Combat Maneuvers

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Maneuver Mastery

The following feats control how well and how often you are able to execute your combat maneuvers. You cannot train these feats directly. Instead, you gain TP in these feats as you train other combat maneuver feats. Total the amount of TP you have spent in all combat maneuver feats. If that number exceeds any of the costs below, you have gained that new feat.

Maneuver Points and Regaining Them: Each character starts with 1 maneuver point and regenerates a single maneuver point after completing a short rest. All expended maneuver points are regenerated after completing a long rest.

Using a Combat Maneuver Point: You may not use more than 1 combat maneuver point per turn. In order to gain the benefit or enact the mechanics of any combat maneuver feat, you must first spend a combat maneuver point. You must spend the point before making any of the required rolls. This point is expended whether or not the combat maneuver was successful.

Saves and Skill Checks: Many of the combat maneuver feats above require either you or your target to make a skill check or a save. The value of and saving throws, skill or ability checks starts at 16 for your PC and 12 for your target. These values are modified by the “Potency Feats” below.

Lord of Battle

Potency Feat


  • TP Required: 3,000 TP

For any saving throw or ability check forced on a target by a combat maneuver, the DC is now 14. For any saving throw or ability check made by you as part of a combat maneuver, the DC is now 14.

King of Carnage

Potency Feat


  • TP Required: 6,000 TP
  • Prerequisite: Lord of Battle

For any saving throw or ability check forced on a target by a combat maneuver, the DC is now 16. For any saving throw or ability check made by you as part of a combat maneuver, the DC is now 12.

God of War

Potency Feat


  • TP Required: 9,000 TP
  • Prerequisite: King of Carnage

For any saving throw or ability check forced on a target by a combat maneuver, the DC is now 18. For any saving throw or ability check made by you as part of a combat maneuver, the DC is now 10.

Fledgling Combatant

Frequency Feat


  • TP Required: 2,000 TP

Increases combat maneuver point total by 1 (2 total).

Journeyman Brawler

Frequency Feat


  • TP Required: 5,000 TP
  • Prerequisite: Fledgling Combatant

Increases combat maneuver point total by 1 (3 total).

Expert Tactician

Frequency Feat


  • TP Required: 8,000 TP
  • Prerequisite: Journeyman Brawler

Increases combat maneuver point total by 1 (4 total).

Master of Arms

Frequency Feat


  • TP Required: 14,000 TP
  • Prerequisite: Expert Tactician

You now regenerate an additional combat maneuver point upon completing a short rest (2 total).

