Base Class: Fighter
Imagine to usual Battle-Master but with a few changed and a lot more maneuvers
Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers; you can also replace one maneuver you know with a different one.
Superiority Dice. You have a number of superiority dice equal to your proficiency modifier, 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.
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 calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Student of War
At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
Maneuvers
These are the basic maneuvers from Battle Master, and the additional ones
Rapid Strike
When you take the Attack action on your turn, you can expend one superiority die to make an additional weapon attack as a bonus action. Roll the superiority die and add the number rolled to the damage of this additional attack if it hits.
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Brace
When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.
Commander’s Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action 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.
Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Crippling Blow
When you hit a creature with a weapon attack, you can expend one superiority die to deal an additional effect. The target must make a constitution saving throw. On a failed save, the target's speed is reduced by half 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 the object you choose. The object lands at its feet.
Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Echoing Strike
When you hit a creature with a weapon attack, you can expend one superiority die to coordinate an echoing strike. Choose two allies within 60 feet. They can use their reaction to make a weapon or spell attack against a different target within range. Add the superiority die to their damage rolls.
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.
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 against targets other than you until the end of your next turn.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Guard Break
When you hit a creature with a weapon attack, you can expend one superiority die to disrupt its defenses. You add the superiority die to the attack's damage roll, and the creature has its AC and saving throws decreased equal to the superiority die roll till the end of your next turn.
Guardian's Stance
When you hit a creature with a melee weapon attack, you can expend one superiority die to create a protective aura. All allies within 10 feet of you gain a bonus to their AC equal to the superiority die roll until the start of your next turn and can use their reaction to move up to half their speed.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
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 speed without provoking opportunity attacks from the target of your attack.
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 reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
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.
Quick Toss
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.
Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
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 the creature. If you hit, you add the superiority die to the attack’s damage roll.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
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.
Unified Assault
When you make a weapon attack, you can expend one superiority die to lead a unified assault. All allies within 30 feet can use their reaction to move up to their speed towards the same target and gain a bonus to their attack rolls equal to the superiority die roll on their next attack against that target.
Commander Maneuvers
These maneuvers are enhanced maneuvers that are meant to aid the entire party.
Charismatic Leadership
When dealing with a group of NPCs, you can expend one superiority die to issue a command or request. Roll the die and add the number to your Charisma (Intimidation or Persuasion) check. If you succeed, the group is willing to follow your command or grant your request within reason, provided it does not put them in immediate danger or go against their fundamental beliefs. (It’s basically an advanced command spell)
Commander's Rally
When you use this maneuver, choose a number of allies within 60 feet of you as a bonus action to gain a bonus. Those allies gain temporary hit points equal to 2x the roll of your superiority die + your proficiency bonus and can immediately use their reaction to make an attack or move up to their speed without provoking opportunity attacks.
Coordinated Strike
When you hit a creature with a weapon attack, you can expend a superiority die to coordinate an ally's attack. Choose up to 3 allies within 30 feet who can see or hear you. That ally can make one weapon or spell attack against the same creature as a reaction and adds the superiority die to the attack roll.
Defensive Formation
As a bonus action while using up a superiority die, you direct your allies to take defensive positions. Until the start of your next turn, you and your allies within 30 feet who can hear you gain a bonus equal to the roll to their AC and gain advantage on Dexterity saving throws.
Diplomatic Charm
When you engage in a negotiation or attempt to persuade someone, you can expend one superiority die and add the number rolled to your Persuasion or Deception check. Additionally, if the target is initially hostile or indifferent, their attitude improves by one step (hostile to indifferent, indifferent to friendly) for the duration of the interaction.
Inspire Courage
As an action, you can expend a superiority die to inspire your allies. Each ally within 30 feet who can hear you gains advantage on an attack roll, saving throw, or ability check made within the next minute of their choice. They also add the superiority die to the first roll they make with the advantage.
Strategic Retreat
As an action, you can use a superiority die to order a tactical retreat. Each ally within 60 feet who can hear you can use their reaction to dash as they move up to their speed without the dash bonus. This movement does not provoke opportunity attacks.
Tactical Assessment
When you spend time observing a situation or studying a problem, you can expend one superiority die and add the number rolled to your Investigation or Insight check. Additionally, you can ask the DM one strategic question about the situation or problem, to which they must provide a truthful and helpful answer
Unyielding Resolve
As a reaction to an ally within 60 feet being reduced to 0 hit points but not killed outright, you can use up a superiority die, you can inspire them to keep fighting. The ally is instead reduced to 1 hit point and gains temporary hit points equal to your Fighter level times two.
Diplomatic Leader
Starting at 7th level, you gain proficiency in the Persuasion skill if you don't already have it, if you do then you gain expertise (manually add it). You can use this for an entire negotiation period to engage in diplomatic relations, granting advantage on Persuasion checks when dealing with hostile creatures or tense negotiations. Additionally, you can provide counsel to your allies, granting them temporary hit points equal to your fighter level when they complete a short or long rest, as a result of your inspirational and strategic advice. This can only be used twice.
Improved Combat Superiority
At 9th level, your superiority dice turn into d10s. At 17th level, they turn into d12s.
Diplomatic Insight
Starting at 10th level, you can use your action to broker a temporary truce or negotiation. As an action, choose a number of hostile creatures up to your Charisma modifier (minimum of 1) within 30 feet that can see or hear you. These creatures must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, they are charmed by you for 1 minute or until they take damage. While charmed, they cannot attack you or your allies and will listen to what you have to say. You can only use this feature a number of times equal to your proficiency modifier per long rest.
Relentless
Starting at 15th level, when you roll initiative, you regain two superiority dice.
Heroic Blessing
Beginning at 15th level, you can use your action to imbue your allies with heroic resolve and blessings. For the next minute, all friendly creatures within 30 feet of you gain the following benefits:
They gain temporary hit points equal to your Charisma modifier at the start of each of their turns if they don't have any THP that is.
They can choose one of the following abilities to gain advantage and a bonus for the duration: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma, as these are based off of the legacy ‘Enhance Ability’.
They gain a +1 bonus to attack rolls and saving throws.
This can only be used twice per long rest.
Improved Combat Superiority
At 18th level, your superiority dice turn into d12s.
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