Kryx RPGThemesMonsters

Maneuvers

All maneuvers

As a bonus action, you can take the Stealth action without expending your action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage roll if you have advantage on the attack roll, or if the target is within 1.5 meters of another enemy of the target that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 stamina die so your first Stealth check before the end of your next turn is made with advantage.

  • You can increase the damage for each additional stamina die expended.

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you can make an additional attack roll against it without expending your action.

On a hit, the creature takes bludgeoning damage equal to the stamina die + half your maneuver ability (rounded down), but no additional effects from hitting apply.

If you miss by 4 or less, the target takes half as much damage.

Enhance

You can make an additional attack roll for each additional stamina die expended.

As a bonus action, you can swap places with a willing ally within 1.5 meters, provided you spend at least 1.5 meters of movement. This movement doesn’t provoke opportunity attacks.

As a reaction, which you take when you or a creature that you can see within 1.5 meters of you is hit by an attack that you can see, you can block the blow with your shield or weapon. You, or your adjacent ally, has a +2 bonus to Defense against the triggering attack.

Enhance

You can increase the bonus by 1 for each additional stamina die expended.

As a bonus action, you have advantage on your next melee weapon attack roll against a creature that is below half its health until the end of your next turn. Add the stamina die to the attack’s damage roll. Until the start of your next turn, if you are within 18 meters of a creature that you can sense that is below half its health, any attack you make against a target not below half its health is made with disadvantage.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack with the light or finesse property that deals piercing or slashing damage, you can administer a dozen precise cuts, causing the target to bleed.

At the start of each of its turns while bleeding, the creature must make a Fortitude saving throw.

On a failed save, the target loses health equal to the stamina die.

On a successful save, the target loses half as much health and the effect ends.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you crush the target’s skeletal structure. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target is slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every other additional stamina die expended.

As a bonus action, you can take the Dash action without expending your action. If you move at least 6 meters straight toward a creature that is your size or smaller right before making a melee weapon attack against it, the target must make a Reflex saving throw.

On a failed save, you can push the target up to 1.5 meters away from you and knock the target prone.

Enhance

You can target a creature of a larger size for each additional stamina die expended. Additionally, on a failed save, you can push the target an additional 1.5 meters and add the additional stamina die to the attack’s damage for each additional stamina die expended.

On a successful save the target takes half as much damage.

As a bonus action, choose up to two friendly creatures within 18 meters who can see or hear you. Each of those creatures can immediately use its reaction to move up to half its speed without provoking opportunity attacks.

Enhance

You can maneuver one additional creature for each additional stamina die expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when you make a weapon attack roll against a creature with a weapon that deals acid damage, you can corrode its armor. Until the start of your next turn, including against the triggering attack, the creature takes a –1 penalty to Defense.

You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

This has no effect on creatures that are not wearing armor or do not have a natural armor.

Enhance

You can increase the penalty to Defense by 1 for each additional stamina die expended.

As a bonus action when you hit a creature with a weapon attack, you can force the creature on the defensive, buying your allies critical seconds. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target can’t take reactions until the start of its next turn.

On a successful save the target takes half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack, you can cripple the creature. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target is slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every other additional stamina die expended.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you debilitate the target. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target deals only half damage with weapon attacks for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action when you hit a creature with a melee weapon attack, you can disorient the target. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target can’t take reactions until the start of its next turn.

On a successful save the target takes half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the target is staggered until the end of its next turn.

  • Stun. You can expend 3 additional stamina die so the target is stunned until the end of its next turn.

  • Paralyze. You can expend 4 additional stamina dice so the target is paralyzed until the end of its next turn.

As a bonus action, you can double your weapon’s range and long range until the end of your turn. Add the stamina die to the attack’s damage roll on your next attack roll before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action when you hit a creature with a weapon attack, you can distract the creature, giving your allies an opening. The target must succeed on an Insight ability check or the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • If the target is hit by the attacker as part of the next attack roll, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attack rolls against the target by an attacker other than you to have advantage if the attack is made before the start of your next turn.

As a bonus action while flying, you can take the Dash action without expending your action. If you move at least 6 meters in a straight line angled downwards toward a creature right before making a melee weapon attack against it and the attack hits, add the stamina die to the attack’s damage roll and you don’t provoke opportunity attacks when you fly out of the target’s reach.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action you can make a thrown weapon attack with a dagger, hatchet, sai, dart, or shuriken.