Combat Maneuvers

Combat Maneuver Difficulty TP Required Weapons Special Direct Damage Cost
Wild Cleave Rare 2,000 Any Slashing Weapon AOE Y 1 attack
Sapping Blow Uncommon 1,000 Any Bludgeoning Weapon Stun N 1 attack
Blinding Bag Common 500 Net, Sack, Blanket Blind N 1 attack
Blood Magic Uncommon 1,000 Any Cantrip (any) Self Damage, Damage Increase Y 1 action
Slice and Dice Uncommon 1,000 Any Slashing Weapon DoT N 1 attack
Bruising Blow Uncommon 1,000 Any Bludgeoning Weapon AC Debuff N 1 action
Brutal Garrote Uncommon 1,000 Special Grapple N 1 action
Calamitous Intent Uncommon 1,000 Any Cantrip (save) Enhancement N 1 action
Called Shot Uncommon 1,000 Special Debuff, Special Y 1 attack
Charge Uncommon 1,000 Any Piercing Melee Weapon Prone Y 1 attack
Dirty Fighter Common 500 Any 1d4 or 1d6 Melee Weapon Grapple, Action Economy N 1 grapple
Dazing Blow Uncommon 1,000 Any Axe of Bludgeoning Weapon Incapacitate N 1 attack
Stylish Parry Rare 2,000 Any Melee Weapon Disarm N 1 reaction
Disturbing Shot Simple 250 Any Cantrip (any), Ranged or Thrown Weapon Advantage N 1 attack
Effortless Shot Rare 2,000 Any Cantrip (atk) Action Economy Y 1 cantrip
Combat Maneuver Difficulty TP Required Weapons Special Direct Damage Cost
Fearsome Accuracy Common 500 Any Thrown Weapon Frighten Y 1 attack
Headcrack Rare 2,000 Any Cantrip (atk), Ranged or Thrown Weapon Stun Y 1 attack
Improvisation Master Simple 250 Any Improvised Weapon Improvised Weapon Y 1 attack action
Blade Parry Uncommon 1,000 Any Bladed Weapon Mitigation ? 1 reaction
Main Gauche Uncommon 1,000 Any Bladed Weapon with a 1d4 Bladed Weapon in the Off-hand AC Buff N 1 reaction
Patient Blow Uncommon 1,000 Any Melee Weapon Crit Threat Y 1 attack
Patient Shot Uncommon 1,000 Any Cantrip (atk) or Ranged Weapon Crit Threat Y 1 attack
Piercing Point Common 500 Any Piercing Melee Weapon AC Ignore Y 1 action
Pin Uncommon 1,000 Any Any Bow, Crossbow, Throw, Axe, or Piercing Melee Weapon Grapple N 1 action
Power Shot Uncommon 1,000 Any Bow or Cantrip (atk) Damage Increase Y 1 attack
Bash and Push Uncommon 1,000 Any Lance, Polearm, Quarterstaff, Spear, Trident Damage, Action Economy, Pushback Y 1 attack
Overwhelm Charge Common 500 Any Lance, Polearm, Quarterstaff, Spear, Trident Critical, Prone Y Special
Broken Ribs Rare 2,000 Any Bludgeoning Weapon Stun Y 1 attack
Pommel Strike Common 500 Any 1-handed Sheathed Weapon Crit Threat, Advantage N 1 attack
Explosive Shot Common 500 Any Cantrip (atk), Ranged or Thrown Weapon Damage, Object, AOE Y 1 action
Snare Common 500 Flail, Net, Whip Disarm, Restrain N 1 attack
Spell Thief Very Rare 4,000 Special Special N 1 reaction
Stumbling Shot Rare 2,000 Any Cantrip, Ranged or Thrown Damage, Speed Y 1 attack
Trick Shot Rare 2,000 Any Cantrip (attack), Ranged or Thrown Weapon Crit Threat Y 1 action
Trip Uncommon 1,000 Any 2-handed Weapon Prone, Speed N 1 attack
David & Goliath Rare 2,000 Any Cantrip (any), Ranged or Thrown Weapon Special Y 1 attack
Pole Vault Uncommon 1,000 Any Lance, Polearm, Quarterstaff, Spear, Trident Jump, Crit Threat Y 1 action

Wild Cleave

Any Slashing Weapon


  • Difficulty: Rare
  • TP Required: 2,000 TP
  • Trigger/Cost: 1 attack

When you attack, you may choose to target up to two creatures within your reach with a single attack. This attack uses the same attack roll for both targets and deals slashing damage equal to:

2-handed weapons -> 1d6 plus STR mod to each target.

1-handed weapons -> 1d4 plus STR mod to each target.

Sapping Blow

Any Bludgeoning Weapon


  • Difficulty: Uncommon
  • TP Required: 1,000 TP
  • Trigger/Cost: 1 attack

Make a single attack roll with your weapon against a creature. If the attack hits, it does no damage, but the target must make a CON save or be stunned until the end of its next turn.

Blinding Bag

Net, Sack, Blanket, Etc.


  • Difficulty: Common
  • TP Required: 500 TP
  • Trigger/Cost: 1 attack

You wrap your object around a single creature's head. Make a melee attack using either DEX or STR. On a hit, a large or smaller creature is blinded, until the object is removed. A successful Sleight of Hand (DEX) check removes the net.

Blood Magic

Any Cantrip


  • Difficulty: Uncommon
  • TP Required: 1,000 TP
  • Trigger/Cost: 1 cantrip / 1 action

You tap into your own life force to provide more oomph to a cantrip. The cantrip does normal damage and for each hit point that you sacrifice, you increase the damage of the cantrip by 1 point. You must sacrifice hit points before you make your attack roll or before the target makes their saving throw. You can sacrifice a number of hit points up to your character level.

