Adventurer Maneuvers (Legacy)

by Folivora

Search GM Binder Visit User Profile
Adventurer Maneuvers

Adventurer Maneuvers

Everyone's getting maneuvers! Maneuvers include the standard 5E definition of maneuvers; martial abilities that let you swordfight cool, shoot better, or smash harder. But Adventurer maneuvers also include all sorts of tricks and tools that will be used by any adventurer. Your sorcerer can now brace up and prepare for an oncoming attack, your bard can now scramble for cover under a hail of arrows, and your witch can now snatch a hair from a foes head in the heat of combat.

Stamina Points

Every maneuver is fuelled using Stamina points. You have a pool of Stamina equal to your Proficiency bonus. When you use a maneuver, it expends stamina from this pool. You regain all of your stamina when you finish a short or a long rest. Some maneuvers have more potent effects if you spend more stamina points on them than necessary.

Characters that deidcate themselves entirely to martial pursuits have honed their body to grant more stamina. Certain classes gain a bonus to their Stamina pool when they reach 2nd level, and again when they reach 5th, 11th and 17th level, shown in the table below.

Class Stamina Bonus
Artificer 1
Barbarian 2
Fighter 2
Monk 2
Paladin 1
Ranger 1
Rogue 2
Runeweilder 1
Warden 2
Warlock 1
Warlord 2

If you have levels in two classes that grant the same amount of bonus stamina at certain levels, you add your levels in those classes together for the purposes of working out your bonus stamina. For example, a character with two levels in Barbarian and three levels in Rogue would count themselves as a combined 5th level character and gain a +4 bonus to the stamina.

Degrees

The degree of a maneuver is a representation of how complex that maneuver is. As a character gains levels, it can learn maneuvers from higher and higher degrees.

Character Level Maximum Degree
1st 1st tier
5th 2nd tier
11th 3rd tier
17th 4th tier

Maneuver Save DC

Some maneuvers force a target to make a saving throw to resist it's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier

Stances

When you use a maneuver with the word "stance" in it's name, the maneuver's benefits can last for a number of turns, defined in the maneuver description. While you are in a stance you gain the benefits of the maneuver, and you cannot maintain Concentration. The following factors cause break your stance:

  • Performing another maneuver that enters a stance. You exit the stance you are in and enter the new stance if you perform a maneuver that enters a stance. You can't be in two stances at once.
  • Taking Damage. Whenever you take damage while you are in a stance, you must make a Strength or Dexterity saving throw (your choice) to maintain your stance. The DC equals 10 or half the damage you take, whichever number is higher.
  • Being incapacitated or killed. You break your stance if you are incapacitated or if you die.
  • Choosing to break it. You can choose to break your stance at any time, without requiring an action.

Areas of Setup

Some maneuvers reference an area of setup, such as maneuvers that trigger traps. An area of setup is a small area the size of a room or a campsite that you have set up traps or other equipment within. If there is no obvious threshold to consider an area of setup, use a 30-foot cube. You can spend 10 minutes preparing an area to transform it into an area of setup, which can be done during a short or long rest.

Areas of Setup

This is a method of abstracting forethought and planning on the parts of rangers and rogues setting up traps. In place of a player spending valuable session time meticulously preparing and setting up a trap in a location and spending time guessing where a creature might step, this method allows them to retroactively place traps and trigger them when creatures move at the cost of a reaction, which both saves session time and gives the illusion of clever characters.

Variants

These variant rules are presented to add to player characters to make the maneuver system work smoothly.

Variant: Tradition Mastery

When you gain certain class features, you gain proficiency in a single additional tradtition from your class's list of traditions. When you do so, you also learn one additional maneuver from that tradition. The class features that grant you this mastery are as follows:

  • Devastating Blasts (Thundersmith Artificer)
  • Divine Strike (Cleric Subclasses)
  • Extra Attack (Multiple classes. The fighter gains this each time their extra attack improves)
  • Primal Strike (Moon Druid)
  • Thirsting Blade (Pact of the Blade Warlock)
  • Uncanny Dodge (Rogue)

Variant: Starting Proficiencies

If your players are playing a Fighter or a Paladin while using these maneuvers, consider allowing them to change their starting saving throw Proficiencies to Strength and Dexterity for a Fighter and Strength and Wisdom for a Paladin. Granting a class proficiency in these makes it much easier for them to remain in a stance after taking damage, which is especially important for martial characters.

Variant: Cunning Action

When you gain the Cunning Action feature, you can use Mobility or Utility maneuvers that cost an action as a bonus action.

Variant: Ki

When you gain the Ki feature, you can add your Stamina pool to your Ki pool, and can use your Ki to fuel your maneuvers.

This one could have some serious ramifications for the balance of the monk and it's resources. I'd be careful with this one.

Maneuver Traditions

Depending on your class, you gain access ot certain traditions of maneuvers. The lists below show which classes can access which lists.

Artificer

You gain proficiency in two combat traditions from the following list: Biting Zephyr, Mirror's Glint, Mist and Shade, Razor's Edge, Sanguine Knot, or Tempered Iron. If you multiclass into Artificer, you gain proficiency in only one of the options.

You learn four maneuvers of your choice from the combat traditions that you are proficient in. You learn an additional maneuver at every odd numbered level. When you level up, you can replace one combat maneuver you know with another combat maneuver. If you multiclass into Artificer, you only learn two maneuvers from your first Artificer level.

