Fighter
Base Class: Fighter

Archer with trick arrows.

Archery Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn four maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

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)

Maneuvers

The maneuvers are presented in alphabetical order.

Aggressive Repositioning

Sometimes you need to move to a new spot, but often things are in the way. You may need to jump a wall, roll under some pipes, surf on a shield down a staircase, or maneuver around an opponent. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. You may use your bonus action to dash, difficult terrain does not hinder your movement, and you have advantage on all Dexterity (Acrobatics) checks while moving.

 

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.

Bait and Switch

When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement does not provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Blinding Arrow

You fire a flash arrow, smoke arrow, or a blinding powder arrow. After the attack, it explodes in a 10 foot radius. All targets within must succeed on a Wisdom saving throw or be blinded until the start of your next turn. Spend a superiority die and add it to your damage.

Bursting Arrow

You spend a superiority die and shoot an explosive arrow. The explosion is force energy, and no fire is created. The arrow detonates after the attack, and all creatures within 10 feet must make a Dexterity saving throw or suffer your superiority die as damage, a successful save halves damage.

Cable Arrow

When you make a Dexterity (Acrobatics), a Strength (Athletics), or a Dexterity (Slight of Hand) check to climb, swing, or hook and hold onto an object, you can expend one superiority die and add the superiority die to the ability check. The arrow sinks and holds fast into most materials at DM’s discretion. The cable is made of iron-silk, is up to 120 feet total in length, 1/4 in diameter, and has a tensile strength of 2000 lb. While strong, the strand only needs to suffer 1 hp of slashing or fire damage to break, but is immune to all other attack types. The strand has an AC equal to your battlemaster save.

Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

 

Commanding Shot

When you take the Attack action on your turn, you can forgo one of your attacks 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.

Deflection

When another creature damages you with a ranged 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.

Disarming Shot

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, sending the item flying 10 feet away. 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 10 feet away in a direction away from you.

Distracting Shot

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.

Elemental Shot

Choose one of the following elements: Fire, Lightning, Cold, Acid, Poison, Psychic, Necrotic, Force, Thunder, or Radiant. You charge your arrow with that element (fire arrows are on fire, lightning arrows crackle with energy, etc). Spend a superiority die and add it to your damage, this damage is the element the arrow is charged with. The target must also roll a Constitution saving throw or suffer the elemental damage equal to your superiority die the following round.

Enfeebling Arrow

You spend a superiority die and lace an enfeebling poison into your arrow. The creature hit by the arrow takes necrotic damage equal to your superiority die. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

Evasive Shot

When a creature within 30 feet misses you with an attack, you can use your reaction to move up to half your movement, and expend one superiority die to make a ranged weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Feinting Shot

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 30 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.

 

Goading Shot

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.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Maneuvering Shot

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 Shot

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.

Net Arrow

When this arrow strikes its target, it explodes into a 20 foot cube sticky net. Spend a superiority die and add it to your damage against the arrows target. This net functions exactly like the Web spell, Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free. A creature Restrained by the nets can use its Actions to make a Strength check against your Battlemaster save DC. If it succeeds, it is no longer Restrained.

Overwatch

When a creature you can see moves into 30 feet of you while you're wielding a ranged weapon, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

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.

Piercing Arrow

Spend a superiority die. You fire your arrow forward, it pierces the target and continues to fly for an additional 30 feet, before dropping. Each creature beyond the initial target, in that line take the superiority die in damage if the initial attack roll would have hit them.

Precision Shot

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 Shot

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.

Quick Shot

As a bonus action, you can expend one superiority die and make a ranged attack. You can draw and load the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.

 

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.

Stunning Arrow

You fire a blunted arrow at the targets head. The creature hit by the arrow must succeed on a Constitution saving throw or be stunned. A stunned creature can’t preform actions, can’t preform reactions, can’t move, and can speak only falteringly. The creature automatically fails Strength and Dexterity Saving Throws, and Attack Rolls against the creature have advantage. At the end of its next turn, the target recovers. Spend a superiority die and add it to your damage.

Tactical Assessment

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

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.

Empowered Bow

Starting at 7th level, any bow you use that is not magical functions as a +1 weapon for overcoming damage resistance.

Improved Archery Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

Improved Archery Superiority

At 18th level, your superiority dice turn into d12s.

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