1048296-Norts Universal Martial Maneuvers v1.1 Basics
1048296-Norts Universal Martial Maneuvers v1.1 Basics
1048296-Norts Universal Martial Maneuvers v1.1 Basics
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Principles
The point of this rule expansion is not just a list of maneuvers, as good as they are, the actual maneuvers herein could be replaced with
a host of others. This rule expansion is a coherent way of implementing martial maneuvers universally into 5th edition D&D. What the
actual maneuvers are is not as important as the method of their implementation and subsequently the options available to the martial
characters in general and fighters in particular. This framework of tiered maneuvers gives every DM and player the opportunity to go
re-watch favourite movies or videogames and pick out new maneuvers that could work for their character. Maybe you practice a real
martial art, this framework provides a way to incorporate those real moves into your game. Maybe you’d like some skillset from
another class but don’t want to multiclass your character? You can use a version of the desired maneuver without giving up a level of
your main class. Or maybe you’ve seen some other homebrew feats or abilities but they’re OP or just don’t quite fit at your table, in a
tiered system you can add any ability at the appropriate level for your campaign. The system is designed to fit alongside not only the
core rules but other homebrew as well. For example at my game we also use Beyond Damage Dice by Kobold Press, so all martial
characters can consider which maneuvers work best with which weapons for their characters and thus come up with a signature combat
style. They can then change style as a new favourite weapon appears and they can swap in a new maneuver to suit.
The fundamental design principle that drove the creation of this system is that fighters should have meaningful narrative choices
throughout the game just like spell-casters. Another important idea is that all characters should benefit from what martial maneuvers
can offer, just as many classes have some limited spell-casting abilities, so any character could benefit from training repeatable
physical maneuvers. It became clear that the system should reflect a spectrum of opportunity between physical powers on the one hand
and magical powers on the other. Muscle memory vs brain memory. Characters that spend too long preparing spells or praying for
divine magic simply don’t have time to also physically train martial maneuvers and vice versa.
Another major principle is that maneuvers are just too good to restrict to the Battlemaster archetype of the Fighter class. Just as the
custom abilities offered by feats are too hard to access when you have to choose between ASI’s or feats. Universal maneuvers offer a
quick fix for all players wanting to try out abilities or add some mechanical customization or more interesting combat options. So the
simplest option is to add the Battlemaster maneuvers not just to every Fighter but every martial character.
Two other design principles are worth mentioning. One is mechanical equality and the other is don’t step on toes. Mechanical equality
means each tier should offer maneuvers of equivalent mechanical effect, particularly damage caused. No maneuver should be a no-
brainer compared to others, nor should a maneuver be a trap. If you consider a maneuver to be breaking this rule then either drop it,
modify it or change it’s tier. We also don’t want a maneuver that is too similar to a core classes ability, that would be stepping on toes.
So the Rogues Apprentice or Bell Ringer maneuvers are either much more limited in scope or they are only accessible many levels
higher than they would be for the core class that remains the specialist in those maneuvers.
Acknowledgements
I owe a debt of gratitude in a general sense to certain goons whose consistent, thoughtful criticisms prompted me to firstly appreciate
issues many players experienced with their favourite characters and then to nut out what might specifically address those issues. I don t
know if I ve achieved that but it’s definitely made the game I run better.
I owe a very specific debt of gratitude to some people who generated the majority of the maneuvers listed herein, particularly SA
forum user Magil Zeal whose work I have adapted and incorporated into this system. The works of Magil Zeal I drew from are on the
DMs Guild and linked below. More maneuvers were drawn from 5e s playtesting iterations, the 8th playtest packet in particular. Then
of course some of the maneuvers listed here are from the PHB. Here are links to Magil Zeal’s work:
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Battlemaster should have been the core of the fighter class and the subclasses should become built around superiority
dice as a resource for doing cool stuff in different flavors.
— Mango Sentinel
Martial damage dice were a thing for multiple classes and seemed relatively promising as a concept
— Magil Zeal
Just stay away from books and you’ll be fine.
— Goweh, dwarf, fighter
You do you, my friend. You do you.
— Nort, human, monk
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MARTIAL MANEUVERS
TMS table definitions
This rules expansion modifies 5e rules mainly benefitting Characters may choose a number of martial maneuvers
fighters and other martial classes. It makes the martial according to their class type (see definitions below) on the
maneuvers of the Battlemaster available to all classes. TMS table, which they know and practice.