Barbarian

You gain proficiency in two combat traditions from the following list: Adamant Mountain, Mirror's Glint, Rapid Current, Sanguine Knot, Tempered Iron, or Tooth and Claw. If you multiclass into Barbarian, you gain proficiency in only one of the options.

You learn four maneuvers of your choice from the combat traditions that you are proficient in. You learn an additional maneuver at every odd numbered level. When you level up, you can replace one combat maneuver you know with another combat maneuver. If you multiclass into Barbarian, you only learn two maneuvers from your first Barbarian level.

Bard

You gain proficiency in one combat tradition from the following list: Mirror's Glint, Mist and Shade, Rapid Current, Razor's Edge, Sanguine Knot or Unending Wheel.

You learn two maneuvers of your choice from the combat traditions that you are proficient in. You learn an additional maneuver at every odd numbered level. When you level up, you can replace one combat maneuver you know with another combat maneuver. If you multiclass into Bard, you only learn one maneuver from your first Bard level.

Cleric

You gain proficiency in one combat tradition from the following list: Mirror's Glint, Rapid Current, Sanguine Knot, Spirited Steed, Tempered Iron, or Unending Wheel.

You learn two maneuvers of your choice from the combat traditions that you are proficient in. You learn an additional maneuver at every odd numbered level. When you level up, you can replace one combat maneuver you know with another combat maneuver. If you multiclass into Cleric, you only learn one maneuver from your first Cleric level.

Druid

You gain proficiency in one combat tradition from the following list: Mirror's Glint, Rapid Current, Sanguine Knot, Spirited Steed, or Tooth and Claw.

You learn two maneuvers of your choice from the combat traditions that you are proficient in. You learn an additional maneuver at every odd numbered level. When you level up, you can replace one combat maneuver you know with another combat maneuver. If you multiclass into Druid, you only learn one maneuver from your first Druid level.

Fighter

You gain proficiency in any two combat traditions. If you multiclass into Fighter, you gain proficiency in only one of the options. Starting at 5th level, and again at 11th and 17th levels, you gain proficiency in another combat tradition of your choice.

You learn four maneuvers of your choice from the combat traditions that you are proficient in. You learn two additional maneuvers at every odd numbered level. When you level up, you can replace one combat maneuver you know with another combat maneuver.

Monk

You gain proficiency in two combat traditions from the following list: Mirror's Glint, Rapid Current, Razor's Edge, Sanguine Knot, Tooth and Claw, or Unending Wheel. If you multiclass into Monk, you gain proficiency in only one of the options.

You learn four maneuvers of your choice from the combat traditions that you are proficient in. You learn an additional maneuver at every odd numbered level. When you level up, you can replace one combat maneuver you know with another combat maneuver. If you multiclass into Monk, you only learn two maneuvers from your first Monk level.

Occultist

You gain proficiency in one combat tradition from the following list: MIrror's Glint, Mist and Shade, Rapid Current, Sanguine Knot, or Tooth and Claw.

You learn two maneuvers of your choice from the combat traditions that you are proficient in. You learn an additional maneuver at every odd numbered level. When you level up, you can replace one combat maneuver you know with another combat maneuver. If you multiclass into Occultist, you only learn one maneuver from your first Occultist level.

Paladin

You gain proficiency in two combat traditions from the following list: Adamant Mountain, Sanguine Knot, Spirited Steed, Tempered Iron or Unending Wheel. If you multiclass into Paladin, you gain proficiency in only one of the options.

You learn four maneuvers of your choice from the combat traditions that you are proficient in. You learn an additional maneuver at every odd numbered level. When you level up, you can replace one combat maneuver you know with another combat maneuver. If you multiclass into Paladin, you only learn two maneuvers from your first Paladin level.

Psion

You gain proficiency in one combat tradition from the following list: Mirror's Glint, Rapid Current, or Sanguine Knot.

You learn two maneuvers of your choice from the combat traditions that you are proficient in. You learn an additional maneuver at every odd numbered level. When you level up, you can replace one combat maneuver you know with another combat maneuver. If you multiclass into Psion, you only learn one maneuver from your first Psion level.

Ranger

You gain proficiency in two combat traditions from the following list: Biting Zephyr, Mirror's Glint, Rapid Current, Razor's Edge, Sanguine Knot, Spirited Steed or Unending Wheel. If you multiclass into Ranger, you gain proficiency in only one of the options.

You learn four maneuvers of your choice from the combat traditions that you are proficient in. You learn an additional maneuver at every odd numbered level. When you level up, you can replace one combat maneuver you know with another combat maneuver. If you multiclass into Ranger, you only learn two maneuvers from your first Ranger level.

Rogue

You gain proficiency in two combat traditions from the following list: Biting Zephyr, Mirror's Glint, Mist and Shade, Rapid Current, Sanguine Knot, or Unending Wheel. If you multiclass into Rogye, you gain proficiency in only one of the options.

You learn four maneuvers of your choice from the combat traditions that you are proficient in. You learn an additional maneuver at every odd numbered level. When you level up, you can replace one combat maneuver you know with another combat maneuver. If you multiclass into Rogue, you only learn two maneuvers from your first Rogue level.

Runeweilder

You gain proficiency in two combat traditions from the following list: Adamant Mountain, Sanguine Knot, Spirited Steed, Tempered Iron or Unending Wheel. If you multiclass into Runeweilder, you gain proficiency in only one of the options.

