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Fighter

Battle Master

Masters of the art of combat. They execute orders and maneuvers to turn the tide of battle. Their wisdom makes them well rounded fighters with considerable work in academic study as well. They use a variety of tactics to skillfully manipulate the outcome of the battle and aid their allies.

Ambush When you make a Stealth check or an initiative roll, you can expend one Superiority Die and add the die to the roll, provided you aren't Incapacitated.
Bait and SwitchWhen you're within 5 ft of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 ft of movement and the creature is willing and isn't Incapacitated. This movement doesn't provoke opportunity attacks. Roll the Superiority Die. Until the start of your next turn, you or the other creature (Your choice) gains a bonus to AC equal to the number rolled.
Commander's StrikeWhen 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's damage roll.
Commanding PresenceWhen you make an Intimidation, a Performance, or a Persuasion check, you can expend one Superiority Die and add the die’s result to the ability check.
Disarming AttackWhen 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 STR saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting StrikeWhen 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 FootworkWhen you move, you can expend one Superiority Die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting AttackYou can expend one Superiority Die and use a bonus action on your turn to feint, choosing one creature within 5 ft 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's damage roll.
Goading AttackWhen 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 WIS 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.
Grappling StrikeImmediately after you hit a creature with a melee attack on your turn, you can expend one Superiority Die and then try to Grapple the target as a bonus action. Add the Superiority Die to your Athletics check to Grapple the target.
Lunging AttackWhen you make a melee weapon attack on your turn, you can expend one Superiority Die to increase your reach for that attack by 5 ft. If you hit, you add the Superiority Die to the attack's damage roll.
Maneuvering AttackWhen 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 AttackWhen 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 WIS saving throw. On a failed save, it is Frightened of you until the end of your next turn.
ParryWhen another creature damages you with a melee attack, you can use your reaction and expend one Superiority Die to increase your AC by the die’s result.
Precision AttackWhen 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 AttackWhen 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 STR saving throw. On a failed save, you push the target up to 15 ft away from you.
Quick TossAs a bonus action, you can expend one Superiority Die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the Superiority Die to the weapon's damage roll.
RallyOn 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 CHA modifier (Minimum 1).
RiposteWhen 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's damage roll.
Sweeping AttackWhen 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 ft 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.
Tactical AssessmentWhen you make an Investigation, a History, or an Insight check, you can expend one Superiority Die and add the Superiority Die to the ability check.
Trip AttackWhen 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 STR saving throw. On a failed save, you knock the target Prone.

Subclass Features

Lv 3

Combat Superiority

Your experience has refined your techniques. You learn maneuvers that are fueled by special Superiority Dice.

You learn three Combat Maneuvers. You can use one per each attack.

You have four D8s that are your Superiority Dice. You expend one Die per Combat Maneuver. You regain all Superiority Dice when you finish a long or short rest.

Your Combat Maneuver save DC is 8 + your Proficiency Bonus + your STR or DEX modifier (Minimum 1) (your choice).

Student of War

You study to become a greater asset to your allies. You gain proficiency in one Artisan Tool and one additional Fighter skill.

Lv 7

Combat Maneuvers

You push yourself to become more adaptable and versatile. You learn two additional Combat Maneuvers and can replace the ones you know with new ones.

Superiority Dice

You train to gain more endurance as you use your skills. You have five Superiority Dice total.

Know Your Enemy

You have faced countless foes and learned to discern their capabilities. Once per long rest you can use a bonus action to discern a creature’s damage Immunities, Resistances, and Vulnerabilities if they have any.

You regain the use of this feature after a long rest or by expending a Superiority Die (No action required).

Lv 10

Combat Maneuvers

You trained harder to adapt and overcome. You learn two additional Combat Maneuvers and can replace the ones you know with new ones.

Improved Combat Superiority

Your wellspring of wisdom and skills has increased. Your Superiority Die becomes 1D10.

Lv 15

Combat Maneuvers

Ever the quick study, you add more skills to your arsenal. You learn two additional Combat Maneuvers and can replace the ones you know with new ones.

Superiority Dice

Your ability to use your skills is extended through hard training. You have six Superiority Dice total.

Relentless

You learned arts that allow you to increase the effectiveness of your Combat Maneuvers. When you use a Combat Maneuver you can use 1D8 instead of expending a Superiority Die.

Lv 18

Improved Combat Superiority

Your skills and stamina have reached new heights. Your Superiority Die becomes 1D12.

Combat Maneuvers