Martial maneuvers are physical techniques which can be Characters gain a number of Superiority dice of particular
trained repeatedly and generally make use of muscle value according to their class type on the TMS table, which
memory. While a spellcaster may prepare themselves by they expend to use their maneuvers.
memorizing spells or praying for divine magic, the martial
character prepares with physical training of specific Characters access higher maneuver Tiers according to their
techniques. class type on the TMS table. Half Casters gain Tiers as
Martials, though their maneuvers known and Superiority
All classes gain access to martial maneuvers at inverse Dice differ as per the TMS table.
proportions to their spellcasting ability. Spellcasters spend
too much time with books and mystical mumbo jumbo to Fighters regain all of their expended superiority dice when
benefit from hard physical training. they finish a short or long rest. Non-fighters regain one
superiority dice when they finish a short rest and regain all
The Battlemaster archetype is folded into the fighter class expended superiority dice when they finish a long rest.
st
with martial maneuvers available to all fighters from 1
level as per the Tiers / Maneuevers / Superiority Dice (TMS) Characters may swap one maneuver at every odd level.
table (see below). Multiclass characters progress on the TMS table according
to their highest martial level or most advantageous
As spellcasters, Eldritch Knights have the same superiority combination of maneuvers and number / type of
dice as other fighters but as a consequence of their superiority dice available from their classes.
substantial book time, only know a limited amount of
maneuvers. Class type definitions
Fighter: except Eldritch Knight* (Eld.Kn.)
‘Maneuvers’ is a generic term for a formal martial Martial: Barbarian, Rogue (except Arcane
technique. You could substitute ‘gimmick’, ‘ploy’, ‘jig’ or Trickster)
other contrivance if it helps you understand the Half-Caster: Paladin, Ranger, Monk
universality of physical gambits available to all characters
Arcane Trickster (Arc.Tr.)
that put in the necessary practice.
Caster: Bard, Cleric, Druid, Mystic, Sorcerer,
Warlock, Wizard
Tier advancement by class type
Fighter - Martial / Half-Caster - Caster
Tier 1 Level 1-4 Level 1-4 Level 7-12
Tier 2 Level 5-8 Level 5-8 Level 13-18
Tier 3 Level 9-12 Level 9-14 Level 19-20
Tier 4 Level 13-16 Level 15-18
Tier 5 Level 17-20 Level 19-20
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Tiers/Maneuvers/Superiority Dice table
Fighter Martial à Half Caster Caster
Level 1 Tier 1 Tier 1 Ranger / Paladin / Monk: 0 Maneuvers
2 Maneuvers 1 Maneuver 1 Maneuver
2d8 Sup. Dice 1d6 Sup. Dice 1d6 Sup. Dice
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Flanking Maneuvering Attack
Target one hostile creature within your melee range that When you hit a creature with a weapon attack, you can
is also within melee range of another creature hostile to the expend one superiority die to maneuver one of your
target. You can expend one superiority die and gain comrades into a more advantageous position, You add the
advantage on your next attack roll against that target. superiority die to the attack's damage roll, and you choose a
At Higher Tiers: So long as you maintain flanking friendly creature who can see or hear you,
conditions, you gain advantage for a number of turns equal That creature can use its reaction to move up to half its
to your superiority die roll. speed without provoking opportunity attacks from the target
of your attack.
Goading Attack
Proficiency adv.: Performance / Intimidation
Menacing Attack
When you hit a creature that can hear you with a weapon Proficiency adv.: Intimidation
attack, you can expend one superiority die to attempt to When you hit a creature with a weapon attack, you can
goad the target into attacking you. expend one superiority die to attempt to frighten the target.
You add the superiority die to the attack's damage roll, You add the superiority die to the attack's damage roll, the
and the target must make a Wisdom saving throw, On a target then must make a Wisdom saving throw.
failed save, the target has disadvantage on all attack rolls On a failed save, it is frightened of you until the end of
against targets other than you until the end of your next turn. your next turn.
