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Nort's Universal Martial Maneuvers

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An ever growing expansion of martial maneuvers to all classes. Now includes 95 martial maneuvers ranging from Tier 1 through to Tier 5 to suit your campaign level and play style.


Maneuvers range from basic techniques equivalent to the PHB Battle Master maneuvers all the way to Tier 5 abilities that approach the effects of a Wish but draw the ire of the gods.

The limit is the courage of your character.


“Nort's Universal Martial Maneuvers saves the Fighter by killing the Battlemaster. You can play any other Fighter archetype and still use the Battlemaster's maneuvers. In fact, the Battlemaster's maneuvers are made available to every character. Fighters get the most maneuvers, the most dice, and the biggest dice, and regain all of their dice on a short rest. Other martial classes get fewer maneuvers, their dice are fewer and weaker, and they only regain one die on a short rest. Casters get a few maneuvers later in the game, with a few small dice which recover one at a time on a short rest. The idea is that Fighters and other martial classes benefit from a variety of new options, while casters might pick up a couple of utility abilities for battlefield healing or a quick AC boost.
Maneuvers themselves get broken up into five tiers, with Fighters getting Tier 5 maneuvers earlier than other martial classes and casters topping out at Tier 3. The maneuvers themselves get a bunch of additions and alterations. Some maneuvers gain advantage or extra effects if you have the right skill proficiency or weapon. “ … Claytor



Whether your campaign is a gritty survivalist crapsack world, legendary mythic fantasy,  or just a bit of harmless elfwank, NUMM offers a tiered system to add and swap moves and gimmicks creating fun choices that don’t break the game or lock in character builds.


This supplement gives you:
    •    95 maneuvers across 5 tiers.
    •    Level 1-20 implementation table for all classes.
    •    Principles and definitions to help add maneuvers for your campaign.
    •    Plus optional extra tricks and stunts for creative combat resolution.

This supplement will be updated from time to time with additional maneuvers, gimmicks and ploys - particularly for social aspects of the game and higher level powers as warriors reach legendary status.

Keep the universe expanding! If you enjoy this supplement please consider reviewing or offering feedback to make updates even more universal.

Now a Best Seller! Thanks to everyone who has purchased. If you’d like a sense of what this is you can check out the Basic pwyw version, which is the old 1.1 version and lacks many improvements found in the full version.

Updates:


v1.1:


added Prerequisites; Proficiency bonuses and advantage; Weapon advantage
; The consensus of feedback from v1 was for emphasis on distinctive maneuvers for different classes. This has been approached using ability scores and class.
 In addition, certain maneuvers now increase effectiveness when proficiency in certain skills can be exploited.
 To a lesser extent, certain maneuvers now benefit from being employed with certain weapons. 

The next round of updates will focus on new maneuvers tailored for specific classes, being the next most desired feature from feedback, as well as new maneuvers benefitting fighters in the social aspects of the game with a view towards developing the fighter as a military leader.

 As always, please consider offering a review or feedback to help develop this project.


v1.2



The biggest change is simplifying TMS table to Fighter / Martial  / Caster. I’ve dispensed with the half caster category, mainly to simplify the system. The rogue was I thought a little overly advantaged by the previous table. The new martial progrssion is slightly more generous than the old half caster table and slightly less generous than the old martial table.

Made additions, changes to tier ranking or adjustments to the following maneuvers:
Tier 1 Flanking
Healing Initiate
Precision Attack
Sweeping Attack
Tumbling Movement 
Tier 2 
Covert Strike
 Crushing Surge 
Tier 3
 Evasive Movement
Feinting Attack
Meatgrinder
Restore Life
Unbroken 
Tier 4 
Arrow of Slaying


v 1.3



I’ve added a group of maneuvers from the 5e playtest material. I’ve also added abilities which inspire your troops (Mojo), perform legendary acts to boost your reputation (Legend) and at Tier 5 unleash incredible power to change the world and narrative but at great risk for the martial who dares (True Mojo).

 Added (or modified) the following maneuvers:
Tier 1:
Bull Charge (modified to allow grapple)
Opportunist

Tier 2:
Composed Attack
Controlled Fall
Defensive Roll
Glancing Blow
Great Fortitude
Hurricane Strike
Iron Will
Lightning Reflexes

Tier 3:
Direct the Blow
Disrupting Attack (modified concentration check & caster does not lose spell slot )
Mojo 

Tier 4: 
Legend
 Perpetual Leverage

 Tier 5:
True Mojo


v1.4


Added a few more maneuvers for each fighting style so each has a special maneuver, plus a couple modifications.

modified:
Tier 1:
Defensive Attack
Execution
Tier 3:
Mojo
Tier 4:
Perpetual Leverage

Added:
Tier 1:
Called Shot
Fast Hands
Tank



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Reviews (3)
Discussions (7)
Customer avatar
Andrew S February 23, 2024 9:21 pm UTC
PURCHASER
Nort, your Tier advancement tables don't match, just fyi. In the first table, you say Fighters and Martials get Tier 3 maneuvers at level 9. But in the expanded table, martials don't advance to tier 3 until level 11. So which is it?!
Customer avatar
Andrew S October 06, 2023 4:26 pm UTC
PURCHASER
Love this supplement and we use it in our campaign! Nort, I think you interchange a couple of words, though. You mainly call the dice "superiority dice", but in several maneuvers you say "expertise dice". Am I missing something?
Customer avatar
Francesco B December 23, 2019 7:19 pm UTC
Hi! What could I do to balance encounters? Should I give to monsters these options too?
Reply
Customer avatar
Nort A December 29, 2019 1:02 am UTC
CREATOR
Hi Francesco, interesting question :) short answer is while these maneuvers are intended as new tools for martial players to use to balance with the spellcasters within the party but yes absolutely, why not give them to some monsters or NPCs too if it makes the encounter more memorable and exciting. I wouldn't give them to just any monster though, I would probably reserve them for encountering highly trained opponents so they stand out and make sense to be there.