You learn four maneuvers of your choice from the combat traditions that you are proficient in. You learn an additional maneuver at every odd numbered level. When you level up, you can replace one combat maneuver you know with another combat maneuver. If you multiclass into Runeweilder, you only learn two maneuvers from your first Runeweilder level.

Sorcerer

You gain proficiency in one combat tradition from the following list: Mirror's Glint, Rapid Current, Sanguine Knot, or Tooth and Claw.

You learn two maneuvers of your choice from the combat traditions that you are proficient in. You learn an additional maneuver at every odd numbered level. When you level up, you can replace one combat maneuver you know with another combat maneuver. If you multiclass into Sorcerer, you only learn one maneuver from your first Sorcerer level.

Warden

You gain proficiency in two combat traditions from the following list: Adamant Mountain, Sanguine Knot, Tempered Iron, Tooth and Claw or Unending Wheel. If you multiclass into Warden, you gain proficiency in only one of the options.

You learn four maneuvers of your choice from the combat traditions that you are proficient in. You learn an additional maneuver at every odd numbered level. When you level up, you can replace one combat maneuver you know with another combat maneuver. If you multiclass into Warden, you only learn two maneuvers from your first Warden level.

Warlock

You gain proficiency in one combat tradition from the following list: Mirror's Glint, Rapid Current, or Sanguine Knot.

You learn two maneuvers of your choice from the combat traditions that you are proficient in. You learn an additional maneuver at every odd numbered level. When you level up, you can replace one combat maneuver you know with another combat maneuver. If you multiclass into Wizard, you only learn one maneuver from your first Wizard level.

Starting at 3rd level, if you choose Pact of the Blade, you can choose an additional combat tradition to become proficient in from any combat tradition. You also learn an additional two maneuvers from the combat traditions you are proficient in.

Warlord

You gain proficiency in two combat traditions from the following list: Mirror's Glint, Razor's Edge, Sanguine Knot, Spirited Steed or Unending Wheel. If you multiclass into Warlord, you gain proficiency in only one of the options.

You learn four maneuvers of your choice from the combat traditions that you are proficient in. You learn an additional maneuver at every odd numbered level. When you level up, you can replace one combat maneuver you know with another combat maneuver. If you multiclass into Warlord, you only learn two maneuvers from your first Warlord level.



Wizard

You gain proficiency in one combat tradition from the following list: Mirror's Glint, Rapid Current, or Sanguine Knot.

You learn two maneuvers of your choice from the combat traditions that you are proficient in. You learn an additional maneuver at every odd numbered level. When you level up, you can replace one combat maneuver you know with another combat maneuver. If you multiclass into Wizard, you only learn one maneuver from your first Wizard level.

Adamant Mountain

Hardiness, Might, Power
Engaging in combat means enduring some amount of suffering and those who make use of Adamant Mountain maneuvers are well prepared to weather their opponents’ blows, relying not just on their might but the careful and expert application of force in all aspects of battle.

1st Degree Maneuvers

Athletic Surge

1st-degree mobility adamant mountain
When you move, you can expend 1 stamina to gain a climbing speed or a swimming speed equal to your movement speed that lasts until the end of your next turn.

Brace Up

1st-degree defensive adamant mountain
As a bonus action, you can expend 1 stamina to gain 1d6 + your Constitution modifier temporary hit points that last for 1 minute. You can expend extra stamina to increase the amount of temporary hit points you gain by 2d6 per stamina point spent.

Hurl Ally

1st degree utility adamant mountain
As an action, or in place of an attack as part of the attack action, you can spend 1 stamina to pick up a willing creature within 5 feet of you and throw them. The distance you can throw them can be up to five times your Strength modifier in feet. The creature must be the same size or smaller as you.

Hurling Hurricane Stance

1st-degree offensive adamant mountain
When you take the attack action, you can expend 1 stamina to enter this stance. While you are in this stance, melee weapons and objects without the thrown property gain the thrown (15/45) property. Melee weapons with the thrown property have their range increased by (20/60).

Mighty Leap

1st degree mobility adamant mountain
When you make a running or standing jump, you can expend 1 stamina to increase your jumps horizontal distance by an amount equal to five times your Proficiency bonus feet, and it's vertical distance by half that amount.

Mighty Thrust

1st degree offensive adamant mountain
As an action, or in place of an attack as part of the attack action, you can expend 1 stamina to attempt to shove a creature within 5 feet of you away. The creature must make a Strength saving throw or be pushed directly away from you by an amount equal to five times your Proficiency bonus feet.



No Escape

1st degree utility adamant mountain
When you would make an opportunity attack against a creature, you can spend 1 stamina to instead choose to attempt a grapple or a shove against the creature.

Warding Whirlwind Stance

1st degree defensive adamant mountain
As a bonus action, you can expend 1 stamina to begin whirling a weapon with the heavy property that you a holding in two hands about your body with seaming ease, weaving it in a threatening pattern that makes your opponents hesitant to attack. While in this stance, your armour class increases by 1.

2nd Degree Maneuvers

Cleaving Stance

2nd degree offensive adamant mountain
You swing wide, cleaving through swaths of foes. As a bonus action, you can expend 1 stamina to enter this stance for 1 minute. For the duration, when you reduce a creature to 0 hit points, you can apply any overflow damage to another creature within your reach, provided the original attack roll would hit the second creature.