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Rally Trip Attack
Proficiency: Performance Weapon adv.: Reach & quarterstaff
On your turn, you can use a bonus action and expend one When you hit a creature with a weapon attack, you can
superiority die to bolster the resolve of one of your expend one superiority die to attempt to knock the target
companions. When you do so, choose a friendly creature down, You add the superiority die to the attack's damage
who can see or hear you, That creature gains temporary hit roll, and if the target is Large or smaller, it must make a
points equal to the superiority die roll + your Charisma Strength saving throw, On a failed save, you knock the
modifier. target prone.
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Combat Reflexes Glowering Threat
Prerequisite: Dexterity 14+ Prerequisite: Charisma 14+
Proficiency: Insight, Perception Proficiency adv.: Performance, Intimidation
Your instincts take over when danger presents itself and As a bonus action you let out a cry of challenge, hostile
you can strike whenever you spot an opening. creatures within 30 feet that can hear you must make a
When you roll a superiority dice – for that number of Wisdom saving throw or have disadvantage on attack rolls
turns you can take that number of extra reactions, but no against creatures other than you until the end of your next
more than once per turn. The reactions can be used only to turn.
make opportunity attacks.
Great Cleave
Come and Get It Prerequisite: Fighter, Barbarian
Prerequisite: Charisma 12+ Proficiency: Athletics
Proficiency adv.: Performance, Intimidation When you reduce a creature to 0 hit points with a melee
You can expend one superiority die and use an action on weapon attack on your turn, you can expend one superiority
your turn to cry out in challenge to nearby enemies. die to allow you to move 10 additional feet if your speed is
Enemies that can see or hear you within 30 feet must make not 0. You gain an extra action that you can use before the
a Charisma saving throw. A creature that is immune to end of this turn, which you can use only to take the Attack
being frightened automatically succeeds on this saving action (one weapon attack only). If you use this action to
throw. Each creature that fails this saving throw must make a weapon attack and hit, add the superiority die to the
immediately use its reaction to move as far as its speed attacks damage roll.
allows towards you.
Roll the superiority die and deal that much damage to Hold the Line
each of these creatures that ends the move within 5 feet of Prerequisite: Strength 12+, Shield proficiency
you. The damage is of the same type as dealt by the weapon You can use your shield to stop enemies in their tracks.
you are wielding. When a creature of your size or smaller moves within your
reach while you are wielding a shield, you can spend a
Crushing Surge superiority die and a reaction to reduce the enemies
When you hit a target with a melee attack you deal one movement to 0 until the end of its turn.
superiority die of additional damage to the attack and you
gain temporary hit points equal to the superiority roll + your Ignore Weakness
Constitution modifier plus your martial level. You may only Prerequisite: Constitution 15+
have one crushing surge active at a time. The temporary hit As a reaction, you power through a debilitation using raw
points expire at the end of a short or long rest. strength and determination. Provided you can maintain
At Higher Tiers: you may roll one superiority die per tier
concentration as though for a spell, you can ignore the
to power this maneuver.
following triggering effects for up to 1 minute, after which
you suffer the effects as normal:
Feinting Attack blinded; deafened; frightened; madness; paralyzed;
You can expend one superiority die and use a bonus poisoned; restrained; stunned.
action on your turn to feint, choosing one creature within 5 You can be cured of the affliction before the duration ends,
feet of you as your target. in which case you suffer no adverse effects.
You have advantage on your next attack roll against that At Higher Tiers: At 3rd tier the duration is up to an hour.
creature, If that attack hits, add the superiority die to the At 4th tier the duration is 8 hours. At 5th tier if you can
attack's damage roll. concentrate for the full 8 hours you can completely negate
the triggering effects.
First Strike
Prerequisite: Dexterity 15+
Your quick reflexes allow you to get the jump on your
foes. On your first turn of combat, you may expend a
superiority die and gain advantage on attack rolls against
any creature that has not yet taken a turn this encounter.
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Imposing Presence Pinning Attack
Prerequisite: Strength 16+ Prerequisite: Fighter
Proficiency adv.: Intimidation When a creature within 5 feet of you moves at least 1 foot,
As a bonus action you present an intimidating posture, you can expend one superiority die and use your reaction to
you may add one superiority dice to a Charisma attempt to entrap the enemy with your weapon strikes.
(Intimidation) check against one target, contested by either Make a melee weapon attack against the triggering creature,
their Charisma (Deception) check or their Charisma and add the superiority die to the attack roll.