Enhance

You can throw an additional weapon for each additional stamina die expended, but you can only attack each creature once.

1 minute/stamina die

As a bonus action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature in a cone that can see or hear you must succeed on a Will saving throw or become frightened of you for the duration. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As a bonus action, you can perform a deceptive or pretended blow, thrust, or other movement. Choose one creature within your reach as your target. The target must succeed on an Insight ability check or you have advantage on your next melee weapon attack roll against that creature before the end of your next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • If you hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

  • You can expend 3 additional stamina dice to have advantage on all attack rolls against the target if the attack is made before the start of your next turn.

As a reaction, which you take when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failed save, a creature is frightened of you until the end of your next turn.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack, you can render it unable to speak. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll, and it can’t speak for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action when you hit a creature with a melee weapon attack, you can attempt to goad the target into attacking you. The target must make a Will saving throw.

On a failed save, it takes psychic damage equal to the stamina die and has disadvantage on any attack roll that doesn’t target you until the end of your next turn.

On a successful save the target takes half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action when you hit a creature that is your size or smaller with a melee weapon attack while you have at least one hand or appendage capable of grappling (GM discretion) free, you can attempt to grapple the creature. The target must succeed on a Reflex saving throw or be grappled.

Enhance

You can target a creature of a larger size for each additional stamina die expended. Additionally, on a failed save, add the additional stamina die to the attack’s damage for each additional stamina die expended.

On a successful save the target takes half as much damage.

As a bonus action when you hit a creature with a weapon attack, your weapon leaves a twisted wound that can’t be healed so easily. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll, and its maximum health is reduced for 1 hour by an amount equal to the damage taken by this maneuver. Any effect that removes a condition allows a creature’s maximum health to return to normal before that time passes.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action when you take the Attack action on your turn, you can make a spinning attack with a melee weapon that deals bludgeoning damage that you wield in two hands. Each creature within your weapon’s reach must succeed on a Reflex saving throw or take bludgeoning damage equal to the stamina die.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you can hammer through it. Each creature within 1.5 meters of the target and within your weapon’s reach must make a Reflex saving throw.

On a failed save, a creature takes bludgeoning damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you smash through armor and bone. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the attack’s damage ignores resistances.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Elder Mountain Hammer. You can expend 2 additional stamina dice so damage immunities are treated as damage resistances (not ignored).

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack that deals slashing damage, you can cripple the creature. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target is slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every other additional stamina die expended.

As a bonus action when you hit a creature with a melee weapon attack that deals piercing damage, your attack can pierce the creature, traveling through to other targets.

If you use a pike or similar weapon, each creature in a line behind your target and within your weapon’s reach must make a Reflex saving throw.

If you use morningstar, pick, or similar weapon, each creature within 1.5 meters of the target and within your weapon’s reach must make a Reflex saving throw.

On a failed save, a creature takes piercing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action when you hit a creature with a ranged weapon attack that deals piercing damage, your attack can pierce the creature, traveling through to other targets. Each creature in a line with the point of origin including the target and facing directly away from you must make a Reflex saving throw.

On a failed save, a creature takes piercing damage equal to the stamina die.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As a bonus action when you hit a creature with a melee attack made with a natural weapon, you can inject venom into its bloodstream. You must have a form of venom inherent to your body to use this maneuver. The target must make a Fortitude saving throw against poison (DC equal to 8 + your Constitution + your proficiency bonus).

On a failed save, the target takes poison damage equal to the stamina die and is poisoned for the duration. At the end of each of its turns, a poisoned creature can repeat the saving throw, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you take when a creature other than you within 18 meters who can see or hear you makes an attack or saving throw roll, you can inspire it. Until the start of the creature’s next turn, including the triggering attack or saving throw, the creature has a +1 bonus to attack rolls or a +1 bonus to saving throw rolls.

You can use this maneuver before or after the roll, but before any effects are applied.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 additional stamina to increase the bonus by 1.

  • You can expend 2 additional stamina to increase the bonus by 2.

  • You can inspire one additional creature for each additional stamina die expended. The creatures must be within 9 meters of each other when you target them.

As a bonus action when you hit a creature that is your size or smaller with a weapon attack, you can drive the target back. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll and you push the target up to 3 meters away from you.

