Battle Maneuvers (Black Clover Supplement)
Battle Maneuvers[edit]
To some, working on improving magic skills isn't enough or isn't a choice, so they improve themselves with the arts of the sword, art of the bow or martial arts.
You may only use one maneuver per attack unless stated otherwise.
- Stamina Points
Utilizing Maneuvers take a toll on the body, generally making most tired. If you have access to Battle Maneuvers, you have an amount of stamina points equal to your class level added twice + your Constitution modifier (maximum of +5). Whenever you use a stamina point, it is spent. You regain all spent stamina points at the end of a short or long rest.
If you don't have Battle Maneuvers, the stamina point amount is equal to your proficiency bonus added thrice times your Constitution modifier (maximum of +5).
- Battle Maneuvers DC
Some Battle Maneuvers force your target to make a saving throw. The DC for battle maneuvers is calculated as it follows:
Battle Maneuvers DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Junior Maneuvers[edit]
Anyone can learn these maneuvers, no matter their skill level.
Junior Sword Arts[edit]
Deflect Attack[edit]
As a reaction to being hit by a melee weapon attack roll while wielding a melee weapon, you can spend 2 stamina points to roll the weapon's damage die + 1d4. The amount of damage received is reduced by the amount rolled. If you reduce it to 0, you may make a melee weapon attack against your attacker if they are within reach as part of the same reaction.
Crushing Weight[edit]
Once per turn as part of making an attack with a melee weapon with the Heavy property, you can spend 2 stamina points to use its weight against your target. On a hit, the target takes 1d4 additional damage and must make a Strength saving throw. On a failure, they are knocked prone.
If the target was an object or structure, it takes twice as much damage.
Deafening Blow[edit]
Once per turn as part of making an attack with a melee weapon that deals bludgeoning damage, you can spend 2 stamina points to try to disorientate the foe's hearing system. On a hit, the target is forced to make a Constitution saving throw. On a failure, they are deafened and receive a -1 penalty to their AC until the beginning of their next turn.
Light Assault[edit]
When wielding a light melee weapon, you may spend 2 stamina points to make two instead of one attack with it as a bonus action on this turn. The second attack has its damage die reduced by one tier, to a minimum of a D4.
The second attack also benefits from the dual wielding fighting style.
Penetrating Attack[edit]
As part of making an attack with a melee weapon with the reach property, you can spend 2 stamina points to penetrate multiple targets. Hitting or missing, all creatures in a 5 foot wide 10 feet long line behind the target are also targeted by the attack.
This Battle Maneuver may be used alongside other Sword Arts.
Piercing Strike[edit]
Once per turn as part of making an attack with a melee weapon that deals piercing damage, you can spend 2 stamina points to try to pierce it deeply and make it vulnerable for attacks. On a hit, the creature takes additional 1d4 damage from all weapons until the beginning of their next turn.
Redirect Attack[edit]
As a reaction to a creature within your weapon's reach being attacked, if you are holding a melee weapon you can spend 2 stamina points to make the attack target another creature within the attacker's reach instead (this cannot be the attacker).
Spinning Weapon[edit]
As an action while holding a melee weapon, you can spend 2 stamina points to make a melee weapon attack roll against all creatures within 5 feet of you.
Piercing Strike[edit]
Once per turn as part of making an attack with a melee weapon that deals piercing damage, you can spend 2 stamina points to try to pierce it deeply and make it vulnerable for attacks. On a hit, the creature takes additional 1d4 damage from all weapons until the beginning of their next turn.
Junior Bow Arts[edit]
Blinding Shot[edit]
Once per turn as part of making a ranged weapon attack, you can spend 2 stamina points to try to blind the target. On a hit, the target is forced to make a Constitution saving throw. On a failure, they are blinded until the end of their next turn.
Debilitating Attack[edit]
Once per turn as part of making a ranged weapon attack, you can spend 2 stamina points to try and debilitate the target's offense. On a hit, the target's melee weapon attack rolls have a penalty to damage equal to your proficiency bonus until the end of their next turn.
Delay Shot[edit]
You've learned how to slow down others momentarily by shooting down on their main movement source such as their feet, wings, etc. Once per turn as part of making a ranged weapon attack roll, you can spend 2 stamina points to on a hit force the creature to make a Strength saving throw or have their movement speed reduced by 5 times your proficiency bonus in feet (to a minimum of 0) until the end of their next turn.
Disarming Shot[edit]
Once per turn as part of making a ranged weapon attack, you can spend 2 stamina points to try and disarm a target. On a hit, they must make a Dexterity check against your Battle Maneuver DC, dropping one object they are currently holding of your choice on a failure.