(Intimidation) check. You must commit the superiority dice If the weapon attack hits and the creature you hit is no
before rolling. more than one size category larger than you, that creature’s
At Higher Tiers: At 3rd tier your intimidation posture speed becomes 0 for the rest of the turn.
may affect any creatures of your choosing within 30’. At 4th
tier you may roll an additional superiority dice per tier Powerful Strikes
above 3 to your check.
Prerequisite: Strength 14+
At 5th tier you may choose to affect any creature that can see
When you take the Attack action on your turn you can
you.
expend one superiority die to add extra power to your
weapon strikes. The first time you hit with a weapon attack
Improvised Shield this turn add the superiority die to the attack’s damage roll.
Prerequisite: Dexterity 14+ & Strength 14+ Each time you hit with a weapon attack this turn, add your
Proficiency: Insight proficiency bonus to the attack’s damage roll.
As you face an incoming ranged or melee attack, or you
fail a Dexterity saving throw and take damage from the Relentless
resulting effect, you grab the nearest convenient foe to use
Prerequisite: Non Caster & Strength 15+
as a shield. If you do not have a target grappled you attempt Proficiency: Athletics
to grapple a target within range, following the normal rules When you miss a creature with a melee attack, you may
for grappling, except you roll a superiority dice and add the roll a superiority dice and add it to your next melee attack
result to your grapple check and you make the attempt as a roll against that creature before the end of your next turn.
reaction. Then if you have a target grappled, you only take
half damage from the triggering attack or effect and the Shield Bash
grappled target takes the other half.
Prerequisite: Protection fighting style
Lead the Attack When you are wielding a shield and hit with a weapon
attack on your turn, you can expel one superiority die and
Prerequisite: Fighter use a bonus action on your turn to bash an enemy with your
When you hit an enemy with a weapon attack on your shield. Add your superiority die to the attack’s damage roll
turn, you can expend one superiority die to expose its weak
as bludgeoning damage. The creature you hit must make a
points to your allies. Add the superiority die to the attacks
Constitution saving throw or be stunned until the end of
damage roll. The first time each turn before the start of your
your next turn.
next turn one of your allies hits the same creature with an
attack, add your proficiency bonus to the attacks damage Skill Focus
roll.
Choose one of your skills when you gain this maneuver.
Parry and Riposte Before you make an ability check using that skill, roll a
superiority die and add the result to the check.
Prerequisite: Dexterity 14+
You can select this maneuver multiple times but must
Proficiency: Sleight of Hand
choose a different skill each time.
When a creature you can see hits you with a melee attack,
At Higher Tiers: At 4th tier you also gain advantage on
you can expend one superiority die and use a reaction to the skill check.
attempt to parry the incoming attack and counterattack. Add
the superiority die to your AC against the triggering attack,
which may make the attack miss.
After the attack is resolved, you can make a melee
weapon attack with a one-handed weapon against the
creature that made the triggering attack.
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Spring Attack Tier 3
Prerequisite: Dexterity 16+
Proficiency: Acrobatics
Attacks on the Run
When a hostile creature you can see moves closer to you Prerequisite: Dexterity 14+
and ends the movement within 5 feet of you, you can Proficiency: Acrobatics, Athletics
expend a superiority die and use your reaction to When you take the Attack action on your turn, you can
immediately move up to half your speed and make a expend one superiority die and take the Dash action as a
weapon attack against that creature. If that weapon attack bonus action. The first time you hit with a weapon attack
hits add the superiority die to the attacks damage roll. this turn, add the superiority die to the attacks damage roll.
You can make the weapon attack before or after you Opportunity attacks against you are made at disadvantage
move, and this movement doesn’t provoke opportunity this turn.
attacks from the triggering creature.
Bell Ringer
Spitting Cobra Shot
Prerequisite: Strength 15+
Prerequisite: Dexterity 14+ Proficiency: Athletics
Proficiency: Perception, Medicine A ringing blow to the enemy’s skull renders them
A quick shot from your weapon stops an approaching foe, temporarily senseless. Provided this weapon attack was
within 30 feet and moving towards you, in its tracks. As a made with a weapon that deals bludgeoning damage you
reaction, using a weapon you are already holding, you may may expend a superiority die and add the damage. Then,
make a ranged weapon attack against the triggering creature provided the creature is hit to the skull, it must make a
and roll a superiority dice. On a hit the attack deals that Constitution saving throw or be stunned until the end of
superiority die as additional damage and the creatures speed your next turn.
drops to 0 for the rest of its turn.