Slice and Dice

Any Slashing Weapon


  • Difficulty: Uncommon
  • TP Required: 1,000 TP
  • Trigger/Cost: 1 attack

When you hit a living creature with your weapon, you can choose to make a superficial but bleeding wound. The attack deals no damage, but the target takes 1d6 necrotic damage at the beginning of each of its turns until it makes a Medicine (WIS) check as an action to stop the bleeding or until it receives magical healing. Slice and Dice does not stack. Creatures without blood are immune to this condition.

Brutal Garrote

Any weapon or object that you can, with a straight face, argue that you can garrote a person


  • Difficulty: Uncommon
  • TP Required: 1,000 TP
  • Trigger/Cost: 1 action

You wrap your weapon or object around the targets neck and attempt to garrote the shit out of them. Resolve a grapple per RAW. Upon a successful grapple, the creature cannot speak, cannot breathe, and has disadvantage on attack rolls against you. If the creature was unaware of your presence, it is unable to take a breath before its airway closes and it immediately begins suffocating. The target can attempt to escape the grapple each round on its turn.

Calamitous Intent

Any Cantrip (save)


  • Difficulty: Uncommon
  • TP Required: 1,000 TP
  • Trigger/Cost: Any cantrip that requires a saving throw

When you cast a cantrip that requires a target to make a saving throw, you may warp your spell in such a way that it puts the target off guard. In addition to the saving throw forced by the cantrip the target must also make a DC 12 DEX save. If it fails, the target takes double damage from the cantrip (as long as the cantrip caused more than 0 damage) and the target is knocked prone.

Called Shot

Anything


  • Difficulty: Uncommon
  • TP Required: 1,000 TP
  • Trigger/Cost: 1 attack

You target a particular part of your target's anatomy. The attack does normal weapon damage. Resolve the attack per the table below. All effects end at the end of the target's next turn.

Target Attack Penalty Effect on Success
Head -6 Blinded
Arms -4 Cannot make more than 1 attack per turn
Hands -4 All attacks at disadvantage
Crotch -4 All attackers have advantage
Legs -4 Movement speed is halved
Feet -6 No DEX bonus to AC and disadvantage on all DEX checks & saves

Charge

Any Piercing Melee Weapon


  • Difficulty: Uncommon
  • TP Required: 1,000 TP
  • Trigger/Cost: 1 attack, 20 feet of movement

If you move at least 20 feet straight toward a creature, you can make a charge attack. Make a melee weapon attack. On a hit, the target takes normal weapon damage plus an extra 1d6 piercing damage for 1-handed weapons and 2d6 for 2-handed weapons. The creature must also make a STR save or fall prone.

Dirty Fighter

Any 1d4 or 1d6 Melee Weapon


  • Difficulty: Common
  • TP Required: 500 TP
  • Trigger/Cost: 1 successful grapple

Whenever you are involved in a grapple check, you may use your reaction to make a melee weapon attack against your grappling partner.

Dazing Blow

Any Axe or Bludgeoning Weapon


  • Difficulty: Simple
  • TP Required: 500 TP
  • Secondary Stat: DEX
  • Trigger/Cost: 1 attack

Make a melee weapon attack. If the attack hits, the target must make a CON save or be incapacitated until the end of its next turn.

Stylish Parry

Any Melee Weapon


  • Difficulty: Rare
  • TP Required: 2,000 TP
  • Trigger/Cost: 1 reaction

As a reaction you can attempt to catch the weapon of your attacker in yours and disarm them. Make a melee attack roll. If the result of this roll exceeds the attacker’s roll, their attack misses and they must succeed on a STR save or be disarmed. A disarmed creatures weapon is pushed 10 feet in a random direction. Roll a 1d8 to determine the direction by designating a square adjacent to the creature as ‘1’ and then counting clockwise. This does not work on natural weapons, unarmed opponents, or if the weapon is attached to the attacker by extraordinary means.