Reactive Knockdown

2nd degree offensive adamant mountain
Putting yourself in just the right position as you strike, your unbalancing hit sends a retreating opponent into a stumble. When you hit a creature with an opportunity attack, you can expend 1 stamina to also knock them prone.

Shrug it Off

2nd degree defensive adamant mountain
Girding yourself when your body is assaulted by more than clenched fists or sharp steel, you defy weakness and overcome. When you fail a saving throw that causes you to be Frightened, Poisoned or Stunned, you can use your reaction to expend 2 stamina to add your Strength modifier to the result of the saving throw, potentially causing you to succeed at the saving throw.

Giant Stance

2nd degree utility adamant mountain
As a bonus action, you expend 1 stamina to firmly set yourself and enter a stance that makes the most of your physique. This stance lasts for 10 minutes. While in this stance, you count as one size larger when determining the amount you can push, drag, or lift, your movement speed increases by 5 feet, and your reach increases by 5 feet. You can also grapple, shove, and use maneuvers as if you were one size larger.

Grappling Rope

2nd degree offensive adamant mountain
As an action, or as an attack as part of the attack action, you can expend 1 stamina to throw a grappling hook attatched to a piece of rope at a creature within 30 feet of you. If the target is the same size or smaller than you, you can make a Strength (Athletics) check as if grappling it normally to pull it to you and grapple it on a success.

Biting Zephyr

Distance, Sharpshooting, Thrown Weapons
Not every battle requires making close contact with the enemy and there is an art to fighting from a distance, whether that be a few dozen feet or hundreds. Warriors that know Biting Zephyr techniques are superlative ranged combatants, not only for the deadly accuracy of their attacks but also the myriad tricks they’ve mastered to routinely make shots that should be impossible.

1st Degree Maneuvers

Covering Fire

1st degree defensive biting zephyr
As an action, you expend 1 stamina to pepper your enemies with haphazard shots. Choose two other creatures within your ranged weapon's normal range. Until the start of your next turn, chosen creatures movement does not provoke attacks of opportunity from creatures you can see also within your weapons normal range.

You can expend additional stamina to increase the amount of creatures you can choose by 1 per stamina point spent.

Countershot

1st degree defensive biting zephyr
With awe-inspiring skill you unleash a thrown weapon or arrow, knocking a missile out of the air. When you see a missile from a ranged weapon attack move through the normal range of a weapon you are wielding, you can spend 1 stamina and use your reaction to deflect it. Using the ranged weapon you are wielding make a ranged weapon attack, with a bonus to hit equal to half of your level against an armour class equal to the attack roll of the missile. On a hit, the missile is deflected and misses the target. The ammunition or weapon used in your ranged weapon attack must be the same size category or larger than the missile you are deflecting.

Disarming Shot

1st degree utility biting zephyr
You snipe an item out of a creature's hands. As an action, or as an attack as part of the attack action, you can expend 2 stamina to make a special shot targetting an item held by a creature within range of your weapon. Make an attack roll contested by the target's Strength check. The target has advantage on this check if they are holding the object in two hands. On a success, the object is dropped at the creature's feet.

Farshot Stance

1st degree offensive biting zephyr
By arching your back and stretching your arms to their fullest extent as a bonus action and expending 1 stamina, you make your ranged weaponry travel further than normal. While in this stance, your ranged weapons normal range is increased by 30 feet and their long range is increased by 60 feet.


Grappleshot

1st degree mobility biting zephyr
As an action, you can expend 1 stamina to load a special piece of ammunition into your bow, crossbow or firearm that is attached to a rope. You then launch this ammunition at a location within the normal range of your weapon, to a maximum length of 50 feet (or shorter, if the rope is shorter). The rope is taught between the ground at your feet and the spot you chose. You can move along the rope as if it were terrain using your walking speed or your climbing speed. Other creatures treat your rope as difficult terrain.

2nd Degree Maneuvers

Deadshot Stance

2nd degree offensive biting zephyr
Carefully judging the wind and everything else that might interfere, you line up a shot that will strike true. As an action, you expend 1 stamina to enter the stance and line up a shot against a creature, object or structure you can see. If at the start of your next turn you can still see the creature and you have not left your stance, you can immediately make a single attack against the target. This attack gains a bonus to it's attack and damage rolls equal to your level. Your stance then ends.

Quickdraw

2nd degree offensive biting zephyr
With incredible swiftness you tear your weapon from it's sheath and let fly an attack. When you roll initiative, you can expend 1 stamina and use your reaction to draw a weapon and make a ranged attack with it.

Mirror's Glint

Flowing, Insightful, Reactive
At its heart, combat is a dance between opponents and practicing the Mirror’s Glint tradition means reading, interpreting, and anticipating one’s foe. Using instinct and your insight from battles won and lost, you are excellent at reacting to an enemy in order to gain the upper hand.

1st Degree Maneuvers

Combat Roll

1st degree mobility mirror's glint
As a bonus action, you can expend 1 stamina to move up to half your movement speed without provoking attacks of opportunity.

Duck and Cover

1st degree defensive mirror's glint
When a creature you can see makes a ranged attack against you, you can expend 1 stamina to immediately fall prone.

