Base Class: Fighter
Battle Master Fighters are students of the Art and Science of battle, learning martial techniques as well as advanced strategy to use in combat. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.
Level 3: Combat Superiority
Maneuvers: Your mastery in combat allows you to perform Maneuvers, which can be used to augment your attacks. You learn 3 maneuvers, and gain more at higher levels: two more at Fighter levels 7, 10, and 15.
Superiority: You have 4 Superiority Dice, which are d8s. You use these dice to fuel your Maneuvers. These increase to five dice at Level 7 and six dice at Level 15.
Saving Throws: Some maneuvers require the target to make a saving throws. The DC for all these effects is 8 + STR/DEX + Proficiency Bonus.
Ambush
When you make a Stealth check or roll Initiative, you can add 1dS to the roll, provided you are not incapacitated
Bait and Switch
On your turn, you can switch places with another willing creature within 5ft of you, provided neither of you are incapacitated. This movement does not provoke opportunity attacks. In addition, you or the other creature (your choice) gain 1dS to their AC.
Commander's Strike
When you take the Attack action, you can forgo one attack to direct one of your companions to strike. A creature of your choice that can see or hear you may use its Reaction to make one Weapon attack or Unarmed Strike, with a +1dS to hit.
Commanding Presence
When you make an Intimidation, Performance, or Persuasion check, you can add 1dS to the roll.
Disarming Attack
When you hit a creature with an Attack roll, you can attempt to disarm it. Add 1dS to the damage, and the target must make a STR save, dropping its weapon on a fail
Distracting Strike
When you hit a creature with an attack roll, you can add 1dS to the damage. The next attack any creature other than you against the target has advantage.
Evasive Footwork
As a Bonus Action, add 1dS to your AC until the start of your next turn.
Feinting Attack
As a Bonus Action, you can feint. Your next attack roll against a creature of your choice (within 5 ft) has advantage, and if it hits, you can add 1dS to the damage
Goading Attack
On weapon hit, add 1dS to the damage, and force the target to make a WIS save. On a fail, it has disadvantage on all attack rolls against creatures other than you.
Lunging Attack
As a Bonus Action, take the Dash Action. If you move at left 5ft in a straight line towards a target before hitting it with a melee attack, add 1dS to the damage roll.
Maneuvering Attack
On hit, add 1dS to the damage. A willing creature can use its Reaction to move up to half its speed. This movement does not trigger an opportunity attack from your target.
Menacing Attack
On hit, add 1dS to the damage, and attempt to Frighten the target. It must make a WIS save or gain the frightened condition until the end of your next turn.
Parry
As a Reaction to getting hit by a Melee attack, you can reduce the damage by 1dS + STR/DEX (your choice).
Precision Attack
When you miss with an Attack roll, you can add 1dS to it, potentially causing it to hit
Pushing Attack
On hit, add 1dS to the damage, and force the target to make a STR save. On a fail, if it is Large or smaller, it is pushed 15ft directly away from you.
Rally
As a Bonus Action, bolster the resolve of one of your allies, giving them Temp HP equal to 1dS + half your fighter level
Riposte
As a Reaction when a creature misses you with an attack, make an attack roll against it, adding 1dS to the damage if you hit.
Sweeping Attack
On hit, choose another creature within 5ft of your target. If the attack roll you made would hit the other creature as well, deal 1dS damage to it.
Tactical Assessment
You can add 1dS to any History, Investigation, or Insight check you make
Trip Attack
On hit, add 1dS to the damage, and force the target to make a STR save. If it is Large or smaller, it falls Prone
Student of War
You gain proficiency in one Fighter Skill of your choice, and with one type of Artisan's Tools of your choice.
Know Your Enemy
Once per Long Rest, you can use a Bonus Action to learn all the Immunities, Resistances, and Weaknesses of a creature within 30ft of you. You can restore one use of this feature by expending a Superiority Dice.
Improved Combat Superiority
Your Superiority Dice has become a d10
Relentless
Once per turn, when performing a maneuver, you can roll a 1d8 instead of expending a Superiority Dice.
Ultimate Combat Superiority
Your Superiority Dice has become a d12







Comments