Body over Mind
Taunt Prerequisite: Constitution 15+
Prerequisite: Charisma 11+ When you make a Wisdom, Intelligence or Charisma
Proficiency: Performance saving throw, you can expend one superiority die (no action
As an action, choose a creature within 30 feet that can see or required). Make a Constitution saving throw in place of the
hear you and contest your Charisma against it’s Wisdom, triggering saving throw, and add the superiority dice to the
adding your superiority roll to the Charisma roll. The Constitution saving throw.
creature automatically wins if it is immune to being
charmed. Called Shot Sniper
If the creature loses, it must use its movement on its next
Prerequisite: Sharpshooter feat
turn to move closer to you before using its action. The
You shoot or hurl a missile at a precise spot on an
creature uses as much of its speed as it can to reach you and
enemy’s body with greater precision. Expend a superiority
avoids dangerous terrain.
die and gain advantage on your called shot roll. See
Trap Sense appendix for Called Shot details.
As a reaction, you may add the result of a superiority die Covert Strike
roll to a Dexterity saving throw against a trap you can see. If
Prerequisite: Stealth proficiency
the trap has an attack roll you may instead add the
When you dispatch a foe, you know how to make a hasty
superiority die roll to your AC for that attack.
exit and vanish from sight.
Vault Once on your turn, when you reduce a creature to 0 hp
with an attack, you can also attempt to hide as part of the
Prerequisite: Strength 12+ same action. If you have any movement left for this turn,
You may add the result of one superiority die to a high jump, you can use it to move before attempting to hide, you may
or double the result to a long jump. add your superiority die roll to the attempt and you must
adhere to the normal restrictions for being able to hide.
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Disrupting Attack Unyielding Avalanche
Prerequisite: Wisdom 14+ Prerequisite: Strength 15+, Constitution 14+
Proficiency adv.: Arcana Proficiency: Athletics
When a creature you can see and hear begins casting a You strike out with a heavy blow, which serves to
spell, you can use your reaction to make a weapon attack reinvigorate you throughout the battle to come. The
against that creature. On a hit add the superiority die to the triggering attack deals two extra weapon dice of its damage
attacks damage roll. The creature must immediately make a and you regain hit points equal to the superiority dice you
Constitution saving throw, with disadvantage if you make a expend.
melee attack and hit. On a failure, the creature’s spell fails For up to a minute, should you maintain concentration,
and has no effect. you have advantage on Constitution saving throws and
regain 4 hit points at the start of each of your turns.
Evasive Movement
Prerequisite: Dexterity 15+
Volley Fire
Proficiency: Acrobatics
You move so evasively that your enemies can’t stop you Prerequisite: Dexterity 15+, Archery fighting style
even when you brush right by. Expend a superiority die, Proficiency: Perception
multiply by 5’, you may move that distance, up to the limit As an action on your turn you can expend one superiority
of your base movement rate, through other creatures spaces die and choose a point within range of a ranged weapon you
until the end of your turn. wield. You unleash a rain of projectiles upon the area. Make
a ranged weapon attack against a number of creatures equal
Improved Initiative to the superiority die result, that you can see, within 10 feet
of the chosen point,
Prerequisite: Dexterity 15+
Proficiency: Perception Make separate attack rolls for each target and a single
You make the most of the chaos that erupts at the start of a damage roll to apply to each creature you hit, adding the
battle. Before rolling initiative, roll one superiority die and superiority die to the damage (apply critical hit damage to
add the result to your initiative roll. individual creatures as appropriate).
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Mighty Slayers Strike
Prerequisite: Strength 18+, Fighter
You strike the ground with your weapon, creating a shock
wave that instantly lays low lesser creatures. Each creature
you choose within 30 feet of you must make a Constitution
Saving throw take damage equal to the result of the
superiority die you expend in bludgeoning damage and be
knocked prone. A creature that succeeds on its saving throw
takes half as much damage and isn’t knocked prone.
Creatures of challenge rating 1 or less have disadvantage
on this saving throw and are instantly reduced to 0 hit points
on a failed saving throw (still taking half damage on a
success). If you reduce at least one creature to 0 hit points in
this way, you gain an extra action that you can use this turn
only to repeat this exploits effect and you only affect
creatures of CR 1 or lower. You can continue to do so until
you use this action and don’t reduce a creature to 0 hit
points.
