Battle Maneuvers
Battle Maneuvers[edit]
This homebrew rule is intended to give the martial classes a boost in versatility and power, because as of right now, all of them are boring and plain to play with comparing to spellcasters in 5e. Here's a summary on how it works:
- Full-martials (Barbarian, Fighter, Rogue) gain access to Stamina Point and Battle Maneuvers, but they each have their own sets of Battle Maneuvers (much like a spellcasting class'spell list).
- Half-martials (Paladin, Ranger) and Third-martials (College of Swords Bard, Hexblade, War Cleric) also gain access to Stamina Point and Battle Maneuvers, but their abilities are limited compared to full-martials.
- Like the Battle Master subclass, all Stamina Points are regained upon completing a short or long rest.
- Each martial class's progression in maneuvers is different.
- Powerful maneuvers might cost more than one Stamina Point.
- If you have multiple martial classes and learn a maneuver that has different effects for each class. You can choose which effect you will have.
The specifics are listed below, sorted by class/subclass.
Starting Details and Progression (By Class)[edit]
If a subclass or class isn't here, refer to a similar class/subclass and use their details and progression.
Barbarian
Maneuver Feature gained at 1st level
Barbarian maneuvers focus on dealing brunt damage to nearby opponents and improving their tankiness even further.
Barbarians start with 3 Stamina Points. They gain another Stamina Point at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 20th level.
Saving throws for maneuvers with this class are calculated as follows:
Maneuver Save DC = 8 + Strength modifier + proficiency bonus
Barbarians get two barbarian maneuvers at 1st level. They learn one additional maneuver at 5th, 7th, 9th, 11th, 13th and 17th level.
Barbarian maneuvers are more of instinct than skill. When you gain a level in Barbarian class, you can choose one of the Barbarian maneuvers you know and replace it with another maneuver from the Barbarian maneuver list.
College of Swords Bard
Maneuver Feature gained at 3rd level
Bards from the College of Swords use Ranger maneuvers to enhance their martial abilities.
Bards from this college start with 2 Stamina Points. They gain another Stamina Point at 9th and 17th level.
Saving throws for maneuvers with this class are calculated as follows:
Maneuver Save DC = 8 + Strength or Charisma modifier + proficiency bonus
Bards from this college get one maneuver at 3rd level, and they learn one additional maneuver at 9th and 17th level.
Bards learn maneuvers as randomly as they learn spells. When you gain three level in Bard class, you can choose one of the Ranger maneuvers you know and replace it with another maneuver from the Ranger maneuver list.
Fighter
Maneuver Feature gained at 1st level
Fighter maneuvers show a balance between offensive and defensive, allowing for almost any kind of fighting style.
Fighters start with 3 Stamina Points. They gain another Stamina Point at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 20th level.
Saving throws for maneuvers with this class are calculated as follows:
Maneuver Save DC = 8 + Strength or Intelligence modifier + proficiency bonus
Fighters get two maneuvers at 1st level, and they learn one additional maneuver at 5th, 7th, 9th, 11th, 13th and 17th level.
(Battlemaster and any similiar subclass had to be changed with the implementation of this homebrew supplement. See the bottom of this page.)
You can change your list of Fighter maneuvers when you finish a long rest. Preparing a new maneuver list requires time spent practicing with weapons and memorizing the essentials of the maneuvers: at least 1 minute per maneuver and 10 minutes per maneuver with Prerequisite for each maneuver on your list.
Hexblade
Maneuver Feature gained at 3rd level
Hexblade Warlocks use Ranger maneuvers to enhance their martial abilities.
Hexblade Warlocks start with 2 Stamina Points. They gain another Stamina Point at 9th and 17th level.
Saving throws for maneuvers with this class are calculated as follows:
Maneuver Save DC = 8 + Strength or Charisma modifier + proficiency bonus
Hexblade Warlocks get one maneuver at 3rd level, and they learn one additional maneuver at at 9th and 17th level.
Warlocks' maneuvers are hard to controll like their spells. When you gain three level in Warlock class, you can choose one of the Ranger maneuvers you know and replace it with another maneuver from the Ranger maneuver list.
Paladin
Maneuver Feature gained at 2nd level
Paladin maneuvers, much like Barbarian maneuvers, focus on hitting hard with their blessed vigor.
Paladins start with 3 Stamina Points. They gain another Stamina Point at 5th, 8th, 11th, 14th and 17th level.
Saving throws for maneuvers with this class are calculated as follows:
Maneuver Save DC = 8 + Strength or Charisma modifier + proficiency bonus
Paladins get two maneuvers at 2nd level, and they learn one additional maneuver at 5th, 11th and 17th level.
