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# Cinematic Combat Stunts Expanded Caught out in the open without his allies, a rogue widens his eyes, points behind the ogre and shouts "Look out!" The ogre turns its head confused, giving the rogue an opening to stab the giant in the gut. Launched overboard as the airship rolls hard, a fighter finds herself dangling from edge as a pirate rushes her, scimitar raised. With one hand, she grabs his arm as he swings downward and pulls him overboard, watching him fall far below. Backed into a corner by a massive spider, a monk flexes their acrobatic prowess by kicking up off the wall, flipping over the beast, and swiftly striking it from behind.
*"A stunt is a simple catch-all mechanic for any sort of combat trick that a character might want to take in combat to gain a slight edge before hiding or making an attack. It allows you to (possibly) gain advantage for being stylish and making combat more varied and lively than “I move. I attack. Do I hit?”* *These tricks can be used by characters of any class, but are most useful for characters that would describe themselves as “swashbucklers,” “daredevils,” or “dashing scoundrels.” Stunts are most useful for rogues, but bards, fighters and monks may also get some mileage out of them.* *Rogues are the class best suited to using this trick for a number of reasons. They only have one attack per turn, and want to maximize the odds of this attack dealing damage. Gaining advantage on an attack is incredibly powerful, since it also activates their Sneak Attack feature. Rogues also have lots of skill proficiencies and the Expertise feature, making it much more likely that they'll succeed on the DC 15 ability check required to use a combat stunt."* — James Haeck, [Fighting Dirty: Cinematic Combat Stunts](https://www.dndbeyond.com/posts/203-fighting-dirty-cinematic-combat-stunts?page=2) ## Catch-All Combat Stunt Make a DC 15 ability check. You must propose which ability and skill proficiency you use to make this check to the DM before you make it, and can only perform this check with the DM's approval. On a success, you can make a single weapon attack or a Dexterity (Stealth) check with advantage. ## Rules for Combat Stunts Once per round, you can use the Attack action (or in the case of some Unique Combat Stunts, a reaction) to attempt a Combat Stunt against a creature you can see. If you're able to make multiple attacks with the Attack action, the Combat Stunt replaces one of them. Your speed must be greater than 0 to attempt a Combat Stunt. \columnbreak ## Implementing Stunts Dungeon Masters should implement stunts in a way that best suits their players. From an in-universe standpoint, using an improvised attack as a standard tactic defeats the purpose of using the situation at hand to your advantage. If your players are using the same trick over and over again (and this overuse is making the game less fun or interesting for you or your players), consider implementing the following rule: ### "I Know Your Tricks!" Once you use a combat stunt, you can't use it against the same creature. Additionally, if you use a stunt against a creature that saw you use the same stunt, you have disadvantage on ability checks to perform that stunt against it and it has advantage on saving throws made to resist that stunt. ## Unique Combat Stunts The design intent behind the generic combat stunt is to create a simple framework that players and dungeon masters could use to improvise their own stunts. However, it can be difficult to think of creative and cinematic action moves on demand, especially if you want to do more with your stunt than just gain advantage on an attack roll. Here are some specific tricks that your character can use to fool, confuse, and outmaneuver your enemies. #### Aerial Strike *You drop down onto a foe from above to strike at it as you fall.* Make a DC 5 Dexterity (Acrobatics) check to control your fall from a height of 5 feet or greater to land on top of a creature. For every 5 feet you fall beyond the initial 5 feet, increase the DC by 5. On a success, you make a single melee weapon attack against that creature with advantage and the creature takes bludgeoning damage equal to half your total fall damage, and if the creature is your size or smaller, it is knocked prone. #### Blinding Glare *You angle your shield, catching the light and blinding your foe at a critical moment.* When a creature that relies on eyesight to see attacks you, you can use your reaction to attempt to blind it for a moment. You must be wielding a metal shield and standing in sunlight. The creature must succeed on a Constitution saving throw or the attack misses and the creature is blinded until the end of the turn. If the creature succeeds, the attack that triggered this reaction automatically hits you. \pagebreakNum #### Cheap Shot *You strike a humanoid foe in a sensitive area to disable them for a moment.