again until you screw the pommel back on your weapon or use another weapon with a detachable pommel to do it.

*Roll With The Punches:*

As a reaction to an attack roll made against you that hits, you can reduce the damage by 1d4+your strength or dexterity modifier. You are pushed 5 ft away from the source of the attack and land prone.

*Reactive Opening:*

Whenever you have advantage on an attack roll, you may relinquish the advantage and instead apply an Advanced Tactic to the attack. You can only use Advanced Tactics that directly apply on an attack, you do not consume a Tactical Die and do not add a Tactical Die roll to the attack's damage.

*Window Of Opportunity:*

Whenever you roll a natural 20, you may relinquish the critical hit to turn the roll into a 19. Instead apply an Advanced Tactic to the attack. You can only use Advanced Tactics that directly apply on an attack, you do not consume a Tactical Die and do not add a Tactical Die roll to the attack's damage.

*Instant Punishment:*

Whenever an opponent makes an attack roll against you and rolls a natural 1, you may immediately use your reaction to make an Opportunity Attack with advantage.

*Batto Sword Drawing:*