On a successful save the target takes half as much damage, but isn’t pushed.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

As a bonus action when you make a weapon attack against a creature, you can shout a war cry that victory is at hand, stoking the fires of battle. Add the stamina die to the attack’s damage roll, and the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attack rolls against the target by an attacker other than you to have advantage if the attack is made before the start of your next turn.

As a bonus action, you can increase your reach with a melee weapon by 1.5 meters until the end of your turn. Add the stamina die to the attack’s damage roll on your next attack roll before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you take when you make a Fortitude saving throw, you can focus your mind to overcome physical pain and control your body’s response. Until the start of your next turn, including against the triggering saving throw, you have a +1 bonus to Fortitude saving throws.

You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are applied.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 additional stamina to increase the bonus by 1.

  • You can expend 2 additional stamina to increase the bonus by 2.

As a reaction, which you take when an enemy moves within 1.5 meters of you, you can move up to half your speed. This movement doesn’t provoke opportunity attacks.

1 minute/stamina die

As a bonus action, your charm becomes extraordinarily beguiling to a creature that you can touch or see within 9 meters. You make a Persuasion check without expending your action contested by the creature’s Insight check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, the creature is drawn to you for the duration. While drawn to you, it has disadvantage on attack rolls against creatures other than you, and must make a Will saving throw each time it attempts to move into a space that is more than 9 meters away from you; if it succeeds on this saving throw, the target’s movement isn’t restricted for that turn. The effect ends if you attack or damage any other creature, if you cast a spell or use a maneuver or concoction that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 9 meters away from the target.

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for the duration. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

As a reaction, which you take when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. You have a +2 bonus to Defense against the triggering attack.

Enhance

You can increase the bonus by 1 for each additional stamina die expended.

As a bonus action, you can take the Dodge action without expending your action.

As a bonus action when you hit a creature that is your size or smaller with a melee weapon attack, you can knock it off balance with your blow. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll, you move into the creature’s space, and it moves 1.5 meters in a direction you choose.

On a successful save, the target takes half as much damage.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

If the target is Large, you can occupy any space that it left. You cannot use this maneuver if you or the target would end up sharing the same space as another creature or terrain such as a wall.

As a bonus action, you can take the Dash action without expending your action. If you move at least 6 meters straight toward a creature that is your size or smaller right before making a melee weapon attack against it, the target must make a Reflex saving throw.

On a failed save, you knock the target prone.

Enhance

You can target a creature of a larger size and increase the damage for each additional stamina die expended.

If the target is prone after the saving throw, you can make an attack roll against it without expending your action. If you hit, the creature takes piercing damage equal to the stamina die.

As a reaction, which you take when you make a weapon attack roll against a creature, you can strike precisely. Until the start of your next turn, including the triggering attack, you have a +1 bonus to attack rolls.

You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 additional stamina to increase the bonus by 1.

  • You can expend 2 additional stamina to increase the bonus by 2.

As a reaction, which you take when you make a Reflex saving throw, you react with quickened reflexes. Until the start of your next turn, including against the triggering saving throw, you have a +1 bonus to Reflex saving throws.

You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are applied.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 additional stamina to increase the bonus by 1.

  • You can expend 2 additional stamina to increase the bonus by 2.

As a bonus action when you hit a creature with an unarmed strike, you cause lethal vibrations in its body. The creature must make a Fortitude saving throw with disadvantage. A creature takes necrotic damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you take when a hostile creature within 9 meters is reduced to 0 health or a friendly creature within 9 meters is reduced to less than half its health, you can rally an ally to push on. A creature of your choice other than you within 9 meters who can see or hear you gains temporary health equal to the stamina die.

Enhance

You can increase the temporary health for each additional stamina die expended.

As a bonus action, when you reduce a creature to 0 health with a melee attack, you can move up to half your speed and make an attack roll against a creature.

On a hit, the creature takes damage equal to the stamina die + half your maneuver ability (rounded down), but no additional effects from hitting apply.

If you miss by 4 or less, the target takes half as much damage.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action when you hit a creature with a ranged weapon attack, your attack can ricochet toward another target, which must be within 4.5 meters of the first target.

On a hit, the creature takes bludgeoning damage equal to the stamina die + half your maneuver ability (rounded down), but no additional effects from hitting apply.

