If you are smaller than the attacking creature, your attack roll is made at disadvantage. ##### Bleeder *Glaive, Hand Axe, Saber, Shortbow, Sickle, War Whip, Whip* When an attack roll with this weapon exceeds the target's AC by 5 or more, or on a critical hit, the weapon inflicts a bleeding wound. At the start of each of its turns, a bleeding creature takes slashing damage equal to your proficiency bonus, ending when it receives magical healing or a creature uses an action to make a DC10 Wisdom (Medicine) check to stop the flow of blood. A creature can have only one bleeding wound at a time. ##### Bracing *Halberd, Lance, Pike, Spear, Trident* You know how to set your weapon to add power to your defensive strikes. When you use a readied action to attack a creature that has moved at least ten feet on this turn, add an additional weapon die to the damage roll and the target must make a Strength saving throw. On a failure, it falls prone and, if mounted, falls from its mount. \columnbreak ##### Cleave *Any two-handed or versatile slashing* Once on your turn in place of a two-handed melee attack, you can strike at multiple creatures using a single swing. Each targeted creature must be within 5 feet of you and one other target, and you can choose a number of targets up to your proficiency bonus. Each target must succeed on a Dexterity saving throw. On a failure, it takes your weapon's damage roll as damage, using a d4 in place of its usual weapon damage die. ##### Close Quarters *Any improvised, Cestus, Dagger, Hand Axe,Shortsword* When you successfully grapple or escape a grapple, you can make one weapon attack as a bonus action. When an opponent fails to escape your grapple, you can make a weapon attack against it as a reaction. ##### Crippling Cut *Battleaxe, Greataxe, Longsword, Saber, Scimitar* As a special melee attack, you aim for a vulnerable limb with a precise strike. The target must succeed on a Constitution saving throw or take slashing damage equal to your weapon's ability modifier and have one form of speed (such as walking or flying) reduced by 10 feet (to a minimum of 0). This effect ends when the creature is healed or spends one turn without using any movement. ##### Crushing Blow *Flail, Light Hammer, Mace, Maul, Warhammer* You can shatter armor with massive swings. Either by using both an action and bonus action, or in place of two weapon attacks, you can make a single attack against a heavily- or naturally-armored enemy within reach. On a hit, you deal your normal weapon damage and the target must succeed on a Constitution saving throw. If it fails, its AC is reduced by 2 until the armor is adjusted using an action or, for natural armor, the creature regains hit points. This ability is ineffective against magical armor and constructs. A creature's AC can't be reduced this way more than once. ##### Entangle *Net, War Whip, Whip* You can make a disarm, grapple, shove, or trip attack while up to 10 feet from your target by using the extra reach of your weapon. Your reach for starting or maintaining a grapple when using this weapon is 10 feet instead of 5 feet. If you successfully shove a creature using this weapon, you can choose to either push the target five feet away or pull the target five feet closer. If you grapple at range, you can't use the weapon to attack or drop the weapon, or the grapple ends. Either combatant can use an action to attempt to pull the other 5 feet closer with an opposed Strength (Athletics) check. If one combatant is larger than the other, it has advantage on its roll. ##### Finisher *Battleaxe, Cestus, Club, Dagger, Flail, Greataxe, Greatclub, Hand Axe, Light Hammer, Mace, Maul, Morningstar, Sickle, Warhammer* When you make a melee attack on a prone or incapacitated creature, you can forgo advantage on an attack roll to attempt to execute it. If your attack roll exceeds the target's remaining hit points, its hit points are reduced to zero. If not, but the attack hits, you deal damage as normal. \pagebreakNum ##### Flexible Flurry *Any versatile* The first time you make a one-handed attack with a versatile weapon on your turn, you gain a +1 bonus to your AC until the start of your next turn, unless you are wielding another weapon or wearing a shield. ##### Grazing Clout *Cestus, Club, Greatclub, Light Hammer, Mace, Sling* When an attack roll with this weapon misses the target's AC by 4 or less, the bludgeon still connects, if not so powerfully. The target takes bludgeoning damage equal to the weapon's damage die. ##### Iaijutsu *Longsword, Rapier, Saber, Scimitar, Shortsword* You draw this weapon from a scabbard or similar device as part of your attack with it, without using an object interaction. If you have multiple attacks as part of your Attack action, you can