Fighter

 

Fighter: Combat Training: Battle Master

Those who embody the archetypical battle master employ martial techniques passed down through generations, learned through academy training, or picked up and perfected through rigorous training. These are fighters dedicated to martial prowess.

 

Battle Master Features

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.

 

Combat Manoeuvres

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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).

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.

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.