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Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #16: Combat Maneuvers
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<blockquote data-quote="TheHand" data-source="post: 8273989" data-attributes="member: 88835"><p>Yes, a lot of where my mind was going were maneuvers that would help protect your comrades or give them some small advantage or movement. Shield maneuvers fit right in with that. Steampunkette, I really like the Lonely Wall, love to see some more like that (even if we have to stay legally distinct from certain Marvels).</p><p></p><p>So here's some places I might go; just rough ideas that I don't think are repeating existing ones (I'm old so I can't remember them all!)</p><p></p><p>Biting Zephyr-ish ones: </p><ul> <li data-xf-list-type="ul">Put to Flight: Fire a shot and pushes your enemy back 5 or 10 feet.</li> <li data-xf-list-type="ul">Draw Their Attention: Shoot an enemy, if you hit one of your engaged comrades can use their reaction to move without provoking an opportunity attack.</li> <li data-xf-list-type="ul">Bounding Escape: You can Disengage and move half your speed from an enemy before shooting.</li> </ul><p></p><p>Rogue-ish ones:</p><ul> <li data-xf-list-type="ul">Riposte: I like the idea of an enemy missing you with a melee attack, then you can spend a reaction to make an opportunity attack against them.</li> <li data-xf-list-type="ul">The Ol' Switcheroo: Attack and then switch places with one of your nearby comrades (maybe they need to spend a reaction too).</li> <li data-xf-list-type="ul">Hamstring: Your attack Slows the target.</li> <li data-xf-list-type="ul">The Set Up: Your successful attack will give advantage to the next ally that attacks the target (basically a guiding bolt in melee form)</li> </ul><p></p><p>Fighter-ish ones:</p><ul> <li data-xf-list-type="ul">Parry: Taking a note from knights and veterans in the Monster Manual, just a simple maneuver that would let you use your reaction to raise your AC by a couple points against a single attack.</li> <li data-xf-list-type="ul">Lunge: Using a 2-handed weapon or pole-arm, you can attack 5 feet further than normal.</li> <li data-xf-list-type="ul">Heavy Hitter: You attack with a 2-handed weapon as normal, but if you roll a '1' or '2' on your damage roll you can roll again.</li> <li data-xf-list-type="ul">Drive them Back: You attack, if you hit, you can shove the target back 5 feet and step toward them 5 feet.</li> <li data-xf-list-type="ul">Don't Turn your Back: A maneuver that emulates an aspect of the Sentinel Feat: if an enemy attacks one of your adjacent comrades, you can use your reaction to attack them.</li> <li data-xf-list-type="ul">Off-Balance: Again, another Sentinel Feat aspect. As above, but you just impose Disadvantage.</li> </ul><p></p><p></p><p>Thanks for letting me indulge!</p></blockquote><p></p>
[QUOTE="TheHand, post: 8273989, member: 88835"] Yes, a lot of where my mind was going were maneuvers that would help protect your comrades or give them some small advantage or movement. Shield maneuvers fit right in with that. Steampunkette, I really like the Lonely Wall, love to see some more like that (even if we have to stay legally distinct from certain Marvels). So here's some places I might go; just rough ideas that I don't think are repeating existing ones (I'm old so I can't remember them all!) Biting Zephyr-ish ones: [LIST] [*]Put to Flight: Fire a shot and pushes your enemy back 5 or 10 feet. [*]Draw Their Attention: Shoot an enemy, if you hit one of your engaged comrades can use their reaction to move without provoking an opportunity attack. [*]Bounding Escape: You can Disengage and move half your speed from an enemy before shooting. [/LIST] Rogue-ish ones: [LIST] [*]Riposte: I like the idea of an enemy missing you with a melee attack, then you can spend a reaction to make an opportunity attack against them. [*]The Ol' Switcheroo: Attack and then switch places with one of your nearby comrades (maybe they need to spend a reaction too). [*]Hamstring: Your attack Slows the target. [*]The Set Up: Your successful attack will give advantage to the next ally that attacks the target (basically a guiding bolt in melee form) [/LIST] Fighter-ish ones: [LIST] [*]Parry: Taking a note from knights and veterans in the Monster Manual, just a simple maneuver that would let you use your reaction to raise your AC by a couple points against a single attack. [*]Lunge: Using a 2-handed weapon or pole-arm, you can attack 5 feet further than normal. [*]Heavy Hitter: You attack with a 2-handed weapon as normal, but if you roll a '1' or '2' on your damage roll you can roll again. [*]Drive them Back: You attack, if you hit, you can shove the target back 5 feet and step toward them 5 feet. [*]Don't Turn your Back: A maneuver that emulates an aspect of the Sentinel Feat: if an enemy attacks one of your adjacent comrades, you can use your reaction to attack them. [*]Off-Balance: Again, another Sentinel Feat aspect. As above, but you just impose Disadvantage. [/LIST] Thanks for letting me indulge! [/QUOTE]
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