Base Class: Fighter
- Ambush
- Trigger: When you roll Initiative or make a Dexterity (Stealth) check.
- Effect: Roll a Superiority Die and add the number rolled to the check, provided you aren't Incapacitated.
- Bait and Switch
- Trigger: On your turn, when you are within 5 feet of a willing creature and have at least 5 feet of movement remaining.
- Effect: Spend 5 feet of movement to swap places with the creature. This movement doesn’t provoke opportunity attacks. Roll a Superiority Die and choose either yourself or the creature; the chosen target gains a bonus to Armor Class equal to the number rolled until the start of your next turn.
- Commander’s Strike
- Trigger: When you take the Attack action on your turn.
- Effect: Replace one of your attacks and use a Bonus Action to direct one of your companions to strike. Choose a willing creature who can see or hear you. That creature can immediately use its Reaction to make one melee or ranged weapon attack. If the attack hits, add your Superiority Die to the weapon’s damage roll.
- Commanding Presence
- Trigger: When you make a Charisma (Intimidation, Performance, or Persuasion) check.
- Effect: Roll a Superiority Die and add the number rolled to the check, provided you aren't Incapacitated.
- Disarming Attack
- Trigger: When you hit a creature with a weapon attack.
- Effect: 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.
- Distracting Attack
- Trigger: When you hit a creature with a weapon attack.
- Effect: 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
- Trigger: When you move on your turn.
- Effect: Expend one Superiority Die, rolling the die and adding the number rolled to your AC until you stop moving.
- Feinting Attack
- Trigger: On your turn, you can use a Bonus Action to feint.
- Effect: Choose one creature within 5 feet of yourself. You have Advantage on your next attack roll against that creature this turn. If that attack hits, add your Superiority Die to the attack’s damage roll.
- Goading Attack
- Trigger: When you hit a creature with a weapon attack.
- Effect: Expend one Superiority Die 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.
- Grappling Strike
- Trigger: Immediately after you hit a creature with a melee attack on your turn.
- Effect: Expend one Superiority Die and use a Bonus Action to attempt to Grapple the target. Add the Superiority Die to your Athletics check.
- Lunging Attack
- Trigger: When you make a melee weapon attack on your turn.
- Effect: Expend one Superiority Die to increase your reach for that attack by 5 feet. If the attack hits, you add the Superiority Die to the attack’s damage roll.
- Maneuvering Attack
- Trigger: When you hit a creature with a weapon attack.
- Effect: Expend one Superiority Die to maneuver one of your comrades into a safer position. You add the Superiority Die to the attack’s damage roll, and you choose a willing creature who can see or hear you. That creature can immediately use its Reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
- Menacing Attack
- Trigger: When you hit a creature with a weapon attack.
- Effect: 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 has the Frightened condition until the end of your next turn.
- Parry
- Trigger: When another creature damages you with a melee attack.
- Effect: Use your Reaction and expend one Superiority Die to reduce the damage by the number rolled on your Superiority Die + your Dexterity modifier.
- Precision Attack
- Trigger: When you make a weapon attack roll.
- Effect: 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
- Trigger: When you hit a creature with a weapon attack.
- Effect: 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
- Trigger: On your turn, you can use a Bonus Action to bolster your companions.
- Effect: Choose one creature other than yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll + your Charisma modifier.
- Riposte
- Trigger: When a creature misses you with a melee attack.
- Effect: Use your Reaction and expend one Superiority Die to make one melee weapon attack against the creature. If the attack hits, you add the Superiority Die to the attack’s damage roll.
- Sweeping Attack
- Trigger: When you hit a creature with a melee weapon attack on your turn.
- Effect: Expend one Superiority Die to attempt to damage another creature with the same strike. 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 rolled on your Superiority Die. The damage is of the same type dealt by the original attack.
- Tactical Assessment
- Trigger: When you make an Intelligence (History, Investigation, Religion) or Wisdom (Insight, Perception) check.
- Effect: Roll a Superiority Die and add the number rolled to the check, provided you aren't Incapacitated.
- Trip Attack
- Trigger: When you hit a creature with a weapon attack.
- Effect: 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 cause the target to have the Prone condition.
Level 7: Know thy enemy
as a ba you can see everything about an enemy
Level 10: Better dice
your sup dice is know a d10
Level 15: Relentless
you can know roll 1d8 instead of a sup dice
Level 18: Even better dice
your dice is know a d12
Level 3: Combat superiority
you learn manners
you get 3 and 2 more at 7 10 15
and the sup dice
it is a d8 you have 4 you gain 1 more at 7 and 15
saving throws it is 8 plus DEX plus pro
Level 3: Lucky
you gain the feet luky
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