Fighter
Base Class: Fighter

Commanders come educated in the art of war, often in military academies where they were taught how to best direct a squad. Others learned how to command from experience, working as a town guard or mercenary under a skilled leader. 

Combat Superiority

You learn three maneuvers, two of which
must be chosen from the list of Command maneuvers.


At 7th, 10th, and 15th level you learn two additional
maneuvers, one of which must be a Command
Maneuver. Each time you learn a maneuver, you can
replace an existing maneuver.


Superiority Dice. You have four superiority dice,
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.
You gain another superiority die at 7th level and one
more at 15th level.


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)


Command Maneuvers. The following maneuvers are Command Maneuvers: assist focus, castling,
commander's strike, disorientating attack, distracting strike, knight's gambit, maneuvering attack, rally, shake it off, superior assistance, superior diplomacy, and warning cry. Other maneuvers can be added to this list at the
discretion of the Dungeon Master.

Share Surge

Also at 3rd level, you learn how to spot openings in your enemy’s defenses and coordinate with your allies. When you use your Action Surge feature, you can choose to grant your extra action to a companion instead of using it yourself. This ally must be a friendly creature within 60 feet who is able to take actions and can see and hear you.
The friendly creature uses their reaction to immediately take an Attack, Dash, or Dodge action or cast a cantrip.

Maneuvers

The maneuvers are presented in alphabetical order.

Assist Focus

When a friendly creature that can see and hear you rolls a Constitution saving throw to avoid losing concentration on a spell, you can expend one superiority die and use your reaction to help them maintain their focus. The creature adds the superiority die to the saving throw. 

Castling

You spend a superiority die as a bonus action to switch places with a friendly creature within 5 feet that can see and hear you and is able to move. This movement does not provoke opportunity attacks. 

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.

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.

Disorienting Attack

When you hit a creature with a weapon attack, you can expend one superiority die to unbalance the target. You add the superiority die to the attack's damage roll and the creature cannot take reactions until the start of your next turn.

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.

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.

Knight's Gambit

You spend a superiority die and grant a creature advantage on attack rolls against you. If the creature attacks you before the end of your next turn you can use your reaction to make a melee weapon attack against the creature. If the attack hits, you add the superiority die to the attack's damage roll.

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.

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.

Shake It Off

When a friendly creature that can see and hear you fails a saving throw, you can expend one superiority die and use your reaction to try and encourage them to fight off the effect. The creature rerolls their saving throw, adding the superiority die to the result. 

Superior Assistance

When you take the Help action on your turn, you can expend one superiority die to provide further aid. When you do so, add the superiority die to the ally's roll benefiting from your Help. You can spend your reaction to use this maneuver after the ally
rolls but before any effects are applied.

Superior Diplomacy

When you make a Charisma check, you can expend one superiority die, to add it to the roll. You can use this maneuver before or after rolling the Charisma check but before any effects are applied.

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.

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.

Warning Cry

When a friendly creature that can see and hear you is attacked by another creature, you can expend one superiority die and use your reaction to shout a warning telling them to block or which direction to dodge. They can reduce the damage by the number you rolled on your superiority + your Intelligence modifier.

Combat Leader

When you reach 7th level, when you are not surprised, you and friendly creatures within 60 feet who can see and hear you can choose to apply half your proficiency bonus to their initiative rolls.

Tactical Superiority

At 10th level, you add half your proficiency bonus to
superiority dice rolls.

Reliable Tactics

At 18th level, your talents in battle are less subject to swings of fortune. You can choose to use your
Intelligence modifier in place of the superiority die roll. You can do so after the die is rolled but before any results are applied. Once you use this feature, you cannot use it again until you complete a short or long rest.

Evaluate the Situation

Starting at 15th level, you can observe the unfolding battle as an action, allowing you to regain 1 superiority die. This die must be used before the end of your next turn. 

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