Maneuvers
RuleExpanded Content
At a glance
- Book
- Expanded Content
- Kind
- Chapter
General
- Assess the Situation
- Daring Escape
- Deliberate Movement
- Go Get 'Em
- Loyal Bond
- Pin Down
- Primal Endurance
- Sic 'Em
- Spine-Chilling Howls
- Wild Senses
Mental
- Agonizing Lethargy
- Befogging Ichor
- Chains of Transfixing
- Dark Transference
- Deathseek
- Reverse Curse
- Shadow Puppetry
- Water of Life
- Wracking Torment
Agonizing Lethargy
Mental maneuver You can use an action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage for each attack it makes until the start of your next turn.
Assess the Situation
General maneuver You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.
Befogging Ichor
Mental maneuver You can use a bonus action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target can't take reactions until the start of its next turn and on its turn must use its movement to move half its speed in a random direction. Roll a d8 and assign a direction to each face. If the direction rolled is blocked, the target doesn't move.
Chains of Transfixing
Mental maneuver You can use a bonus action to expend a superiority die. When you do so, choose a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or gain four slowed levels until the start of your next turn.
Daring Escape
General maneuver You can expend one superiority die to take the Disengage action as a bonus action on your turn. Until the end of this turn, you have advantage on ability checks and saving throws to break effects that would grapple, restrain or slow you.
Dark Transference
Mental maneuver When you hit a creature with an attack, you can expend a superiority die and roll it to attempt to siphon life from it. The target must make a Constitution saving throw. On a failed save, add the result to the damage roll, and you regain one expended Hit Die.
Deathseek
Mental maneuver When an attack made against a hostile creature that you can see would miss, you can use a reaction and expend a superiority die and roll it to force the creature to instead take the hit. The creature must make a Wisdom saving throw. On a failed save, the target takes the minimum damage the attack could have dealt plus additional damage equal to the result of the superiority die.
Deliberate Movement
General maneuver You can expend one superiority die to take the Dash action as a bonus action and ignore the effects of unenhanced difficult terrain until the end of your turn.
Go Get 'Em
General maneuver Prerequisite: Companion While your companion is moving, you can expend a superiority die and add 5 times the number rolled to its movement speed.
Loyal Bond
General maneuver Prerequisite: Companion Whenever you are hit with an attack, you can expend one superiority die to command your companion to immediately use its reaction and move up to its speed directly towards you. If it ends this movement within 5 feet of you, roll the superiority die. Your companion takes the damage instead of you, subtracting the amount you rolled from the total.
Pin Down
General maneuver Prerequisite: Companion When your companion attempts to grapple or knock a creature prone, you can expend a superiority die to give it direction as long as it can see or hear you. Roll a superiority die and add it to your companion's Strength (Athletics) check.
Primal Endurance
General maneuver Prerequisite: Companion As an action, you can expend a superiority die to improve your companion's defense. Roll the die and add it to your companion's AC until the beginning of your next turn.
Reverse Curse
Mental maneuver When another creature attempts to charm or frighten you or an ally you can see within 15 feet of you, you can use your reaction and expend a superiority die and roll it to attempt to turn the effect back on that creature. The creature must succeed on a Wisdom saving throw or be be charmed or frightened by you, dependent on the triggering ability, for a number of rounds equal to the die roll or until the creature takes any damage.
Shadow Puppetry
Mental maneuver When a creature you can see within 30 feet of you is reduced to 0 hit points, you can use your reaction and expend a superiority die to give that creature a final act of aggression. That creature can immediately move a number of feet equal to 5 times the result of the die and make a single weapon attack against a target of your choice within its attack range, adding the die to the attack roll.
Sic 'Em
General maneuver Prerequisite: Companion As an action, you can expend a superiority die and command your companion to savage a nearby enemy. Your companion can use its reaction to immediately move up to 10 feet and make one attack, adding the superiority dice to the damage roll on a hit.
Spine-Chilling Howls
General maneuver Prerequisite: Companion As an action, you can expend one superiority die to command your companion to frighten another creature. The target must then succeed on a Wisdom saving throw against your Maneuver save DC or become frightened of both you and your companion for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Water of Life
Mental maneuver When an allied creature within 30 feet that you can see takes damage, you can use a reaction to expend a superiority die and roll it. The ally regains a number of hit points equal to the roll + your maneuver modifier.
Wild Senses
General maneuver Prerequisite: Companion Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can request the aid of your companion by expending a superiority die, adding the number rolled to the check. You can use this maneuver before or after making the ability check, but before the results of the ability check are determined.
Wracking Torment
Mental maneuver When a hostile creature you can see within 30 feet would take damage from an effect you or a friendly creature controls, you can use your reaction and expend a superiority die to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or power.
