Expanded Combat Maneuvers
The Battle Master is a paragon of tactical combat, using their prowess to empower themselves and allies to prevail against any odds. The Combat Maneuvers presented in the Core Rules are powerful, but we can supplement them to give the Battle Master even more possibilities for play. This rule supplement details several new Maneuvers, as well as rules surrounding learning them and switching them out with your known Maneuvers. The maneuvers presented here draw influence from the Book of Nine Swords (affectionately known as the Book of Weeaboo Fightan Magic) from D&D 3.5, and from the Warlord class in 4th Edition, but have been reworked to fit cleanly in the design space of 5e.
Learning New Maneuvers
Learning a new maneuver takes time, resources, and of course, someone to teach you. Typically, learning a maneuver with an appropriate master requires a number of workweeks equal to 10 minus your Intelligence modifier, and 25 gp per week spent training. Your Dungeon Master may rule that certain maneuvers cost some extra gold based on extra materials needed for training. Learning maneuvers through training does not increase the total number of maneuvers you can learn. When you complete your training, you must replace one maneuver you knew with your new one. These replacements are in addition to those you can take when learning new maneuvers through leveling.
Relearning Past Maneuvers
Your training as a Battle Master allow you to quickly recall past maneuvers you have learned. If you have previously learned a maneuver and are trying to relearn it, the process takes just 8 hours of continuous effort. You can opt to spend 2 hours of training each day for 1 week instead.
For example, you could take time before your long rest to practice the maneuver. At the end of this time, you can replace one maneuver you knew with your re-learned maneuver. You cannot opt to practice in the evenings if you have not previously learned the maneuver. Your intelligence modifier does not reduce the time needed for the relearning process.
Arcane Maneuvers
Arcane maneuvers are unique in that they require the fighter to wield a magic weapon, and even more specifically, a magic weapon that is able to deal some damage whose type is either cold, fire, force, or lightning. For example, a magical hammer with charges that allow it to deal lightning damage would serve, as would an enchanted +1 longsword whose extra damage is dealt as cold damage. This section details four maneuvers that will work for any of the listed types, and one tailored to each damage type. That damage type will be referred to as the weapon's elemental damage type. As some of these maneuvers are more powerful than the standard list, your Dungeon Master may elect that a suitable teacher is not readily accessible to teach these specific skills until you reach a certain level.
Arcane Flare
When you hit a creature with a weapon attack, you can expend one superiority die to cause the weapon's magic to flare out to adjacent enemies. The target of your attack and all other enemies within 5 feet of the target each take damage equal to the number you roll on your superiority die. This damage is of the same type as the weapon's elemental damage.
Elemental Bane
When you hit a creature with a weapon attack, you may expend one superiority die to attempt to curse the target. Add the superiority die to the attack's damage roll, of the same type as the weapon's elemental damage. The target must make a Wisdom saving throw. On a failure, the target subtracts the number your roll on your superiority die from their next attack roll or saving throw.
Magic Seal
On your turn, you can use a bonus action and expend one superiority die to use your weapon to weave a barrier against magic around yourself. The next time you are targeted by a spell or other magical effect before the start of your next turn, you have advantage on the saving throw (if any) against that spell and spell attacks have disadvantage against you. If you still take damage from the spell, that damage is reduced by the number you roll on your superiority die.
Elemental Barrier
When you make a weapon attack on your turn, you can expend one superiority die to conjure a magical barrier between you and your target. The barrier is 15 feet long, centered directly in front of you. Nonmagical missiles cannot pass through the barrier. Enemies attempting to move or make a melee attack through the barrier must make a Constitution saving throw, or take damage equal to the number you roll on your superiority die. The type of this damage is the same type as the weapon's elemental damage. The barrier lasts until the start of your next turn.
Engulfing Flames
Prerequisite: a weapon that can deal fire damage.
When you hit a creature with a weapon attack, you can expend one superiority die to cause the target to be engulfed in flames. The target takes fire damage equal to the number you roll on your superiority die, and must make a Dexterity saving throw. On a failure, the target takes the same amount of damage at the start of each of its turns for 1d4 turns.
Hoarfrost
Prerequisite: a weapon that can deal cold damage.