Forceful Shot[edit]
Once per turn as part of making a ranged weapon attack, you can spend 2 stamina points to push them. On a hit, the target must make a Strength saving throw. On a failure, they are pushed 10 feet back. On a success, they are pushed half as much. The amount pushed counts as damage for the purposes of Brawn.
Knocking Shot[edit]
Once per turn as part of making a ranged weapon attack, you can spend 2 stamina points to knock them down. On a hit, the creature is forced to make a Strength saving throw. On a failure, they are knocked prone.
This battle maneuver may be used alongside other bow arts.
Opening Creator[edit]
Once per turn as part of making a ranged weapon attack, you can spend 2 stamina points to create an opening for your allies. On a hit, the target has their AC reduced by 3 until the beginning of your next turn.
Piercing Shot[edit]
Once per turn as part of making a ranged weapon attack, you can spend 2 stamina points to attempt to fire through multiple opponents. Hitting or not, all creatures in a 15-foot line behind the first target are also targets of the attack roll.
This Battle Maneuver may be used alongside other Bow Arts.
Junior Martial Arts[edit]
Block[edit]
As a bonus action on your turn, you can spend 2 stamina points to take on a blocking stance until the beginning of your next turn. For the duration, you receive a +2 bonus to AC, Strength and Dexterity saving throws.
You cannot take the attack action while this stance is active, and cannot take this stance after having taken the attack action.
Charged Strike[edit]
When you take the attack action, you may spend up to your proficiency bonus in stamina points to replace a number of attacks equal to the amount spent (this includes attacks made as a bonus action, however you cannot replace spell attacks). Make one unarmed strike against a creature within reach. On a hit, they take a number of rolls of your unarmed strike damage die (considered a D4 if for the purposes of this battle maneuver if you don't have an unarmed strike damage die) equal to the number of attacks replaced.
Flurry of Blows[edit]
If you have taken the attack action on this turn, you can spend 2 stamina points to make two unarmed strikes as a bonus action.
Flying Strike[edit]
You jump toward your enemy and make an unarmed strike as an action for 2 stamina points. Choose a target you can see within your maximum jump distance. You jump to a place within 5 feet of that target and make an unarmed strike. On a hit, the damage die of your attack is increased by one (considered a D4 for the purposes of this battle maneuver if you don't have a unarmed strike damage die) and the target must make a Strength saving throw. On a failure, they are pushed by 5 times your Strength or Dexterity modifier (your choice). On a success, they are pushed half as much. If they collide with a creature or object while being pushed this way, they take 1d8 additional damage.
Follow Up Attack[edit]
Whenever you land a critical hit on a target with an unarmed strike, you may use your reaction to make an additional unarmed strike against them. This attack must target the creature that you attacked, or another creature within 5 feet if the initial target has been brought to 0 hit points.
Gut Punch[edit]
Once per turn when you make an unarmed strike, you can spend 2 stamina points to force the target to make a Constitution saving throw on hit. On failure, the attack is considered to be a critical hit.
Heavy Counter[edit]
Whenever a creature misses you with a melee attack, you can spend 2 stamina points to make an unarmed strike against them. On a hit, the damage is increased by one tier.
You can spend 2 additional stamina points to use this Battle Maneuver even if the attack didn't miss.
Throw Attack[edit]
As an action while you are grappling a creature, you may spend 2 stamina points to make a Strength check. You throw the creature a number of feet equal to half the amount rolled (rounded up) times 5 in any direction of your choice, ending the grapple. Once they stop moving, they take fall damage equal to the amount of feets moved.
If they collide with a creature or object, they take fall damage equal to the feets moved and if it was a creature, it must make a Dexterity saving throw or also take the damage.
Intermediate Maneuvers[edit]
Only those who are 5th level and above can learn these maneuvers.
Intermediate Sword Arts[edit]
Air Strike[edit]
As a reaction when you would take damage from falling, you can make one melee weapon attack roll against a creature within reach. On a hit, they take additional damage equal to half the amount of fall damage you would have taken, and you take no fall damage.
Bone Mutilation[edit]
Once per round as part of making an attack with a Heavy melee weapon, you can spend 4 stamina points to try and mutilate the victim’s bones. On a hit, the creature must make a Constitution saving throw. On a failure, their hit point maximum is reduced by 1d6. On a success, it is reduced by half as much, or none if they have Endurance.
On a critical hit, a creature loses twice as much hit points.
The maximum hit points of a creature cannot be reduced below their Constitution score via this battle maneuver, and they regain the maximum hit points lost at the end of a long rest.