Paladin maneuvers come from blessed inspiration instead of practise. When you gain a level in Paladin class, you can choose one of the Paladin maneuvers you know and replace it with another maneuver from the Barbarian maneuver list.
Ranger
Maneuver Feature gained at 2nd level
Ranger maneuvers share the same versatility that Fighter maneuvers have, but with a smaller selection and mainly focus on speed.
Rangers start with 3 Stamina Points. They gain another Stamina Point at 5th, 8th, 11th, 14th and 17th level.
Saving throws for maneuvers with this class are calculated as follows:
Maneuver Save DC = 8 + Strength or Wisdom modifier + proficiency bonus
Rangers get two maneuvers at 2nd level, and they learn one additional maneuver at 5th, 11th and 17th level.
You can change your list of Ranger maneuvers when you finish a long rest. Preparing a new maneuver list requires time spent practicing with weapons and memorizing the essentials of the maneuvers: at least 1 minute per maneuver and 10 minutes per maneuver with Prerequisite for each maneuver on your list.
Rogue
Feature gained at 1st level
Rogue maneuvers focus on speed and flexibility, weaving their attacks around their opponent's guard to find a weak point.
Rogues start with 3 Stamina Points. They gain another Stamina Point at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 20th level.
Saving throws for maneuvers with this class are calculated as follows:
Maneuver Save DC = 8 + Dexterity modifier + proficiency bonus
Rogues get two maneuvers at 1st level. They learn one additional maneuver at 5th, 7th, 9th, 11th, 13th and 17th level..
You can change your list of Rogue maneuvers when you finish a long rest. Preparing a new maneuver list requires time spent practicing with weapons and memorizing the essentials of the maneuvers: at least 1 minute per maneuver and 10 minutes per maneuver with Prerequisite for each maneuver on your list.
War Domain Cleric
Feature gained at 3rd level
Clerics in the War Domain use Barbarian maneuvers to deliver hefty blows to the heathens.
War Domain Clerics start with 2 Stamina Points. They gain another Stamina Point at 9th and 17th level.
Saving throws for maneuvers with this class are calculated as follows:
Maneuver Save DC = 8 + Strength modifier + proficiency bonus
War Domain Clerics get one maneuver at 3rd level, and they learn one additional maneuver at at 9th and 17th level.
War Domain Clerics use their blessed inspiration instead of practise to master with maneuvers. When you gain a level in Cleric class, you can choose one of the Barbarian maneuvers you know and replace it with another maneuver from the Barbarian maneuver list.
Maneuver Lists[edit]
(Sorted by class)
(Side note: Some of these maneuvers came from the Hyrule campaign setting's tunic subclass. )
Barbarian[edit]
- Cleave
- Colossus
- Dash Attack
- Drain Essence
- Execution Blow
- Forceful Slam
- Gigaton Slam
- Goading Attack
- Grappling Strike
- Heavy Slam
- Heroic Breakthrough
- Heroic Leap
- Heroic Reflex
- Heroic Throw
- Heroic Will
- Mortal Strike
- Never-Ending Rage
- Primal Roar
- Regeneration
- Rock Breaker
- Shield Bash
- Sprint
- Strike of Giant
- War Cry
- Whirlwind Greater Attack
- Whirlwind Attack
- Wing Adaptation
Fighter[edit]
- Back Slice
- Bait and Switch
- Charge
- Cleave
- Commander's Position
- Commander's Strike
- Dash Attack
- Eagle Eye
- Escape Artist
- Execution Blow
- Flurry Rush
- Goading Attack
- Grappling Strike
- Heavy Slam
- Heroic Breakthrough
- Heroic Focus
- Heroic Leap
- Heroic Reflex
- Heroic Throw
- Heroic Will
- Misty Leap
- Misty Slash
- Mortal Strike
- Perfect Dodge
- Qi Slash
- Rain of Pain
- Revenge
- Ricocheting Attack
- Rock Breaker
- Second Wind
- Shield Bash
- Spell Reflection
- Sprint
- Strike of Giant
- Up Thrust
- Withdraw
Paladin[edit]
- Cleave
- Commander's Strike
- Dash Attack
- Drain Essence
- Execution Blow
- Forceful Slam
- Goading Attack
- Grappling Strike
- Heavy Slam
- Heroic Throw
- Heroic Will
- Regeneration
- Rock Breaker
- Shield Bash
- Sprint
- Whirlwind Greater Attack
- Whirlwind Attack
- Wing Adaptation
Ranger[edit]
- Back Slice
- Bait and Switch
- Cleave
- Dash Attack
- Eagle Eye
- Escape Artist
- Flurry Rush
- Heavy Slam
- Heroic Leap
- Heroic Reflex
- Heroic Throw
- Misty Leap
- Perfect Dodge
- Qi Slash
- Rain of Pain
- Revenge
- Ricocheting Attack
- Sprint
- Up Thrust
- Withdraw
Rogue[edit]
- Ambush
- Back Slice
- Bait and Switch
- Dash Attack
- Dead Ringer
- Eagle Eye
- Escape Artist
- Execution Blow
- Heroic Reflex
- Heroic Will
- Hurricane of Blows
- Misty Leap
- Mortal Strike
- Mystic Cheat
- Perfect Dodge
- Revenge
- Search
- Smoke Bomb
- Slow Fall
- Sprint
- Strike of Cunning
- Sudden Death
- Up Thrust
- Wall Walk
- Withdraw
Maneuver Details[edit]
If you do not meet the prerequisite for a maneuver, you cannot learn it. If the prerequisite requires you to know a previous maneuver, you must have it learned to get the new maneuver.
