Maneuvers for Everyone! (5e Variant Rule)

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Maneuvers for Everyone![edit]

This variant rule seeks to make combat more interactive for martial characters by granting all of them limited access to the maneuvers available to the Battle Master martial archetype.

Preliminary Rule Changes[edit]

While maneuvers normally require superiority dice to use, most can be used at-will. However, expending a superiority die still empowers a maneuver. As a rule of thumb, you can only use one maneuver without expending a superiority die a turn. After using a maneuver, you can use up to a second maneuver by expending a superiority die. Expending the superiority adds a benefit to the maneuver as described in each maneuver.

When you use a maneuver that requires you to roll a superiority die as an essential part of the effect but you choose to not expend a superiority die, you use half your proficiency bonus instead (rounded down). Such maneuvers are denoted with (r) beside their name.

If a maneuver would normally rely on a superiority die + another modifier, use only the modifier cited in the manuever and assume the minimum modifier is 1.

For example, here are three maneuvers used without expending superiority dice by a level 1 character. Commanding Presence, which requires a numerical value to function, would provide a +1 bonus to Intimidation, Performance, and Persuasion checks. Parry, which still requires a numerical value to function but uses an additional modifier, would provide a bonus equal to your Dexterity modifier (minimum of +1). Quick Toss, which doesn't require a numerical value to function, would simply allow you to draw and make a thrown weapon attack, all as part of a bonus action.

In addition to these changes, each class has its own list of maneuvers, and the Superior Technique fighting style does not exist. Further changes to how maneuvers work are class-specific and discussed below.

Barbarian[edit]

Combat Technique

At 1st level, you learn one maneuver of your choice from among those available to the Barbarian class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength, Dexterity, or Intelligence modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). You can expend this die to fuel your maneuvers. You regain your expended superiority dice when you finish a short or long rest.

Whenever you gain a level in Barbarian, you can replace this maneuver with another on the Barbarian class maneuver list.

Starting at 2nd level, you gain a second superiority die and learn another maneuver of your choice.

Barbarian Class Maneuvers
  • Brace
  • Commanding Presence (r)
  • Disarming Strike
  • Distracting Strike
  • Goading Attack
  • Grappling Strike
  • Lunging Attack
  • Menacing Attack
  • Pushing Attack
  • Quick Toss
  • Rally
  • Riposte
  • Sweeping Attack
  • Trip Attack

Bard[edit]

College of Valor[edit]

Inspiring Maneuver

At 3rd level when you join this college, you learn one maneuver of your choice from among those available to the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength, Dexterity, or Intelligence modifier (your choice).

You can use your Bardic Inspiration dice as if they were superiority dice to fuel your maneuvers.

Whenever you gain a level in Bard, you can replace this maneuver with another on the Fighter class maneuver list.

At 10th level, you learn another maneuver in this way.

Cleric[edit]

War Domain[edit]

Magical Technique

At 1st level when you choose this domain, you learn one maneuver of your choice from among those available to the Paladin class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength, Dexterity, or Intelligence modifier (your choice).

You can use your spell slots as if they were superiority dice to fuel your combat maneuvers. Whenever you expend a spell slot, you gain a flat benefit equal to twice the level of the spell slot expended, and any damage dealt is considered magical. You can't gain a benefit lower than half your proficiency bonus (rounded down) in this way.

Whenever you gain a level in Cleric, you can replace this maneuver with another on the Fighter class maneuver list.

Starting at 6th level, you can use your Channel Divinity to fuel your combat maneuvers. Whenever you use your Channel Divinity in this way, you gain a flat benefit equal to half your Cleric level (rounded down), and any damage dealt is considered magical.

Fighter[edit]

Superior Technique

At 1st level, you learn one maneuver of your choice from among those available to the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength, Dexterity, or Intelligence modifier (your choice).