make those multiple attacks when you use a readied action, instead of making a single attack. ##### Lunge *Halberd, Lance, Pike, Quarterstaff, Rapier, Spear, Trident* You can use a bonus action to extend in a lunging strike. You gain 5 feet of reach for your next attack on this turn. ##### Paired Weapon *Dagger, Light Hammer, Sickle, Swordbreaker* While you wield both this weapon and a non-light weapon, you gain a +1 bonus to your AC. Once per turn, you can choose to add 1d4 to the damage roll of your other weapon. When you do so, you lose the bonus to AC until the beginning of your next turn, unless you have the Dual Wielder feat. ##### Piercing Strike *Greatsword, Longsword, Morningstar, War Pick* As a special melee attack, you can attempt to penetrate and damage an opponent's heavy or natural armor. The target must make a Dexterity saving throw. On a failure, it takes piercing damage equal to your Strength modifier and its AC is reduced by 1 (maximum 2) until its armor is repaired using an action or, for natural armor, the creature receives regains hit points. This ability is ineffective against magical armor and constructs. ##### Pinning Shot *Any Bow, Dagger, Dart, Hand axe, Javelin, Heavy/Light Xbow* As an action, you can attempt to pin a Large or smaller creature that is within normal range of your weapon, sticking it to the ground or other terrain. A creature is unaffected if it is currently flying, swimming, or is immune to being knocked prone. Otherwise, the target must succeed on a Strength or Dexterity saving throw (its choice) or its speed is reduced to 0 until the end of its next turn. As an action on its turn, the creature can pull free and regain its normal speed. ##### Shattering Clobber *Any improvised, Club, Greatclub, Quarterstaff* When you are using an improvised weapon that deals bludgeoning damage or a nonmagical weapon listed above, you can use a weapon attack to strike with such force that the weapon breaks. The target must succeed on a Dexterity saving throw or take bludgeoning damage equal to a critical hit with your weapon, which is rendered broken and useless. \columnbreak ##### Shield Bash *None (shield)* As a special melee attack, you drive an opponent off-balance by smashing through its guard with your shield. The target must succeed on a Strength saving throw or it takes bludgeoning damage equal to your Strength modifier and your next attack roll against it this turn has advantage. ##### Split Shot *Any Bow, Heavy Crossbow, Sling* Once per turn in place of a ranged attack, you nock two pieces of ammunition and fire them at two creatures within 5 feet of each other. Make a ranged attack against each target; if either attack misses, both do. If both attacks hit, deal your weapon damage to each creature. ##### Suppressing Fire *Any Bow, Hand or Light Crossbow, Sling* You fire rapidly but inaccurately at an opponent, diverting its attention to you. As an action, expend three pieces of ammunition to force a creature within 30 feet to make a Wisdom saving throw. On a failure, it has disadvantage on attack rolls that don’t target you until the end of its next turn, unless you are more than 30 feet away from it. ##### Thrash *Flail, Any Whip* You swing your weapon wildly, denying an area to your enemies. In place of a weapon attack, choose a 5-foot square within your weapon's range. Until the start of your next turn, or if you move, attack with your weapon, choose to stop thrashing, or have any condition imposed on you, any creature that starts in or enters this space for the first time on a turn must make a Dexterity saving throw. On a failure, it takes damage as if you hit it with this weapon. ##### Whirling Rebuff *Greataxe, Halberd, Quarterstaff, Spear, Trident, Any Whip* As a special melee attack, you brandish your weapon to drive opponents away, up to a number of targets equal to your proficiency bonus. Each target must be within 5 feet from you and one other target. A targeted creature must succeed on a Strength saving throw or be pushed 5 feet in a direction of your choice. \pagebreakNum
At 10th level, you can use this reaction when you are hit. \pagebreakNum ##### Savagery (Raging Demon) After you roll damage, you can choose to reroll your weapon's damage dice and take either result. You can do this a number of times each round up to half your proficiency bonus. ##### Skirmishing (Zephyr Dance) Your movement increases by 5 feet. The first 5 feet you move each turn does not provoke opportunity attacks. ##### Specialized Technique You gain the Superior Technique feature (pg.12) instead of a stance. You can choose this feature only once. ##### Thrown-Weapon Fighting (Rabid Wolf) *Fighter or Ranger Only* When you hit with a ranged attack using a thrown weapon, add 1d4 to the weapon damage roll. ##### Unarmed Fighting (Tiger Claw) You can roll a d6 in place of the normal damage of your unarmed strikes, or improvised or natural weapons. If you strike with two hands, the d6 becomes a d8.
