Combat Training
Battle Master
Those who emulate the archetypal 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 the martial prowess.
Combat Superiority
When you choose this archetype at 3rd level, you learn manoeuvres that are fuelled by special dice called superiority dice.
Manoeuvres
You learn two manoeuvres of your choice, which are below. Many manoeuvres enhance an attack in some way. You can use only one manoeuvre per attack. Whenever you finish a long rest, you can replace one of these manoeuvres with another manoeuvre from the list.
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.
Manoeuvre Options
Block. When you are hit by a weapon attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + half your fighter level. You must be wielding a shield to use this manoeuvre.
Rushing Charge. When you hit a creature with a weapon attack, you can expend a superiority dice to push the target up to 10 feet away from you and add the superiority die to the attack’s damage roll. You must have moved at least 10 feet in a straight line towards the target immediately before using this Manoeuvre.
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 succeed on a Strength saving throw or drop the object. The object lands at its feet unless you have a free hand to catch the item instead.
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 take the attack action, you can expend one superiority die, rolling the die and adding the number rolled to your AC until the beginning of your next turn. Opportunity attacks against you also have disadvantage until the beginning of your next turn.
Exposing Strike When you hit a creature with an attack, you can expend one superiority die and use a bonus action. When you use this maneuvre, the next attack against the target has advantage and adds the superiority die to the attack’s damage roll.
Goading Attack. When you hit a creature with a melee 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.
Intercept. When a creature damages another creature within 5 feet of 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 fighter level. You must be wielding a melee weapon or a shield to use this manoeuvre.
Lunging Attack. When you make a melee 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.
Manoeuvring Attack. When you take the attack action, you can expend a superiority dice to make a special attack with a weapon you are wielding; a maneuvering attack:
Manoeuvring Attack. You make an attack against a creature within range or reach of your weapon. You add the superiority dice to the attack roll. On a hit, 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. 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.
Precision Attack. When you miss with a weapon attack roll against a creature, you can expend one superiority die to add it to the roll potentially turning it into a hit. On a hit, you also add the roll to the attack’s damage roll.
Pushing Attack. When you hit a creature with a melee 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. You must move with the target and your movement does not provoke opportunity attacks.
Quick Toss. Once per turn when you take the attack action, you can expend one superiority die and make an additional ranged attack with a weapon that has the thrown property. 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.
Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of your companions. When you do so, friendly creatures who can see or hear you gain temporary hit points equal to the superiority die roll + your Charisma modifier.
Reactive Strike. When a creature you can see moves into your reach, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. On a hit, you add the superiority die to the attack’s damage roll.
Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. You add the superiority die to the attack roll.
Sweeping Attack. You can expend one of your superiority dice to replace one weapon attack with a special attack; a sweeping attack.
Sweeping Attack: 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 your superiority dice. You must be wielding two-handed melee weapon to use this special attack.
Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target prone. You add the superiority die to the attack’s damage roll, and if the target is one size larger than you or smaller, it must succeed a Strength saving throw or be knocked the target prone.
Unarmed Attack. Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die to make an unarmed strike against the target. You can add your superiority dice roll to your attack roll. You must have a hand free to use this manoeuvre.
Improved Combat Superiority
At 7th level, you gain an additional superiority dice, and your superiority dice turns into a d10. In addition, you can also replace a manoeuvre whenever you finish a short rest or long rest.
Perfected Combat Superiority
At 13th level, you gain an additional superiority dice, and your superiority dice turn into a d12. In addition, 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 lasts until the beginning of your next turn (where you gain a new one).