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Combat Superiority
When you choose this
archetype at 3rd level, you learn combat manoeuvres that are fuelled by
special dice called superiority dice.
Superiority Dice
You have three
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.
Combat
Manoeuvres
You learn three combat
manoeuvres of your choice from the list of combat manoeuvres (below). To use
a manoeuvre, you must expend a superiority dice.
Each manoeuvres
require that you wield certain equipment to use the manoeuvre, these
requirements are listed in a parenthesis. A manoeuvre with a requirement must
be used with the required equipment (e.g. ‘disarming attack’ requires a melee
weapon, which also means that you must make the attack with a melee weapon).
You can only use one combat manoeuvre per turn. Whenever you finish a long
rest, you can replace one of these manoeuvres with another combat manoeuvre
from the list.
Improved Combat Superiority
At 7th level, you can
change your combat manoeuvres more easily. Whenever your finish a short or
long rest, you can replace a manoeuvre with another manoeuvre from the list.
At this level, you
also gain an additional superiority dice (for a total of four), and your
superiority dice turn into d10.
Perfected Combat Superiority
Beginning at 13th
level, you gain a special superiority dice at the beginning of each of your
turns to expend on manoeuvres. This dice is a d6. If unspent, this special
superiority dice disappears at the beginning of your next turn (where you
then gain a new one).
At this level, you
also gain an additional superiority dice (for a total of five), and your
superiority dice turn into a d12.
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Combat Manoeuvres
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Block Open (requires a shield).
As a bonus action, you make an attack with a shield you are wielding:
•
For this attack, treat the shield as
a simple melee weapon that uses the superiority dice as its damage dice,
and it has the crushing property.
•
On a hit, the next attack against
the target has advantage before the end of the target’s turn.
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Disarming Attack
(requires melee weapon). When
you hit a creature, you attempt to disarm the target:
•
You add the superiority dice to the
attack’s damage roll.
•
The target must succeed on a
Strength saving throw or drop one item of your choice that it’s holding.
The item lands at its feet unless you have a free hand to catch the item
instead.
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Distracting Strike
(requires a melee or ranged weapon). When
you hit a creature, you attempt to distract the target:
•
You add the superiority dice to the
attack’s damage roll.
•
The target must make a Constitution
saving throw. On a failed save, it is confused until the end of
your next turn.
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Evasive Footwork. When
you take the attack action, you duck and weave:
•
You roll the superiority dice and
add the number rolled to your AC until the beginning of your next turn.
•
Opportunity attacks against you have
disadvantage until the beginning of your next turn.
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Exposing Attack
(requires a melee weapon). When
make an attack, you attempt to expose the target to harm from your allies:
•
You add the superiority dice to the
attack roll.
•
On a hit, the next attack against
the target has advantage if it is made by a creature other than you.
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Goading Attack (requires
a melee weapon). When you hit a creature, you
attempt to goad the target into attacking you:
•
You add the superiority dice to the
attack’s damage roll.
•
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.
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Hindering Shot (requires
a ranged weapon). When make an attack, you
attempt to make the target advance slower:
•
You add the superiority dice to the
attack roll.
•
On a hit, the target’s speed is
halved until the beginning of your next turn.
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Intercepting Block
(requires a shield or a versatile weapon). When
one of your allies within 5 feet of you is hit by a melee attack, you can
use your reaction to reduce the damage by the number you roll on the
superiority dice + your fighter level.
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Lunging Attack (requires
a melee weapon). When
you make a melee attack, you can lunge towards your enemy:
•
You increase your reach for that
attack by 5 feet.
•
On a hit, you add the superiority
dice to the attack’s damage roll.
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Manoeuvring Attack
(requires a melee or ranged weapon). When you
make an attack, you attempt to give an ally an opening to reposition:
•
You add the superiority dice to the
attack roll.
•
On a hit, you can choose a friendly
creature adjacent to the target 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.
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Menacing Attack
(requires a melee or ranged weapon). When
you hit a creature, you can attempt to frighten the target:
•
You add the superiority dice to the
attack’s damage roll
•
The target must succeed on a Wisdom
saving throw or become frightened of you until the end of your
next turn.
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Precision Attack
(requires a melee or ranged weapon). When
you miss with a weapon attack roll against a creature, you roll the
superiority dice to add it to the attack potentially turning it into a hit.
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Pushing Charge (requires
a shield). When you make an
attack, you replace the attack with a special attack, a pushing charge.
•
Pushing Charge. For
this attack, treat the shield as a simple melee weapon that uses the
superiority dice as its damage dice and has the crushing property.
On a hit, the target must make a Strength saving throw if it is one size
larger than you or smaller. On a failed save, you push the target up to 15
feet away from you. You must move with the target, and you cannot move the
target further than you have movement to follow. This movement does not
provoke opportunity attacks.
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Quick Toss (requires a
thrown weapon). When
you take the attack action, you can make an additional ranged attack:
•
You can draw the weapon as part of
making this attack.
•
On a hit, you roll the superiority
dice in place of the weapon’s normal damage dice.
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Reactive Strike
(requires a melee weapon). When
a creature you can see moves into your reach, you can use your reaction to
make one attack against the creature. On a hit, you add the superiority
dice to the attack’s damage roll.
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Riposte (requires a
melee weapon). When
a creature misses you with a melee attack, you can use your reaction and
expend one superiority dice to make a melee attack against the creature.
You add the superiority dice to the attack roll.
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Rush Attack (requires a
melee weapon). When
you are about to make an attack, you rush towards your enemy:
•
You immediately move up to 10 feet
without provoking opportunity attacks.
•
You add the superiority dice to the
attack roll.
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Shield Block (requires a
shield). When you are hit
by a weapon attack, you can use your reaction to reduce the damage by the
number you roll on the superiority dice + half your fighter level (rounded
up).
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Sweeping Strike
(requires a melee weapon). When
you make an attack, you replace the attack with a special attack, a
sweeping Strike.
•
Sweeping Strike. You
can attack up to three creatures within your weapon’s reach. Each of the
targets must be adjacent to at least one other creature you target with
this special attack. On a hit, the weapon’s damage dice is replaced by the
superiority dice.
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Trip Attack (requires
a melee or ranged weapon). When you hit a
creature with a weapon attack, you can attempt to knock the target prone:
•
You add the superiority dice to the
attack’s damage roll.
•
If the target is one size larger
than you or smaller, it must succeed a Strength saving throw or be knocked
the target prone.
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