Base Class: Fighter
Through physical training, Kib has gained the ability to further utilize his strength and prowess on the battlefield.
Combat Superiority
Maneuvers. You learn three maneuvers of your choice. 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)
(cited from pre-existing Battle Master subclass)
Sweep the Leg
Once per combat use bonus action to attempt to knock prone an enemy in range. (Dex save)
Know Your Enemy
The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels, if any
- Fighter class levels, if any
(cited from pre-existing Battle Master subclass)
Relentless Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. When you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
(cited from pre-existing Battle Master subclass)
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
(cited from pre-existing Champion subclass)
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Comments