Base Class: Monk
A local hero, a monk known as Chef, started the original dojo which taught the Way of the Battlemaster. A style of fighting inspired by his ally, a dwarven-fighter named Bharzim Stoneaxe, who was seemingly a master of warfare. The Way of the Battlemaster is a style of combat which focuses on disrupting an opponents ki and disabling them, while working closely with adjacent allies. The Battlemaster knows that his ally is his greatest asset and working together is the only way to defeat enemies. The Battlemaster employs ancient techniques in combat to ensure victory.
Master of Combat
When you choose this tradition at 3rd level, you learn maneuvers that are fueled by your ki and utilize your martial arts die. You learn two 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 must spend 1 ki point to use a maneuver as part of an attack. Use your martial arts die, as detailed in the monk table, in place of a superiority die.
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.
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’sdamage 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.
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’sdamage 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.
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’sdamage roll.
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.
Combat Control
At 3rd level you learn how to disable your opponent by quickly grappling your target after an attack. When you hit a creature with an attack you can use a bonus action to attempt to grapple the target.
Master of Combat Improvement
At 6th level you learn an additional combat maneuver.
Brothers In Arms
At 6th level you learn combat techniques which aid your allies in battle. On your turn when you take the attack action, you can forgo one of your attacks and use a bonus action to impose disadvantage on all attacks directed at an adjacent ally within 5ft of you, as if your ally had taken the dodge action.
True Master of Combat
At 11th level you have perfected one of your known combat maneuvers and can perform it without spending any ki points.
Unerring Strike
At 11th level you learn to use your momentum on a missed attack to follow through with a second strike. Once per turn you gain the ability to redirect one of your missed attacks towards a second adjacent enemy. You can spend 1 ki point to redirect an attack you've missed to reroll the attack on an adjacent enemy within 5ft of you.
Master of Combat Improvement
At 17th level you learn one additional combat maneuver
Unconstrained Movement
At 17th level you gain the ability to channel your ki to break free from anything that binds you. You can spend 4 ki points to gain the benefits of the spell Freedom of Movement for 4 rounds
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