Rain of Steel
As a bonus action you can expend a superiority die to
gain the following concentration effect lasting for a minute:
you swing and strike at nearby foes near continuously. Any
foe near you, even one that you don’t directly target, is in
danger of being hit by a back swing or a stray strike. For the
duration, whenever a hostile creature begins its turn within
reach of your weapon, it must make a Dexterity saving
throw or take two of your weapons dice of damage. It takes
half as much damage on a successful saving throw.
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APPENDIX
EXPANSION & FINE TUNING
2. Stunts: aka AC+DC attacks
Anyone using this material is encouraged to bring new How to get a two for one special. A single physical
maneuvers into their tiered system. Consideration of attack which inflicts a condition or other outcome.
the principles on pg.2 should give good results. DMs Determine a DC for the outcome and add to the target AC.
should consider and adjust for their campaigns. New Generally, a ranged or melee weapon stunt will incur the
creative maneuvers could be developed using the Tricks -5 penalty as per the Sharpshooter / Great Weapon
and Stunts section below. Master feats, in addition to sacrificing movement for
their turn, unless they possess the appropriate feat.
SPECIAL WEAPONS
We’ve found this system of maneuvers works well If the attack hits the AC but misses the DC damage is still
alongside weapon specific martial systems such as inflicted as normal (including +10 if you have the feat).
Beyond Damage Dice by Kobold Press. We use these rule
expansions side by side at our game with a few tweaks STUNT EXAMPLE:
and adjustments. CALLED SHOT:
The basis for this Called Shot mechanic is the “-5/+10”
TRICKS & STUNTS shot from the Sharpshooter feat. We then determine a
DC for the called target and consider the following
Methods for creative combat resolution bonuses / requirement:
The two following methods offer ways to resolve
creative combat ideas. We want to give players a Medicine Skill Add bonus
predictable system with a minimum of rolls to achieve Knowledge of anatomy assists a typical called shot.
creative ideas.
Sacrifice movement attempt shot / +5
Note that tricks and stunts differ in outcome. Tricks A PC lacking the Sharpshooter feat cannot attempt a
create opportunities and Stunts inflict conditions. called shot unless they sacrifice their movement for the
turn. A PC with Sharpshooter feat who sacrifices
1. Tricks: Setup and payoff attacks movement gains +5 to their roll, negating the basic “-5”
Three steps to a One Two. A physical attack which penalty to the
briefly sets up a subsequent attack that capitalizes on
the first attack to achieve a nominated outcome. Sacrifice bonus action+reaction +2
1. Nominate the desired outcome, nominate the setup Representing complete focus on the called shot
method.
2. Roll attack at disadvantage. On hit do damage as Typical Called Shot DCs:
normal and the damage is considered targeted according condition: dmg type AC+DC+penalty
as per player objective. Maim leg piercing AC+15+5
3. Make follow up attack. If this second attack is in the Maim leg bludgeoning AC+20+5
same round the attack should be at advantage. It may Maim arm piercing AC+15+5
not be if the follow up attack is in the second round, Maim arm bludgeoning AC+20+5
depending on circumstance. On hit damage is applied as Blind an eye piercing AC+25+5
normal and the desired outcome affects the target. Blind an eye bludgeoning AC+25+5
Paralyzed piercing AC+25+5
TRICK EXAMPLE: Paralyzed bludgeoning AC+30+5
Goweh the dwarven fighter battles a raging Quaggoth on Stunned bludgeoning AC+25+5
a high ledge. Goweh badly wants to send the Quaggoth Unconscious bludgeoning AC+30+5
over the ledge but the difference in size and bulk between
dwarf and Quaggoth seems insurmountable. Goweh As you can see, effective and reliable called shots
decides to target the leg of the Quaggoth nearest the shouldn’t occur until mid levels, at which point the flat
precipice and so rolls at disadvantage to hit with success. “+10” bonus for Sharpshooter has less impact as
The Quaggoth howls and clutches it’s injured leg. Not enemies have much higher hit points.
wasting a moment Goweh uses his action surge and shoves
the Quaggoth at advantage and the monster topples over
the edge, ending the combat.
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