The Assassin: Maneuvers (5e Other)
Maneuver List[edit]
If a maneuver has prerequisites, you must meet them to learn it. A level prerequisite in a maneuver refers to fighter level, not character level. You can learn a maneuver at the same time that you meet the prerequisites. If a maneuver adds a superiority die to multiple rolls, roll the superiority die separately for each roll you make. Otherwise, these maneuvers follow the same rules as the maneuvers in the Player's Handbook.
- Attacks on the Run
- Prerequisite: 13th level
When you take the Attack action on your turn, you can expend one superiority die and take the Dash action as a bonus action. The first time you hit with a weapon attack this turn, add the superiority die to the attack's damage roll. Opportunity attacks against you are made at disadvantage this turn.
- Body Over Mind
- Prerequisite: 13th level
When you make a Wisdom, Intelligence, or Charisma saving throw, you can expend one superiority die (no action required). Make a Constitution saving throw in place of the triggering saving throw, and add the superiority die to the Constitution saving throw.
- Bull Charge
Choose an enemy at least 10 feet away from you that you can see. You can expend one superiority die and use an action on your turn to move up to your speed towards the chosen enemy and must end this move closer to the enemy than you started. You can then make a melee weapon attack against the enemy. If it hits, add the superiority die to the damage roll, and you can attempt to shove the creature you hit as a bonus action before the end of this turn.
- Come and Get It
- Prerequisite: 9th level
You can expend one superiority die and use an action on your turn to cry out in challenge to nearby enemies. Enemies that can see and hear you within 30 feet must make a Charisma saving throw. A creature that is immune to being frightened automatically succeeds on this saving throw. Each creature that fails this saving throw must immediately use its reaction to move as far as its speed allows towards you. Roll the superiority die, and deal that much damage to each of these creatures that ends the move within 5 feet of you. The damage is of the same type as can be dealt by a weapon of your choice that you are wielding.
- Defensive Attack
- Prerequisite: Defense fighting style
When you hit a creature with a weapon attack, you can expend a superiority die and use a bonus action to take the Dodge action. Add the superiority die to the attack's damage roll.
- Disrupting Attack
- Prerequisite: 13th level
When a creature you can see and hear begins casting a spell, you can use your reaction to make a weapon attack against that creature. On a hit, add the superiority die to the attack's damage roll. Hit or miss, the creature must immediately make a Constitution saving throw, with disadvantage if you make a melee attack and hit. On a failure, the creature's spell fails and has no effect.
- Execution
- Prerequisite: Great Weapon Fighting fighting style
When you hit a creature with a weapon attack you make with a melee weapon you are wielding with two hands, you can expend a superiority die to try and finish the target off. Add your superiority die to the attack's damage roll, and use the maximum value for all of the attack's weapon dice instead of rolling them.
After taking this damage, if the creature you hit has less hit points than your proficiency bonus plus twice your fighter level, it must make a Constitution saving throw. If it fails, it immediately drops to 0 hit points.
- Grappling Attack
When you hit a creature with a melee weapon attack and you have a free hand, you can expend one superiority die and use a bonus action to attempt to grapple the creature you hit. The creature must be within your reach and no more than one size category larger than you. Add the superiority die to the Strength (Athletics) check made to grapple the creature you hit.
- Great Cleave
- Prerequisite: 9th level
When you reduce a creature to 0 hit points with a melee weapon attack on your turn, you can expend one superiority die to allow you to move 10 additional feet this turn if your speed is not 0. You gain an extra action that you can use before the end of this turn, which you can use only to take the Attack action (one weapon attack only). If you use this action to make a weapon attack and hit, add the superiority die to the attack's damage roll.
- Hail of Arrows
- Prerequisite: 17th level
As an action on your turn, you can expend a superiority die and make a ranged weapon attack against any number of creatures that you can see. Make separate attack rolls for each target, and a single damage roll to apply to each hit, adding the superiority die to the damage (apply critical hit damage to individual attacks as appropriate).
- Lead the Attack
- Prerequisite: 17th level, Charisma 13 or higher
When you hit an enemy with a weapon attack on your turn, you can expend one superiority die to expose its weak points to your allies. Add the superiority die to the attack's damage roll. The first time each turn before the start of your next turn one of your allies hits the same creature with an attack, add your proficiency bonus to the attack's damage roll.
- Martial Resurgence
- Prerequisite: 17th level
You can expend any number of superiority dice and use a bonus action to take a quick breath and ready yourself for an especially tough battle. For each die you spend, you can spend up to four Hit Dice to regain hit points as if you were taking a short rest, and add the superiority die to the hit points regained.
