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UB Maneuvers

Paulo Monteiro edited this page Mar 7, 2024 · 1 revision

1. - Aimed Attack

The next weapon or unarmed attack you make before your turn ends will use your bonus action and spend a superiority die to roll the attack with advantage. If the attack hits, it will deal additional damage equal to the superiority die roll.

2. - Bait and Switch

You can use your bonus action to expend a superiority die and 5ft of your movement to switch places with a creature. If used on an ally, you switch places with the ally and can choose to either increase your own armor class or your ally's by an amount equal to one roll of your superiority die until the start of your next turn. If used on an enemy, they must pass a Dexterity saving throw or switch places with you and be unable to make opportunity attacks until the end of your turn.

3. - Brace

When a creature enters reach of your melee weapon, you can use reaction and spend a superiority die to make an attack of opportunity against them with a weapon or unarmed attack. If the attack hits, you deal additional damage equal to the superiority die roll.

4. - Commander's Strike

You can forgo one of your main action attacks to instruct an ally to strike. When you do so, expend one superiority die, choose an ally (other than yourself) and an enemy. Both creatures must be within 30 feet of you. The chosen ally can immediately use its reaction to make an opportunity attack against the targeted enemy with their equipped weapon or an unarmed attack, adding the superiority die to the attack's damage roll on a hit.

5. - Debilitating Strike

The next weapon or unarmed attack that hits a creature before your turn ends will spend a superiority die to deal additional damage equal to the superiority die roll and make the creature roll all saving throws and ability checks with disadvantage until the end of your next turn if it fails Constitution saving throw against your Maneuver DC.

6. - Distracting Strike

The next weapon or unarmed attack that hits a creature before your turn ends will spend a superiority die to deal additional damage equal to the superiority die roll and distract the target, granting the next attack roll against the target by an attacker other than you advantage if the attack is made before the end of your next turn.

7. - Evasive Footwork

You can expend one superiority die as a free action, rolling the die and adding the number rolled to your AC until the end of your turn.

8. - Goading Attack

The next melee weapon or unarmed attack that hits a creature before your turn ends will spend a superiority die to deal additional damage equal to the superiority die roll and taunt the creature until the start of your next turn. A creature taunted by you has disadvantage on any attack roll that doesn't target you. This effect ends early if another ally taunts the creature or if you are ever more than 5 feet away from the creature.

9. - Lunging Attack

You can spend a superiority die as a free action to increase the reach of your melee attacks by 5ft until the end of your turn. In addition, the next weapon or unarmed attack that hits a creature before your turn ends will deal additional damage equal to the superiority die roll.

10. - Maneuvering Attack

The next weapon or unarmed attack that hits a creature before your turn ends will spend a superiority die to deal additional damage equal to the superiority die roll and maneuver one of your allies into a more advantageous position. Target an ally within 30 feet of you that isn't restrained or incapacitated. That ally can use its reaction to move up to half its speed without provoking opportunity attacks.

11. - Menacing Attack

The next weapon or unarmed attack that hits a creature before your turn ends will spend a superiority die to deal additional damage equal to the superiority die roll and cause it to be frightened until the end of your next turn if it fails Wisdom saving throw against your Maneuver DC.

12. - Parry

When you are about to be hit by a melee attack, you can use your reaction and spend a superiority die to reduce the damage of the incoming hit by one roll of superiority die + double your proficiency bonus.

13. - Precision Attack

If your weapon or unarmed attack misses by less than the maximum roll of your superiority die, you can spend a superiority die to add it to the attack roll, potentially causing the attack to hit instead.

14. - Pushing Attack

The next weapon or unarmed attack that hits a creature before your turn ends will spend a superiority die to deal additional damage equal to the superiority die roll, knocking the creature away 15 feet if it fails Strength saving throw against your Maneuver DC.

15. - Quick Toss

As a bonus action, you can expend one superiority die and make a ranged attack with a concealed dagger. If you hit, you deal 1d4 + superiority die + Strength or Dexterity modifier, whichever is higher as piercing damage.

16. - Rally

You can use your bonus action and spend a superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Intelligence, Wisdom or Charisma modifier, whichever is higher.

17. - Return Fire

When a creature misses their attack against you and is more than 5ft away from you, you can spend a superiority die and use your reaction to make an attack of opportunity with your equipped ranged weapon against the creature. If the attack hits, you deal additional damage equal to the superiority die roll.

18. - Riposte

When a creature misses their attack against you and is within reach of your equipped melee weapon, you can spend a superiority die and use your reaction to make an attack of opportunity with the weapon against them. If the attack hits, you deal additional damage equal to the superiority die roll.

19. - Sweeping Attack

You can launch a powerful attack as a part of your main action attack that can damage multiple enemies at once. Expend a superiority die and target two creatures that are within 5ft of each other and within reach of your melee weapon or unarmed strike and make an attack roll for each. If the first target is hit, it takes normal weapon damage, and if the second target is hit, it takes your superiority die + Strength or Dexterity modifier, whichever is higher as damage of the same type as your weapon.

20. - Trip Attack

The next weapon or unarmed attack that hits a creature before your turn ends will spend a superiority die to deal additional damage equal to the superiority die roll and knock it prone if it fails Strength saving throw against your Maneuver DC.

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