At the start of your turn, you can choose to deal bludgeoning damage equal to your Strength modifier to one creature you are grappling. ##### Vanguard (White Raven) *Fighter or Paladin Only* When you hit a creature with a melee attack, the next attack roll against that creature made by someone other than you has advantage. You must remain within 5 feet of the creature to grant this benefit. ## Advanced Stances To learn or use one of these stances, you must meet the prerequisites listed. An advanced stance improves a basic stance, granting the benefits of both. ##### Adamant Earthquake *Prerequisite: Extra Attack 2, Great Weapon Fighting* When you knock a creature prone while Great Weapon Fighting, it cannot stand up before the end of its next turn. A creature with legendary resistances can expend one to negate this effect. ##### Bastion *Prerequisites: Extra Attack 2, Bulwark* When you gain temporary hit points from the Bulwark stance, you also gain a damage threshold of 10 against nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn (damage you take that is equal or less than your damage threshold is reduced to 0). ##### Diamond Mind *Prerequisites: Extra Attack, Blind-Fighting* While you are Blind-Fighting, add your proficiency bonus to any Wisdom saving throw you make that does not already include your proficiency bonus. ##### Enfilade *Prerequisites: Extra Attack 2, Vanguard* While in the Vanguard stance, if you attack a creature that has not made an attack roll since the beginning of its last turn, make your attack roll with advantage. ##### Fencing *Prerequisites: Extra Attack 2, Dueling* While Dueling, once per turn when you use a superiority die in a damage roll, add your proficiency bonus to the result. ##### Protection *Prerequisites: Extra Attack, Interception* While in the Interception stance and wielding a shield, you can use your reaction to grant yourself, or a creature within 5 feet of you, resistance to the damage of an effect that forces the target to make a Dexterity saving throw.
If you have the Shield Master feat, you add your shield's bonus to AC to all Dexterity saving throws. ##### Pugilism *Prerequisites: Extra Attack, Unarmed Fighting* While Unarmed Fighting, if you attack with an unarmed strike, improvised or natural weapon, you can make another such attack, or attempt a grapple or shove, as a bonus action. ##### Reprisal *Prerequisites: Extra Attack, Skirmishing* If a creature hits you with a melee attack while you are Skirmishing, you can use your reaction to make an attack against it with a weapon that doesn't have the heavy property. ##### Swarming *Prerequisites: Extra Attack, Double Striking* While in the Double Striking stance, you can make the additional attack of two-weapon fighting as part of your Attack action instead of as a bonus action. If you do so, you can't use your bonus action to make any attack on this turn.
When you hit with an opportunity attack while wielding two weapons, you can add your other weapon's damage die (including magical bonuses, if any) to the damage roll. ##### Wind Sickle *Prerequisites: Extra Attack, Thrown-Weapon Fighting* While Thrown-Weapon Fighting, if you use your action to attack with a thrown weapon, you can draw and attack with another thrown weapon using a bonus action. \pagebreakNum # Maneuvers Expanded These rules are intended to supplement the ones provided in the PHB for Battlemasters. The Battlemaster Archetype replaces the PHB Combat Superiority feature with the below feature. Specialized Technique (pg. 11) can be taken in place of a Fighting Style or Combat Stance, granting Superior Technique to a non-Battlemaster martial. ### Combat Superiority (Revised) *Replaces Combat Superiority* When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. Choose a specialization - Cut-Throat, Mystic Knight, Savage, or Warlord - which you cannot change later, reflecting the style of your battlefield superiority. **Maneuvers.** You learn four maneuvers of your choice, which are detailed below, that must be chosen from your specialization or the Combat Maneuvers group. If a maneuver has prerequisites, you must meet the requirements to choose or use it. Many maneuvers enhance an attack in some way; if so, you can use only one maneuver per attack. Other maneuvers replace an attack or action. If such a maneuver requires an attack roll, you can add any magical bonuses from your weapon to the damage roll. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. At the end of a long rest, you can replace one maneuver you know with a different eligible one. **Superiority Dice.