If you can combine them with interesting landscape that affects combat it would certainly create better more tactical encounters. You might also find certain maneuvers more effective in certain circumstances, for example if your party is higher level they might find an encounter with a highly coordinated squad of trained martials more challenging and interesting if say the commander uses Commanders Strike or similar leadership maneuvers to use his troops Reaction and Bonus Actions in battle. That kind of thing could make an otherwise scrappy...See more
Customer avatar
Michael F March 06, 2019 3:34 pm UTC
PURCHASER
I'm a little uncertain about Mojo. So if I roll a total of 17 and I had 2 allies both who were 9th level I could only give Inspiration to 1. But if they were both 8th, level I could give it to both?

Thanks.
Reply
Customer avatar
Nort A March 12, 2019 12:18 pm UTC
CREATOR
Hi Michael, thanks for the question.
That's correct. The intention is to reflect both the impression a high level warrior can make inspiring a novice or troop of young soldiers as well as the cynicism a seasoned adventurer might show towards being manipulated by mere words.

I don't know the specifics of the situation you're describing but as DM I'd firstly give the choice of who gets the inspiration to the player using Mojo and secondly figure some way for the other who only missed out by 1 to "fail forward", perhaps for example offering them some insight into the situation which could help them in battle.
eg: "you find the attempt to inspire a little trite, it doesn't add up... you need to think about it" then later "you realise the reason you were unimpressed by the display of Mojo was that the monster you're about to face is resistant to the slashing weapon you use".

Some of the higher level maneuvers (Legend and True Mojo in particular)...See more
Customer avatar
Michael F March 06, 2019 3:06 pm UTC
PURCHASER
Thank you so much for keeping a change log. It helps immensely.
Customer avatar
Michael F June 06, 2018 7:16 am UTC
PURCHASER
What is in this version over the basic edition?

Thanks.
Reply
Customer avatar
Nort A June 07, 2018 10:16 pm UTC
CREATOR
Hi Michael, thanks for the purchase. Basic edition is usually one version behind, so the current one is 1.1 according to the update list above while the current full version is 1.2.
I simplified the TMS table and dropped the Half Caster category for 1.2. I found it was too unwieldy for it's purpose. I also tweaked several maneuvers as listed above.
Reply
Customer avatar
Michael F June 10, 2018 11:49 am UTC
PURCHASER
I purchased this version. Thank you for listing what was changed, greatly appreciate it.
Reply
Customer avatar
Nort A June 13, 2018 1:09 pm UTC
CREATOR
You're welcome :) I must get around to adding some more maneuvers and putting out the next version.
Customer avatar
Andrew B May 14, 2018 5:28 pm UTC
PURCHASER
Question: How would you deal with multiclassing with this?
Reply
Customer avatar
Nort A June 07, 2018 10:08 pm UTC
CREATOR
Hi Andrew, according to your highest martial level take the most advantageous combination of number of maneuvers, number of superiority dice and type of superiority dice. You do not add different class levels, even if they are each a Martial class. It's intended to be a system that rewards specialization, especially rewarding the Fighter class.

It's on page 4 right hand column, I'll tweak the layout if it's easy to miss:
"All characters including multiclass progress on the TMS table according to their highest martial level or most advantageous combination of maneuvers and number / type of superiority dice available from their classes."
Reply
Customer avatar
Andrew B June 11, 2018 11:58 am UTC
PURCHASER
So for example a Wizard 7/ Fighter 2 character would get to choose to use the maneuvers and superiority dice table from either the Fighter or the Caster table? Or would I get a 1d8 and a 1d4 superiority dice with two tier one maneuvers?
Reply
Customer avatar
Andrew B June 11, 2018 7:09 pm UTC
PURCHASER
Oh I get it now. So a Wizard 7/Fighter 2 would probably have 2 Maneuvers and 2d8 Superiority dice. Is this right?
Reply
Customer avatar
Nort A June 13, 2018 1:01 pm UTC
CREATOR
Yes that's right. The only way that character gains more maneuvers is by levelling as a Fighter. If they were able to reach Wizard 19 / Fighter 2 (if the DM allows going over max 20 levels, which I would, but anyway) they would have 2 Tier 3 Maneuvers and 3d8 sup.dice as per a Level 19 Caster, with the d8 sup.dice and the ability to regain all dice on short rest the contribution from the Fighter levels.

I can see that perhaps the phrasing "most advantageous combination of maneuvers..." might be misleading. The guiding principle is that a specialised fighter should always have more maneuvers and better superiority dice than any multiclass option.

Thanks for the purchase, hope it's adding to the fun!
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File Last Updated:
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This title was added to our catalog on January 01, 2018.