Warning Strike

1st degree defensive mirror's glint
When an opponent opens themself up to a reflexive strike you can deliver a blow that shakes them to their core and forces them to hesitate. When a creature enters your reach you can spend 1 stamina to make a melee weapon attack against them. On a hit, you deal no damage to them, but they have disadvantage on any attacks they make against you until the start of your turn.

Leading Throw

1st degree offensive mirror's glint
An opponent that strikes at you invites peril as they find the momentum from their attack turned against them. When a creature within your reach misses you with a melee weapon attack, you can can expend 1 stamina to use your reaction to throw your attacker. The creature must make a Dexterity saving throw or be moved 15 feet in a horizontal direction of your choice. A creature that is more than 1 size larger than you automatically succeeds on this saving throw.

Wary Eye Stance

1st degree utility mirror's glint
With a keen eye, you constantly assess everything within sight, paying close attention to subtle visual clues and tells to better anticipate your opponent. As an action, you can expend 1 stamina to enter this stance for the next ten minutes. For the duration, you gain advantage on Insight checks, and when a creature you can see or hear makes an attack against you, you can use your reaction to treat your armour class as equal to your passive Insight score for that attack.

Passive Scores and Advantages

If you have a source of advantage on a check, you can increase your passive score by +5. When in Wary Eye Stance, the advantage it grants you increases your Passive Insight score by +5.

Mist and Shade

Diversion, Feinting, Mental
Making the wrong move in a fight can be fatal— particularly when an opponent causes such a misstep. Warriors that rely on Mist and Shade maneuvers are confounding foes that play mental games amidst battle, feinting and leading their enemies into crucial mistakes they are all too ready to exploit.

1st Degree Maneuvers

Cut and Run

1st degree mobility mist and shade
You know when to cut your losses and make a break for it. As a reaction when a friendly creature within 10 feet of you takes damage, you can use your reaction to spend 1 stamina and run up to your movement speed away from them without provoking attacks of opportunity. You must end this movement further from the creature than where you started.

Deceptive Stance

1st degree utility mist and shade
With practice and training you learn how to shut off your facial reactions amidst battle, taking on a passive countenance from which nothing can be easily gleaned. You can use an action to expend 1 stamina to enter this stance for 10 minutes. For the duration, each time you make a Dexterity (Sleight of Hand) or Charisma (Deception) check, you can roll a d4 and add the result to the roll.

Nimble Movement Stance

1st degree mobility mist and shade
As an action, you can expend 1 stamina to enter this stance for the next minute. While in this stance, the first 5 feet of movement you use on a turn does not provoke attacks of opportunity.

Painful Pickpocket

1st degree utility mist and shade
Sometimes a good diversion is presented to you and though a foe might bloody you, your light fingers find opportunity in the exchange. When a creature within your reach hits you with a melee attack, you can expend 1 stamina as a reaction to make a Sleight of Hand check against the creature's armour class. On a success you can take 1 item from the creatures person that they are not holding in their hand.

Pocket Sand

1st degree defensive mist and shade
You always carry a small pouch of sand, just in case. As a bonus action, you can expend 1 stamina to throw a small amount of sand, dust, or another powder into the eyes of a creature within 15 feet of you. The creature must make a Constitution saving throw. On a failed save, they are blinded until the end of your next turn.



Quick Getaway

1st degree defensive mist and shade
You're always looking for a way out. When you become heavily obscurred by an effect (such as a fog cloud spell or a shut door), you can expend 1 stamina to use your reaction to immidiately take the hide action and move up to half your movement speed.

Powder Trap

1st degree utility mist and shade
When a creature moves within an area of setup, you can use your reaction to cause them to trigger a powder trap. The creature must make a Dexterity saving throw. On a failed save, they are blinded for 1 minute. They can make a Constitution saving throw at the start of each of their turns, ending the effect on a success. On a successful save, they are not blinded.

Rapid Current

Fast Strikes, Mobility, Swiftness
It is not always the hardest hits that win a fight— sometimes striking first is far more important. Embracing rapid blows and agility, warriors of the Rapid Current tradition know how to use speed to its utmost to defeat a foe.

1st Degree Maneuvers

Charge

1st degree offensive rapid current
Flinging yourself forward you barrel towards an enemy with your weapon held at the ready to unleash an attack before they can react! As an action, you can expend 1 stamina to move up to your movement speed in a straight line directly towards a creature. If you reach the creature, you can make a melee weapon attack against it as part of this action. Hostile creatures cannot take reactions in response to this action.

Quick Feet

1st degree mobility rapid current
As a reaction when rolling for initiative, you can expend 1 stamina to move up to half your movement speed without provoking attacks of opportinity.

Rapid Quaff

1st degree utility rapid current
As casually as any seasoned alchemist, you pluck the cork from a potion and down it in the blink of an eye. As a bonus action, you can expend 1 stamina to drink a potion that would normally take an action to drink.

Kip-Up

1st degree mobility rapid current
Practice tumbling and sparring gets you back on your feet with speed and grace. As a reaction when you are knocked prone, you can expend 1 stamina to immediately stand back up and move up to 5 feet without provoking attacks of opportunity.

Speed Over Strength

1st degree offensive rapid current
With practiced agility you weave around an opponent wielding a more cumbersome weapon. When a creature hits you with a melee weapon with the heavy property, or a large or larger creature hits you with a melee weapon, you can expend 1 stamina to increase your armour class by by your Proficiency bonus for that attack, and any subsequent attacks by the same creature on that turn, potentially turning the hit into a miss. To do so, you cannot be wielding a weapon with the Heavy property.

