
DC20 Forge

Combat Maneuvers
Master tactical combat techniques
The force of your Attack pushes the target away.
- Cost: 1 AP + 1 SP
- Range: Weapon or Unarmed Strike
Make a Melee Martial Attack against the PD of a target within range, and it makes a Might Save against your Save DC. Hit: The target takes the damage of your Weapon or Unarmed Strike. Save Failure: The target is pushed 1 Space away from you. Save Failure (each 5): The target is pushed up to 1 additional Space.
Knock Prone: After the result, you can choose to reduce the total distance a target is pushed by 1 Space to knock them Prone instead.
Airborne: When you choose to push them upward into the air, the distance they are pushed is halved.
Maneuver Enhancements
Increased Distance: (X SP, Repeated) The distance pushed increases by X Spaces.
Bowling Ball: (1 SP) If the target collides with another creature as part of this movement, they both take Collision Damage as normal, and the creature it collides with must make a Might Save against your Save DC. Save Failure: The target is knocked Prone. Save Failure (each 5): The target is also pushed 1 Space away from you.
You cause a creature to bleed with the ferocity and precision of your attack.
- Cost: 1 AP + 1 SP
- Range: Weapon or Unarmed Strike
Make a Martial Attack against the PD of a target within range, and it makes a Repeated Physical Save against your Save DC. Hit: The target takes the damage of your Weapon or Unarmed Strike. Save Failure: The target becomes Impaired or begins Bleeding (your choice) for 1 minute .
Maneuver Enhancements
Improved Bleed: (X SP, Repeatable) The target gains a stack of Bleeding X.
Improved Impaired: (X SP, Repeatable) The target gains a stack of Impaired X.
Weakened: (2 SP) The target gains a stack of Weakened.
You make a target vulnerable to Physical damage.
- Cost: 1 AP + 2 SP
- Range: Weapon or Unarmed Strike
Make a Martial Attack against the PD of a target within range, and it makes a Physical Save against your Save DC. Hit: The target takes the damage of your Weapon or Unarmed Strike. Save Failure: The target gains Physical Vulnerability (1) for 1 Round.
Maneuver Enhancements
Improved Vulnerability: (2 SP, Repeatable) The Vulnerability increases by 1.
Break DR: (1 SP) On a failed Save, the target doesn’t benefit from PDR for the duration.
Break Resistance: (2 SP) On a failed Save, the target doesn’t benefit from Physical Resistance for the duration.
You move around the area, attacking 1 creature you pass along the way.
- Cost: 1 AP + 1 SP
- Range: Weapon or Unarmed Strike
You move a number of Spaces up to your Speed and make a Melee Martial Attack against the PD of 1 target within your Melee Range at any point during this movement. Hit: The target takes the damage of your Weapon or Unarmed Strike.
Maneuver Enhancements
Disengage: (1 SP) This movement doesn't provoke Opportunity Attacks.
Subsequent strike: (1 AP + 1 SP, Repeatable) You gain additional movement equal to half your Speed and you can target an additional creature using the same Attack Check.
A mid air strike.
- Cost: 1 AP + 1 SP
- Range: Weapon or Unarmed Strike
Your Jump Distance increases by 2, you Jump up to your Jump Distance without spending movement (provided you can move), and make a Melee Martial Attack against a target within range at any point during your jump or where you land.
Reaction: You can spend an additional 1 SP to perform this Maneuver as a Reaction to a creature being forcibly moved into a Space within your Jump Distance that’s at least 1 Space above the ground.
DC Tip: Remember, your Long Jump Distance equals your Jump Distance in Spaces, and your High Jump distance equals your Jump Distance in feet.
Maneuver Enhancements
Falling Strike: (1 SP) The creature makes a Physical Save against your Save DC. Save Failure: The creature falls Prone.
Slam Down: (1 SP, Requires Falling Strike) On a failed Save, the target doesn’t benefit from any ability that prevents it from falling as a result of being knocked Prone in midair until the end of the turn.
Impact Crater: (1 AP + 1 SP) All creatures within 1 Space Aura of where you land must make a Physical Save against your Save DC. Save Failure: The creature falls Prone.