** You have four 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. You gain another superiority die at 7th and at 15th level. **Combat Supremacy**: Starting at level 7, when you use a maneuver that uses your superiority die in a damage roll, you can expend one additional superiority die to add it to your damage rolls for that maneuver. **Saving Throws.** Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: **Maneuver save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) ### Superior Technique *Replaces Martial Adept Feat* Choose a specialization - Cut-Throat, Mystic Knight, Savage, or Warlord - if you don't already have one. You learn two maneuvers from your chosen specialization or the Combat Maneuvers group, following the rules above except as modified below. You gain two superiority dice, which are d4s (these dice are added to any superiority dice you have from another source) and do not change size as you gain levels. If you gain this feat or feature again, you learn two additional maneuvers from your specialization or the Combat Maneuvers group, and gain one maneuver die. Your superiority dice from this feature (but not from any other source) increase in size by 2 (e.g. from d4s to d6s), up to a maximum of d12s. Unless you also have Combat Superiority, you cannot replace maneuvers gained from this feature at the end of a long rest. Instead, when you gain a level, you can replace one maneuver you know with a different eligible maneuver from your specialization or the Combat Maneuvers group. \columnbreak ### Ki-Fueled Superiority *Optional 7th-level monk feature* Your focused training has resulted in secret, deadly techniques. You learn two maneuvers of your choice, but do not gain any superiority dice. When you use a maneuver gained from this feature, roll your martial arts die in place of a superiority die (do not replace the maneuver save DC with your ki save DC). You can't use stunning strike on an attack caused or affected by a maneuver. You can use these maneuvers a number of times, combined, equal to your Wisdom modifier, and regain all uses when you finish a long rest. While you have no uses available, you can use a maneuver by spending 1 ki point. When you gain a level in this class, you can replace one maneuver granted by this feature with a different eligible one. ### Roguish Superiority *Optional 5th level rogue feature* You learn two maneuvers of your choice, which must be triggered by your weapon attack hitting a creature. When you gain a level in this class, you can replace a maneuver you know from this feature with a different eligible one. When you hit with an attack that is eligible for sneak attack on your turn, you can instead apply a maneuver you know to it. In place of a superiority die, roll your sneak attack dice, but remove the two highest rolls. This counts as a use of sneak attack. ### Raging Superiority *Alternative 9th, 13th, 17th level barbarian feature* Your combat style is unrefined but effective. In place of Brutal Critical, you can choose to instead gain the Superior Technique feature. ## Combat Maneuvers An asterisk (*) denotes a modified PHB/TCE maneuver. A cross (✝) denotes a maneuver eligible for use with Roguish Superiority. ##### Absolute Territory *Prerequisite: 10th level* As an action, you expend a superiority die and begin a combat patrol or overwatch, establishing area denial. Until the start of your next turn, creatures provoke a special opportunity attack from you when they move 5 feet or more while within 30 feet of your current position. You get a special reaction that you can take once on every creature’s turn, until the start of your next turn. You can only use this special reaction to either make a ranged attack or to move up to half your speed without provoking opportunity attacks and make a melee attack, and you can’t use it on the same turn that you take any other reaction. You must target the triggering creature with this attack, and if you hit, you deal additional damage equal to your superiority die. ##### Breaking the Wall *Prerequisites: Combat Superiority, 10th level* As a bonus action, you focus briefly to battle beyond the limits of your endurance. Expend a hit die and recover two superiority dice, up to your maximum number. \pagebreakNum ##### Dazing Blow✝ When you hit a creature with an unarmed strike, you can expend a superiority die to add it to your damage roll and force the target to make a Constitution saving throw. On a failure, it can either use an action or move on its next turn, but not both. ##### Disarming Attack✝ *PHB pg. 74* ##### Feinting Attack*✝ When you hit a creature with a melee attack, you can expend a superiority die to add it to your damage roll and bait it