Swiftstep Stance

1st degree mobility rapid current
You adopt a loose stance that gives you an extra bit of swiftness that can make all the difference in a fight or a chase. As a bonus action, you can expend 1 stamina to enter this stance for the next 10 minutes. For the duration, your speed increases by 10 feet.

Wallrun

1st degree mobility rapid current
When you move on your turn, you can expend 1 stamina to grant you the ability to move along vertical surfaces during that turn.

Razor's Edge

Awareness, Concntration, Discipline
The most impressive strikes and superlative parries are not matters of luck or circumstance when made by a warrior utilizing the Razor’s Edge — they are the fruits of keen awareness, concentration, and iron-clad discipline.

1st Degree Maneuvers

Careful Retreat

1st degree defensive razor's edge
When a creature makes a melee weapon attack against you, you can expend 1 stamina to use your reaction to move up to half your movement speed without provoking attacks of opportunity. The creature can use it's reaction to follow you without provoking attacks of opptunity. If, after this reaction the creature is within 5 feet of you, it can still make the attack. Otherwise, the attack is wasted.

Deadly Strikes Stance

1st degree offensive razor's edge
The execution and follow-through of your strike is exquisite with not an iota of force wasted. As a bonus action, you can expend 1 stamina to enter this stance for 1 minute. While in this stance, the critical hit range of your attack rolls increases by 1. Starting at 5th level, you can expend 2 stamina to increase the critical hit range by 2. Starting at 11th level, you can expend 3 stamina to increase the critical hit range by 3. Starting at 17th level, you can expend 4 stamina to increase the critical hit range by 4.

Critical Hit Ranges

A critical hit range of a creature is new terminology added by maneuvers so that similar effects are able to stack. A creature's critical hit range is the amount of numbers it could roll on a d20 to result in a critical hit. By default, a creature's critical hit range is 20. When it increases, the number it has to roll to score a critical hit decreases by the same amount. So if a creature's critical hit range increases by 2, it scores a critical hit on a 20, a 19, or an 18.

Dexterous Footing

1st degree mobility razor's edge
When you hit a creature with a melee weapon attack with the finesse property, you can expend 1 stamina to move to any square within 5 feet of them without expending movement or provoking attacks of opportunity.

Sharp Tongue

1st degree utility razor's edge
When you make a Charisma check against a creature you are in combat with, you can expend 1 stamina to gain advantage on the roll.

Sanguine Knot

Legion, Teamwork, Trust
A battle fought alone is often a battle already lost, and practitioners of the Sanguine Knot tradition focus on the opportunities presented when an ally is nearby to help. While they may be weaker alone, these warriors are lethal in tandem and the trust they have for their companions make them truly valuable adventurers to keep nearby.

1st Degree Maneuvers

Bait and Switch

1st degree utility sanguine knot
When you're within 5 feet of a creature on your turn, you can expend 1 stamina and 5 feet of movement to switch places with that creature, provided the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. The first attack made against the creature before the start of your next turn is made with disadvantage.

Beacon of Bravery

1st degree utility sanguine knot
You stand tall and heroic, inspiring your allies. As a reaction when one or more friendly creatures you can see or hear become frightened, you can expend 1 stamina to encourage them. While they are frightened, they can move freely towards you even if it would mean moving closer to the source of their fear.

Call the Retreat

1st degree mobility sanguine knot
As an action, you can expend 1 stamina to shout out a warning for your allies to retreat. Choose one willing creature within 60 feet. That creature can use it's reaction to move up to it's movement speed without provoking attacks of opportunity. It can't move towards a hostile creature during this movement, unless it must do so to pass a hostile creature to reach a safer place. You can expend additional stamina to increase the amount of affected creatures, affecting an additional willing creature per stamina point spent.

Coordinated Combat

1st degree utility sanguine knot
You recognise the signs of aggression and alert your ally. When you roll initiative and are not surprised, you can expend 1 stamina and use your reaction to swap your total for the initiative roll with a willing creature within 60 feet of you that isn't surprised.

Jump Boost

1st degree mobility sanguine knot
You position yourself such that an ally can use you as a springboard. As a reaction when an ally jumps from the space you occupy, you can expend 1 stamina to double the distance they will jump. They can travel up to an additional 30 feet further than their movement would allow as part of the jump, if they would otherwise run out of movement mid-jump.

Legion Stance

1st degree offensice sanguine knot
You strike your foes in such a way as to leave an opening for your allies to follow-up. As a bonus action, you can expend 1 stamina to enter this stance for 1 minute. While in this stance, when you score a critical hit against a creature, any friendly creatures within reach of that creature can use their reaction to make an opportunity attack against it.

Shield Wall

1st degree defensive sanguine knot
Falling into step with a fellow warrior and putting both of your shields together makes each of you harder to hit. While you are wearing a shield, you can expend 1 stamina as a bonus action to choose one willing creature within 5 feet of you that is also wearing a shield. Until the start of your next turn, as long as you remain within 5 feet of eachother and can both take actions, you both gain the benefit to armour class granted by eachothers shields.

