Prerequisite: Battle Master Level 10
After reaching Level 10 as a Battle Master your control over warfare has greatly increased. If you have learned a Normal Maneuver that is on this list you automatically have access to the Improved version. When choosing a maneuver during combat you may choose either the Improved version or the Normal version. The Improved Maneuver always requires you to use 2 Superiority Dice. The following are the Improved Maneuvers:
- Improved Commander's Strike:
- In addition to directing one of your companions to strike (using their reaction), if the same companion chooses to take the Attack Action on their turn, they get an additional Weapon attack. A Superiority dice is added to each of these attack damage rolls.
- Improved Disarming Attack:
- On a Failed Strength Save, rather than the object being dropped, the object is instead tossed 5 feet per Str. Mod. in a direction of your choosing. (If the object collides with another object it deals no damage, and stops where it collided.) Using this improved version, add 2 Superiority Dice to your attack's damage roll.
- Improved Distracting Strike:
- When you hit an enemy with an attack, if there is an additional target, within your melee weapon's attack range, you can expend two superiority dice to distract both enemies. The next attack roll against each target, by an attacker other than you, now has advantage on the attack (if it is done before the start of your next turn). If the attack roll is successful that attacker may add your superiority dice to their damage roll.
- Improved Feinting Attack:
- You can expend 2 superiority dice and your bonus action to improve your feint, choosing one enemy within your melee weapon's attack range. You have advantage on your next attack roll against this enemy this turn. If your first attack misses, your next attack is still at advantage. Repeats until you hit this turn. If your attack hits this turn, add two superiority dice to the attack's damage roll, and your enemies first attack on their turn is at disadvantage.
- Improved Goading Attack:
- When you hit an enemy with an attack you may expend two superiority dice to attempt to goad this target, and up to 4 other targets you can see. Each target must make a Wisdom saving throw. If a target fails their save, they have disadvantage on all attack rolls against targets that are not you. This effect lasts until the end of your next turn.
- Improved Lunging Strike:
- When you make a melee weapon attack against a target, if there is an additional target within 5 feet and behind your target, you may make an additional attack against the second target. One superiority dice is added to each attacks damage roll.
- Improved Maneuvering Attack:
- When you hit a creature with a weapon attack, you can expend two superiority dice to maneuver two of your comrades into a more advantageous position. You add two superiority dice to the attack’s damage roll, and you choose two friendly creatures who can see or hear you. Those creatures can use their reaction to move their speed without provoking any opportunity attacks.
- Improved Menacing Attack:
- When you hit a creature with a weapon attack, you can expend two superiority dice to attempt to frighten the target and two additional targets that can see or hear you. You add both superiority dice to the attack’s damage roll, and all targets must make a Wisdom saving throw. On a failed save, they are frightened of you until the end of your next turn.
- Improved Parry:
- When another creature damages you with a melee attack, you can use your reaction and expend two superiority die to reduce the damage by the number you roll on your superiority dice + your Dexterity or Strength modifier. Additionally, the creature attacking you must make a Dexterity or Strength saving throw (depending on which modifier you chose). On a failed save the creature drops their weapon.
- Improved Precision Strike:
- You must use this maneuver before making the attack roll, and before any effects of the attack are applied. When you make a weapon attack roll against a creature, you can expend two superiority dice and add one dice to the roll. If the attack is successful, you may use one superiority dice to add to the attacks damage roll. Additionally, you may increase your critical range. Roll 1 D4. On a 1 or a 2, increase your critical range by 1. On a 3 or a 4, increase your critical range by 2.
- Improved Rally:
- On your turn, you can use a bonus action and expend two superiority die to bolster the resolve of your companions. When you do so, choose any friendly creatures who can see or hear you, and are within 25 ft. Those creatures gain temporary hit points equal to two superiority dice rolls + your Charisma modifier
- Improved Riposte:
- When a creature misses you with a melee attack, you can use your reaction and expend two superiority dice to make a melee weapon attack against the creature. If you hit, you add the superiority dice to the attack’s damage roll. Additionally, that creatures next attack is at disadvantage.
- Improved Sweeping Attack:
- When you hit a creature with a melee weapon attack, you can expend two superiority dice to attempt to damage other creatures with the same attack. Choose up to three other creatures within 5 feet of the original target and within your reach. If the original attack roll would hit the other creatures, they take half the total damage done to your initial target. You add two superiority dice to your attack's damage roll and the damage is of the same type dealt by the original attack.
Previous Versions
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Coming Soon
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