Fighter
Base Class: Fighter

A warrior who has mastered the very art of battle itself, capable of controlling the very battlefield before them and taking down foes alongside wizards who can change reality as you know it. A Battlemaster is the Pinnacle of combat superiority and prowess and none can best them.

Battle Master with a few tweaks here and there, giving extra maneuvers as well as some utility outside of combat not tied specifically to superiority die. As well as a few minor tweaks and upgrades.

Combat Superiority

When you choose this archetype at level 3, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers: You learn three maneuvers of your choice, detailed in the "Maneuvers" feature. Many maneuvers enhance an attack or action in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at level 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at level 7 and one more at level 15. Once your superiority dice become 1d12 at level 18 you can choose to turn your 6d12s into 12d6s. Giving more maneuvers but at the cost of them being weaker.

Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is: DC 8 + proficiency bonus + strength or dexterity modifier (your choice)

Adaptable Spirit

3 times per short rest you can give yourself advantage to any ability check

Maneuvers

These are the maneuvers you can consume your superiority dice to use, which vary from augmenting attacks to utility.

Combat Medic

Expend a bonus action to heal a single target you choose for the roll of 1 superiority die+your constitution modifier+your proficiency bonus. This heal ends any harmful effects on the ally and can be used after your turn if you do not use your bonus action on your turn.

You can optionally choose to expend 2 superiority die to double the healing or heal 2 targets but no more than 2.

Commander’s Strike

When you take the attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Crippling Strike

Add the roll of a superiority die to an attack roll or damage, if you successfully hit the creature targeted by your attack has disadvantage to their concentration saving throw.

Dashing Attack

When you make a melee weapon attack on your turn, you can expend one superiority die  to add the die total to the damage roll, double your strength or dexterity mod bonus to damage and to increase your reach for that attack by 20 feet. A successful hit with this attack will give the enemy a -2 to all rolls until the end of your next turn.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops an object in its hands you choose. The object lands anywhere within 5 feet of the target.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, making it focus on you and giving your allies an opening. You add the superiority die to the attack’s damage roll. All attack rolls against the target by an attacker other than you have advantage until the start of your next turn.

Evasive Stance

During your turn, take a bonus action to add the roll of your superiority die to your Armor Class until the start of your next turn.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls and -2 AC against targets other than you until the end of your next turn.

Horde Breaker Stance

Use your reaction, a bonus action, and expend a superiority die to go into a horde slaying stance. Until the start of your next turn, any enemy that is currently within 5-10 feet of you (depending on your weapon's reach) or walks into your weapon's reach provokes an opportunity attack. You can make as many opportunity attacks as possible without it expending a reaction until the start of your next turn. The opportunity attacks granted by this stance do not add the superiority die to the damage or attack roll and do not benefit from your strength or dexterity modifier to damage.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its movement speed for 0 movement cost without provoking opportunity attacks from the target of your attack.

Master of Encounters

Roll a superiority die and add the result of the roll to any skill check, dice roll, or saving throw. You can use this as a free action but it, of course, expends a superiority die.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to add the bonus of said superiority die to your armor class to block that attack. if you successfully parry the attack, the enemy cannot attack YOU for the rest of its turn. YOU CAN CAST THIS ON ALLIES TO SAVE THEM. additionally if the attack misses, you can additionally add the die roll+your proficiency bonus as temporary hit points.

Power Attack

You can expend one superiority die and consume a bonus action on your turn to add +15 damage, the total of your superiority die to the damage roll, and to gain advantage on your next attack roll against a chosen creature within 5 feet this turn.

Precision Attack

When you make a weapon attack roll, you can expend one superiority die to add it to the roll and damage if the attack would have missed without it, can be cast on allies.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally

Using a bonus action, roll a superiority dice, all teammates get the roll of said dice+your proficiency modifier as temporary hit points and everyone who has these temporary hit points gains a +2 to rolls, the +2 ends when the temporary hit points are depleted.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against it (add the superiority die to the attack’s damage roll and attack roll.) If you successfully hit the target, they have a -2 to all of their rolls until your next turn.

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Unstoppable

At the start of your turn you can use your bonus action and expend a superiority die. You immediately end an ongoing effect that you are afflicted by, even if it would normally prevent you from taking actions.

Observe Thy Enemy

Starting at level 7, if you spend at least 1 minute observing or interacting with another creature, you can learn certain information about its capabilities compared to your own. The DM tells you the target's:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels
  • Fighter class levels

Enhanced Combat Superiority

At level 10, your superiority dice turn into d10s.

Relentless

Starting at level 15 when you roll initiative and have no superiority dice remaining, you regain two superiority die.

Mastery Of Combat Superiority

At level 18, your superiority dice turn into d12s, and you gain the option to transform your superiority die. You can either choose to have 6d12 or 12d6 superiority die, you can mix and match and transform them as needed.

Improved Battle Master Image

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