When you hit a creature with a weapon attack, you can expend one superiority die to chill your target to the bone. The target takes cold damage equal to the number you roll on your superiority die, and must make a Constitution saving throw. On a failure, the target cannot take reactions, has disadvantage on Dexterity saving throws, and has their speed halved until the end of their next turn.
Arc Lightning
Prerequisite: a weapon that can deal lightning damage.
When you hit a creature with a weapon attack, you can expend one superiority die to deal additional lightning damage equal to the number rolled. You can then choose up to three additional targets, each within 10 feet of the previous, for the lightning to hit. Each creature beyond the first takes lightning damage equal to half the number rolled on your superiority die, rounded down.
Phantom Strike
Prerequisite: a weapon that can deal force damage.
When you hit a creature with a weapon attack, you can expend one superiority die to cause the force of the blow to be magically transferred to a second target, adding the superiority die to the attack's damage as force damage. Choose one creature you can see within 30 feet of the original target. That creature must make a Strength saving throw, taking force damage equal to the number you roll on your superiority die on a failed save, or half as much on a success.
Tactical Maneuvers
Run Through
When you make a melee weapon attack on your turn, you may expend one superiority die to charge through your opponent. After making the attack, you can move up to half your speed in any direction except directly away from your target. This movement does not provoke attacks of opportunity from the target of your attack. If the attack hits, you add the superiority die to the attack's damage roll.
Vengeful Strike
The first time on your turn you make an attack against an enemy that has dealt damage to an ally since your last turn, you may expend one superiority die to channel your vengeful strength into your strike. The attack scores a critical on a roll of 18-20. If the attack hits, you add the superiority die to the attack's damage roll. If the attack misses, the target takes damage equal to the number you roll on your superiority die.
Guarded Attack
When you make a melee weapon attack on your turn, you may expend one superiority die to guard yourself. If the attack hits, you add the superiority die to the attack's damage roll. The next time a creature makes a weapon attack against you, you may use your reaction to add the number rolled on your superiority die to your AC against that attack.
Iron Door Guard
You can expend one superiority die and use a bonus action on your turn to ready yourself for an oncoming attack. Roll the superiority die. Subtract the result from the next attack roll made against you. If the attack misses and was made within your melee range, the attacker takes damage equal to the number rolled on the superiority die. The damage is of the type dealt by the melee weapon you are wielding.
Grappling at the Sword
When you hit a creature with a melee weapon attack on your turn, you may expend one superiority die to attempt to grapple your opponent. The target of the attack must make an Athletics or Acrobatics check, opposed by your Athletics. You gain a bonus to your Athletics check equal to the number you roll on the superiority die. If you win the contest, the target of the attack is Restrained.
Harrowing Blow
When you hit a creature with a melee weapon attack, you may expend one superiority die to disorient your target. You add the superiority die to the attack's damage roll, and the target must make a Constitution Saving throw. On a failure, the target has disadvantage on their next attack roll, ability check, or saving throw.
Shielding Strike
When another creature attacks an ally within 5 feet of you, you may use your reaction and expend one superiority die to interpose yourself between the attacker and your ally, redirecting the attack at yourself. If the attack hits you, the damage you take is reduced by the number you roll on your superiority die.
Rushing Assault
When you move, you may expend on superiority die to gain movement equal to half of your movement speed. If you do this, you must make at least one attack this turn. If the first attack you make hits, you add the superiority die to the attack's damage roll.
Rhythm of War
When you hit a creature with a weapon attack, you may expend a superiority die to exploit weaknesses in your opponent's guard, improving your next attack's chance of hitting. You add the superiority die to the attack's damage roll. The next time you make an attack roll against the same creature this turn, you add the superiority die roll to the attack roll.
Resourceful Strike
When you make a weapon attack on your turn, you may expend one superiority die to convey to your allies how to strike. If your attack hits, you add the superiority die to the attack's damage roll. The next time one of your allies scores a hit against the same creature before your next turn, they add the same bonus to their attack's damage.
Pillar of Strength
When you use your Second Wind, you may expend one superiority die to improve its effects. Roll the superiority die. You and one ally you can see within 30 feet regain HP equal to the result of the roll + your Constitution modifier.
Prepared Rebuke
You may use a bonus action on your turn and expend one superiority die to grant yourself an additional reaction, which can be used to make an attack of opportunity on one creature that enters your melee range before the start of your next turn. If the attack make with this extra reaction hits, you add the superiority die to the attack's damage roll.