Missing Battle Master Manuevers - Page 2
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  1. #11
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    Thaumaturgist (Lvl 9)



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    I bought a supplement that had some new manoeuvres, including warlord ones. I've also seen advanced manoeuvres that cost two dice but are full of awesome.

  2. #12
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    The Grand Druid (Lvl 20)



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    Quote Originally Posted by Pauln6 View Post
    I've also seen advanced manoeuvres that cost two dice but are full of awesome.
    I like that idea. That would be an interesting way to implement something akin to the AEDU structure of 4e. Could make martials really interesting for @Tony Vargas

  3. #13
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    Quote Originally Posted by Pauln6 View Post
    I bought a supplement that had some new manoeuvres, including warlord ones. I've also seen advanced manoeuvres that cost two dice but are full of awesome.
    Try find and write here please.

  4. #14
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    The Grand Druid (Lvl 20)



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    Cool maneuver's I'd like to see:
    - Leaping attack (jump over a monster and hit it from above)
    - Whirlwind attack (attack all monsters w/in 5 feet, dealing some amount of damage)
    - Ranged reaction attack (not sure how to trigger though)
    - Ijatsu strike (draw your weapon and attack)
    - Crippling blow (reduce opponent's speed temporarily)
    XP doctorbadwolf, Raith5, FrogReaver gave XP for this post

  5. #15
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    The Grand Druid (Lvl 20)



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    Quote Originally Posted by Mistwell View Post
    Sentinel feat. My fighter has this. Particularly effective feat with Polearm Master.

    This is a bard ability.
    These arent good arguments against adding those abilities to the BM manuever list.
    XP FrogReaver gave XP for this post

  6. #16
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    The Grand Druid (Lvl 20)



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    Yall seem to forget that feats are already duplicated in class abilities. Its fine.

    The Mobile feat doesnt make the Swashbuckler or Drunken Master problematically designed.

    Hell, the BM already has Parry, even though Defensive Duelist does roughly the same thing.
    XP FrogReaver gave XP for this post

  7. #17
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    Superhero (Lvl 15)



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    Quote Originally Posted by jaelis View Post
    - Crippling blow (reduce opponent's speed temporarily)
    This one is effectively done with the trip attack: if it is successful, the target falls prone and must spend half its movement on standing up again.

  8. #18
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    Grandmaster of Flowers (Lvl 18)



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    Quote Originally Posted by jayoungr View Post
    This one is effectively done with the trip attack: if it is successful, the target falls prone and must spend half its movement on standing up again.

    It's not necessarily the same. You can only trip large or smaller creatures with legs. You might need something that works on a purple worm.

  9. #19
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    Myrmidon (Lvl 10)



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    What I want are not new maneuvers, but more Superiority Dice. Twice your Constitution modifier would be a decent start.

  10. #20
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    Time Agent (Lvl 24)



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    Dragonhunter's Grip
    When you hit a creature with a weapon attack in melee, if you have a free hand and the target is one or more sizes larger than you, you can expend one superiority die to grab onto it. You add the superiority die to the attacks damage roll, and you are now holding onto the target; wherever it moves, you move with it. You are dislodged if you are forcibly moved more than 5 feet from the target, or if you no longer have a free hand. The target has disadvantage on any attempt to shove you.
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