Ambush
Rogue
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one Stamina Point and choose your Intelligence modifier or your Wisdom modifier to add into the result.
If you succeed on the Dexterity (Stealth) check you make to hide yourself aftering using this maneuver, you become invisible until you use any action, reaction or bonus action besides move and dash.
Back Slice
Fighter, Ranger, Rogue
You can use this maneuver as part of a weapon attack before you make the attack roll by expending one Stamina Point. On a hit against a creature with AC enhanced by magic or natural armor, this attack treats its AC as 10. This attack also gains bonus damage equal to your Strength or Dexterity modifier.
Bait and Switch
Fighter, Ranger, Rogue
When you're within 5 feet of a creature on your turn, you can expend one Stamina Point and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Charge
Fighter | Prerequisite: 9th level, Dash Attack maneuver
To learn this maneuver, you must already know the Dash Attack maneuver. When you use your action to dash, you can expend one Stamina Point to immediately move up to your movement speed without using movement. If you hit a creature with Dash Attack maneuver during your dash, you deal 1d6 additional damage for each 10 feet you have moved towards the target this turn.
Cleave
Barbarian, Fighter, Paladin, Ranger | Prerequisite: Using a heavy two-handed weapon
You can expend one Stamina Point to use this maneuver as part of a melee weapon attack you make against a creature. You have disadvantage on the attack roll on this attack. On a hit, you deal 10 additional damage and deal equal damage to any creature at your choice within 10 feet around the first target.
Colossus
Barbarian | Prerequisite: 13th level, 15 Charisma
The primal energy within your body suddenly turns you into a juggernaut. As a bonus action, you can expend one Stamina Point to gain following benefits:
- You have advantage on Strength and Constitution checks and saving throws.
- You have immunity to charmed, frightened, petrified, stunned and any spell or effect that would alter your form, banish you or possesse you.
- A melee weapon deals two extra die of its damage when you hit with it.
- Your movement speed and jumping distance are doubled.
- You are treated as three sizes larger for the amount you can push, drag, and lift.
This effect last for 1 minute. When the effect ends, you feel very tired which will make you stunned until the end of your next turn. Once you use this technique, you must finish a short or long rest before you can use it again.
Commander's Position
Fighter | Prerequisite 9th level, 13 Intelligence
Your exsistance is enough to encourage your companions. When you do so, you spend one Stamina Point and use an action. Yourself and 4 or less friendly creatures at your choice within 30 feet of you who can see or hear you recieve following benefits:
- You and the affected creatures have a +5 bonus to AC. As normal, a creature can't get AC higher than 18 with this effect.
- Whenever you and the affected creature must make a saving throw, gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1).
This effect last for 1 minute or until the affected creature move away from the range or get incapacitated. Starting at 13th level, you and other affected creatures are immune to charmed and frightened for the duration.
Commander's Strike
Fighter, Paladin
When you take the Attack action on your turn, you can skip one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one Stamina Point. That creature can immediately use its reaction to make one weapon attack.
Dash Attack
Barbarian, Fighter, Paladin, Ranger, Rogue
When you use your action to dash, you can expend one Stamina Point as a bonus action to use attack action with melee weapon or make a shove attempt.
If you move at least 10 feet straight towards the target of your attack before making the attack roll or the Strength (Athletics) check, you gain advantage on it. If you hit, you deal additional damage equal to 1d6 + your Strength or Dexterity modifier.
Dead Ringer
Rogue | Prerequisite: 9th level, 13 Wisdom
When losing 20 or more hit points, you can use your reaction to spend one Stamina Point to use this maneuver.