Disturbing Shot

Any Cantrip (any), Ranged or Thrown Weapon


  • Difficulty: Simple
  • TP Required: 250 TP
  • Trigger/Cost: 1 attack/cantrip

You intentionally miss your target by a hair's breadth, giving your allies the chance to attack while the target is distracted. All melee attacks against the target have advantage if they are made before the beginning of the target's next turn. This effect ends when the target is successfully hit by an advantaged attack. If the target is killed while distracted in this way, you feel a rush of excitement and you receive advantage on your next attack roll.

Effortless Shot

Any Cantrip (attack) Feat


  • Difficulty: Rare
  • TP Required: 2,000 TP
  • Trigger/Cost: 1 cantrip / 1 action

Your practiced hands make quick work of your spells. Make a saving throw with your primary spellcasting ability. If you succeed, you may cast any cantrip twice as part of a single action. Both cantrips do normal damage and each may target a different target. On a failed save, you cast the cantrip normally.

Fearsome Accuracy

Any Thrown Weapon


  • Difficulty: Common
  • TP Required: 500 TP
  • Trigger/Cost: 1 attack

You may throw your weapon at a creature that is within 10 feet of your weapons maximum range. Make a thrown weapon attack roll against a creature, at disadvantage if the weapon requires it. If the attack hits, the creature takes normal damage and must make a WIS save or be frightened of you for 1 minute.

Headcrack

Any Cantrip (attack), Ranged or Thrown Weapon


  • Difficulty: Rare
  • TP Required: 2,000 TP
  • Trigger/Cost: 1 attack

Make a single ranged attack. This attack does normal weapon damage and the target must make a CON save or be stunned until the end of its next turn.

Improvisation Master

Any Improvised Weapon


  • Difficulty: Simple
  • TP Required: 250 TP
  • Trigger/Cost: 1 attack action

When using an improvised weapon, you now deal 1d6 damage and attack with advantage. If you crit while performing this maneuver, your improvised weapon shatters, dealing an additional 1d6 bludgeoning damage. This does not occur if the improvised weapon is a magical, living, or sentient thing.

Blade Parry

Any Bladed Weapon


  • Difficulty: Uncommon
  • TP Required: 1,000 TP
  • Trigger/Cost: 1 reaction

When you are attacked by a creature, you may use your reaction to attempt to parry their attack. Make a melee weapon attack roll. You have advantage on this roll if you are wielding your weapon with two hands or if you are two-weapon fighting. If the result of this roll equals or exceeds their attack roll, their attack misses. If the result of this roll exceeds their attack roll by 5 or more, you may make an immediate counterattack.

Main Gauche

Any Bladed Weapon with a 1d4 Bladed Weapon in the Off-hand


  • Difficulty: Uncommon
  • TP Required: 1,000 TP
  • Trigger/Cost: 1 reaction

While wielding both a bladed weapon and a dagger, you may use a reaction after being attacked to roll 1d4 and add the result to your AC until the end of your next turn.

Patient Blow

Any Melee Weapon


  • Difficulty: Uncommon
  • TP Required: 1,000 TP
  • Trigger/Cost: 1 attack

You may sacrifice your attacks that round to expand your critical threat range. For each attack that you sacrifice, your critical threat range is expanded by 1. You must declare the number of attacks you wish to sacrifice before you make the attack roll. Attacks from any source, including Frenzied Rage, Polearm Master and the Haste spell may be sacrificed. You make the attack roll with advantage and you deal normal weapon damage.

Patient Shot

Any Ranged Weapon or Cantrip (attack)


  • Difficulty: Uncommon
  • TP Required: 1,000 TP
  • Trigger/Cost: 1 attack or cantrip

Make a single attack with advantage. This attack deals normal damage and expands your critical threat range by 2.

You may only use 5 feet of movement immediately before and immediately after you take the shot. If you have used more than 5 feet of movement before using this feat, you are unable to use this feat. Your movement speed is 0 for the remainder of that turn.

