Action Surge. (Recharges after a Short or Long Rest) After taking an action on its turn, the battlemaster can take one additional action.
Combat Maneuvers (1/Turn). When the battlemaster makes a melee weapon attack against a creature on its turn, it can add one of the following effects to its attack:
Disarming Attack. The target must succeed on a DC 15 Strength saving throw or drop an object it is holding of the battlemaster's choice. The object lands at the target's feet.
Sweeping Attack. The battle master chooses another creature within 5 feet of its original target and within reach. If the original attack roll would hit the second creature, it takes damage equal the damage dealt to the initial target.
Trip Attack. If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or fall prone.
Multiattack. The battlemaster makes three greatsword attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.
Parry. The battle master adds 2 to its AC against one melee attack that would hit it. To do so, the battlemaster must see the attacker and be wielding a melee weapon.
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