You become invisible until the start of your next turn. You can move at your movement speed. If the damage would reduce you to 0 hit points, you are reduced to 1 hit points instead.
Once you use this maneuver, you must finish a short or long rest before you can use it again.
Drain Essence
Barbarian, Paladin
You can expend one Stamina Point to use this maneuver whenever you make a melee weapon attack. On a hit, the target takes additional damage equal to your Strength modifier. The additional damage type is necrotic for Barbarian and radiant for Paladin. You gain temperal hit points equal to the additional damage you dealt with this maneuver.
Eagle Eye
Fighter, Ranger, Rogue
As a bonus action, you can expend one Stamina Point to gain blind sense 60 feet for 1 minute.
Escape Artist
Fighter, Ranger, Rogue
When you make a Strength (Athletics) or Dexterity (Acrobatics) check to avoid having your speed reduced, to avoid or end being grappled, or to avoid or end being restrained, you can expend one Stamina Point to automatically succeed on the check.
Execution Blow
Barbarian, Fighter, Paladin, Rogue
As an action, you can expend one Stamina Point to make one weapon attack against a prone or incapacitated creature within 10 feet of you. You don't make an attack roll; instead, you treat the d20 as if it had landed on 20.
Flurry Rush
Fighter, Ranger | Prerequisite: 13th level, Revenge maneuver
To learn this maneuver, you must already know the Revenge maneuver. When a creature misses you with a melee weapon attack, you can use your reaction and expend two Stamina Points to immediately make an amount of attacks against them equal to your Strength or Dexterity modifier.
Forceful Slam
Barbarian, Paladin
You expend one Stamina Point to jump into the air and slam your weapon downwards, creating a shockwave. Every creature within 10 feet of you must succeed on a Strength saving throw.
On a failed save, a creature takes thunder damage equal to 2d6 * your Strength modifier and is launched 10 feet away from you. (Ex: If your Strength is 17, this maneuver deals 6d6 thunder damage.) On a succeed, a creature takes half damage and isn't launched. All Medium or smaller unattended objects are launched 10 feet away from you.
This maneuver deals twice as much damage against objects and structures.
Gigaton Slam
Barbarian | Prerequisite: 13th level, Forceful Slam maneuver
To learn this maneuver, you must already know the Forceful Slam maneuver. As an action, you can expend two Stamina Points to slam the ground with enough force to cause the ground to shake. Every creature within 30 feet of you must succeed on a Strength saving throw.
On a failed save, a creature takes thunder damage equal to 3d6 * your Strength modifier times and is launched 30 feet away from you (Ex: If your Strength is 17, the amount of damage dealt is 9d6). On a successful save, a creature takes half damage and is launched half the distance. All Large or smaller unattended objects are launched 30 feet away from you.
This maneuver deals twice as much damage against objects and structures.
Goading Attack
Barbarian, Fighter, Paladin | Prerequisite: 13 Intelligence (Fighters) or 13 Charisma (Barbarians or Paladins)
When you hit a creature with a weapon attack, you can expend one Stamina Point to attempt to taunt the target into attacking you. As a Fighter, you add your Intelligence modifier to the attack's damage roll. As a Barbarian or Paladin, you add your Charisma modifier to the attack's damage roll. And the target must make a Wisdom saving throw.
On a failed save, the target has disadvantage on all attack rolls against targets other than you while any creature other than you has an advantage on saving throws that the target forces him to make until the end of your next turn.
A creature can only receive one taunt at a time. If the target is taunted by another attacker or you choose to move away from the target, your taunt instantally ends.
Grappling Strike
Barbarian, Paladin
Immediately after you hit a creature with a melee attack on your turn, you can expend one Stamina Point and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add your Strength modifier to your Strength (Athletics) check.
Heavy Slam
Barbarian, Fighter, Paladin, Ranger
When you miss a melee weapon attack, you can use your bonus action and expend one Stamina Point to immediately deal bludgeoning damage equal to 1d8 + your Strength modifier to the target.
Heroic Breakthrough
Barbarian, Fighter
You don't need to offensively active this maneuver to gain benefit. After learning this maneuver, you have immunity to paralyzed, petrified and any spell or effect that would alter your form or reduce your speed as long as this maneuver is in your maneuver list. You spend one Stamina Point each time you use this maneuver if you have more than one Stamina Point remaining.
Fighters can gain this maneuver as a bonus maneuver which replaces second wind feature at 1st Level.
Heroic Focus
Fighter | Prerequisite 9th level, 13 Intelligence
You put yourself to the edge, trigger your inner potential for a charge. As a bonus action, you can expend one Stamina Point to gain following benefits:
- You have advantage on Strength and Dexterity checks and saving throws.
