Chapter 4: Maneuvers
Classes
Martial classes get additional maneuvers they can use in combat that are not specific to their class. The classes that get access to these Maneuvers are:
Barbarian
Blood Hunter
Fighter
Gunslinger
Monk
Paladin (Half level)
Ranger (Half level)
Rogue
Unkindled
Using a maneuver costs exertion, and you have a number of exertion points equal to the corresponding value in the Maneuver Chart based on your level. If you have less than half your exertion points when you take a short rest, you regain exertion so that you have half your total exertion points. You regain all spent exertion on a long rest. The table below shows you how many maneuvers you know at each level, how many exertion points you have, and the maximum degree of a maneuver that you can learn. Whenever you gain a level, you can swap one maneuver for a different maneuver of your choice that you are allowed to learn.
Whenever you activate a maneuver, you expend the exertion points listed after the name of the maneuver. If the maneuver specifies that it uses your action, bonus action, or reaction, you must have it available to use. If a maneuver specifies that a target must make a save against your maneuver, the DC is equal to 8 + your proficiency bonus + (your str or dex modifier, your choice).
Some classes, like the Ranger and Paladin, don't receive full maneuvers known and total exertion points. This is because they are half casters, and have access to spells. When you determine your maneuvers known and your total exertion points, you divide your level in half, rounded down, to determine your total maneuvers known and exertion points.
Maneuver Categories
Different classes choose from different categories of maneuvers, as listed below. If your class isn’t listed under a maneuver category, you cannot pick from it. Fighters are the only exception, they can pick from any category.
Multi-Classing
If you multi-class with a class that grants maneuvers, you only count the levels of the class that gives you maneuvers when determining your maximum exertion, maximum maneuver degree, and maneuvers known. If you have more than one class that gives you maneuvers, you add those class levels together when determining your maximum exertion and exertion point total.
For example, if you were multi-classed with 5 levels in sorcerer and 5 levels in monk, you would only count as level 5 when determining your maximum exertion and maximum maneuver degree.
If you were multi-classed with 5 levels in monk and 4 levels in fighter, those classes both grant you maneuvers, so you would add them together, and you would count as level 9 when determining your maximum exertion and maximum maneuver degree.
If you were multi-classed with 5 levels in paladin, and 5 levels in fighter, you would count as level 7 when determining your maximum exertion and maximum maneuver degree because paladins and rangers halve their levels when determining their totals.
Special Maneuver Properties
Each maneuver has it's properties listed before the description, such range, target, how much exertion it costs to cast it, etc. Some maneuvers have special properties, and you can find detailed information listed about them below.
Concentration
Some maneuvers have "concentration" listed before the duration. Concentration means that a maneuver requires undivided attention for the duration, rendering you unable to use any other maneuvers that also have the concentration property. When you receive damage while concentrating on a maneuver, you must make a constitution saving throw with a DC equal to half the damage taken or 10, whichever number is higher. On a success, you maintain concentration on the maneuver, and on a failure, you lose concentration, immediately ending the effects of the maneuver.
Part of an Attack
Some maneuvers have their casting time listed as "part of an attack". Part of an attack means that the action cost of using that maneuver is just making an attack using the attack action. The effect of the maneuver is applied to the attack that you spent to cast the maneuver. When a maneuver specifies that it is part of an attack, you can choose to activate the maneuver before or after the attack roll is made.
You can only use one maneuver with this property per turn.
Stance
Some maneuvers have "stance" listed before the duration. Stance means that you assume a certain position with your body, rendering you unable to be under the effects of two different maneuvers that have the stance property at the same time.
Variable
Some maneuvers have "variable" listed before the exertion point cost. Variable means that the cost of the maneuver may differ under certain circumstances. The most common use for the variable property is on maneuvers that let you spend more than the normal amount of exertion to boost its effect.
Anyone can pick from this category
Barbarians, Fighters, and Unkindled can pick from this category
Fighters, Gunslingers, Rangers, and Rogues can pick from this category
Fighters, Monks, Rangers, and Unkindled can pick from this category
Fighters and Rogues can pick from this category.
Fighters, Monks, Rangers, and Rogues can pick from this category
Blood Hunters, Fighters, Gunslinger, Monks, and Rangers can pick from this category
Fighters and Paladins can pick from this category
Barbarians, Fighters, and Paladins can pick from this category.
Barbarians, Blood Hunters, Fighters, and Unkindled can pick from this category.
Fighters, Blood Hunters, Monks, and Rangers can pick from this category.