Level Up: Advanced 5th Edition (A5E)

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Let’s Look At Combat Maneuvers

One of our goals with Level Up: Advanced 5th Edition was to create a more tactical combat system. But it was very important to us that we not create a more difficult combat system. Which is why our combat maneuvers are a buffet of over 150 bite-sized options, not unlike spells. Combat maneuvers are nonmagical.

Traditions

Combat maneuvers are organized into 10 traditions, roughly analogous to spell schools. These are 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.

Not all classes have access to combat maneuvers, and of those that do, not all have access to all of the traditions. The fighter, as the master of trained combat, has access to all traditions, whereas the berserker has access to about half of them. The wizard, you won’t be surprised to hear, has access to none.

Each tradition represents a different style of combat maneuver.

Maneuvers

Within each tradition, maneuvers are ranked by degree from 1-5. Like wizards and their spells, fighting classes get access to new degrees as they gain levels. You learn maneuvers much like wizards learn spells.

Additionally, each maneuver has a cost associated called exertion, with more powerful maneuvers costing more. You can spend your exertion points until you run out, and must rest to regain them. Most characters have a number of exertion points equal to double their proficiency bonus, so a 1st-level character will typically have 4 exertion points while a 17th level character would have 12.

Maneuver DC

When you attempt a maneuver, your target often makes a save against your maneuver DC. This is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier.

Basic Maneuvers

Everybody has access to the basic maneuvers. They’re the equivalent of cantrips. You’re probably already familiar with them: Disarm, Grab On, Grapple, Knockdown, Overrun, and Shove. They don’t cost anything.

When you successfully use a basic maneuver you also deal basic melee damage. This is equal to half your proficiency bonus (round down).

Here’s an example basic maneuver.

Knockdown

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 a Strength saving throw against your maneuver DC. On a failure, you deal basic melee damage and knock the target prone.

More Maneuvers

Here’s a small selection of combat maneuvers.

Catch Your Breath (2 points)

1st degree Adamant Mountain bonus action 

You have a limited well of stamina that you can draw on to protect yourself from harm.

You regain hit points equal to 1d6 + your proficiency bonus + your Constitution modifier (minimum 0).

Bowling Blitz (2 points, 2 attacks)

4th degree Adamant Mountain action

With a mighty blow you send one enemy crashing into its allies.

Make a melee weapon attack using a weapon that has the Heavy property. A creature damaged by the attack makes a Strength saving throw or it is knocked back 20 feet in a straight line and falls prone.

Any creature in this line makes a Dexterity saving throw or it takes damage as if hit by the same weapon attack and falls prone. 

A creature that is two or more size categories larger than you has advantage on either saving throw.

Countershot (1 point)

2nd degree Biting Zephyr reaction

With awe-inspiring skill you unleash a thrown weapon or arrow, knocking a missile out of the air.

When you see a missile from a ranged weapon attack enter into the normal range of a weapon you are wielding, you can use your reaction to deflect it. Use a weapon to make a ranged attack against an AC equal to the attack roll of the missile. On a hit, the missile is deflected and misses its target. 

At the Narrator’s discretion, certain ranged weapon attacks (like a giant’s thrown rock) may be too heavy to be deflected by Countershot.

Take Weapon (2 points)

2nd degree Mirror’s Glint reaction

You snatch your enemy’s weapon and use it against them.

When a creature misses you with a melee weapon attack against you using a weapon, you can use your reaction to flip it out of the creature’s hands. The creature makes a Dexterity saving throw, and on a failure it drops the weapon and you grab it from mid-air. 

You can spend 2 exertion points to immediately use the weapon to make a melee weapon attack against the creature.

Armor Lock (3 points, 2 attacks)

5th degree Mist and Shade action

You swiftly adjust your target’s armor so that they cannot move.

Make a Sleight of Hand check against the AC of a creature within reach that is wearing armor, paralyzing it on a success. At the beginning of each of its turns, a creature paralyzed by this maneuver can make a Strength saving throw, ending the effect on itself on a success. 

A creature wearing heavy armor has disadvantage on its saving throw.

Charge (1 point)

1st degree Rapid Current action

Flinging yourself forward you barrel towards an enemy with your weapon held at the ready to unleash an attack before they can react!

Move up to 30 feet in a straight line and make a melee weapon attack. You can’t take the Dash action this turn.

Death Blow (3 points, 3 attacks)

5th degree Razor’s Edge action

All your training culminates in this lethal attack. You deliver the perfect killing blow with a single secret technique.

Make a melee weapon attack against a creature. On a hit, your attack becomes a critical hit, and if your attack would have already been a critical hit the creature makes a Constitution saving throw. On a failure, the creature is reduced to 0 hit points.

Shield Wall (1 point)

1st degree Sanguine Knot bonus action

Falling into step with a fellow warrior and putting both of your shields together makes each of you harder to hit.

While you are wielding a shield, you can choose an ally within 5 feet that is also wielding a shield. Until the start of your next turn, as long as that ally remains within 5 feet of you and is able to take actions both you and your ally increase your AC by 2.

Rearing Menace (3 points)

2nd degree Spirited Steed attack action (technique)

You rear your mount, intimidating nearby opponents.

You must be mounted to use this maneuver. 

Choose a number of creatures equal to your proficiency bonus that are within 20 feet. Each creature makes a Wisdom saving throw. On a failure, a creature is frightened until the end of your next turn. 

A creature of the same size as your mount or larger has advantage on the saving throw.

Bloody Roar (3 points)

4th degree Tooth and Claw action

A victorious battlecry strikes fear in the heart of your foes.

Make a melee attack against a creature. If you hit, you release a mighty roar. Any hostile creature within a 30 feet cube centered on you suffers psychic damage equal to your expertise die plus your proficiency modifier and becomes frightened until the end of their next turn.

If they succeed on a Wisdom saving throw, they suffer half damage and do not become frightened.

Dangerous Signature (1 point)

1st degree Unending Wheel reaction

You have mastered a strike that is unmistakably your own.

Choose a simple symbol (such as a letter) to be your signature. When you have advantage on a melee weapon attack roll, on a hit you can leave your signature on the creature or object you attacked. Your signature remains on a creature until it is fully healed and has taken a long rest. 

While a creature bears your signature, you can use a bonus action to make an Intimidation check against it. On a failure, the creature is frightened until the start of your next turn.