You gain one superiority die, which is a d8 (this die is added to any superiority dice you have from another source). You can expend this die to fuel your maneuvers. You regain your expended superiority dice when you finish a short or long rest.

Whenever you gain a level in Fighter, you can replace this maneuver with another on the Fighter class maneuver list.

Starting at 2nd level, you gain a second superiority die and learn another maneuver of your choice.

Fighter Class Maneuvers
  • Ambush (r)
  • Bait and Switch (r)
  • Brace
  • Commander's Strike
  • Commanding Presence (r)
  • Disarming Strike
  • Distracting Strike
  • Evasive Footwork (r)
  • Feinting Attack
  • Goading Attack
  • Grappling Strike
  • Lunging Attack
  • Maneuvering Attack
  • Menacing Attack
  • Parry
  • Precision Attack (r)
  • Pushing Attack
  • Quick Toss
  • Rally
  • Riposte
  • Sweeping Attack
  • Tactical Assessment (r)
  • Trip Attack

Battle Master Martial Archetype[edit]

This archetype now grants you an additional 2 superiority dice when you take it at 3rd level.

Monk[edit]

Combat Maneuver

At 1st level, you learn one maneuver of your choice from among those available to the Monk class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength, Dexterity, or Intelligence modifier (your choice).

Whenever you gain a level in Monk, you can replace this maneuver with another on the Monk class maneuver list.

Monk Class Maneuvers
  • Ambush (r)
  • Commanding Presence (r)
  • Disarming Strike
  • Evasive Footwork (r)
  • Feinting Attack
  • Grappling Strike
  • Lunging Attack
  • Maneuvering Attack
  • Precision Attack (r)
  • Pushing Attack
  • Quick Toss
  • Rally
  • Tactical Assessment (r)
  • Trip Attack
Ki Maneuvers

Starting at 2nd level, you can expend Ki as if they were superiority dice to fuel your combat maneuvers. Whenever you expend Ki, you gain a flat benefit instead of rolling equal to twice the number of Ki expended. You can never expend more Ki than your Wisdom modifier (minimum of 1) at a time in this way. You can't gain a benefit lower than half your proficiency bonus (rounded down) in this way.

Paladin[edit]

Combat Technique

At 1st level, you learn one maneuver of your choice from among those available to the Paladin class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength, Dexterity, or Intelligence modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). You can expend this die to fuel your maneuvers. You regain your expended superiority dice when you finish a short or long rest.

Whenever you gain a level in Paladin, you can replace this maneuver with another on the Paladin class maneuver list.

Paladin Class Maneuvers
  • Bait and Switch (r)
  • Brace
  • Commander's Strike
  • Commanding Presence (r)
  • Disarming Strike
  • Distracting Strike
  • Feinting Attack
  • Goading Attack
  • Grappling Strike
  • Lunging Attack
  • Maneuvering Attack
  • Menacing Attack
  • Parry
  • Precision Attack (r)
  • Pushing Attack
  • Rally
  • Riposte
  • Sweeping Attack
  • Trip Attack
Magical Enhancement

Starting at 2nd level, you can use your spell slots as if they were superiority dice to fuel your combat maneuvers. Whenever you expend a spell slot, you gain a flat benefit equal to the level of the spell slot expended, and any damage dealt is considered magical. You can't gain a benefit lower than half your proficiency bonus (rounded down) in this way.

Ranger[edit]

Combat Technique

At 1st level, you learn one maneuver of your choice from among those available to the Ranger class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength, Dexterity, or Intelligence modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). You can expend this die to fuel your maneuvers. You regain your expended superiority dice when you finish a short or long rest.

Whenever you gain a level in Ranger, you can replace this maneuver with another on the Ranger class maneuver list.