Demonic Attack[edit]
Once per round when you make an attack roll, you can let your inner savagery come out by striking only with bloodlust. On a hit, the creature must make a Wisdom saving throw or become frightened of you until the end of their next turn. For the duration, any attacks the creature makes against you have their roll reduced by 1d6.
Deep Wounds[edit]
Whenever you hit a creature with a melee weapon attack, you can spend 4 stamina points to try and deepen the wound and cause bleeding. The creature is forced to make a Constitution saving throw. On a failure, they are Bleeding until the end of their next turn.
If the attack was a critical hit, the creature has disadvantage on the save.
This Battle Maneuver can be used alongside other Sword Arts.
Disarm[edit]
As part of making a melee weapon attack, you can spend 4 stamina points to try and disarm the opponent. On a hit, the target drops one object they are holding of your choice at their feet.
Executioner’s Blow[edit]
You can give your all into an attack as an action for 4 stamina points, trying to end your opponent’s misery. Make a melee weapon attack roll. On a hit, the target takes two rolls of your weapon damage die in appropriate damage.
If the target was prone, the attack is considered a critical hit.
Eye Slash[edit]
As part of making a melee weapon attack roll, you can once per turn spend 4 stamina points to try and blind the creature. On a hit, the creature takes 1d6 additional damage is forced to make a Constitution saving throw. On a failure, they’re blinded until the end of their next turn.
Flash Cuts[edit]
As an action, you can spend 4 stamina points to attack your target multiple times from every angle. Make a melee weapon attack roll. On a hit, the target takes two rolls from your weapon damage die in apropriate damage.
The target cannot take reactions against this attack roll unless their passive perception is higher than your Battle Maneuver DC.
Invisible Blade[edit]
When you take the attack action with a Finesse or Light weapon, you can spend 4 stamina points to increase your attack speed by ridiculous amounts. Your melee weapon attacks have advantage until the end of your turn, however they deal half as much damage and do not add your modifier.
Limb Malfunction[edit]
Once per round as part of making a melee weapon attack, you can spend 4 stamina points to target a creature’s Limb (that isn’t the Skull, Jaw or Torso) with no penalty. On a hit, you only deal your damage modifier in damage, however any actions performed with that limb have disadvantage until the end of the next creature’s turn.
If it was a critical hit, any actions with said limb automatically fail for the duration.
Opportunist’s Attack[edit]
When you make a melee weapon attack as an opportunity attack, you can spend 4 stamina points. On a hit, the attack is considered a critical.
Retreating Attack[edit]
As a reaction to when you hit a creature with a melee weapon attack, you can spend 4 stamina points to take the disengage action.
Wind Caller[edit]
Your massive strength allows you to generate wind just by swinging your weapon, hitting multiple foes at once. When you take the attack action while wielding a Heavy or Two-Handed melee weapon, you can spend 4 stamina points to use this maneuver. Until the end of your turn, your melee weapon attack rolls now target all creatures in a 15 foot cone, comparing it to the AC of each target and hitting if it was equal or higher. In addition, each attack deals 1d6 additional damage.
This also targets objects and structures, dealing twice as much damage to them.
Intermediate Bow Arts[edit]
Aim Focus[edit]
When you take the attack action and have not moved this turn, you can spend 4 stamina points to plant yourself on the spot, increasing your own accuracy. Until the end of your next turn, you ignore Half-cover and Three-quarters cover, however your movement speed is reduced to 0 until the start of your next turn.
Choking Shot[edit]
When you hit a creature with a ranged weapon attack, you can spend 4 stamina points to try and choke them. The target cannot speak until the end of its next turn, and if it was holding its breath it immediately starts suffocating.
Disrupting Volley[edit]
When you take the attack action with a ranged weapon, you can spend 4 stamina points to force creatures you hit this turn to make a Constitution saving throw. On a failure, a creature cannot take reactions until the start of your next turn.
Harassing Fire[edit]
When you hit a creature with a ranged weapon attack, you can spend 4 stamina points to harry its actions. The target has disadvantage on ability checks until the end of its next turn.
Interrupting Shot[edit]
As a reaction to when an ally gets attacked by a melee attack roll, you can spend 4 stamina points to make a ranged weapon attack against the target as long as they are within range. On a hit, their attack fails and their next attack against the target has disadvantage.
Mind Bang[edit]
Once per round as part of making a ranged weapon attack, you can spend 4 stamina points to try and affect the creature’s mind. On a hit, they must make a Constitution saving throw. On a failure, they Confused until the end of their next turn.
Penetrating Shot[edit]
When you make a ranged weapon attack roll, you can spend 4 stamina points to try and penetrate the enemy. On a hit, they start Bleeding until the end of their next turn.