Underfoot Trip

1st degree offensive sanguine knot
You maneuver to get under the feet of a creature being pushed over. When an creature within 5 feet of you is shoved with the intention of being knocked prone, you can use your reaction and expend 1 stamina to attempt to trip them. When you do, they have disadvantage on there Stength (Athletics) or Dexterity (Acrobatics) check to avoid being knocked prone. Additionally, you can choose to fall prone behind the creature. If you do so, the creature that took the shove action has advantage on their Strength (Athletics) check.

Spirited Steed

Mounted, Soldiering, Warfare
There are many warriors that fight on horseback — or an altogether different kind of creature — and master the tricks of battling in tandem with their mount to overwhelm slower, less mobile foes. The most common adherents to this tradition are soldiers typically born to noble castes with the resources to both keep steeds and pay for the tutelage of their use.

1st Degree Maneuvers

Cavalier Stance

1st degree defensive spirited steed
As a bonus action, you can expend 1 stamina to enter a protective stance for 10 minutes. While you are riding your mount in this stance, its armour class increases by an amount equal to your proficiency bonus.

Intimidating Rear

1st degree offensive spirited steed
As an action, or in place of an attack as part of the attack action, you can expend 1 stamina to you cause your mount to rear back intimidatingly. Hostile creatures within 10 feet of you must succeed Wisdom saving throws or become frightened of your mount until the end of their next turn.

Practiced Trot Stance

1st degree utility spirited steed
By expending 1 stamina as a bonus action, you can enter a performative stance that shows off your training of your mount. This stance lasts up to 10 minutes. While in this stance your mount can use it's Strength or Dexterity for Performance checks, and it has advantage on Performance and Stealth checks, and Dexterity saving throws.

Riding Leap

1st degree mobility spirited steed
You coax your mount into making a remarkable leap. As long as you are mounted and move at least 30 feet in a stright line immediately before the jump, you can expend 1 stamina to allow your mount to jump further than usual. The mounts jump height increases by 5 feet times half your proficiency bonus, and it's jump distance increases by 5 feet times your proficiency bonus.

Spirited Whistle

1st degree utility spirited steed
You summon your mount to your side. When you have become seperated from your mount but can still see it, you can use a bonus action and expend a stamina to whistle. As long as your mount is able to hear you, it uses it's reaction to move up to twice it's movement towards you without provoking attacks of opportunity. If it ends this movement within 5 feet of you, you can mount it as part of the same bonus action.

What Counts As "Your Mount"

When first drafting this I went through several iterations of defining "your mount", including one you've bonded with for days or weeks, one you've performed a special ritual with bonding it to you, and qualifiers of the last animal you mounted. Eventually I decided to just let it be a bit vague in a very 5E way. This leaves it up to interperetation. I'd err on the side of being lenient with it, so long as the player using it doesn't try to abuse it to summon any animal they can see

Tempered Iron

Confidence, Conviction, Zealotry
To achieve victory over any opponent a warrior must be confident and those who utilize the techniques of Tempered Iron are certain of their every step and swing, often zealous in their pursuit of a foe and motivated by a daunting drive to succeed no matter the cost.

1st Degree Maneuvers

Faith Within Stance

1st degree defensive tempered iron
As a bonus action, you can expend 1 stamina to steel your emotions for the next 10 minutes. During this time, you gain a bonus to saving throws against being Charmed or Frightened equal to your Constitution modifier.

Imposing Glare

1st degree utility tempered iron
For a moment you unleash your fury forcing your foe to hesitate. As an action, or in place of an attack as part of the attack action, you can expend 1 stamina to stare down a creature you can see within 120 feet of you. If it can see you, it must make a Wisdom saving throw. On a failed save, it becomes frightened of you until the end of your next turn.

Imposing Stride

1st degree mobility tempered iron
When you move, you can expend 1 stamina to march forward with supreme confidence. Your speed for this turn increases by 10, and until the end of this turn you can move through spaces occupied by other creatures.

Purge Magic

1st degree offensive tempered iron
As soon as your senses seize upon the uttering of an incantation or a hand working the gestures of magic, your body reflexively reacts with violence. When a creature you can see within your reach performs the verbal or somatic components of a spell, you can use your reaction and expend 1 stamina to make an opportunity attack against them.

Restore Conviction

1st degree utility tempered iron
You shake some sense into your ally, restoring their conviction. As an action, you can expend 1 stamina to allow an ally within 5 feet of you to immidiately make a saving throw to end one condition that is causing the Charmed or Frightened condition They gain a bonus to this saving throw equal to your Proficiency bonus.

Restrictive Grasp

1st degree offensive tempered iron
Restraining your foes correctly avoids magical incidents. When you successfully initiate a grapple on a creature, you can expend 1 stamina to stop that creature from performing either the somatic or verbal components of spells for the duration of the grapple.

Steel Skin Stance

1st degree defensive tempered iron
As a bonus action, you can expend 1 stamina to enter this stance for 1 minute. For the duration, you reduce bludgeoning, piercing and slashing damage that you take by your proficiency bonus.

Tooth and Claw

Animalistic, Movement, Natural
There is a fundamental need to survive that all creatures tap into during a fight, an urge to endure that can be captured and focused to tremendous effect. Wielders of Tooth and Claw are animalistic in their attacks, moving around in combat and pouncing upon an opponent’s every weakness.