If you miss by 4 or less, the target takes half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action, you can take the Dash action without expending your action. If you move at least 3 meters straight toward a creature that is your size or smaller, you have advantage on a Brawn check to Overrun it.

As a reaction, which you take when a creature with 1.5 meters of you hits another creature with an attack roll or is hit by an attack roll, you can cause that attack to target you instead.

As a bonus action, you can throw sand into the eyes of a creature that you can touch or see within 9 meters. You must have sand in your hand to throw. The target must succeed on a Fortitude saving throw or be blinded until the end of your next turn.

As a bonus action when you take the Attack action on your turn, you can bash a creature within 1.5 meters with your shield. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target can’t take reactions until the start of its next turn. If the creature is your size or smaller, you can push the target up to 1.5 meters away from you or push it to the side.

On a successful save the target takes half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage and the creature is pushed if it is a larger size for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the target is staggered until the end of its next turn.

  • Stun. You can expend 3 additional stamina die so the target is stunned until the end of its next turn.

  • Paralyze. You can expend 4 additional stamina dice so the target is paralyzed until the end of its next turn.

As a bonus action when you hit a creature with a melee weapon attack with a weapon that deals slashing damage, you can hammer through it. Each creature within 1.5 meters of the target and within your weapon’s reach must make a Reflex saving throw.

On a failed save, a creature takes slashing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action when you hit an object or structure with a melee weapon attack that deals bludgeoning damage, you can smash it.

Add the stamina die to the attack’s damage roll and the attack deals double damage to objects and structures.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action, you can take the Dash action without expending your action. You can add the stamina die to the attack’s damage roll on your next attack roll before the end of your turn.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action, you can take the Dash or Disengage action without expending your action, you have advantage on Athletics checks to jump, and you ignore difficult terrain for the turn.

As a reaction, which you take when an enemy within 9 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.

As a bonus action, you can take the Dash or Disengage action without expending your action, you have advantage on Athletics checks to jump, and you ignore difficult terrain for the turn.

As a reaction, which you take when you make an ability check or saving throw to avoid being pushed, knocked prone, or grappled, you can sturdily position yourself. Until the start of your next turn, including against the triggering ability check or saving throw, you have a +1 bonus to ability checks and saving throws to avoid being pushed, knocked prone, or grappled while you are not incapacitated.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 additional stamina to increase the bonus by 1.

  • You can expend 2 additional stamina to increase the bonus by 2.

As a bonus action when you hit a creature with a melee weapon attack made with a natural weapon that deals slashing damage, you can swipe through it. Each creature within 1.5 meters of the target and within your reach must make a Reflex saving throw.

On a failed save, a creature takes slashing damage equal to the stamina die, or half as much on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack made with a natural weapon that deals piercing or slashing damage, you can tear into your foe to produce jagged wounds, causing the target to bleed.

At the start of each of its turns while bleeding, the creature must make a Fortitude saving throw.

On a failed save, the target loses health equal to the stamina die.

On a successful save, the target loses half as much health and the effect ends.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on undead, constructs, or any creature that cannot bleed.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action, you can take the Dash action without expending your action. If you move at least 6 meters straight toward a creature that is your size or smaller right before making a melee weapon attack against it, the target must make a Reflex saving throw.

On a failed save, you knock the target prone.

Enhance

You can target a creature of a larger size and increase the damage for each additional stamina die expended.

If the target is prone after the saving throw, you can make an attack roll against it without expending your action. If you hit, the creature takes piercing damage equal to the stamina die.

As a bonus action when you hit a creature that is your size or smaller with a melee weapon attack, you can knock the target down. The target must make a Reflex saving throw.

On a failed save, you knock the target prone.

Enhance

On a failed save, add the additional stamina die to the attack’s damage roll for each additional stamina die expended.

On a successful save the target takes half as much damage.

As a reaction, which you take when you make an attack roll, an ability check, or a saving throw or when you are hit by an attack you can see, you can twist fate. You gain a +2 bonus to the roll or you have a +2 bonus to Defense against the triggering attack (your choice).

You can do so after the creature rolls but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the bonus by 1 for each additional stamina die expended.

  • You can expend 4 additional stamina dice to reroll if you miss on an attack, fail an ability check, or fail a saving throw.

As a reaction, which you take when you are hit by an attack that you can see, you spin gracefully away, avoiding the swing. You have a +2 bonus to Defense against the triggering attack.