If you use this Battle Maneuver more than once per turn, the next hits would only add your modifier to the total hit points bleeding removes.
Ricochet Shot[edit]
When you miss a ranged weapon attack, you can spend 4 stamina points to reroll the attack against a creature within 30 feet of the original target. You cannot reroll the new roll, even if it misses.
Running Arrow Assault[edit]
When you take the dash action, you can spend 4 stamina points to start firing against your targets as you run. Make one ranged weapon attack per creature within range of your choice.
Shatter Shot[edit]
When you make a ranged weapon attack roll against a creature that's wearing armor or wielding a shield, you can spend 4 stamina points to ignore the AC bonus granted by said armor or shield, only treating their AC as if it was 10 + their Dexterity modifier.
Skirmisher Shot[edit]
When you hit a creature with a ranged weapon attack, you can spend 4 stamina points to distract them from attacking foes. You or an ally within 30 feet of the creature hit can move up to their movement speed, not provoking opportunity attacks.
Suppressive Fire[edit]
As an action, you can spend 4 stamina points to fire a volley of arrows at a place within your ranged weapon’s reach. All creatures in a 15-foot radius of the area must make a Dexterity saving throw. On a failure, a creature takes one roll of your ranged weapon damage die and has disadvantage on attack rolls until the end of their next turn. On a success, they take half as much damage and the first attack they make until the end of their next turn is made with disadvantage. If a creature has Evasion, they receive no detriments on a failure.
Intermediate Martial Arts[edit]
Bear Hug[edit]
While you are grappling a creature no more than one size larger than you, you can spend 4 stamina points to squeeze them like a bear, causing great pain. For the duration of your grapple, the grappled creature takes bludgeoning damage equal to your unarmed strike damage die at the start of their turns.
While this battle maneuver is active, you are concentrating, however the creature you are grappling cannot end your concentration unless they break free from the grapple. You may stop this maneuver at will, no action required.
Dynamic Blow[edit]
When you have moved at least 20 feet straight before making an unarmed strike, you can spend 4 stamina points to grant the attack advantage.
Grapple Lock[edit]
As a reaction to being grappled, you can spend 4 stamina points to attempt to grapple the creature grappling you.
Heaven’s Death[edit]
As an action or reaction to a creature that’s falling or hovering that you can see or hear, you can spend 4 stamina points to jump up to your movement speed added twice into the air. If you manage to move to at least 5 feet of the creature, you can make one unarmed strike against them. On a hit, they take bludgeoning damage equal to three rolls of your unarmed strike damage die and are instantly sent to the ground.
Leg Kick[edit]
Once per turn as part of making an unarmed strike, you can spend 4 stamina points to target your opponent’s legs. On a hit, the target has its walking speed reduced by 10 feet until the end of their next turn. On a critical hit, the speed reduction is increased to 20 feet.
Quick Recovery[edit]
As a reaction to being knocked prone, you can spend 4 stamina points to make an unarmed strike against a creature within reach. On a hit, you stop being prone and get up without spending movement speed.
Ride to Hell[edit]
As a reaction to being pushed or shoved, you can spend 4 stamina points to try and take a creature alongside you. Make a Strength (Athletics) check contested by the Strength (Athletics) or Dexterity (Acrobatics) check of a creature within your reach. If you win, they are also pushed and end up within 5 feet of you once you stop moving. If you beat their roll by 5 or more, you can make one unarmed strike against them.
If you would end up being knocked prone by the effect that pushed or shoved you, the creature is also prone once both of you stop moving.
Sonic Impact[edit]
Once per turn part of making an unarmed strike, you can spend 4 stamina points to put your speed into it, giving it a greater blow. On a hit, the target takes thunder damage equal to two rolls of your unarmed strike.
Speed Blitz[edit]
As a Lengthy Action, you can spend 4 stamina points to beat down those around you at blinding speeds. Make one unarmed strike against all creatures of your choice within your movement speed’s range.
Stomach Punch[edit]
As an action, you can punch a creature in the stomach, making them feel sick. Make an unarmed strike against a creature. On a hit, they take bludgeoning damage equal to two rolls of your unarmed strike damage die and are poisoned until the end of their next turn.
Throw Down[edit]
As part of hitting an unarmed strike, you can spend 4 stamina points to force the target to make a Strength saving throw. On a failure, you roll the damage die of your unarmed strike one additional time and they are knocked prone. On a success, nothing happens.
If you are grappling the target and they are not Larger than you, they have disadvantage on the saving throw.
Wheel Kick[edit]
Once per turn when you hit a creature with an unarmed strike, you can spend 4 stamina points to deal half as much damage to all creatures within 5 feet of your target of your choosing.
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