The Heroes Bane

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    • Skill Engine
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    • Home
    • Ttrpg Core Rules
      • Skill Engine
      • Vigor and Morale
      • Encumbrance
    • Combat
      • Combat Framework
      • Combat Maneuvers
      • Reaction Maneuvers
    • Damage Tables
      • Conditions
      • Damage Tables
      • Blunt Damage Tables
      • Cutting Damage Tables
      • Piercing Damage Tables
      • Crushing Damage Tables
      • Fire Damage Tables
      • Cold Damage Tables
      • Electric Damage Tables
      • Acid Damage Tables
      • Toxins and Poisons
      • Madness
      • Diseases and Illness
    • Downtime
      • Downtime
      • Crafting
      • Training
      • Food and Water
      • Recovery
    • Spellbook
      • Spellcrafting
      • Spellbook 1
    • Compendiums
      • Compendiums
    • Character Creation
      • Character Creation
      • Universal Races
      • Beloran Races
      • Backgrounds
      • Feats
      • Flaws
    • Monsters
      • mounts and pets
      • Universal Monsters
      • Beldoran Monsters 1
    • GM Section
      • GM’s guide
      • Npcs
      • Dungeons
      • Worldbuilding
      • Other
    • Beldora

The Heroes Bane

The Heroes BaneThe Heroes BaneThe Heroes Bane

Signed in as:

filler@godaddy.com

  • Home
  • Ttrpg Core Rules
    • Skill Engine
    • Vigor and Morale
    • Encumbrance
  • Combat
    • Combat Framework
    • Combat Maneuvers
    • Reaction Maneuvers
  • Damage Tables
    • Conditions
    • Damage Tables
    • Blunt Damage Tables
    • Cutting Damage Tables
    • Piercing Damage Tables
    • Crushing Damage Tables
    • Fire Damage Tables
    • Cold Damage Tables
    • Electric Damage Tables
    • Acid Damage Tables
    • Toxins and Poisons
    • Madness
    • Diseases and Illness
  • Downtime
    • Downtime
    • Crafting
    • Training
    • Food and Water
    • Recovery
  • Spellbook
    • Spellcrafting
    • Spellbook 1
  • Compendiums
    • Compendiums
  • Character Creation
    • Character Creation
    • Universal Races
    • Beloran Races
    • Backgrounds
    • Feats
    • Flaws
  • Monsters
    • mounts and pets
    • Universal Monsters
    • Beldoran Monsters 1
  • GM Section
    • GM’s guide
    • Npcs
    • Dungeons
    • Worldbuilding
    • Other
  • Beldora

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Maneuvers

ACTION MANEUVERS

Maneuvers are more advanced actions and can rely on skill checks or dcs or act as suggestions and guidelines for what a character desires to do. 


These are guidelines to be used to help decide how a character can or will act in combat. Though it is adjustable between Gm and players if kept consistent. All maneuvers can be enhanced or adjusted. 

Offensive Maneuvers

Strike

Skill: Melee Combat / Ranged Combat / Unarmed Combat 

DC: Attack Roll

Effect: Standard attack.  

Heavy Strike

Skill: Melee Combat
Effect: Slow but powerful attack.

Penalty: –2 to attack roll
Benefit: Increase injury severity or vigor damage by +2.

Two Strikes

Skill: Melee / Unarmed
Effect: Attack twice quickly.

Penalty: –2 to both attacks.

Flurry

Skill: Melee Combat or Unarmed Combat
DC: 12 Melee combat check

Effect: Make up to three rapid attacks against one target.
Each attack -4 to hit, and -2 to injury table rolls.

Failure: Disadvantage on all rolls for 1 turn.

Driving Blow

Skill: Melee Combat
Opposed: Reflex save (10+ attackers melee combat skill modifier) 

Effect: Deal damage and push target 5 ft backward.

If the defender fails by 5 or more, they are knocked prone

Crushing Blow

Skill: Melee Combat
DC: 12

Effect: .

Failure: . 

Disrupting Strike

Skill: Melee Combat
Opposed: concentration save dc+(10 +  

Effect: If successful, the target's spell or concentration is interrupted. 