into an opening. If the target attempts to attack you before the start of your next turn, you can use your reaction to make a melee attack against it prior to its attack. ##### Goading Attack✝ *PHB pg. 74* ##### Lunging Attack* Before you make a melee attack on your turn, you can expend one superiority die to increase your reach by 5 feet until the end of your turn. If you hit with this attack, add your superiority die to the attack’s damage roll. ##### Parry* When you are hit by an attack, you can use your reaction and expend a superiority die to add it to your AC against this attack, potentially causing the attack to miss. At 10th level, the AC bonus lasts until the end of your turn. ##### Perfect Rush *Prerequisite: Combat Superiority, 15th level* You prepare a flawless combination of strikes. As an action, expend a superiority die and begin concentrating (as if on a spell). For one minute or until your concentration ends, add your superiority die to your weapon damage rolls. ##### Precision Attack *PHB pg. 74* ##### Punishing Strike✝ Before you roll damage for a weapon attack, you can expend a superiority die to add it to your damage roll and maximize one damage die of your choice, treating the die as if you rolled its maximum value. On a critical hit, you maximize two dice of your choice. ##### Rain of Feathered Death *Prerequisite: 7th level* As an action, expend a superiority die and make one attack with a ranged weapon against each creature of your choice within a 10 foot radius of a point you choose within 60 feet of you. If you hit, your superiority die replaces your usual weapon die. At 15th level, the radius expands to 20 feet. ##### Pushing Attack✝ *PHB pg. 74* \columnbreak ##### Reactive Strike (Brace*) As a reaction to a creature moving into the reach of your weapon, you can expend a superiority die and make a melee attack against it. On a hit, you deal additional damage equal to your die result and the creature loses 10 feet of movement (to a minimum of zero). At 10th level, the movement loss increases to 20 feet. ##### Slayer's Rampage *Prerequisite: 7th level* Armies fall before your blade. As an action, you can expend a superiority die and gain the benefit of a Disengage action. Choose any number of creatures, up to the die result plus your proficiency bonus, provided that you move within 5 feet of each targeted creature on this turn. Each target must make a Constitution saving throw. On a failure, it is reduced to 0 hit points, unless it has a Challenge Rating greater than half your proficiency bonus (rounded down). Such a creature, or one that succeeds on its saving throw, is unaffected. ##### Strikes of Steel Wind *Prerequisite: 7th level* As an action, you vanish to strike like the wind. Choose creatures you can see within 30 feet of you, up to a number equal to your proficiency bonus, and expend a superiority die. Make one attack against each target, using your superiority die in place of your usual weapon die. You can then teleport to an unoccupied space within 5 feet of one of the targets. At 15th level, your attacks deal an additional superiority die of damage. ##### Sweeping Attack*✝ When you hit a creature with a melee attack, you can expend a superiority die to damage other creatures with the same attack. Choose any number of other creatures, up to your proficiency bonus, within your weapon's range. Each target takes damage equal the number you roll on your superiority die in the same type dealt by the original attack. At 15th level, you deal two superiority dice in damage to each target. ##### Tactical Assessment *TCE pg. 42* ##### Tripping Attack✝ *PHB pg. 74* \pagebreakNum ##### Wind Slash *Prerequisite: 10th level* You strike in a blur. As an action, expend a superiority die and teleport to an unoccupied space you can see up to 30 feet away. Each creature in a straight line between your initial and final position takes your superiority die plus ability modifier in damage of your weapon's type.
At 15th level, the range of this ability becomes 60 feet. ## Cut-Throat Maneuvers ##### Alternative Medicine As a bonus action, you expend a superiority die while binding the wounds of yourself or another. The target regains hit points equal to your die roll, and can choose to expend a hit die to regain additional hit points, as if it had done so during a short rest. After a creature benefits from this effect, it cannot do so again until it finishes a short or long rest. ##### Ambush *TCE pg. 42* ##### Dirty Trick✝ *Prerequisites: 10th level* When you hit with a melee attack, you can use a bonus action and expend a superiority die to force the target to make a Wisdom saving throw. On a failure, the creature takes your superiority die in bludgeoning or piercing damage (your choice) and