Enhance

You can increase the bonus by 1 for each additional stamina die expended.

1 minute/stamina die

As a bonus action, your charm becomes extraordinarily disarming to a creature that you can touch or see within 9 meters. You make a Persuasion check without expending your action contested by the creature’s Insight check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, the creature is repelled by you for the duration. While repelled by you, it has disadvantage on attack rolls against you, and must make a Will saving throw each time it attempts to move into a space that is within 9 meters of you; if it succeeds on this saving throw, the target’s movement isn’t restricted for that turn. The effect ends if you attack or damage the creature or if you cast a spell or use a maneuver or concoction that targets the creature.

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for the duration. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack, you can attempt to menace the creature, foiling its attacks and punishing them for harming others. The target must make a Will saving throw.

On a failed save, it is marked by you for the duration or until you willingly move away from the creature, you are incapacitated, or someone else marks the creature. While marked, you have advantage on opportunity attacks against the target and the target has disadvantage on any attack roll that doesn’t target you.

If a creature marked by you deals damage to anyone other than you, you can make a melee weapon attack against the marked creature as a bonus action on your next turn.

As a reaction, which you take when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add half the stamina die’s result to the attack’s damage roll on your next attack roll before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action when you take the Attack action on your turn, you can make a spinning attack with a melee weapon that deals slashing damage that you wield in two hands. Each creature within your weapon’s reach must make a Reflex saving throw.

On a failed save, a creature takes slashing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you take when a creature hits you with a melee attack, you gain a flash of foresight. You can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage roll for each additional stamina die expended.

1 minute/stamina die

As a bonus action when you hit a creature with a weapon attack, you can blind the target by striking a sensitive area. The target must make a Fortitude saving throw.

On a failed save, add one of the stamina dice to the attack’s damage roll and the target is blinded for the duration. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you take when a creature you can see moves within your weapon’s reach, you can make a melee weapon attack against the creature with a pike, spear, trident, rapier, or similar weapon.

Enhance

You can add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a bonus action when you hit a creature with a weapon attack, a creature within 18 meters who can see or hear you gains one extra action to use on its individual turn. The action goes away if not used before the end of your next turn. The action can only be used to cast a cantrip, make one weapon attack, or to take the Attack (one weapon attack only) action, Dash action, Disengage action, or Use an Object action.

Enhance

You can command one additional creature for each additional stamina die expended. The creatures must be within 9 meters of each other when you target them.

As a bonus action when you hit a creature with a melee weapon attack, you can attempt to disarm the creature, forcing it to drop one item of your choice that it’s holding. The target must make a Reflex saving throw. If the creature is holding the item with two or more hands it makes the saving throw with advantage.

On a failed save, the creature drops the object you chose. If the saving throw fails by 5 or more, the object lands in a space within 1.5 meters of the creature, otherwise the object lands at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make an Acrobatics or Brawn (its choice) check contested by the hostile creature’s Acrobatics or Brawn check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Enhance

On a failed save, add the additional stamina die to the attack’s damage roll for each additional stamina die expended.

On a successful save the target takes half as much damage.

As a bonus action you can attach some rope to a projectile of a ranged weapon attack. If you hit a creature that is Large or smaller, the rope wraps around the creature, reducing its speed to 0. The rope has no effect on creatures that are formless.

The rope is an object that can be damaged and thus removed. It has 10 Defense and 5 Health. A creature entangled by the rope or one that can touch the creature can also use its action to make an Acrobatics or Brawn check (its choice) against your maneuver DC.

Enhance

You can add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a reaction, which you take when a creature makes an opportunity attack against you, you position yourself to force your opponent off balance.

If the enemy’s attack misses, you can make one melee weapon attack against the target.

If the enemy’s attack hits, one ally within 1.5 meters of the enemy can make one melee weapon attack against the target.

You must use this maneuver before the enemy’s roll is revealed.

Enhance

If you or your ally hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a bonus action when you hit a creature that is your size or smaller with a melee weapon attack made with a natural weapon, you can attempt to grab and throw the target. The target must make a Reflex saving throw.

On a failed save, you fling the target up to 1.5 meters away from you where it falls prone and takes bludgeoning damage equal to one of the stamina dice.

On a successful save the target takes half as much damage, but isn’t flung.

Enhance

You can throw the target an additional 1.5 meters, increase the damage, and target a creature of a larger size for each additional stamina die expended.

