Fighter
Base Class: Fighter
The Battle Master in the 2024 D&D Player's Handbook is treated as .
Core Lore & Concept
  • Intergenerational Technique: Battle Masters employ martial disciplines, drills, and strategies passed down through generations of warriors
  • Academic Approach: To a Battle Master, war and fighting are an intellectual and theoretical study, often extending into non-combat disciplines like weaponsmithing, history, and calligraphy
  • Well-Rounded Mastery: While standard fighters rely on raw strength or athletic speed, Battle Masters combine muscle memory with deep tactical, historical, and artistic knowledge of combat.
Subclass Progression & Features
  • Combat Superiority (Level 3): Uses specialized Superiority Dice (starting as four d8s and scaling up to d10s at level 10 and d12s at level 18) to fuel tactical maneuvers
  • Student of War (Level 3): Grants proficiency with one type of artisan's tools or an extra skill, reflecting their hands-on craft and study.
  • Know Your Enemy (Level 7): Allows you to use a Bonus Action to scan a creature and discern aspects of its immunities, resistances, and vulnerabilities.
  • Relentless (Level 15): Grants a free maneuver die (a d8) once per turn instead of always expending your normal pool

Level 3: Student of War

  • ได้ความชำนาญ (Proficiency) ในอุปกรณ์ช่าง (Artisan's Tools) 1 ชนิด
 

Level 3: Combat Superiority

At 3rd level, you learn special combat maneuvers fueled by Superiority Dice. You learn maneuvers from the available options and expend a die when using a maneuver that requires one. You regain expended Superiority Dice when you finish a Short or Long Rest.

Ambush

When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add it to the roll, unless you have the Incapacitated condition.

Bait and Switch

On your turn, when you are within 5 feet of a willing creature that isn't Incapacitated, you can expend one Superiority Die and at least 5 feet of movement to switch places with it without provoking Opportunity Attacks. Roll the die; you or that creature gains an AC bonus equal to the roll until the start of your next turn.

Commander's Strike

When you take the Attack action, you can replace one of your attacks and expend one Superiority Die to direct a willing ally who can see or hear you to use their Reaction to make a weapon attack or Unarmed Strike. On a hit, the ally adds the die to the attack's damage.

Commanding Presence

When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add it to the check.

Disarming Attack

When you hit a creature with an attack, you can expend one Superiority Die and add it to the damage roll. The target must succeed on a Strength saving throw or drop one item of your choice that it is holding.

Distracting Strike

When you hit a creature with an attack, you can expend one Superiority Die and add it to the damage roll. The next attack roll against that target by a creature other than you has Advantage if made before the start of your next turn.

Evasive Footwork

As a Bonus Action, you can expend one Superiority Die and take the Disengage action. Roll the die and add the result to your AC until the start of your next turn.

Feinting Attack

As a Bonus Action, expend one Superiority Die and choose a creature within 5 feet of you. You have Advantage on your next attack roll against that creature this turn. On a hit, add the die to the attack's damage.

Goading Attack

When you hit a creature with an attack, expend one Superiority Die and add it to the damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against creatures other than you until the end of your next turn.

Lunging Attack

As a Bonus Action, expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action this turn, add the die to that attack's damage.

Maneuvering Attack

When you hit a creature with an attack, expend one Superiority Die and add it to the damage roll. Choose a willing ally who can see or hear you. That ally can use their Reaction to move up to half their Speed without provoking Opportunity Attacks from the target.

Menacing Attack

When you hit a creature with an attack, expend one Superiority Die and add it to the damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.

Parry

When another creature damages you with a melee attack roll, you can use your Reaction and expend one Superiority Die to reduce the damage by the die roll plus your Strength or Dexterity modifier (your choice).

Precision Attack

When you make an attack roll against a creature, you can expend one Superiority Die and add it to the roll. You can choose to use this maneuver after rolling the d20, but before the outcome is determined.

Pushing Attack

When you hit a creature with an attack, expend one Superiority Die and add it to the damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet away from you.

Rally

As a Bonus Action, expend one Superiority Die and choose a friendly creature that can see or hear you. That creature gains Temporary Hit Points equal to the die roll plus 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 attack against it. On a hit, add the die to the attack's damage.

Sweeping Attack

When you hit a creature with a melee attack, expend one Superiority Die to try to damage another creature near the original target. If the original attack roll would also hit the second creature, the second creature takes damage equal to the Superiority Die roll.

Tactical Assessment

When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add it to the check.

Trip Attack

When you hit a creature with a weapon or Unarmed Strike, you can expend one Superiority Die and add it to the damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.

Level 7: Know Your Enemy

As a Bonus Action, choose a creature you can see within 30 feet. You learn whether it has any damage Immunities, Resistances, or Vulnerabilities, and what they are. Once used, regain this feature after a Long Rest, or expend a Superiority Die to restore a use without an action.

Level 10: Improved Combat Superiority

Your Superiority Die becomes a d10.

Level 15: Relentless

Once per turn, when you use a Maneuver, you can roll a d8 and use the number rolled instead of expending a Superiority Die.

Level 18: Ultimate Combat Superiority

Your Superiority Die becomes a d12.

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