* Make a Dexterity (Deception) contested by a Wisdom (Insight) check of a humanoid creature within your 5 feet of you. On a success, you make an unarmed strike against that creature with advantage. You can use Dexterity instead of Strength for the attack and damage rolls. If the attack hits, the creature is incapacitated, can't move, and can speak only falteringly until the start of its next turn. On a failure, you make a single unarmed strike but it automatically misses. #### Climb Foe *You clamber onto a massive creature to hide in its blind spot.* You attempt to climb a creature at least one size larger than you within 5 feet of you. You must have at least one free hand. Make a Strength (Athletics) or Dexterity (Acrobatics) check (your choice) contested by the creature’s Strength (Athletics) or Dexterity (Acrobatics) check (its choice). On a success, you climb onto the creature and hang on. While hanging onto a creature, it can’t see you (unless you are hanging onto the front of the creature or it can also see behind it), and it makes attacks against you with disadvantage. If the creature moves, you can choose to let go as a reaction and fall to the ground beneath it, otherwise you move with it. At the end of each of your turns, you must make a DC 10 Strength (Athletics) check or lose your grip and fall off. A creature that is immune to the grappled condition is immune to this stunt. #### Deafening Disorientation *You create some other ringing or jarring sound to daze and deafen your foes for a moment.* You make a resonating, grating, or deafening loud sound near any number of creature that can hear. The source of the sound could be from an object on your person, such as a metal shield, or from the environment, such as tolling a large bell. All creatures within 10 feet of the object that can hear must make a successful Constitution saving throw or become deafened and incapacitated until the end of its next turn. If you are also forced to make this saving throw, you do so with advantage. #### Disarming Reversal *You attempt disarm your foe as they swing their weapon.* When a creature that is your size or smaller attacks you with a melee weapon, you can use reaction to make a Strength (Athletics) or Dexterity (Sleight of Hand) check (your choice) contested by the creature’s Strength (Athletics) or Dexterity (Sleight of Hand) check (its choice). You must have at least one free hand. You have disadvantage if the target is holding the item with two or more hands. On a success, that creature's attack is made with disadvantage, and then you force the that creature to drop the weapon they used to attack you. If the attack misses you, you can choose to instead take the weapon. On a failure, the attack that triggered this reaction automatically hits you. A creature that is immune to the grappled condition or being disarmed is immune to this stunt. #### Edge Dive *In a daring attempt of evasion, you throw yourself off a nearby ledge.* When you are attacked by a creature or are forced to make a Dexterity saving throw, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. You must be within 5 feet of a ledge and have you at least one free hand. On a success, no attacks of opportunity can be made against you, and you throw yourself off the ledge and can choose to grab its edge, causing the attack to miss or to automatically succeed your saving throw. On a failure, you still avoid the attack or succeed or the saving throw, but you do not grab the edge and fall off the ledge. #### Ensnaring Lasso *You hastily tie a lasso or attach a grappling hook to your rope and hurl it at a creature.* While you are holding a rope, you quickly tie a noose or prepare a grappling hook and make a ranged weapon attack to throw it at a creature that is Large or smaller within 30 feet. On a hit, the creature is snared, and you make a Strength (Athletics) check contested with the creature’s Strength (Athletics) or Dexterity (Acrobatics) check (its choice). On a success, you choose whether it falls prone or is pulled up to 10 feet toward you. You can repeat this contest as an Attack action on subsequent turns so long as the creature is snared and you are holding the rope. The snared creature’s movement is limited to the length of rope, and it can use its action to make a DC 10 Dexterity (Acrobatics) check, escaping the snare on a success. Severing the rope also frees the creature. A creature that is immune to the grappled condition is immune to this stunt. #### Evasive Dive *You dive to the ground as you notice an enemy lining up for a ranged attack.* When you are attacked by a creature that is 30 feet away or farther from you with a ranged attack, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. On a success, you fall prone and the attack that triggered this reaction is attack misses you. On a failure, you fall prone and the attack that triggered this reaction automatically hits you. \pagebreakNum #### Evasive Sidestep *You move away in an attempt to avoid an attack in close quarters.* When you are attacked by a creature with a melee attack, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. On a success, you move 5 feet in a direction of your choice. If this causes you to leave the creature’s reach, the attack misses you and it cannot make an attack of opportunity against you. If you are still in the creature’s reach, it makes the attack that triggered this reaction with disadvantage. On a failure, the attack that triggered this reaction automatically hits you. #### Exploit Momentum *You capitalize on your foe’s charge and use it against them.