1st Degree Maneuvers

Animalistic Stance

1st degree utility tooth and claw
As a bonus action, you can expend 1 stamina to enter a stance mimicking an animal, gaining its trust or avoiding it's attention. This stance lasts for 10 minutes. For the duration, you can use Strength or Dexterity instead of Wisdom for making Animal Handling checks, and beasts have disadvantage on Wisdom (Perception) and Wisdom (Survival) checks to detect, sense, or track you. Additionally, whenever a beast targets you with an attack it must first make a Wisdom saving throw. On a failed save, the beast must choose a new target or lose the attack. If you perform a harmful action to a beast, you lose the benefits of this stance until the start of your next turn.

Bounding Strike

1st degree offensive tooth and claw
You leap and bound toward your enemy with animalistic fury. As an action, or in place of an attack as part of the attack action, you can spend 1 stamina to jump a number of feet up to 5 times your Proficiency bonus with or without a running start. If you land next to a creature you can choose to make a Strength (Athletics) or Dexterity (Acrobatics) check to slam into them. If you beat their armour class with your check, they take 1d6 damage for every 5 feet you travelled in your jump.

Marsupial Gambit

1st degree defensive tooth and claw
When you take damage, you can use your reaction to expend 1 stamina to fall prone and pretend to be dead. All hostile creatures able to see you consider you to be dead or dying. Once a creature has seen you use this maneuver, it is immune to the maneuver until it completes a long rest.

Opportunistic Grab

1st degree mobility tooth and claw
You leap atop your enemy just as it attacks. When a creature of at least 1 size category larger than you attacks you with a natural weapon, you can use your reaction and expend 1 stamina point to attempt to climb onto the creature, making a Strength (Athletics) or Dexterity (Acrobatics) check contested by the creature's own Dexterity (Acrobatics) check. You have advantage on this check. On a success, you climb onto the creature.

Climbing Onto a Bigger Creature

"If it wins the contest, the smaller creature successfully moves into the target creature's space and clings to its body. While in the target's space, the smaller creature moves with the target and has advantage on attack rolls against it"

Dungeon Master's Guide page 271

Pit Trap

1st degree utility tooth and claw
When a creature moves within an area of setup, you can use your reaction to cause them to trigger a pit trap. The ground buckles in a 10-foot cube beneath the creature. The creature, and any other creature in a space above the pit, must make a Dexterity saving throw. On a success, they can move 5 feet to outside the space of the pit. Creatures that fail their saving throw fall to the bottom of the pit (taking 1d6 falling damage and falling prone unless they can otherwise avoid the damage). The pit remains until filled. If a creature saves, but cannot move 5 feet, they fall prone, hanging from the edge of the pit, and cannot stand until they move out of the pit area or fall into it.

Primal Panic

1st degree mobility tooth and claw
You know when to escape when a plan has been foiled. When you lose concentration on a spell or break a stance as a result of taking damage, you can use your reaction to move up to half of your movement speed without provoking attacks of opportunity.

Raking Strike

1st degree offensive tooth and claw
When you make a melee attack with advantage, you can expend 1 stamina to instead make two attacks against the creature with disadvantage. These attacks cannot benefit from any source of advantage.

Unending Wheel

Mastery, Patience, Training
There are many facets to combat—how one places their feet, an adroit grip upon a weapon’s hilt, the angle of a shield arm—but achieving exceptional skill over specific weaponry can be an efficient means to victory. By patiently focusing your martial studies you unlock secrets that general practitioners of combat never glean, and with dedicated training you master their use.

1st Degree Maneuvers

Dangerous Signature

1st degree defensive unending wheel
You have mastered a strike that is unmistakabley your own. Choose a simple symbol (such as a letter) to be your signature. When you have advantage on a melee weapon attack roll, on a hit you can expend 2 stamina to leave your signature on the creature or object you have attacked. Your signature remains until the creature completes a short or a long rest, or until the creature recieves any healing from a spell or a trait (such as Regeneration).

While a creature bears your signature, you can use a bonus action to try to taunt it. The creature must succeed on a Wisdom saving throw or have disadvantage on attack rolls against creatures other than you until the start of their next turn.

Fancy Footwork Stance

1st degree mobility unending wheel
As a bonus action, you can expend 1 stamina to enter a stance that allows you to sidestep enemy attacks with ease. This stance lasts for 1 minute. For the duration, you have advantage on Dexterity (Acrobatics) checks, and creatures have disadvantage on attacks of opportunity against you.

Honourable Duel

1st degree utility unending wheel
As a bonus action, you expend 1 stamina to issue an honourable decree to a hostile creature. If the creature is willing, the two of you enter into an honourable duel that lasts for up to 1 minute. For the duration of the duel, you have advantage on attack rolls against the creature, and the creature has advantage on attack rolls against you. Both of you have disadvantage on attack rolls against any other creatures. If either creature in the duel performs a hostile action to any other creature, the other duelist gains a number of temporary hit points equal to twice your level, and the duel ends early.

Pushing Strike

1st degree offensive unending wheel
You know how to keep your momentum as you force an opponent back. When you hit a creature with a melee weapon attack, you can expend 1 stamina to push them up to 10 feet away from you. If the hit was a critical hit, you can push them up to twice as far.


Victory Pose

1st degree defensive unending wheel
Your victory spurs your allies. When you score a critical hit, or you reduce a creature to 0 hit points, you can use your reaction to pose victoriously. As you dramatically pose, choose a number of creatures equal to your Proficiency bonus. Those creatures have advantage on the next saving throw they make before the end of the combat.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.