Hook Strike

Skill: Melee Combat
DC: 12

Effect: Ignore shield bonuses or reduce target defense by –2.

Precision Strike

Skill: Melee Combat or Marksmanship
Requirement: Proficient
DC: 16

Effect:
Target a weak point.

Success: injury roll gains advantage.

Failure: –2 to attack roll. 

Overextend Attack

Skill: Melee Combat
DC: 14

Effect:
Powerful attack.

Success: +2 attack or increased injury severity.

Drawback: –2 Defense until next turn.   

Sudden Strike

Skill: Melee / Unarmed

Effect:
Quick unexpected attack.

If target has not acted this round, gain +2 to attack.

Cleave

Skill: Melee Combat
DC: 12

Effect:
If the attack hits, strike another adjacent target.

Second attack suffers –2 penalty.

Movement & Positioning

Charge

Skill: Melee Combat

Effect:
Move at least 15 ft and attack.

Gain +2 attack but –2 Defense until next turn.

Rush

Skill: Endurance

Effect:
Close distance quickly.

Move up to double movement.

Requires stamina save if repeated. 

Circle

Skill: Tumbling
DC: 12

Effect:
Move around enemy gaining positional advantage.

Next attack gains +2.   

Advance Guarded

Skill: Defense

Effect:
Move while maintaining defense.

Gain +1 Defense during movement.

Withdraw

Skill: Tumbling or Defense

Effect:
Disengage safely without triggering reactions.  

Reposition

Skill: Tumbling 

DC: 10 

Effect: Move tactically without provoking reactions     

Overrun

Skill: Endurance or Grappling 

DC: Opposed Defense 

Effect: Force through an enemy's space. Enemy may be pushed aside or knocked prone.

Break Through

Skill: Endurance
Requirement: Expert
DC: 16

Effect:
Force through multiple enemies.

Enemies must succeed on endurance saves or be pushed aside.  

Driving Assault

Skill: Melee Combat

DC: 14

Effect: You continue attacking while advancing. If successful, the target must move backward or suffer additional 1 vigor damage.    

Disengage

Skill: Tumbling 

DC: 10

Effect: Safely exit melee.

Lunge

Skill: Melee Combat
DC: 12

Effect:
Make a melee attack with extended reach.

Drawback: –2 Defense until next turn.

Control Maneuvers

Grapple

Skill: Grappling 

DC: Opposed Grappling / Defense 

Effect: Grab and restrain target.

Shove

Skill: Grappling 

DC: Opposed Grappling 

Effect: Push enemy away 5ft.

Trip

Skill: Grappling or Unarmed Combat 

DC: Opposed Defense 

Effect: Knock enemy off balance.   

Bind

Skill: Melee Combat 

DC: 12 

Effect: Lock weapons or limbs. 

Target suffers disadvantage on attacks.

Pin

Skill: Grappling
Requirement: Proficient
Opposed: Grappling

Effect:
Target becomes immobilized.

Disarm

Skill: Melee Combat 

DC: Opposed Melee Combat 

Effect: Remove weapon or held item.     

Hamper

Skill: Grappling or Melee Combat 

DC: 12 

Effect: Reduce movement speed to half.   

Suppressing Fire

Skill: Ranged Combat / Marksmanship

DC: 12

Effect: Force enemies in a targeted area to take cover or suffer disadvantage to actions until their next turn.  

Dirty Trick

Skill: Sleight of Hand or Deception

DC: Opposed Perception

Effect: Use sand, cloak, or distraction to impair an enemy. Target suffers –2 to next action or defense. 

Knockback

Skill: Melee Combat 

DC: Opposed Endurance  

Effect: Force an enemy backward 2 tiles/10ft with a strong blow.

Defensive Maneuvers

Guard

Skill: Defense 

Effect:  Gain +2 Defense until next turn. 

Brace

Skill: Defense or Shield Combat 

DC: 10 

Effect: Prepare to absorb impact.

Gain advantage vs forced movement.

Deflect

Skill: Defense 

DC: Opposed Attack 

Effect: Reduce or redirect damage. Damage rolled against defender is rolled at disadvantage.    