Piercing Point

Any Piercing Melee Weapon


  • Difficulty: Common
  • TP Required: 500 TP
  • Trigger/Cost: 1 action

You may pinpoint a weak point of an opponent's armor and make a single attack against it. This attack treats the target's AC as 10 + their DEX modifier and does normal weapon damage. \columnbreak

Pin

Any Bow, Crossbow, Thrown, Axe, or Piercing Melee Weapon


  • Difficulty: Uncommon
  • TP Required: 1,000 TP
  • Trigger/Cost: 1 attack

When you make a melee or ranged weapon attack, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the projectile's edge. This maneuver can be used against creatures without clothing at the GM's discretion. Make an attack roll; if the attack hits, the target must make a STR save. On a failure, the target's speed is reduced to zero until the projectile is removed. The target can make another STR save as an action on its turn.

Power Shot

Any Bow or Cantrip (attack)


  • Difficulty: Uncommon
  • TP Required: 2,000 TP
  • Trigger/Cost: 1 attack or cantrip

You may take a penalty on your attack roll equal to or less than your primary ability modifier. This penalty must be applied before the attack roll is made. If the attack hits, it deals normal damage and additional damage equal to the penalty to the attack roll. Power Shot does not stack with the Sharpshooter feat.

Bash and Push

Any Lance, Polearm, Quarterstaff, Spear, Trident


  • Difficulty: Uncommon
  • TP Required: 1,000 TP
  • Trigger/Cost: 1 attack

You may use the haft of your weapon to Bash and Push up to two adjacent creatures. Make a single attack roll against one or two adjacent creatures within melee range. If the attack hits a target it pushes that target back by 10 feet away from you. You may elect to do normal weapon damage to one, but not both, of the targets.

Overwhelm Charge

Any Lance, Polearm, Quarterstaff, Spear, Trident


  • Difficulty: Common
  • TP Required: 500 TP
  • Trigger/Cost: 1 action / 1 reaction

As an action, you can set your weapon against a charge. After setting your weapon, if a creature moves at least 20 feet straight toward you and attacks you, you may use your reaction to make an attack with your weapon. If this attack hits, it is an automatic critical hit and the target must make a STR save. On a failure, it falls prone and falls off its mount if it is mounted.

Broken Ribs

Any Bludgeoning Weapon


  • Difficulty: Rare
  • TP Required: 2,000 TP
  • Trigger/Cost: 1 attack

Make a single melee weapon attack. This attack does normal weapon damage and the target must make a CON save. On a failure, it is stunned until the end of its next turn. If you rolled maximum damage or if the target rolls a 1 on its save, the target is stunned until the end of your next turn.

Pommel Strike

Any 1-Handed Sheathed Weapon


  • Difficulty: Common
  • TP Required: 500 TP
  • Trigger/Cost: 1 attack

You may draw a sheathed weapon and make an attack roll to strike the enemy with its pommel. This attack deals damage equal to your STR or DEX mod. The next attack roll made against the target has advantage and gains +2 to its critical threat range.

Explosive Shot

Any Cantrip (attack), Ranged or Thrown Weapon


  • Difficulty: Common
  • TP Required: 500 TP
  • Trigger/Cost: 1 action

Make a single attack against an unattended object. The attack deals double damage to the target. If the object is destroyed, it explodes into a cloud of shrapnel. Choose one of the following options: (1) All creatures adjacent to the object must make a DEX save, taking 2d4 + primary ability modifier piercing damage on a failure. (2) One creature adjacent to the object must make a CON save. On a failure, the creature takes 2d4 + Primary Ability Mod piercing damage and is blinded until the end of your next turn.

Snare

Flail, Whip, Net


  • Difficulty: Common
  • TP Required: 500 TP
  • Trigger/Cost: 1 attack

You may snap your weapon around a creature, its weapon, or its shield. If you target the weapon or shield, the creature must make a STR save or drop its weapon at its feet. If you target the creature, it must make a STR save or be restrained. It may repeat this save at the end of each of its turns. You cannot make attacks with this weapon until the restrained condition is ended.

Spell Thief

Special, See Below


  • Difficulty: Very Rare
  • TP Required: 4,000 TP
  • Trigger/Cost: 1 reaction, Targeted by a spell

When you are the target of a spell and it is a spell that is on your class list, you may make an Arcana (INT) check to determine the spell. This check does not consume an action. On a successful check, if that spell is on your class list you may expend 1 combat maneuver slot to attempt to absorb the spell. You must make a saving throw with your primary spellcasting ability modifier against the caster's spell save DC. If you succeed, you absorb the spell.

On your next turn, you must cast that spell or be effected by it normally as though you were the target. Casting a spell in this way consumes no resources. This maneuver only applies to single target spells.

Stumbling Shot

Any Cantrip, Ranged or Thrown


  • Difficulty: Rare
  • TP Required: 2,000 TP
  • Trigger/Cost: 1 attack or cantrip

Make a single ranged attack. If this attack hits, the enemy takes normal damage and must make a CON save. On a failure, the damage is increased to maximum damage and the target's speed is reduced to 0 until the end of its next turn.

Trick Shot

Any Cantrip (attack), Ranged or Thrown Weapon


  • Difficulty: Rare
  • TP Required: 2,000 TP
  • Trigger/Cost: 1 action

This shot does normal weapon damage. Make a single exceptionally stylish attack with disadvantage. If the lower roll would also hit the target, you automatically score a critical hit. Advantage does not offset the disadvantage granted by this feat.

Optional: You may elect to roll 3d20 (double disadvantage). If the lowest roll would still hit, you score a critical hit for maximum damage.

Trip

Any 2-Handed Weapon


  • Difficulty: Uncommon
  • TP Required: 1,000 TP
  • Trigger/Cost: 1 attack

You may sweep your opponent's legs in an attempt to trip them. Make an attack roll against a creature that is one size category larger than you or smaller. If the attack hits, it must succeed on a STR save or fall prone. On a crit, the target automatically fails its save and it's movement speed is reduced to 0.

For the purposes of "2-Handed Weapon", versatile weapons only count if being wielded with 2 hands.

David & Goliath

Any Cantrip, Ranged or Thrown Weapon


  • Difficulty: Rare
  • TP Required: 2,000 TP
  • Trigger/Cost: 1 attack

You may make a single ranged weapon attack with your weapon against a creature at least 1 size category larger than you. This attack deals normal weapon damage, and an extra 1d4+5 bludgeoning damage. The damage die increase by one size for each size category the creature is larger than you after the first. This damage is not doubled on a critical hit.

For example, a halfling (size small) attacking a Gargantuan creature is 4 size categories smaller. The amount of damage done would be 1d10+5 bludgeoning damage.

Pole Vault

Any Polearm, Lance, Quarterstaff, Spear


  • Difficulty: Uncommon
  • TP Required: 1,000 TP
  • Trigger/Cost: 1 action

You can use an action to more than double the length of your long jump, allowing you to leap a number of feet up to 5 + twice your STR score. If you land adjacent to a creature at the end of this jump, you can make a single attack at advantage with your weapon as part of this action. This attack does normal weapon damage. If you were unseen or you crossed a blockade or other obstruction that you normally couldn't as part of the jump, you crit on a natural roll of 18-20 on this attack.

Combat Maneuvers by Type - Melee Feats

Combat Maneuver Difficulty TP Required Weapons Special Direct Damage Cost
Wild Cleave Rare 2,000 Slashing Weapon AOE Y 1 attack
Sapping Blow Uncommon 1,000 Bludgeoning Weapon Stun N 1 attack
Slice and Dice Uncommon 1,000 Slashing Weapon DoT N 1 attack
Bruising Blow Uncommon 1,000 Bludgeoning Weapon AC Debuff N 1 action
Called Shot Uncommon 1,000 Special Debuff, Special Y 1 attack
Charge Uncommon 1,000 Piercing Melee Weapon Prone Y 1 attack
Dazing Blow Uncommon 1,000 Axe of Bludgeoning Weapon Incapacitate N 1 attack
Stylish Parry Rare 2,000 Melee Weapon Disarm N 1 reaction
Headcrack Rare 2,000 Cantrip (attack), Ranged or Thrown Weapon Stun Y 1 attack
Blade Parry Uncommon 1,000 Bladed Weapon Mitigation Situational 1 reaction
Main Gauche Uncommon 1,000 Bladed Weapon with a 1d4 Bladed Weapon in the Off-hand AC Buff N 1 reaction
Patient Blow Uncommon 1,000 Melee Weapon Crit Threat, Action Economy Y 1 attack
Piercing Point Common 500 Piercing Melee Weapon AC Ignore Y 1 action
Pin Simple 250 Piercing Melee Weapon Grapple N 1 action
Bash and Push Uncommon 1,000 Lance, Polearm, Quarterstaff, Spear, Trident Damage, Action Economy, Pushback Y 1 attack
Overwhelm Charge Common 500 Lance, Polearm, Quarterstaff, Spear, Trident Critical, Prone Y Special
Broken Ribs Rare 2,000 Bludgeoning Weapon Stun Y 1 attack
Pommel Strike Common 500 1-handed Sheathed Weapon Crit Threat, Advantage N 1 attack
Trip Uncommon 1,000 2-handed Weapon Prone, Speed N 1 attack
Pole Vault Uncommon 1,000 Lance, Polearm, Quarterstaff, Spear, Trident Jump, Crit Threat Y 1 action

Combat Maneuvers by Type - Ranged Weapon Feats

Combat Maneuver Difficulty TP Required Weapons Special Direct Damage Cost
Called Shot Uncommon 1,000 Special Debuff, Special Y 1 attack
Disturbing Shot Simple 250 Cantrip (any), Ranged or Thrown Weapon Advantage N 1 attack
Fearsome Accuracy Common 500 Thrown Weapon Frighten Y 1 attack
Patient Shot Uncommon 1,000 Cantrip (attack) or Ranged Weapon Crit Threat Y 1 attack
Pin Uncommon 1,000 Bow, Crossbow, Thrown or Axe Weapon Grapple N 1 attack
Power Shot Uncommon 1,000 Bow or Cantrip (attack) Damage Increase Y 1 attack
Explosive Shot Common 500 Cantrip (attack), Ranged or Thrown Weapon Damage, Object, AOE Special 1 action
Stumbling Shot Rare 2,000 Cantrip, Ranged or Thrown Damage, Speed Y 1 attack
Trick Shot Rare 2,000 Cantrip (attack), Ranged or Thrown Weapon Crit Threat Y 1 action

Combat Maneuvers by Type - Caster Feats

Combat Maneuver Difficulty TP Required Weapons Special Direct Damage Cost
Blood Magic Uncommon 1,000 Cantrip Self Damage, Damage Increase Y 1 action
Calamitous Intent Uncommon 1,000 Cantrip (save) Enhancement N 1 action
Called Shot Uncommon 1,000 Special Debuff, Special Y 1 attack
Disturbing Shot Simple 250 Cantrip (any), Ranged or Thrown Weapon Advantage N 1 attack
Effortless Shot Rare 2,000 Cantrip (attack) Action Economy Y 1 cantrip
Patient Shot Uncommon 1,000 Cantrip (attack) or Ranged Weapon Crit Threat Y 1 attack
Power Shot Uncommon 1,000 Bow or Cantrip (attack) Damage Increase Y 1 attack
Explosive Shot Common 500 Cantrip (attack), Ranged or Thrown Weapon Damage, Object, AOE Special 1 action
Spell Thief Very Rare 4,000 Special Special N 1 reaction
Stumbling Shot Rare 2,000 Cantrip, Ranged or Thrown Damage, Speed Y 1 attack
Trick Shot Rare 2,000 Cantrip (attack), Ranged or Thrown Weapon Crit Threat Y 1 action

Combat Maneuvers by Type - Situational or Special Feats

Combat Maneuver Difficulty TP Required Weapons Special Direct Damage Cost
Blinding Bag Common 500 Net, Sack, Blanket Blind N 1 attack
Brutal Garrote Uncommon 1,000 Special Grapple N 1 action
Dirty Fighter Common 500 1d4 or 1d6 Melee Weapon Grapple, Action Economy N 1 grapple
Improvisation Master Simple 250 Improvised Weapon Improvised Weapon Y 1 attack action
Shield Snare Uncommon 1,000 Flail, Net, Whip Disarm, AC Ignore Y 1 action
Snare Common 500 Flail, Net, Whip Disarm, Restrain N 1 attack
David & Goliath Rare 2,000 Cantrip (any), Ranged or Thrown Weapon Special Y 1 attack
 

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