is blinded until the end of its next turn. ##### Disrupting Strike When a creature within your reach begins to cast a spell, you can expend a superiority die and use your reaction to make a melee attack against it. On a hit, add the die result to your damage roll, and the target must succeed on a Constitution saving throw or the spell fails, but the spell slot is not lost. ##### Evasive Footwork* When you move, you can expend one superiority die, rolling the die and adding the result to your AC until the end of your turn. If you take the Dash, Disengage, or Dodge action, the bonus instead lasts until the start of your next turn. ##### Flash of Steel (Quick Toss*) As a bonus action, you can expend one superiority die and make one attack with a light weapon that has the thrown property, drawing it from an appropriate container. Add your superiority die to the attack roll. ##### Mugging✝ *Prerequisite: 10th level* Immediately after you hit a creature with a melee attack on your turn, you can expend a superiority die to add it to the damage roll and use a bonus action to make a Dexterity (Sleight of Hand) check against the target's Wisdom (Perception). On a success, you steal or plant a small object on their person, such as a coin purse or bottle. ##### Piercing Shot✝ When you make a ranged attack with advantage and hit, you can expend a superiority die to pierce the target. Any creature in a straight line behind it, within the normal range of your weapon, takes piercing damage equal to your die roll, up to a number of creatures equal to your proficiency bonus. \columnbreak ##### Silencing Strike✝ *Prerequisite: 7th level* When you hit a creature with a weapon attack, you can expend a superiority die to inhibit its ability to speak or shout. Add your superiority die to the damage roll, and the creature must succeed on a Constitution saving throw or be unable to speak clearly beyond 10 feet, or cast a spell with a verbal component, until the end of your next turn. ##### Smash and Grab (Grappling Strike)✝ Immediately after you hit a creature with a melee attack on your turn, you can expend a superiority die and use a bonus action to attempt to grapple the target with a free hand. Add your superiority die to the grapple check. ##### Snipe As a bonus action, you can expend a superiority die to carefully aim, giving yourself advantage on your next ranged attack. If you hit, add your superiority die to the damage roll. ##### Spider Dance *Prerequisite: 7th level* As part of your movement, you can expend a superiority die and gain a climb speed equal to your walking speed until the end of your turn. If you make a Strength check related to climbing on this turn, add your superiority die to the roll. As a reaction to being knocked prone, you can expend a superiority die and stand up, reducing any damage taken by the die result plus your Dexterity modifier (to a minimum of 0 damage). ##### Venomous Strike As a bonus action, you can expend one superiority die to coat a melee weapon, or up to three pieces of ammunition, with a poison, venom or toxin that you have on your person. The next attack you make with the envenomed weapon deals additional poison damage equal to your superiority die. ## Mystic Knight Maneuvers ##### Arcanist's Eye When you make a Intelligence (Religion) or Intelligence (Arcana) check, you can expend a superiority die and add the die roll to the result. ##### Airborne Spellstrike *Prerequisite: Combat Superiority, 7th level* As a bonus action, you can expend a superiority die and lift yourself off the ground briefly. You gain a flying speed equal to your walking speed until the end of your turn. If you hit with the next weapon attack you make this turn, add your superiority die to the damage roll. If you end your turn in the air, you float safely downward a distance up to your speed, then fall any remaining distance to the ground. ##### Branding Spellstrike When you make a melee attack roll, you can expend a superiority die and release divine light to pierce illusory veils. The target loses the benefit of invisibility or illusion spells (such as *mirror image*), if any, against your attack. On a hit, add your superiority die to the damage roll and the target sheds dim light in a 5-foot radius until the end of your next turn, losing the benefits of invisibility for the duration. At 10th level, the target emits light for one minute. \pagebreakNum ##### Chilling Spellstrike As an action, you can expend a superiority die and make a melee attack with your weapon, releasing painful frost in a 15 foot cone that emanates from you and includes the target. Your target takes damage as usual if you hit, and each creature in the affected area must succeed on a Constitution saving throw or take your superiority