Hold Ground

Skill: Resolve Save

DC: 12 

Effect: Regain 1 Morale.

Recover

Skill: Endurance 

DC: 10 

Effect: Regain 1 vigor.  

Set Defense

Skill: Defense or Shield Combat

DC: 10

Effect: Prepare a defensive stance against the next incoming attack, gaining a +2 defense bonus until next turn.  

Brace Weapon

Skill: Melee Combat 

DC: 10

Effect: Prepare attack against charging enemies. Gain advantage during reaction checks.

Tactical Maneuvers

Probe

Skill: Melee Combat

Effect:
Reveal enemy defenses.

Next attack gains +1 at advantage.

Harass

Skill: Melee Combat / Ranged Combat 

DC: 10 

Effect:  Enemy suffers disadvantage to next action. 

Press

Skill: Tactics
DC: 10

Effect:
Maintain offensive pressure.

Enemy suffers –1 defense.

Break Guard

Skill: Melee Combat
Opposed: Defense

Effect: Reduce enemy defense. 

Create Opening

Skill: Tactics
DC: 12

Effect:
Ally gains advantage on next attack.   

Feint

Skill: Deception (or Sleight of Hand)
DC: Opposed Insight

Effect: You mislead your opponent with a false attack or motion. If successful, the target suffers –2 to their next Defense check against you before the end of your next turn.  Gain advantage on next attack. 

Ready Counter

Skill: Tactics

DC: 12

Effect: Prepare to counter a specific action (attack, movement, etc.). If the trigger occurs, you may immediately perform a reaction maneuver. 

MORALE ACTION MANEUVERS

Intimidating Assault

Skill: Intimidation

DC: Opposed Resolve 

Effect: Enemy suffers morale loss. 

Taunt

Skill: Deception or Performance 

DC: Opposed Insight 

Effect: Force enemy attention or reckless action.

Battle Cry

Skill: Leadership 

DC: 10 

Effect: Boost ally morale. Advantage to your teams' attacks for 2 turns.

Rattle

Skill: Intimidation 

DC: 12 

Effect: Target suffers morale penalty. disadvantage on next resolve save.

Inspire

Skill: Leadership or Persuasion 

DC: 12 

Effect: Allies gain morale bonus.

Break Spirit

Skill: Intimidation 

DC: 16 

Effect: Severe morale damage. 1d4+2 morale damage.          

Threaten

 Skill: Intimidation

DC: Opposed Resolve

Effect: Force a target to hesitate. On failure they suffer a morale penalty or disadvantage on next action.          

Battle Command

Skill: Leadership

DC: 12

Effect: Grant an ally within range +2 to their next action or defense.          

Demoralize

Skill: Intimidation

DC: Opposed Resolve

Effect: Target suffers morale loss or disadvantage on next attack.

Rally

Skill: Leadership

DC: 12

Effect: Restore morale or remove fear effects from allies.          

Mock

Skill: Performance or Deception

DC: Opposed Insight

Effect: Enemy becomes distracted or angered, suffering a –2 defense penalty.

Inspire Courage

Skill: Leadership or Persuasion

DC: 12

Effect: Allies within range gain a morale bonus for a short time.         

Stealth maneuvers

Sneak Attack

Skill: Stealth vs Perception 

Success grants:• +4 to the attack roll• If the attack hits, deal Injury instead of Vigor

Assassinate

Skill: Stealth vs Perception

DC: 16

Requirements:• Target unaware • Must be within melee rangeEffect:• Attack deals significant Injury• If target is already injured, the strike may cause critical injury

Failure:• Target notices and combat begins. 

Ambush

Skill: Stealth vs Perception 

Effect: Allies gain bonuses attacking surprised enemies.

Backstab

Skill: Melee Combat 

Requirement: Attack from behind 

Effect: Bonus injury damage.

Silent Takedown

Skill: Stealth + Grappling

Effect: Incapacitate unaware target quietly.

Shadow Strike

Skill: Stealth + Melee Combat 

Effect: Strike from concealment and move back into cover.    

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