Maneuvers
At 3rd level, a weapon master learns three maneuvers of their choice. They can apply one maneuver to each weapon attack they make. Some maneuvers can also be applied to certain ability checks or saving throws.
A weapon master has four battle dice, which are d8s. These dice are spent to activate their maneuvers, and expended battle dice are regained whenever they finish a short rest.
If a maneuver causes an enemy to make a saving throw, the DC is equal to 8 + the weapon master’s proficiency bonus + their Strength or Dexterity modifier (whichever they used for the attack roll).
Ambush – When the weapon master makes a Dexterity (Stealth) or initiative check, they can spend a battle die and add it to the result.
Astute – When the weapon master makes a Wisdom (Insight) check or a melee attack roll, they can spend a battle die and add it to the result.
Brace – When a creature the weapon master can see enters their reach, the weapon master can use a reaction and spend a battle die to make a counterattack against them unless that enemy used the Disengage action this turn. If the counterattack hits, they add the battle die to the damage roll.
Defensive Stance – The weapon master can use a bonus action and spend a battle die to enter a defensive stance until the start of their next turn. While in this stance, enemies that the weapon mast can see subtract the battle die from their attack rolls against the weapon master, and the weapon master adds the battle die to the damage rolls of counterattacks they make.
Disarm – When the weapon master hits an enemy with a weapon attack, they can spend a battle die and add it to the damage roll. Unless the enemy passes a Strength saving throw, they drop one item they’re holding of the weapon master’s choice. If the weapon master has a free hand, they can take hold of the item. If they don’t, it falls to the ground in their space.
Discipline – When the weapon master makes an initiative check or saving throw, they can spend a battle die and add it to the result.
Distract – When the weapon master hits an enemy with a weapon attack, they can spend a battle die and add it to the damage roll. Unless the enemy passes a Wisdom saving throw, they are off-guard until the end of the weapon master’s next turn.
Gambit – The weapon master can use a bonus action and spend a battle die to gain advantage on the next attack roll they make this turn. If that attack hits, they add the battle die to the damage roll.
Goad – When the weapon master hits an enemy with a weapon attack, they can spend a battle die and add it to the damage roll. Unless the enemy passes an Intelligence saving throw, they have disadvantage on attack rolls against other creatures until the end of the weapon master’s next turn.
Grapple – The weapon master can use an attack or a bonus action and spend a battle die to Escape or Grapple an adjacent opponent. They add their battle die to their Strength (Athletics) check.
Keen Eye – When the weapon master makes a Wisdom (Perception) check or ranged attack roll, they can spend a battle die and add it to the result.
Lunge – When the weapon master makes a melee weapon attack, they can spend a battle die to increase their reach for that attack by 1 yard. If the attack hits, they add the battle die to the damage roll.
Menace – When the weapon master hits an enemy with a weapon attack, they can spend a battle die and add it to the damage roll. Unless the enemy passes a Charisma saving throw, they are frightened of the weapon master until the end of the master’s next turn.
Parry – When an enemy hits the weapon master with a melee attack, the weapon master can use a reaction and spend a battle die to reduce to damage by the die roll + their Strength or Dexterity modifier.
Pin – When the weapon master hits an enemy with a piercing ranged weapon attack, they can spend a battle die and add it to the damage roll. If that enemy is adjacent to an obstacle, they are grappled by that obstacle unless they pass a Strength saving throw.
Precision – When the weapon master makes an attack roll, they can spend a battle die and add it to the roll.
Punch – This weapon master can use a bonus action and spend a battle die to make a single unarmed attack, using their battle die for the damage roll.
Push – When the weapon master hits an enemy with a weapon attack, they can spend a battle die and add it to the damage roll. Unless the target passes a Strength saving throw, they are pushed up to 3 yards and the master can shift up to 3 yards towards them.
Quick Toss – The weapon master can use a bonus action and spend a battle die to draw and make a ranged attack with a thrown weapon. If the attack hits, they add the battle die to the damage roll.
Reputation – When a weapon master makes a Constitution or Charisma check, they can spend a battle die and add it to the result.
Riposte – When an enemy misses the weapon master with a melee attack, the weapon master can use a reaction and spend a battle die to make a counterattack against them. If the counterattack hits, they add the battle die to the damage roll.
Shift – When the weapon master makes a weapon attack, they can spend a battle die to shift 1 yard before or after the attack. If the attack hits, they add the battle die to the damage roll.
Sweep – When the weapon master attacks with a melee weapon, they can instead choose up to two enemies within their reach that have no obstacles or creatures between them. Those creatures make a Dexterity saving throw, taking the master’s weapon damage + the battle die on a failure, or half as much damage on a pass.
Volley – When the weapon master attacks with a ranged weapon, they can instead choose a 1-yard square within range. The occupant of that square makes a Dexterity saving throw, taking the master’s weapon damage + their battle die on a failure, or half as much damage on a pass.
Withdraw – When an enemy misses the weapon master with a melee attack, the master can use a reaction and spend a battle die to shift up to 3 yards away from the enemy. Unless the enemy passes an Intelligence saving throw, they use their reaction to move up to 3 yards towards the master and take psychic damage equal to the battle die + the weapon master’s Charisma modifier.
Wound – When the weapon master hits an enemy with a weapon attack, they can spend a battle die and add it to the damage roll. At the end of the enemy’s turn each round, they make a Constitution saving throw. If they pass, this effect ends. If they fail, they take bleeding damage equal to the battle die.