Battlemaster Maneuvers (5e Class Feature)

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Battlemaster Maneuvers[edit]

This is a page for homebrew battlemaster maneuvers.

Blinding Strike[edit]

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to blind the target. The target must make a Constitution saving throw. On a failed save, the target is blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the blinded condition on a success but suffering disadvantage on Perception checks that rely on sight for the remainder of the minute.

The next creature that hits the target with an attack during the minute can roll the superiority die and add the number rolled to the damage of the attack.

Corralling Attack[edit]

When you hit or miss a creature with a weapon attack, you can expend one superiority die to attempt to control the target's movements. The target must make a Intelligence saving throw. If the target fails, you force it to move 10 feet in a direction of your choice. You roll the superiority die and add the number to your AC against attacks made by the target until the start of your next turn.

Dirty Attack[edit]

When you make an attack roll with a melee weapon on your turn and miss, you can expend a superiority die as a bonus action to make an additional attack with an unarmed strike or a light weapon you are holding. You roll the superiority die and add the result to the attack roll and damage of this new attack.

This additional attack counts as a different attack for your maneuvers, allowing you to apply a different maneuver to it.

Envenomed Strike[edit]

When you make an attack with a weapon, you can expend one superiority die to quickly use a poison you have in your possession, applying a dose of it to the weapon as part of the same attack. If the attack with the weapon hits while the poison is still potent, use your maneuver save DC for any saving throws the poison requires. The target takes additional poison damage equal to the number rolled on your superiority die when the poison takes effect.

Exsanguinating Strike[edit]

When you hit a creature with a weapon attack that deals piercing or slashing damage, you can expend one superiority die to attempt to open a vein in the target. You roll the superiority die and the target must make a Constitution saving throw. On a failed save, it begins bleeding for 1 minute and takes necrotic damage equal to the number rolled on the superiority die at the start of each of its turns. The target or another creature can use its action to make a Wisdom (Medicine) check against your maneuver save DC to staunch the bleeding, ending the condition on a success. Any hit points regained by the creature will first reduce the recurring necrotic damage each round by the amount of regained hit points, ending the bleeding and restoring hit points as normal once the necrotic damage reaches 0. Constructs, undead, and creatures otherwise without vital fluids to lose automatically succeed on the Constitution saving throw against this maneuver.

If a bleeding creature fails the saving throw against another exsanguinating strike, the duration is refreshed back to 1 minute and the necrotic damage of the new exsanguinating strike is added to the recurring necrotic damage the bleeding creature takes each round.

Field Medicine[edit]

When you make a Wisdom (Medicine) check to stabilize or treat a creature, you can expend one superiority die and add it to the total. If you pass the check, the creature regains an amount of hit points equal to the number rolled on the die.

Gambling Attack[edit]

When you hit a creature with an attack roll, you can expend and roll one superiority die. If the number rolled on the superiority die is a 6 or higher, the attack is treated as a critical hit. Otherwise, the attack automatically misses.

Inspiring Strike[edit]

When you hit a hostile creature with a weapon attack on your turn, you can expend one superiority die and choose one creature other than yourself within 60 feet of you that can see you. Once within the next minute, the chosen creature can roll your superiority die and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the die, but must decide before the DM says whether the roll succeeds or fails.

If the initial hit is a critical hit, the chosen creature rolls the superiority die twice and adds the results together.

Mental Fortitude[edit]

When you make a Charisma saving throw, Intelligence saving throw, or a Wisdom saving throw, you can expend 1 superiority die and add it to the total.

Physical Fortitude[edit]

When you make a Constitution saving throw, Dexterity saving throw, or a Strength saving throw, you can expend 1 superiority die and add it to the total.

Pulling Attack[edit]

When you hit a creature further than 5 feet away from you with an attack roll made with a weapon using the reach or spooled properties, you can expend one superiority die to attempt to pull the target closer to you. Add the superiority die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pulled up to 15 feet toward you.

Reaching Attack[edit]

When you make a melee weapon attack on your turn, you can expend one superiority die to increase the reach of that attack by 5 feet. If the attack hits, add the superiority die to the attack's damage.

Sieging Strike[edit]

When you make an attack roll against an object or structure, you can expend a superiority die and add it to the attack roll. If the attack hits, it deals twice the amount of damage.

Staggering Strike[edit]

When you successfully hit with an attack roll against a creature, you can expend a superiority die to attempt to stagger it. Add the superiority die to the attack's damage, and the target must succeed on a Strength saving throw. On a failure, the target has disadvantage on attack rolls, ability checks, and saving throws that use Strength or Dexterity until the end of your next turn.

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