- You have an additional action each turn which can be used to Attack, Dash or Use an Object.
- Your movement speed and jumping distance are doubled.
This effect last for 1 minute. It doesn't stack with similiar effects like haste spell. When the effect ends, you feel very tired which will make you stunned until the end of your next turn. Once you use this maneuver, you must finish a short or long rest before you can use it again.
Heroic Leap
Barbarian, Fighter, Ranger
You spend one Stamina Point to make a jump as a bonus action. Your jumping distance is five times longer and your jump doesn't count against your movement speed for this jump. Additionally, if you make a melee weapon attack at the end of the jump, you can knock the target to the ground which causes its flying movement speed drops to 0 on its next turn.
Heroic Reflex
Barbarian, Fighter, Ranger, Rogue
Immediately before you make a Dexterity saving throw, you can spend one Stamina Point to add your proficiency bonus on that saving throw and have an advantage.
Heroic Throw
Barbarian, Fighter, Paladin
When you attack while wielding a melee weapon, you can spend one Stamina Point to throw that weapon even if it normally lacks the thrown property. For this attack, the weapon gains thrown and a range of 60 feet. The range of a melee weapon that already has the thrown property increases to 60 feet if it would be lower. When you throw a weapon with this maneuver, it has no long range.
No matter the shape of the weapon you throw with this maneuver, it always returns to you after a heroic throw. You can catch it without using any action or the weapon will drop within 5 feet around you.
Heroic Will
Barbarian, Fighter, Paladin, Rogue
Immediately before you make a Wisdom or Charisma saving throw, you can spend one Stamina Point to add your proficiency bonus on that saving throw and have an advantage.
Hurricane of Blows
Rogue | Prerequisite: 13th level
As an action, you can expend two Stamina Points to unleash countless attacks against any creatures within reach. You make an amount of melee or ranged attacks equal to your Dexterity modifier. The attacks can be split up amongst any creatures within your reach. If the last hit is successful, it deals additional damage equal to your Dexterity modifier.
Once you use this technique, you must finish a short or long rest before you can use it again.
Misty Leap
Fighter, Ranger, Rogue | Prerequisite: 9th level, 13 Intelligence (Fighters) or 13 Wisdom (Rangers or Rogues)
As an bonus action, you can spend one Stamina Point to make a quick meditation about the Astral Plane. This allows you to teleport to a point you can see within 60 feet.
Misty Slash
Fighter | Prerequisite: 13th level, Misty Leap maneuver, 15 Intelligence
To learn this maneuver, you must already know the Misty Leap maneuver. As an action, you can expend two Stamina Points to make one melee weapon attack against any creature or object as if your weapon had a reach of 60 feet. On a hit, you can choose to teleport to a point adjacent to that creature if there is enough space.
Instead of your weapon's normal damage, you roll 2d6 * your Strength modifier + 2d6 * your Intelligence modifier and sum the force damage against the target. (Ex: If you have 17 Strength and 15 Intelligence, you will deal 10d6 force damage.) This attack ignores any damage resistance or damage immunity.
Once you use this maneuver, you must complete a short or long rest before you can use it again.
Mortal Strike
Barbarian, Fighter, Rogue | Prerequisite: 13th level, Execution Blow maneuver
To learn this maneuver, you must already know the Execution Blow maneuver. As an action, you can expend two Stamina Points to perform an Execution Blow on any creature within 10 feet of you. You don't make an attack roll; instead, you treat the d20 as if it had landed on 20. If the target is a Humanoid, Aberation, Beast, Celestial, Dragon, Fey, Fiend or Undead, it must succeed a Constitution saving throw or having its head or other important part damaged which causes an instantal slain.
Once you use this technique, you must finish a short or long rest before you can use it again.
Mystic Cheat
Rogue | Prerequisite: 9th level, 13 Wisdom
Your will to survive protect you from one of the fatal spells that would instantally knock you out. As a reaction, you spend one Stamina Point to dispel a spell that would affect you. The spell doesn't have effect on you as if its duration is reduced to 0 turn.
Once you use this maneuver, you must finish a long rest before you can use it again. Beginning at 13th level, you can use it twice before finishing a long rest. Beginning at 17th level, you can use it three times before finishing a long rest.
Never-Ending Rage
Barbarian | Prerequisite: 9th level
You don't need to offensively active this maneuver to gain benefit. As long as this maneuver is in your maneuver list, your rage can't end early.
Furthermore, you have immunity to charmed, frightened, petrified, stunned and any spell or effect that would alter your form, banish you or possesse you as long as this maneuver is in your maneuver list.
You spend one Stamina Point each time you use this maneuver if you have more than one Stamina Point remaining.
Perfect Dodge
Fighter, Ranger, Rogue | Prerequisite: 9th level, Revenge maneuver
To learn this maneuver, you must already know the Revenge maneuver. You can expend two Stamina Point to use this maneuver as a bonus action to impose disadvantage on all attack rolls against you and force all attack rolls with +11 or higher bonus having +10 bonus instead until the start of your next turn. The first time you use Revenge before the start of your next turn, you have advantage on the attack roll, and any hit from this Revenge is treated as a critical hit.
Primal Roar
Barbarian | Prerequisite: 9th level, 13 Charisma
You let out a ferocious roar. As an action, you can expend one Stamina Point to force every creature of your choice that you can see within 60 feet of you to make a Wisdom saving throw. Any creature that cannot hear you automatically succeed. On a failed save, a creature becomes paralyzed and (frightened until the start of your next turn.
You can only use this maneuver if you're raging.
Qi Slash
Fighter, Ranger | Prerequisite: 13 Intelligence (Fighters) or 13 Wisdom (Rangers)
By slashing with perfect technique, you can create an edge of cutting wind with your blade and life energy to hit foes.
When you take the attack action, you can expend one Stamina Point to replace one of your attacks with this special attack. Make a melee weapon attack with your weapon. Your weapon's reach is 60 feet for this attack. On a hit, you deal additional force damage equal to 1d6 * your Intelligence modifier (Ex: If you have 15 Intelligence, you deal 2d6 force damage).
Rain of Pain
Fighter, Ranger
As an action, you can expend a Stamina Point to make three attacks at once with a ranged weapon. The attacks each must be on different targets, and all of the targets must be within 10 feet of each other.
Regeneration
Barbarian, Paladin | Prerequisite: 9th level, 17 Constitution
As an action, you can expend one Stamina Point to regain hit points equal to three times your class level.
Additionally, if you regain any hit points from magical healing until the end of your next turn after using this maneuver, you can regrow your lost organs.
You must finish a long rest before you can use this feature again.
Revenge
Fighter, Ranger, Rogue
When a creature make a melee attack against you, you can use your reaction and expend one Stamina Point to make a melee weapon attack against the creature. If you hit, you add your Strength modifier or Dexterity modifier to the attack's damage roll.
Ricocheting Attack
Fighter, Ranger | Prerequisite: 9th level
As an action, you can expend one Stamina Point to move up to an unoccupied space next to a creature that you can see within 20 feet of you, without using any movement. This movement does not provoke opportunity attacks.
You then can make one melee attack roll against the creature. On a hit, you deal additional damage equal to your Strength modifier.
Furthermore on a hit, you can then bounce from that creature to unoccupied space next to a creature you can see within 20 feet of the original creature and repeat the same attack with a disadvantage on attack roll. You repeat this process until you miss an attack or you run out of targets. Any attack after the first one does not gain additional damage.
Rock Breaker
Barbarian, Fighter, Paladin | Prerequisite: 13 Intelligence (Fighters) or 13 Charisma (Barbarians or Paladins)
You can expend a Stamina Point to use this maneuver when you hit with a weapon attack that deals bludgeoning, piercing, or slashing damage. Instead of that damage type, the weapon deals force damage. This attack deals double damage against objects or structures.
This attack gains additional damage equal to your Intelligence modifier or Charisma modifier. If the target's AC is higher than your attack roll bonus, you can choose to change your attack roll bonus to the target's AC - 4.
Until the start of your next turn after using this maneuver, all attack rolls have an advantage against you.
Search
Rogue | Prerequisite: 13 Wisdom
When you make a Wisdom (Perception) check, you can spend one Stamina Point to use this maneuver to know more details about the target.
You have an advantage on the check. On a succeed, you know the target's equipments and abilities. If the target is invisible, you know the direction of it and have an advantage on attack rolls against it.
Second Wind
Fighter
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to spend one Stamina Point to regain hit points equal to 1d10 + your fighter level.
Once you use this maneuver, you must finish a short or long rest before you can use it again.
Fighters can gain this maneuver as a bonus maneuver which replaces second wind feature at 1st Level.
Shield Bash
Barbarian, Fighter, Paladin
You can expend one Stamina Point to use this maneuver to perform a shield bash in place of one attack you would make as part of your attack action, but only if you are wielding a shield. Make a melee attack roll with your Strength against any creature within 5 feet of you. On a hit, you deal bludgeoning damage equal to 1d8 + your Strength modifier. If the target is a Humanoid, Aberation, Beast, Celestial, Dragon, Fey, Fiend or Undead, it must succeed a Constitution saving throw or be stunned on its next turn.
Smoke Bomb
Rogue | Prerequisite: Poisoner's Kit
You use an action to spend one Stamina Point to create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Slow Fall
Rogue
You can use your reaction to spend one Stamina Point to use this maneuver when you fall to reduce any falling damage you take by an amount equal to five times your Rogue level.
Spell Reflection
Fighter | Prerequisite: 9th level, 13 Intelligence
You are able to reflect spells cast against you with your parry or fortitude. As a reaction, you spend one Stamina Point to neglect the effect of a spell or other magical effect used against you or includes you in its area of effect.
Once you use this maneuver, you must finish a long rest before you can use it again. Beginning at 13th level, you can use it twice before finishing a long rest. Beginning at 17th level, you can use it three times before finishing a long rest.
Sprint
Barbarian, Fighter, Paladin, Ranger, Rogue
As part of your movement, you can spend one Stamina Point to use this technique to increase your walking speed by 20 feet until the end of your turn. If you also use the dash action, this increase doubles to 40 feet.
You don't need to spend Stamina Point for the first you use this maneuver after finishing a short or long rest. If you have 17 Constitution, you can use this maneuver twice before spending one Stamina Point on it or finishing a short or long rest. If you have 20 Constitution, you can use this maneuver three times before spending one Stamina Point on itor finishing a short or long rest.
Strike of Cunning
Rogue
You have developed cunning ways to utilize your Sneak Attack. When you deal Sneak Attack damage, you can spend one Stamina Point to add one of the following Cunning Strike effects. Each effect has a damage dice cost, which is the number of Sneak Attack damage dice you must forego to add the effect. You remove the dice before rolling, and the effect occurs immediately after the attack's damage is dealt:
- Blind (cost 3d6): You strike the target's head to make it dazzled. The target must succeed on a Constitution saving throw or become blinded until the end of its next turn.
- Confusion (cost 5d6): Your fast attack makes the target faint. The target must succeed on a Wisdom saving throw or have 50% chance not doing anything on its turns for 1 minute. The target can make another saving throw at the end of each of its turns, ending the effect on itself on a succeed. Constructs, undeads and any creature with immunity to paralyzed are immune to this effect.
- Disable (cost 5d6): The target must succeed on a Constitution saving throw or become paralyzed for 1 minute or until it takes any damage. The paralyzed target can make another Constitution saving throw at the end of each of its turns, ending the effect on itself on a succeed. Constructs and undeads are immune to this effect.
- Poison (cost 1d6): You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target is poisoned for 1 minute. At the end of each of its turns, the poisoned target can make another Constitution saving throw, ending the effect on itself on a succeed. To use this effect, you must have a Poisoner's Kit on your person.
- Sap (cost 3d6): You strike the target's limb or other athletic organ. The target must succeed on a Constitution saving throw or have its movement speed reduced by half until the end of its next turn.
- Trip (cost 1d6): If the target is a Large or smaller creature, it must succeed on a Strength saving throw or be knocked prone.
Strike of Giant
Barbarian, Fighter | Prerequisite: 13 Intelligence (Fighters) or 13 Charisma (Barbarians)
You have developed primeval magic that gives you an echo of the might of giants. When you put this maneuver into your maneuver list, choose one of the benefit listed below. You can change the benefit by preparing a new maneuver list and choosing this maneuver again or replacing this maneuver with itself.
Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can spend one Stamina Point to imbue the attack with an additional effect depending on the benefit you chose:
- Cloud Strike.: The target takes 1d4 additional thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make any action or attack roll. A creature with immunity to paralyzed is immune to this effect.
- Fire Strike.: The target takes 1d10 additional fire damage. If the target is a creature, it must succeed on a Constitution saving throw, or have its AC reduced to 10 if it has AC higher than 10 until the start of its next turn.
- Forest Strike.: The target takes 1d6 additional acid damage. Your movement speed increases by 10 feet until the end of this turn.
- Frost Strike.: The target takes 1d6 additional cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.
- Hill Strike.: The target takes 1d6 additional acid damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet from you and knocked prone.
- Ocean Strike.: The target takes 1d6 additional cold damage. The reach or range of this attack increases by 10 feet.
- Stone Strike.: The target takes 1d4 additional force damage. If the target is a creature, it must succeed on a Dexterity saving throw or shed dim light in a 10-foot radius until the end of its next turn. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being invisible.
- Storm Strike.: The target takes 1d6 additional lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.
Sudden Death
Rogue | Prerequisite: 13th level, Strike of Cunning maneuver
By spending two Stamina Points, you can bring a creature's swift demise. You can use this maneuver whenever you land a sneak attack. The damage dealt by your sneak attack gains additional damage equal to the sum of the rolls of 2d6 * your proficiency bonus.