As a bonus action when you hit a creature with a melee weapon attack, you can make one weapon attack against a different creature this turn.

Enhance

You can attack an additional creature for each additional stamina die expended.

As a reaction, which you take when a creature within 9 meters of you makes an attack roll, you can grant that creature advantage on attack rolls until the end of its turn. You make this choice after you see the roll, but before the GM says whether the attack hits or misses.

As a reaction, which you take when a creature that you can see within 3 meters of you makes an attack roll against you, you can try to redirect the attack, provided that another creature is within 1.5 meters of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1.5 meters of you and within the attack’s range, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses.

As a bonus action when you take the Attack action on your turn, you can release a volley of arrows that fall from the sky. Each creature in a cylinder centered on point you can see within 18 meters must make a Reflex saving throw.

On a failed save, a creature takes piercing damage equal to the stamina die + your maneuver ability.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you take when a creature hits you with a melee attack, you can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a reaction, which you take when a creature misses you with a melee weapon attack, you can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a bonus action, you can take the Dash action without expending your action. During your Dash, if you move within 1.5 meters of a creature, you can make a melee weapon attack against that creature. You can only attack one creature you pass.

Enhance

If you expend 2 additional stamina dice, you can attack an additional creature you pass, but you can only attack each creature once.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack with the light or finesse property, you can slice the creature’s tendon. The target must make a Fortitude saving throw.

On a failed save, it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every 1.5 meters it travels.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • On a failed save, add the additional stamina die to the attack’s damage roll for each additional stamina die expended.

    On a successful save the target takes half as much damage.

  • You can increase the slowed level by 1 for every other additional stamina die expended.

As a bonus action when you take the Attack action on your turn, you can make a ranged weapon attack.

Enhance

You can add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a reaction, which you take when a creature within your weapon’s reach casts a spell, you can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a reaction, which you take when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you halve the attack’s damage against you.

As a bonus action when you hit a creature with a weapon attack, you can make one additional melee weapon attack.

Enhance

You can add the stamina die to the attack’s damage roll for each additional stamina die expended.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack made with a natural weapon that deals piercing or slashing damage, you can tear the creature’s tendon. The target must make a Fortitude saving throw.

On a failed save, it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every 1.5 meters it travels.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • On a failed save, add the additional stamina die to the attack’s damage roll for each additional stamina die expended.

    On a successful save the target takes half as much damage.

  • You can increase the slowed level by 1 for every other additional stamina die expended.

As a bonus action when you hit a creature that is your size or smaller with an unarmed strike while you have two hands free, you can attempt to grab and throw the target. The target must make a Reflex saving throw.

On a failed save, you throw the target up to 1.5 meters away from you where it falls prone and takes bludgeoning damage equal to one of the stamina dice.

On a successful save the target takes half as much damage, but isn’t thrown.

Enhance

You can throw the target an additional 1.5 meters, increase the damage, and target a creature of a larger size for each additional stamina die expended.

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, a tremor in the ground ripples out from the creature. Each creature on the ground other than you in a sphere centered on the creature must make a Reflex saving throw.

On a failed save, a creature is knocked prone.

As a reaction, which you take when a creature hits a creature other than you with an attack, you can visit vengeance on the creature. You can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a bonus action when you take the Attack action on your turn, you can release a volley of arrows or thrown attacks that deal piercing damage. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes piercing damage equal to the stamina die + your maneuver ability.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you knock the target out. The target must make a Fortitude saving throw.

On a failed save, add one stamina die to the attack’s damage roll and the target and is incapacitated for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

1 minute/stamina die

As a bonus action, courage radiates from you in an aura shaped as a sphere twice as big as normal centered on you, awakening boldness in friendly creatures. Until the maneuver ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) deals 1d4 extra damage when it hits with a weapon attack.

As a reaction, which you take when you reduce a creature to 0 health, you can inspire your allies to draw courage from your actions. Each friendly creature within 18 meters who can see or hear you can use its reaction to move up to its speed or to make one weapon attack.

Augment sizes

1 stamina die2 stamina dice3 stamina dice4 stamina dice5 stamina dice
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line4.5 meters long, 1.5 meters wide9 meters long, 1.5 meters wide13.5 meters long, 1.5 meters wide18 meters long, 1.5 meters wide22.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick