Adventurers can do much more than just hit an opponent or dodge a blow, instead delivering special attacks that debilitate or turn a foe’s missed assault into a painful mistake. Many of these techniques are combat maneuvers, sublime methods and tactics that make every combatant and their approach to fighting unique.
Using a combat maneuver requires spending one or more exertion points and either a bonus action, reaction, or action. Certain combat maneuvers require two or more attacks (from Extra Attacks or the use of other class features), and if you are unable to use the Attack action to make as many attacks on your turn as the combat maneuver requires, you cannot use that combat maneuver. A maneuver sometimes forces a target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:
Maneuver DC = 8 + your proficiency bonus + your Strength or Dexterity modifier
Combat maneuvers are nonmagical.
Combat traditions are the basic disciplines of fighting that a warrior relies upon: Adamant Mountain, Biting Zephyr, Mirror’s Glint, Mist and Shade, Rapid Current, Razor’s Edge, Sanguine Knot, Spirited Steed, Tempered Iron, Tooth and Claw, and Unending Wheel. Each also represents an ethos to combat—the traditions a warrior knows are as defining as a mage’s preferred schools of magic. Although regions and cultures may have different names for combat traditions or value some more than others, the tenets at the core of each are the same and practitioners of similar styles often forge alliances through fundamental beliefs that can bridge enormous divides. These disciplines are much more than mere styles of fighting — they embody the focuses of your training and greatest strengths as a warrior. Two warriors utilizing the same combat traditions might fight in entirely different ways with different weaponry. What they share in common are similar psychological states, approaching battle from the same mindset and concentrating on the same general objectives with their techniques.
The complexities of each combat stance require the right state of mind, making the reordering of one’s tactical view a necessary act of focus. Activating a combat stance requires a bonus action. Once activated, a combat stance remains active until you are knocked unconscious, stunned, activate a different combat stance, begin a rest, or choose to end it on your turn.
A warrior requires willpower, whether born from discipline, survival instinct, or bloodlust, to control the ebb and flow of combat around them. Every call to act beyond a typical block or strike depletes this cool disposition.
To use a combat maneuver, you must expend exertion points. Your maximum number of exertion points is generally equal to double your proficiency bonus. You regain any spent exertion points at the end of a short or long rest.
Alternatively, you can meditate, refocus, and stretch to refill your exertion pool more quickly. You expend Hit Dice to do so, recovering 1d4 exertion points for each Hit Die expended. The process takes 1 minute per expended Hit Die.
Any movement granted by a combat maneuver only affects how far you can move on your turn if it refers to your Speed.
All creatures can use basic maneuvers, even if they do not have access to combat maneuvers. No exertion points are required to use a basic maneuver. Unless otherwise noted, using a basic maneuver replaces an attack made on your turn.
Basic Melee Damage. When you successfully use a basic maneuver you also deal basic melee damage. This is equal to 1 + your Strength modifier. Basic melee damage is bludgeoning damage, but at the Narrator’s discretion may be piercing or slashing damage. You cannot use a basic maneuver to activate any features that deal additional damage (such as Sneak Attack or Divine Smite) unless the feature specifically states otherwise. Any creature with a Challenge Rating of 0 cannot deal basic melee damage.
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. If your Speed is 30 feet, for instance, you can move up to 60 feet on your turn if you Dash. If your Speed is reduced to 15 feet, you can move up to 30 feet if you Dash.
You can use the Disarm maneuver to attempt to knock an item or weapon from a creature’s hand. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them. The target must be within your reach and be holding an item (either carried or wielded). The target makes an Anchor saving throw against your maneuver DC. On a failure, you deal basic melee damage and the target drops the item in its space. The target has advantage if it is larger than you or holding the item with two or more hands, and a target smaller than you has disadvantage.
When you take the Disengage action, you take a defensive, guarded retreat and your movement does not provoke opportunity attacks during that turn.
When you take the Dodge action, instead of attacking you focus on avoiding attacks and taking a brief respite. Until the start of your next turn, attacks against you are made with disadvantage if you can see the attacker, and you make Reflex saving throws with advantage. In addition, once per combat, when you take the dodge action, you can spend a hit dice to recover HP. You cannot take the Dodge action when your Speed is reduced to 0.
While you cannot grapple a creature two or more size categories larger than you, you can grab onto it. By jumping onto its back or climbing up a limb, you can make an Anchor saving throw against the creature’s maneuver DC to cling to or balance upon its body. On a success, you move into the creature’s space and can move upon its body as if it is difficult terrain. While grabbing onto a larger creature, you gain advantage on attack rolls against it. The larger creature may be able to attack you as normal, depending on its limbs or attacks. It can also use an action or replace one of its attacks on its turn to try to dislodge you, such as shaking you loose or bashing you against a wall, forcing you to make an Anchor saving throw against its maneuver DC or fall prone into the nearest space adjacent to the creature, taking its basic melee damage in the process. If the creature chooses to roll over in order to dislodge you, it becomes prone, but you have disadvantage on the saving throw to hang on.
You can use the Grapple maneuver to grab or wrestle a creature. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them. You must have at least one free hand to attempt a grapple, your target must be within your reach, and the target must be no more than one size category larger than you. The target makes an Anchor saving throw against your maneuver DC. On a failure, you deal basic melee damage and the target becomes grappled. In addition to things that end the condition, you can release the target at any time (no action required).
Escaping a Grapple. While grappled, a creature can use its action to attempt to escape. It must succeed on an Escape Artist or Power check against your maneuver DC.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you. When you do so, your Speed is halved, unless the creature’s weight is within your carrying capacity and you are not encumbered.
Freeing a Grappled Creature. You can use the Grapple maneuver to try to free another grappled or restrained creature. The creature grappling or restraining the target makes a Anchor saving throw against your maneuver DC. If it fails the saving throw, the grappled or restrained creature is freed. Additionally, you may move the freed creature 5 feet in any direction.
When you take the Help action, you aid another creature in completing a task. The creature you aid gains advantage on the next ability check it makes to perform the task you are helping with before the start of your next turn. You can also help a friendly creature in attacking a creature. You must be able to target the creature with an attack, or otherwise threaten it. If your ally attacks the target before your next turn, its next attack roll against the target is made with advantage.
When you take the Hide action, you make a Dexterity (Stealth) opposed by the passive Awareness scores of creatures able to observe you. If you succeed, you gain the benefits described in the Unseen Attackers and Targets section.
You can use the Knockdown maneuver to trip or push a creature down. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them. The target must be within your reach and be no more than one size category larger than you. The target makes an Anchor saving throw against your maneuver DC. On a failure, you deal basic melee damage and knock the target prone
You can use an action or bonus action to make an Overrun maneuver to move through a hostile creature’s space by forcing your way past. Make a Anchor saving throw against the target’s maneuver DC. On a success, you deal basic melee damage and can move through the hostile creature’s space once this turn. The creature can choose to just let you pass instead of rolling. You have advantage if you are larger than the target, or disadvantage if you are smaller. If you are two or more sizes smaller than the target, you can move through the hostile creature’s space without making a save. Your movement still provokes opportunity attacks as normal.
Before you take the Attack action, you can use a bonus action to designate one creature within your reach which is not currently the target of a Press the Attack action. Until the beginning of your next turn, your melee attacks against that creature gain an expertise die, and all attacks against you are made with advantage. You cannot gain expertise dice in this way on attacks made with disadvantage. When you Press the Attack, your target can use its reaction to Fall Back.
Whenever a creature takes the Press the Attack action against you, you can use your reaction to yield ground. You move backwards 5 feet, and your attacker does not gain an expertise die against you from using Press the Attack. As part of its action, your attacker can move 5 feet towards you. Neither you nor the attacker provoke opportunity attacks from this movement. A creature using the Rage class feature cannot choose to Fall Back.
When you take the Ready action, you prepare an action to be used when a certain trigger comes to pass. You first choose a perceivable circumstance that will trigger your reaction. Then you choose an action you will take in response to that trigger (such as making an attack, or using Dash to move your speed). When the trigger occurs, you can use your reaction immediately after, or you can decide to ignore the trigger, wasting your readied action. Only spells with a casting time of 1 action can be readied. When you take the Ready action to cast a spell, you first cast it normally and then concentrate on the spell to be released when the trigger is met.
When you take the Search action, you focus your attention on finding something. Without using the Search action, your passive Investigation and passive Perception scores determine whether you notice a hidden creature or object. Using the Search action gives you an additional chance. Depending on the nature of your search, the Narrator may call for a Wisdom (Perception) check or an Intelligence (Investigation) check.
You can use the Shove maneuver to push a creature away. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them. The target must be within your reach and be no more than one size category larger than you. The target makes an Anchor saving throw against your maneuver DC. On a failure, you deal basic melee damage and push the target a number of feet away from you equal to 5 + 5 for every 5 points it failed its saving throw by. You can move the creature in any direction away from you. A creature that is shoved off of a precipice is propelled off of whatever it is standing on—it does not receive any saving throw or ability check to grab onto something to avoid falling down below
When you take the Sprint action, you focus all your effort on moving as fast as possible to the exclusion of everything else.
You may not take any other actions, bonus actions, or reactions other than your move Speed for the turn.
If you are unencumbered, your Speed is quadrupled for one turn; if you are encumbered or wearing heavy armor, your Speed is tripled for one turn.
You must Sprint in a straight line each turn, although you can change direction each time you Sprint.
You may Sprint for a number of turns equal to your Constitution modifier. Each turn you Sprint after that, you make a Constitution (Endurance) check (DC 10 + 1 per previous check made in the last minute) or you suffer a level of fatigue from either tiredness or a minor sprain or injury. You recover fatigue suffered from sprinting one minute after you stop sprinting.
You cannot Sprint if you are suffering from one or more levels of fatigue.
Attacks against you are made with advantage until the start of your next turn.
You can use an action or bonus action to Tumble through a hostile creature’s space by deftly diving or rolling past. Make a Reflex saving throw against the target’s combat maneuver DC. On a success, you can move through the hostile creature’s space once this turn. If you have proficiency with Acrobatics, you gain an expertise die on the save. The creature can choose to just let you pass and no save is required. If you are smaller than the target, you have advantage. If you are larger than the target, you have disadvantage (though if you are two or more sizes larger than the target, you can move through the hostile creature’s space without making a check). You still provoke opportunity attacks as normal.
Normally, you use an object while performing another action, such as drawing a sword while running forward or or an arrow as part of an attack. You are also able to interact with one object for free on your turn without spending an action (like opening an unlocked door, undoing a peace bond on a weapon, or tearing down a wanted poster).
When an object otherwise requires your action for its use (like administering or drinking a potion, or using a magic item), you take the Use an Object action, which can also be useful when you need to interact with more than one object on your turn
You can use a bonus action to attempt to sidestep a threatening enemy. When you activate 5 foot step, your speed drops to 5 until the start of your next turn, ignoring any positive modifiers. This change cannot increase your speed in any way. For the remainder of your turn, your movement does not provoke attacks of opportunity.
Whether through stealth, environmental effects, or spells like invisibility, attackers and targets often go unseen. When you attack a target that you cannot see, but whose location you know, you have disadvantage on your attack roll.
Being unseen does not always mean hidden; you may know the location of an invisible target that is not using the Hide action to move quietly. However, if a target is both unseen and undetected, you must guess what square it occupies, and the Narrator will typically say that an attack missed if you guessed wrong so as not to give more information about the target’s location. Likewise, if your target cannot see you, you have advantage on your attack rolls against it. If you are hidden when you make your attack, you give away your location after making the attack.
In situations where your target is unseen by you and you are unseen by your target (such as if both you and your target are invisible, or if you are fighting in magical darkness), all attack rolls are made at disadvantage.
Some creatures and characters have additional senses, like blindsight, that allow them to sense targets without vision. A creature is only unseen to them if they are unable to perceive it.