Battlemaster Maneuvers (5e Class Feature)

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Battlemaster Maneuvers[edit]

This is a page for homebrew battlemaster maneuvers.

Inspiring Strike[edit]

When you hit a hostile creature with a weapon attack on your turn, you can expend one superiority die and choose one creature other than yourself within 60 feet of you that can see you. Once within the next minute, the chosen creature can roll your superiority die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the die, but must decide before the DM says whether the roll succeeds or fails.

Exsanguinating Strike[edit]

When you hit a creature with a weapon attack that deals piercing or slashing damage, you can expend one superiority die to attempt to open a vein in the target. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, it is bleeding for 1 minute and takes necrotic damage equal to the number rolled on your superiority die at the start of each of its turns. The target or another creature can use its action to make a Wisdom (Medicine) check against your maneuver save DC, ending the condition on a success. Otherwise, the necrotic damage is reduced by any amount of healing received. Constructs, undead, and creatures otherwise without vital fluids to lose automatically succeed on the Constitution saving throw.

If a bleeding creature fails the saving throw against another exsanguinating strike, the duration is refreshed back to 1 minute and the necrotic damage of the new exsanguinating strike is added to the necrotic damage the bleeding creature takes each round.

Field Medicine[edit]

When you make a Wisdom (Medicine) check to stabilize or treat a creature, you can expend one superiority die and add it to the total. If you pass the check, the creature regains an amount of hit points equal to the number rolled on the die.

Mental Fortitude[edit]

When you make a Charisma saving throw, Intelligence saving throw, or a Wisdom saving throw, you can expend 1 superiority die and add it to the total.

Physical Fortitude[edit]

When you make a Constitution saving throw, Dexterity saving throw, or a Strength saving throw, you can expend 1 superiority die and add it to the total.

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