Larger Crater: (2 SP, Repeatable, Requires Impact Crater) The size of the Aura increases by 1.
You swing wide to attack targets around you.
- Cost: 2 AP
- Range: 2 Space Arc (Self)
Make an Area Martial Attack against the AD of every target within range. Hit: The target takes the damage of your Weapon or Unarmed Strike.
Reach Weapon: If you have a Reach Weapon, you can extend the Point of Origin 1 Space away from you. The Arc must still be facing away from you.
Maneuver Enhancements
Damage: (2 SP, Repeatable) The damage increases by 1.
Area: (2 SP, Repeatable) The Arc increases by 1 Space.
Careful Cleave: (X SP) You can choose 1 target in the area to avoid with the Attack.
Sweep: (2 SP) Each Target makes an Agility Save. Save Failure: The target is knocked Prone.
You attack in a circle around you, attacking everyone within range.
- Cost: 2 AP
- Range: 1 Space Aura
Make an Area Martial Attack using a Melee Weapon or Unarmed Strike against the AD of every target within range. Hit: The target takes the damage of your Weapon or Unarmed Strike.
Reach Weapon: If you have a Reach Weapon, you can choose to increase the Aura by 1 Space. When you do, you can’t Attack targets within 1 Space of you.
Maneuver Enhancements
Damage: (2 SP, Repeatable) The damage increases by 1.
Area: (2 SP, Repeatable) The Aura increases by 1 Space.
Vortex: (2 SP, Repeatable) Each target makes a Might Save. Save Failure: The target is pushed up to 1 Space horizontally in a direction of your choice. The target is moved 1 additional Space each time you use this Enhancement.
You attack every creature in a line.
- Cost: 2 AP
- Range: 4 Space Line (Self)
Make an Area Martial Attack with a Melee Weapon or Unarmed Strike against the AD of every target in a 4 Space Line. Hit: The target takes the damage of your Weapon or Unarmed Strike.
After Attacking, you can move to any Space within 1 Space of the area without provoking Opportunity Attacks from the targets and without spending your movement.
Reach Weapon: If you have a Reach Weapon, you can extend the Point of Origin 1 Space away from you. When you do, the Line must extend in a direction away from you.
Maneuver Enhancements
Damage: (2 SP, Repeatable) The damage increases by 1.
Increase Length: (1 SP, Repeatable) The length of the Line increases by 2 Spaces.
Carved Path: (2 SP, Repeatable) Each target makes a Might Save. Save Failure: The target is pushed 1 Space horizontally out of the area in a direction of your choice. The target is moved 1 additional Space each time you use this Enhancement.
You fire a powerful point-blank shot that pierces through creatures in a line.
- Cost: 2 AP
- Range: Ranged Weapon
Make an Area Martial Attack against the AD of every target within a 8 Space Line that’s Point of Origin is within Range. The Line must extend away from you. Hit: The target takes the damage of your Weapon.
Close Quarters Penalty: You have DisADV on the Attack if you're within the Melee Range of at least 1 enemy, unless that enemy is Incapacitated.
DC Tip: Remember, you have DisADV on any Attack beyond your Weapon’s Normal Range.
Maneuver Enhancements
Damage: (2 SP, Repeatable) The damage increases by 1.
Area: (1 SP, Repeatable) The length of the Line increases by 4 Spaces.
Penetrating Shot: (1 SP) The Attack ignores Cover but is blocked by 6 inches (15 cm) of wood or soft earth (dirt, mud, or sand), or 1 inch (25 mm) of metal or rock.
You unleash a cone of projectiles.
- Cost: 2 AP
- Range: Self
- Requirements: Ranged Weapon
Make an Area Martial Attack against the AD of every target within a 3 Space Cone. Hit: The target takes the damage of your Weapon.
Maneuver Enhancements
Damage: (2 SP, Repeatable) The damage increases by 1.
Area: (2 SP, Repeatable) The length of the Cone increases by 1 Space.
Stagger: (1 SP) Each creature makes a Might Save. Save Failure: The target is unable to take Reactions for 1 Round.