Ranger Class Maneuvers
  • Ambush (r)
  • Bait and Switch (r)
  • Brace
  • Disarming Strike
  • Distracting Strike
  • Evasive Footwork (r)
  • Feinting Attack
  • Grappling Strike
  • Lunging Attack
  • Maneuvering Attack
  • Menacing Attack
  • Parry
  • Precision Attack (r)
  • Quick Toss
  • Riposte
  • Tactical Assessment (r)
  • Trip Attack
Magical Enhancement

Starting at 2nd level, you can use your spell slots as if they were superiority dice to fuel your combat maneuvers. Whenever you expend a spell slot, you gain a flat benefit equal to the level of the spell slot expended, and any damage dealt is considered magical. You can't gain a benefit lower than half your proficiency bonus (rounded down) in this way.

Rogue[edit]

Combat Technique

At 1st level, you learn one maneuver of your choice from among those available to the Rogue class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength, Dexterity, or Intelligence modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). You can expend this die to fuel your maneuvers. You regain your expended superiority dice when you finish a short or long rest.

Whenever you gain a level in Rogue, you can replace this maneuver with another on the Rogue class maneuver list.

Starting at 2nd level, you gain a second superiority die and learn another maneuver of your choice.

Rogue Class Maneuvers
  • Ambush (r)
  • Bait and Switch (r)
  • Commanding Presence (r)
  • Disarming Strike
  • Distracting Strike
  • Evasive Footwork (r)
  • Feinting Attack
  • Lunging Attack
  • Maneuvering Attack
  • Parry
  • Precision Attack (r)
  • Quick Toss
  • Riposte
  • Tactical Assessment (r0
  • Trip Attack

Warlock[edit]

Eldritch Invocations[edit]

Master of the Blade

Prerequisite: Hexblade Patron or Pact of the Blade, 15th level
When you choose this invocation, you learn two maneuvers of your choice from among those available to the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength, Dexterity, or Intelligence modifier (your choice).

You can use your spell slots as if they were superiority dice to fuel your combat maneuvers. Whenever you expend a spell slot, you gain a flat benefit equal to thrice the level of the spell slot expended, and any damage dealt is considered magical. Additionally, you can use combat maneuvers that apply to attack rolls to weapon attack rolls made as part of a spell. When you do so, you gain a flat benefit to the maneuver equal to the level of the spell slot expended.

Whenever you gain a level in Warlock, you can replace a maneuver with another on the Fighter class maneuver list.

Trained in the Sword

Prerequisite: Hexblade Patron or Pact of the Blade
When you choose this invocation, you learn one maneuver of your choice from among those available to the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength, Dexterity, Intelligence, or Charisma modifier (your choice).

You can use your spell slots as if they were superiority dice to fuel your combat maneuvers. Whenever you expend a spell slot, you gain a flat benefit equal to twice the level of the spell slot expended, and any damage dealt is considered magical. You can't gain a benefit lower than half your proficiency bonus (rounded down) in this way.

Whenever you gain a level in Warlock, you can replace this maneuver with another on the Fighter class maneuver list.

Wizard[edit]

War Magic[edit]

Magical Technique

At 2nd level when you choose this subclass, you learn one maneuver of your choice from among those available to the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength, Dexterity, Intelligence, or Charisma modifier (your choice).

You can use your spell slots as if they were superiority dice to fuel your combat maneuvers. Whenever you expend a spell slot, you gain a flat benefit equal to twice the level of the spell slot expended, and any damage dealt is considered magical. You can't gain a benefit lower than half your proficiency bonus (rounded down) in this way.

Whenever you gain a level in Wizard, you can replace this maneuver with another on the Fighter class maneuver list.

At 10th level, you learn another maneuver in this way.

Multiclassing[edit]

Manuevers[edit]

When you gain a new level in a class, you get its features for that level. However a few features have additional rules when you're multiclassing and the manuevers are one of those.

If you already have the Combat Technique, Superior Technique, Combat Manuever or War Magic feature, you can't gain it again any of those features from another class, but you can stil benefit from the Combat Superiority feature from the Battle Master Fighter subclass.

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