- Mighty Strike
- Prerequisite: 17th level
When you take the Attack action on your turn, you can expend one superiority die to strike with deadly precision. You gain the following benefits for the rest of this turn:
- Add the superiority die to each weapon attack roll you make this turn.
- Weapon attacks you make this turn can score a critical hit on a roll of 19-20.
- Each time this turn you make a weapon attack against a creature you can see, you have advantage on the attack roll.
- Off-Hand Strike
- Prerequisite: Two-Weapon Fighting fighting style
When you take the Attack action and hit a creature with a melee weapon attack with a weapon you are holding in one hand, you can expend one superiority die. You add the superiority die to the attack's damage roll, and can make an additional attack as part of this Attack action. You must make this additional weapon attack with a different melee weapon that you’re holding in the other hand. Both weapons must be light weapons unless you have the Dual Wielder feat.
- Parry and Riposte
- Prerequisite: Dueling fighting style
When a creature you can see hits you with a melee attack, you can expend one superiority die and use a reaction to attempt to parry the incoming attack and counterattack. Add the superiority die to your AC against the triggering attack, which may make the attack miss. After the attack is resolved, you can make a melee weapon attack with a one-handed weapon against the creature that made the triggering attack.
- Pinning Attack
When a creature within 5 feet of you moves at least 1 foot, you can expend one superiority die and use your reaction to attempt to entrap the enemy with your weapon strikes. Make a melee weapon attack against the triggering creature, and add the superiority die to the attack roll. If the weapon attack hits and the creature you hit is no more than one size category larger than you, that creature's speed becomes 0 for the rest of the turn.
- Powerful Strikes
- Prerequisite: 9th level
When you take the Attack action on your turn, you can expend one superiority die to add extra power to your weapon strikes. The first time you hit with a weapon attack this turn, add the superiority die to the attack's damage roll. Each time you hit with a weapon attack this turn, add your proficiency bonus to the attack's damage roll.
- Shield Bash
- Prerequisite: Protection fighting style
When you are wielding a shield and hit with a weapon attack on your turn, you can expend one superiority die and use a bonus action on your turn to bash an enemy with your shield. Add your superiority die to the attack's damage roll as bludgeoning damage. The creature you hit must make a Constitution saving throw or be stunned until the end of your next turn.
- Spring Attack
- Prerequisite: 9th level
When a hostile creature you can see moves closer to you and ends the movement within 5 feet of you, you can expend a superiority die and use you reaction to immediately move up to half your speed and make a weapon attack against that creature. If that weapon attack hits, add the superiority die to the attack's damage roll. You can make the weapon attack before or after you move, and this movement doesn't provoke opportunity attacks from the triggering creature.
- Unbroken
- Prerequisite: 13th level
When you take damage, you can expend one superiority die and use your reaction to steel yourself against the blow. You halve the triggering instance of damage. After you take the damage, roll the superiority die and add your fighter level. You gain that many temporary hit points, which last until you finish a short or long rest.
- Unstoppable
- Prerequisite: 17th level
When you take the Attack action on your turn, you can expend one superiority die to become a rampaging engine of carnage. You gain the following benefits for the rest of this turn:
- Each time you hit a creature with a melee weapon attack, add the superiority die to the attack's damage.
- Each time you reduce a creature to 0 hit points with a melee weapon attack, you gain an additional weapon attack that can be made as part of the triggering Attack action.
- Each time you hit a creature with challenge rating 4 or less with a melee weapon attack, it instantly drops to 0 hit points. You don't need to roll damage for those attacks.
- Volley Fire
- Prerequisite: 9th level
As an action on your turn, you can expend one superiority die and choose a point within range of a ranged weapon you wield. You unleash a rain of projectiles upon the area. Make a ranged weapon attack against each creature you choose that you can see within 10 feet of the chosen point. Make separate attack rolls for each target, and a single damage roll to apply to each creature you hit, adding the superiority die to the damage (apply critical hit damage to individual creatures as appropriate).
- Warlord's Recovery
- Prerequisite: 13th level, Charisma 13 or higher
When a creature friendly to you that you can see takes damage or fails a saving throw, if that creature can see and hear you, you can expend one superiority die and use a reaction to bolster that ally. You grant the creature one of the following benefits based on the trigger:
- If the creature failed a saving throw, it can reroll the saving throw and use either result, adding the superiority die to the chosen roll.
- If the creature took damage, roll the superiority die and add your fighter level. Reduce the triggering instance of damage by the resulting amount.
- Warning Shot
- Prerequisite: Archery fighting style
When an enemy you can see hits a creature friendly to you with an attack, you can expend one superiority die and use a reaction to make a ranged weapon attack against the enemy. Resolve this attack before the triggering attack. If the weapon attack hits, add the superiority die to the friendly creature's AC against the triggering attack, which may make the attack miss.
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