D&D 5E My Current Maneuver and Feat List (Needs Work)

ren1999

First Post
Help me with this Maneuver and Feat list or not.

Maneuver Powers(Including Feats)
Weapon Training
Weapon Proficiency
Weapon Specialty
Weapon Expertise
Weapon Mastery
+1 to hit with a specific weapon
Armor Proficiency
Armor Expertise
Armor Mastery
remove dex penalty -1
Parry Reactiondex vs dex on hit reduce self damage by weapon damage roll+bonuses
Protect Reactiondex vs dex on hit reduce ally damage by weapon damage roll+bonuses
Dodge Reactiondex vs dex on hit reduce self damage by dexterity check+bonuses
Roll with the Blowdex vs dex on hit reduce self damage by dexterity check+bonuses
Controlled Fallreduce fall damage by dexterity check+bonuses
Feint Strikecha vs wis is rolled for the attack instead of str vs ac or other roll type
Shield Bashminor action off-hand secondary attack dealing 1d8 damage+bonuses
target is pushed 1 square as you advance 1 square
Bungle Reactiondex vs dex, on hit, cause foe to deal self or ally foe's 1[w]+foe's bonuses in damage
Sunder Armordex vs dex, minor action 1xPerEncounter
target loses ac-1 for encounter duration
Sunder Weapondex vs dex, on hit, minor action 1xPerEncounter
non-magical or master work weapons are damaged reducing the damage dice by 1 step
i.e. 1d10 becomes 1d8.
Disarm Weapondex vs dex, on hit, minor action 1xPerEncounter
target loses 1 weapon 1d4 squares away
Strong Stanceac+1 bonus
Lightning Reflexesini mod +3, additional +1 every 5 levels
Precise Shot+1 to hit with a specific ranged weapon
Fast Reload2 main ranged attacks per turn
Sneak Attackfirst round against target with lower initiative
dex vs dex, on hit, 3d4+bonuses damage regardless of weapon
Stun Foetarget loses turn
Blind Foeoff-hand action sit mod +1 vs blind target, target attacks at sit mod -1 (or disadvantage)
Weaken Foea well placed punch, elbow or knee, weakened target deals half damage
Slow Foea well placed kick or stomp, speed becomes half
Knock Pronea push or trip, 1 turn to get up, prone sit mods or disadvantage
Shift Foemove your foe +1 square every 5 levels
 

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"Or not?" hmmm, strange wording :D

Manuever/Feat (T = "Tier"; 1 = 1st-5th, 2 = 6th-10th, 3 = 11th-15th, 4=16th-20th)
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Armor Expert (T1; +1 AC with armor type)
Dash (T1; +5 ft. movement)
Disarm (T1; Target drops weapon)
Fast Reload (T1; ignore "Slow Loading" weapon trait)
Hinder (T1; Reaction; Target deals -1D on next hit)
Parry (T1; Reaction; Target suffers disadvantage on next attack)
Precise Strike (T1; Reroll one damage die)
Push (T1; Target moved 1d4 squares on a hit)
Skill Expert (T1; +1 with named skill)
Toughness (T1; +2 hp/level)
Unbalance (T1; Trip Target)
Weapon Expert (T1; +1 Att with weapon class)

Armored Skin (T2; Need Armor Expert; Ignore movement penalty for armor)
Bash (T2; Attack with shield without losing AC bonus)
Burly (T2; Free Action; Advantage on Str saves)
Critical Blow (T2; Crit adds +1d6 damage)
Daze (T2; Target can only move or attack)
Defiant (T2; Free Action; Advantage on Wis saves)
Disable (T2; Need Disarm; Target cannot use weapon arm)
Dodge (T2; Free Action; Advantage on Dex saves)
Hamstring (T2; Target's speed halved/slowed)
Hardy (T2; Free Action; Advantage on Con saves)
Heavy Strike (T2; Reroll damage with 2-handed weapons)
Insightful (T2; Free Action; Advantage on Int saves)
Riposte (T2; Reaction; Free attack if opponent misses)
Sunder (T2; Opponent's weapon rendered unusable)
Trip (T2; Trip Target, Target takes action to get back up)
Twin Blow (T2; +1 Attack)
Weapon Expert (T2; Need Weapon Expert; Manuevers cost -1D)

Deadly Blow (T3; Need Critical Blow; Crit causes CON save or death)
Fortified (T3; Need Armored Skin; Reduce damage 1d6)
Stunning Blow (T3; Need Daze; Target loses action)
Throwdown (T3; Need Trip; Trip Target and can't get back up)
Triple Blow (T3; Need Twin Strike; +1 Attack)
 

Your "Dash" and "Precise Strike" are interesting directions. I like the idea of having advantage for damage rolls! Good one. Riposte, interesting. Gives me ideas.
 

Yeah, I wanted to try and move away from straight bonuses as feats; it's too easy for them to become feat taxes. If you can get a +1 bonus max, it makes for a nice bump, but not required.

I find I like advantage a lot. It helps to make success more likely, without actually raising the maximum result you can obtain - and it doesn't stack.

Finally, I like for feats/manuevers to open more options. That makes it easier to for those who want a simple character to play games without using them and also keeps them from messing up the game math.
 

Here is a revised list.


Maneuver Powers
(Including Feats)
Bungle Foesreactiondex vs dex on hit
causes target to deal 1[w]+target's bonuses in damage to the target or target's ally
Close Quartersreactionyou are attacked at disadvantage
you off-hand counterstrike at advantage
Controlled Fallreactionreduce fall damage by dexterity check+bonuses
Dodge Defensereactiondex vs dex on hit reduce self damage by dexterity check+bonuses
Keep Distancereactionyou are attacked at disadvantage
Parry Defensereactiondex vs dex on hit reduce self damage by weapon damage roll+bonuses
Protect Defensereactiondex vs dex on hit reduce ally damage by weapon damage roll+bonuses
Roll with the Blowreactiondex vs dex on hit reduce self damage by dexterity check+bonuses
Strong Stancereactionyou are attacked at disadvantage
Compose Selfminor action
or reaction
ignore being at disadvantage
Disarm Weaponmain actiondex vs dex on hit
target loses 1 weapon 1d4 squares away
Fast Reloadminor action2 main ranged attacks per turn
Feint Strikemain actioncha vs wis is rolled for the attack instead of str vs ac or other roll type
Lightning Reflexesstatic bonusini mod +1 every 5 levels
Lunge Strikeminor actionincrease your reach to 2 squares
Shield Bashminor actionattack dealing 1d8 damage+bonuses
target is pushed 1 square and you can advance 1 square
Sneak Attackmain actionfirst round against target with lower initiative
dex vs dex, on hit, 3d4+bonuses damage regardless of weapon
Sunder Armorminor actiondex vs dex on hit
target loses stackable ac-1 for encounter duration
Sunder Weaponmain actiondex vs dex on hit
non-magical or master work weapons are damaged reducing the damage dice by 1 step
i.e. 1d10 becomes 1d8.
Stun Foeminor actiona well placed attack to the head, target loses turn
Blind Foeminor actiona well placed attack to the eyes,
attack blind targets at advantage, blind targets attack at disadvantage
Weaken Foeminor actiona well placed punch, elbow or knee, weakened target deals half damage
Slow Foeminor actiona well placed kick or stomp, target speed halved
Knock Proneminor actiona push or trip, target takes 1 turn to get up
Shift Foeminor actionmove your target +1 square every 5 levels
 

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