Combat Powers

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Combat Powers

Combat powers modify a characters actions (typically the attack action) and are initially gained at character creation. You can also learn additional combat powers via feats, multiclassing, or through training.

Using Combat Powers

Once per turn, when a character takes the Attack action, a character can use one power they know as part of that action. A character must declare what power they use before they make their attack. If you can attack more than once on your turn, an Attack Power’s effects can only apply once, unless you gain a feature that says otherwise.

Utility Powers. A few powers are listed as Utility, and can be used with actions other than the Attack action (see the description of each power listed below).

You cannot apply a utility power to an action used as a bonus action (such as through cunning action).

Proficiency

Starting at 1st level, each character is proficient with a number of Attack powers, based on the table below. If you gain a level in a class that has more base powers than any of your current classes, you may learn one additional power.

Class Attack Powers
Powers Class
2 Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
3 Barbarian, Monk, Paladin, Ranger, Rogue
4 Fighter

Additionally, you may learn an additional attack power if you have one of the following archetypes:

Archetypes
Class Archetype
Bard College of Valor, College of Swords
Cleric Forge Domain, Tempest Domain, War Domain
Warlock Hexblade
Wizard Bladesinger

Class Features

A few classes also may gain a new feature regarding combat powers, listed below:

Combat Master (Fighter)

Starting at 11th level, when you take the Attack action on your turn, you may use up to two different combat powers, but you can only apply a single power per attack.

Martial Arts Master (Monk)

Starting at 11th level, when you use flurry of blows, you can use a combat power you haven’t already used this turn.

Weapon Properties

Many combat powers also provide an additional benefit depending on the type of weapon being wielded. When you use a combat power and make an attack with a weapon that has the property listed in the power, you may use that effect in addition to the basic power’s effect.

Unarmed Strike. When you make an unarmed attack, it counts as a weapon with the light property. If you have the Martial Arts feature from the Monk class, it also counts as having the finesse property.

Combat Power Summary
Advance Hobble
Avoidance (Utility) Interpose
Backhand Lure
Bait Pierce
Brance Probe
Breach Provoke
Deflect Rattle
Disarm Reconnoiter (Utility)
Distract (Utility) Snipe
Dive (Utility) Sprint (Utility)
Escape Sweep
Execute Switch
Flurry Trace
Grasp Ward
Harass Withdraw (Utility)

List of Combat Powers

The following powers are listed in alphabetical order.

ADVANCE

You use your attack's momentum to push back your target. The first time you hit a medium or smaller creature with a melee weapon attack on your turn, the target must succeed on a Strength saving throw or be pushed back 5 feet. The saving throw DC equals 8 + your Strength modifier.

Heavy. You may add your proficiency bonus to the saving throw DC.

AVOIDANCE (UTILITY)

When you use your action to Hide, you cause the next attack against you before the start of your next turn to have disadvantage, even if you failed to become hidden

BACKHAND

You can use a missed attack to distract an opponent. When you miss with a melee attack, you can use your bonus action to make an unarmed strike against the target. On a hit, the target takes no damage, but cannot take reactions until after the end of your next turn.

Light. On a hit, you deal damage equal to the weapon’s damage die, but not ability modifier.

BAIT

You attack with the intent to trap your opponent.

If you hit a creature with a melee weapon attack, you can use your bonus action to enter a watchful stance until the start of your next turn.

While in the stance, if the target moves 1 foot or more without teleporting, you can use your reaction to make a melee weapon attack against them.

Reach. Until the stance ends, the target has disadvantage on opportunity attacks against you.

BRACE

You attack conservatively, and attempt to close off any openings for your opponent. If you make a weapon attack against a creature and miss, you gain temporary hit points equal to 1 + your Constitution modifier that last until the start of your next turn.

Shield. You may increase the number of temporary hit points you gain from this power by 2.

BREACH

Your attacks are ruthless, and even if you miss with a deadly blow, you can still injure your opponent. If you miss with a melee weapon attack you may still deal damage to the target equal to your ability modifier. This damage cannot reduce a creature to 0 hit points.

Heavy. You can use this power when you make an opportunity attack.

DEFLECT

Your attacks can unbalance a foe, diverting a potential lethal strike. If you hit a creature with an melee weapon attack, you can use your bonus action to enter a defensive stance until the start of your next turn.

While in the stance, if the target makes a melee weapon attack against you, you can use your reaction gain half-cover (+2 AC) against the triggering attack.

Shield. You can use this power even if you don’t hit with an attack on your turn.

DISARM

You can attempt to disarm an opponent while attacking. If you hit a creature with a weapon attack, you can choose to disarm it rather wound it. Instead of rolling damage, the target makes an opposed Attack roll (with advantage if wielding a weapon with two hands or you are using a ranged weapon attack).

On a failure, the target is disarmed of one object of your choice. The object lands at its feet.

Finesse. You may apply this power's effect on up to two attacks on your turn.

DISTRACT (UTILITY)

When you use your action to Help an ally, you can instead cause one creature within 5 feet to have disadvantage on its next attack roll before the start of your next turn.

DIVE (UTILITY)

Before the start of your next turn when you use your action to Dodge, you can use your reaction to move half your speed whenever you are forced to make a dexterity saving throw. If your new position would move you outside the range of the triggering effect, you suffer no ill effects.

ESCAPE

You can use your attack to create an opening to escape. If you hit a creature with a melee weapon attack, you can use your bonus action to attempt to escape from a grapple or restraint from the target.

Light. If you successfully escape, the target has disadvantage on opportunity attacks against you.

EXECUTE

You can strike a devastating blow against a vulnerable creature. The first time you make a melee weapon attack against a target that is either prone or restrained, you can choose to gain disadvantage on the roll. If you hit, you may use the highest number available for your weapon damage.

Versatile. You may apply this powers effects on up to two attacks on your turn.

FLURRY

You can sacrifice some power to make several attacks. The first time you hit with a weapon attack, you can choose to roll your weapon’s damage die plus 2d4 instead of adding your ability modifier.

Versatile. You may apply this powers effects on up to two attacks on your turn.

GRASP

You attack and attempt to restrain your foe. If you hit a creature with a melee weapon attack, and have at least one free hand , you can attempt to grapple the target as a bonus action. The grapple ends automatically at the start of your next turn.

Reach. You can make a weapon attack roll in place of a Strength (Athletics) check to grapple.

HARASS

You attack in a fervor, and distract your foe. If you fail to hit with a melee weapon attack on your action, you can use your bonus action to grant one creature within 5 feet of the target advantage on their next attack roll before the start of your next turn.

Versatile. The bonus for this power instead lasts until the end of your next turn.

HOBBLE

Your attempt to slow a creature down with your attacks. If you hit a creature with a weapon attack, you can reduce that creature's speed by 10 feet until the start of your next turn.

Thrown. When you hit a creature with a thrown attack, the target’s speed is instead reduced by half.

INTERPOSE

You attack and position yourself to intercept an attack against an ally. If you hit a creature with a melee weapon attack, you can use bonus action to enter a protective stance until the start of your next turn.

While the stance lasts, you may use your reaction to give an ally half-cover (+2 AC) from an attack from the target, if both them and the ally are within your reach.

Shield. You can use this power even if you don’t hit with an attack on your turn.

LURE

You can maneuver, and attempt to pull an opponent out of formation. After you make a weapon attack, you can use your bonus action to move 5 feet. If you do, one creature within 5 feet can move into the space you left (no action required). These movements do not provoke opportunity attacks from either creature.

Finesse. If a creature enters a space you left, you may move an additional 5 feet afterward, as part of the same action.

PIERCE

You utilize a precise weapon to attack an opponent's weak spot. The first time you make an attack with a melee weapon, you can force the target to make a Dexterity saving throw. The DC for the saving throw equals 10 + your Dexterity modifier.

On a failure, your attack against the target has advantage. Otherwise, the attack has disadvantage.

Finesse. You may add your proficiency bonus to the saving throw.

PROBE

You attack with more control, but at the expense of power. You may choose to roll a d4 and add the result to your next weapon attack roll. If you hit, you do not add your ability modifier to the damage roll.

Ranged. You may apply this powers effects on up to two attacks on your turn.

PROVOKE

You create an opening for an opponent to attack you, allowing an ally to take advantage. When you miss a creature with a weapon attack, the target can use its reaction to make a melee attack against you. If they do, one friendly creature within range can use their reaction make a weapon attack against the target

Ranged. If the friendly creature hits with their attack, you can use your bonus action to move half your speed away from the target.

RATTLE

Your attack with ferocity, causing the target to become vulnerable, and allow an ally to exploit their weakness. If you hit with a weapon attack, you can choose not to roll the weapon's damage dice. If you do, the next creature to attack the target before the start of your next turn can roll a d6 and the result to both their attack and damage rolls.

Heavy. The next creature can roll a d8 instead of a d6 before adding it to their attack and damage rolls.

RECONNOITER (UTILITY)

When you use your action to Search, you enhance your awareness. Until the end of your next turn, creatures do not gain advantage on attack rolls against you as a result of being hidden and you do not suffer disadvantage on attack rolls against creatures you cannot see.

SNIPE

You take the time to line up a long-range shot. If you haven’t moved since the start of your last turn, the first time you make a ranged weapon attack this turn, you ignore disadvantage as a result of long range.

Thrown. You can increase the range of your attack by a number of feet equal to your Strength score.

SPRINT (UTILITY)

When you use your action to Dash and move in a straight line, your movement speed increases by 10 feet until the end of your movement.

SWEEP

You can utilize a large weapon to cleave several nearby targets. While wielding a melee weapon with two hands, you can use to make a single attack against all creatures within 5 feet of you. If you do, your weapon’s damage die becomes a d6 for this attack.

Reach. You can also target one creature within 10 feet of you when you use this feature.

SWITCH

You can maneuver expertly around your allies. Before or after you make a weapon attack, you can swap places with one friendly creature within 5 feet. This movement does not provoke opportunity attacks.

Light. You can move both before and after a weapon attack.

TRACE

You mark your ammunition to guide your allies attacks. The first time you hit a creature with a ranged weapon attack, the first attack any creature makes against the target before the start of your next turn cannot suffer from disadvantage.

Thrown. All attacks until the start of your next turn cannot suffer from disadvantage.

WARD

You attack wildly seeking to prevent foes from maneuvering around you. If you fail to hit a creature on your turn with a weapon attack, you gain a second reaction that can only be used to make opportunity attacks, that lasts until the start of your next turn.

Ranged. You ou can make this special opportunity attack with a ranged against any creature that moves within 10 feet of you.

WITHDRAW (UTILITY)

When you use your action to disengage, you can either immediately stand up from prone, or make an ability check or saving throw to end an effect causing you to be grappled or restrained.

 

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