* When you are attacked by a creature within 5 feet of you that is no larger than one size larger than you, you can use your reaction to force it to make a Dexterity saving throw. That creature has disadvantage on the Saving throw if it moved at least 10 feet in a straight line immediately before attacking you. If it fails, the attack misses you and the creature moves through your space, then you can knock the creature prone or push the creature 10 feet away from you. If it succeeds, the attack that triggered this reaction automatically hits you. A creature that is immune to the grappled condition is immune to this stunt. #### Heroic Sacrifice *You throw yourself in the way of an incoming attack to protect your another.* When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a success, you become the target of the attack, and it automatically hits you. On a failure, you still become the target of the attack, it automatically hits you, and that attack is a critical hit. #### Interpose Cover *You put something between you and an attacking foe to get their strike to miss.* When you are attacked by or forced to make a Dexterity saving throw from an effect with a single target and are within 5 feet of half or three-quarters cover that can be moved easily, such as a door, table, or another creature, you can use your reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. You must have at least one free hand. If you are attempting to interpose an unwilling creature, you must also succeed in a contest of Strength (Athletics) check contested by the creature’s Strength (Athletics) or Dexterity (Acrobatics) check (its choice). On a success, the attack or effect misses you and the attack or effect is made against the obstacle. On a failure, the attack that triggered this reaction automatically hits you. \columnbreak #### Ledge Pull *While dangling, you attempt to pull a foe over the edge.* You attempt to grab and pull a creature within 5 feet off that is no more than one size larger. You must be hanging from a ledge and have at least one free hand. Make a Strength (Athletics) contested by the creature’s Strength (Athletics) or Dexterity (Acrobatics) check (its choice). On a success, you pull the creature over the ledge. On a failure, you must succeed on a DC 10 Strength saving throw or lose your grip. A creature that is immune to the grappled condition is immune to this stunt. #### Misdirecting Swipe *You attack as a misdirection against a foe to steal an item from them.* Make a DC 15 Dexterity (Sleight of Hand) check when within 5 feet of an intelligent creature. You must be wielding a melee weapon and have a free hand. On a success, you make a single melee weapon attack but it automatically misses. Instead, you take a visible Tiny object from the creature that it isn't wielding, such as a coin purse or key ring. On a failure, you make a single melee weapon attack but it automatically misses and the creature knows you attempted to steal from them. #### Pendulum Strike *You swing across to strike a foe with staggering force.* Make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check while holding a hanging rope or similar tether to swing towards a creature. On a success, you can make a single melee weapon attack with advantage against that creature. If your attack deals bludgeoning damage, the creature must succeed on a Strength saving throw or be pushed 10 feet away from you. #### Pinning Strike *You constrain a foe by pinning them to a wall or the floor with your weapon.* When you attack a creature that is large or smaller with a piercing weapon, you may instead attempt to pin that creature in place with your weapon or ammunition. That creature must be within 5 feet of a wall or prone. That creature must succeed on a Dexterity saving throw or become grappled (escape DC 10 Strength (Athletics)) as long as the weapon or ammunition remains embedded in the creature. A creature that is immune to the grappled condition is immune to this stunt. \pagebreakNum #### Rakish Trick *You flash a dazzling smile, point and shout “What’s that?” or generally ‘pull a fast one’ amidst combat to bewilder a foe.* Make a Charisma (Deception) check contested by a Wisdom (Insight) check of an intelligent creature that can see and hear you. If you succeed in this contest, you make a single weapon attack or Dexterity (Stealth) check against that creature with advantage. #### Ricochet Shot *Your trick-shooting skills allow you to ricochet your shot off a nearby surface to strike your target.* Make a DC 15 Wisdom (Perception) or Intelligence (Investigation) check to line up a trick shot at a creature or object within range of a bullet, sling stone, or other round missile ranged weapon you're wielding. There must be a solid surface within 30 feet of the creature to ricochet your shot off of. On a success, you make a single ranged weapon attack against that creature with advantage. On a failure, you make a single ranged weapon attack but it automatically misses. #### Resourceful Strike *You use an object in the environment to attack your foe in an unexpected way.