Once you use this maneuver, you must finish a long rest before you can use it again.
Up Thrust
Fighter, Ranger, Rogue
You can expend one Stamina Point to use this maneuver as part of a melee weapon attack made against a creature that is currently flying, or physically above you. The reach of your attack increases by 5 feet, and you gain advantage on the attack roll. Additionally, the damage for your attack gains a bonus equal to the number rolled on your Stamina Point.
Wall Walk
Rogue
You can spend one Stamina Point to use this maneuver as a bonus action. Once used, you gain Climbing speed equal to your movement speed for 1 minute.
Additionally during this maneuver, you can walk through the surface of water or other liquid as long as you start and end your movement on solid ground.
War Cry
Barbarian | Prerequisite: 9th level, 13 Charisma
Your battle spirit encourages your companions. When you do so, you spend one Stamina Point and use an action. Yourself and all friendly creatures at your choice within 30 feet of you who can see or hear you recieve temporary hit points equal to 10 + 5*your Charisma modifier.
Once a creature recieves temporary hit points from this maneuver, it must finish a long rest before it can do this again.
Whirlwind Greater Attack
Barbarian, Paladin | Prerequisite: 13th level, Whirlwind Attack maneuver
To learn this maneuver, you must already know the Whirlwind Attack maneuver. As a single action, you can expend two Stamina Points to perform the Whirlwind Attack maneuver three times.
You can move between any of these spin attacks as you would normally be able to move. On a turn you use this technique, your movement does not provoke opportunity attacks.
At the end of this turn, you are stunned until the end of your next turn.
Whirlwind Attack
Barbarian, Paladin | Prerequisite: multiattack
To learn this maneuver, you must already have multiattack. As a single action, you can expend one Stamina Point to turn into a tornado of pain.
Every creature of your choice within 10 feet of you must succeed a Dexterity saving throw. On a failed, a target takes 2d6 * your {{5a|Str modifier damage based on your weapon. (Ex: If you have 17 Strength and use a longsword, you deal 6d6 slash damage) On a succeed, the damage is halfen.
Wing Adaptation
Barbarian, Paladin | Prerequisite: 9th level, 13 Charisma
You can spend one Stamina Point to use this maneuver as a bonus action. Once used, a pair of beastial leathery wings or furred feathers sprout from your shoulders, granting you flying speed equal to your movement speed plus 20 feet for 1 minute. You can use your wings as a Finesse weapon which deals 1d8 bludgeoning damage on a hit.
Withdraw
Fighter, Ranger, Rogue
You can spend one Stamina Point to use this maneuver as a bonus action. Once used, your movement does not provoke opportunity attacks for 1 minute.
Feats[edit]
There are a few homebrew feats that were created to go with this homebrew rule. They are listed below.
Energy Conserver
Prerequisite: ability to use one or more maneuvers
You've become quite efficient at conserving your unused energy for later use. You gain the following benefits:
- Your Constitution score increases by 1. As normal, you can't increase an ability score above 20 using this feature.
- Whenever you fail a maneuver (if you miss the attack, the target succeed the saving throw, etc.), you gain one Stamina Point. You may use this feature again after finishing a short or long rest.
Reactive
Prerequisite: the ability to use at least one maneuver that requires a reaction to use
You've honed your reaction time to an unmatched level with your maneuvers. You gain the following benefits:
- You can take an extra reaction once per round. This reaction can only be used to use one of your maneuvers.
- When you use a maneuver that requires a reaction to use, you can deal 1d6 additional damage with it.
Vessel of Stamina
Prerequisite: ability to use one or more maneuvers
Your endurance has improved dramatically. You gain the following benefits:
- Your Constitution score increases by 1. As normal, you can't increase an ability score above 20 using this feature.
- You gain one additional Stamina Point.
Fighter: Battlemaster Changes[edit]
Since this supplement gives every martial a maneuver list like battlemaster, some changes are made to battlemaster and similiar subclasses:
Stamina Points
You gain one additional Stamina Point when you choose this subclass at 3rd level. You gain one additional Stamina Point at 7th, 10th, and 15th level.
Surging Stamina
Starting at 3rd level, when you use your Action Surge, you immediately regain an expended Stamina Point.
Maneuver Specialist
Starting at 10th level, you can choose one of the Fighter maneuvers that you can learn as your specialty maneuver.
Your specialty maneuver can be used once without expending a Stamina Point. After that, you must spend Stamina Points as normal. You may use this feature again after finishing a long rest.
Pure Skill
Starting at 18th level, you regain 4 expended Stamina Points once you roll for initiative .
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