* Make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) when you are within 5 feet of a creature and an object that can be used as an improvised weapon or half or three-quarters cover that isn't a creature and can be moved easily, such as a door, chair, or other furniture, and have at least one free hand. On a success, you make an improvised weapon attack against that creature with advantage. You can use Dexterity instead of Strength for the attack and damage rolls. If you have the class feature Sneak Attack, you can apply it to this attack. #### Sand Screen *By hurling a handful of sand, glass shards, or embers at your foe, you blind them for a moment.* You hurl sharp or stinging particles at a creature that relies on eyesight to see within 5 feet of you. This cloud of sharp objects could be from objects on your person, such as a bag filled with glass shards, or from the environment, such as kicking up a cloud of sand from the desert dune around you. That creature must make a successful Constitution saving throw or be blinded and until the end of your turn and incapacitated until the start of its next turn. #### Taunting Gambit *You feign letting down your guard and taunt your foe into attacking, allowing you execute a reversal strike.* You attempt to feign dropping your guard and goad a creature into attacking you. Force a creature that can hear and see you within 5 feet of you and is wielding a melee weapon to make a Wisdom saving throw. If it fails, it uses its reaction to make a melee weapon attack against you at disadvantage. You then make a single melee weapon attack against that creature with advantage. If the creature’s attack missed, you can also reroll one die of this attack once. If it succeeds, that creature can choose to use its reaction to make an attack. If it does, you then make a single melee weapon attack against that creature with disadvantage. #### Underbelly Slide *You skid between a creature’s legs to strike at it from below.* Make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to slide underneath a creature within 5 feet of you that is your size or larger than you. You have advantage on this check if you moved at least 10 feet in a straight line toward the creature immediately before making this check. On a success, you move through that creature’s space and make a single melee weapon attack against that creature with advantage. On a failure, you move through the creature’s space without expending your movement and fall prone. #### Vaulting Jump *You spring over a foe’s head to strike at it from above.* Make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to vault over a creature within 5 feet of you that is your size or smaller than you. You have advantage on this check if you moved at least 10 feet in a straight line toward the creature immediately before making this check. On a success, you move through that creature’s space and make a single melee weapon attack against that creature with advantage. On a failure, you move through the creature’s space without expending your movement and fall prone. #### Wall Flip *You use a somersault off a wall and over a foe, striking them from behind.* Make a DC 15 Dexterity (Acrobatics) check when you are within 5 feet of a vertical surface and a creature that is no larger than one size larger than you. You must be between the vertical surface and creature. On a success, you move through that creature’s space without expending your movement and make a single melee weapon attack against that creature with advantage. On a failure, you move through the creature’s space without expending your movement and fall prone. \pagebreakNum ## Change Log ### v2 * Changed Combat Stunts to replace a single Attack, and limited Combat Stunts to once per round. * Changed Misdirecting Swipe from a skill contest to a skill check. * Changed Exploit Momentum and Pinning Strike from a skill check to saving throw. * Changed Taunting Gambit from skill contest to saving throw. * Added the option to use Strength (Athletics) to Interpose Cover, Pendulum Strike, Underbelly Slide, and Vaulting Jump. * Changed Exploit Momentum to no longer require the creature to have moved towards you, but instead giving disadvantage if it did so. * Changed Deafening Disorientation to have incapacitated last until end of that creature's next turn. * Added Disarming Reversal, Blinding Glare, and Heroic Sacrifice. * Removed Flashy Flourish, Outmaneuvering Strike, and Play Dead. * Rewrote Combat Stunts to better conform to rulebook syntax. * Reformatted document layout.
> ### Credits > [Fighting Dirty: Cinematic Combat Stunts](https://www.dndbeyond.com/posts/203-fighting-dirty-cinematic-combat-stunts?page=2) by James Haeck for original design of Combat Stunts mechanic, including the following: > * Catch-All Combat Stunt > * I Know Your Tricks! > * Climb Foe > * Ensnaring Lasso > * Evasive Roll > * Pendulum Strike > * Ricochet Shot > * Sandscreen > * Underbelly Slide >
>
> Created by JackofAllTricks