die in cold damage. At 10th level, this ability releases a 30 foot cone. ##### Enfeebling Spellstrike✝ *Prerequisite: 7th level* When you hit a creature with a melee attack, you can use a bonus action to expend a superiority die and release negative energy. The attack deals extra necrotic damage equal to your superiority die, and the target must succeed on a Constitution saving throw or it deals only half damage with weapon attacks that use Strength until the end of its next turn. ##### Flickering Defense You can use a bonus action to partially blink through the ethereal plane, expending a superiority die. Until the start of your next turn, when you are hit by an attack, roll your superiority die. On a 1 or 2, you take damage as usual. On any other result, you gain resistance to the triggering damage. ##### Ground Eruption As an action, you can expend a superiority die and cause an earth shockwave in a straight line 30 feet long and 5 feet wide. The area affected becomes difficult terrain, and any creature in the area must succeed on a Strength saving throw or it is knocked prone and takes bludgeoning damage equal to one roll of your superiority die for each attack in your attack Action. At 10th level, the shockwave is 10 feet wide. ##### Ignited Spellstrike✝ *Prerequisite: Combat Superiority, 10th level* When you hit a creature with a weapon attack, you can use a bonus action and expend a superiority die to set it aflame. The target takes fire damage equal to your superiority die and must make a Dexterity saving throw or be set aflame for one minute. At the start of each of its turns, the creature takes fire damage equal to your superiority die, ending when it uses an action to put out the flame or is otherwise doused. ##### Lesser Regeneration When you expend a hit die to recover hit points, you can expend a superiority die to add it to the number of hit points you recover. If you do so during a short rest, you do not recover this superiority die at the end of that short rest. ##### Salamander Charge *Prerequisite: 10th level* When you Dash as an action, you can expend a superiority die to ignite the ground at your feet. You gain the benefit of a Disengage action, and a 5-foot wide wall of shimmering, spectral fire appears behind you, along the path you take. Any other creature within 5 feet of the wall at the start of its turn must make a Dexterity saving throw or take your superiority die in fire damage. If a creature enters the wall for the first time on a turn, it takes your superiority die in fire damage. The flames are extinguished at the start of your next turn. At 15th level, your flame wall ignites a creature that fails its saving throw or enters the wall, and it takes your superiority die in fire damage at the start of its turn for one minute or until the flames are extinguished with an action. \columnbreak ##### Shocking Spellstrike✝ When you hit a creature with a weapon attack, you can expend a superiority die to release a burst of static. You deal extra lightning damage equal to your superiority die and the target cannot take reactions until the start of your next turn. ##### Thunderclap Rush *Prerequisites: Combat Superiority, 15th level* When you take the Attack action, you can use a bonus action to charge a melee weapon with sonic energy and expend a superiority die. Each time you hit with the weapon during this action, all creatures in a 10 foot cube originating from you and including the creature must make a Constitution saving throw. On a failure, a creature takes thunder damage equal to your superiority die and is pushed 5 feet away from you. On a success, a creature takes no damage and is not pushed. Each thundering makes a loud noise audible up to 100 feet away. ##### Unstable Emanation Choose a damage type - acid, cold, fire, lightning, or thunder - and expend a superiority die as a bonus action. Until the start of your next turn, your weapon attacks deal damage of the chosen type instead of their usual damage type, and you add your superiority die to your next damage roll on this turn. At 10th level, the duration of this effect lasts for one minute or until you choose to end it. ## Savage Maneuvers ##### Crippling Strike *Prerequisites: Combat Superiority, 10th level* When you hit a creature with a melee attack, you can expend a superiority die to inflict a lingering injury. It must succeed on a Constitution saving throw or be maimed in one of the following ways (your choice): * If the creature attacks more than once on its turn, it takes a penalty to its damage rolls on all attacks after the first. The penalty is equal to a roll of your superiority die, to a minimum of 0 damage. * A form of the creature’s speed (e.g. walking or flying) is reduced by an amount equal to 10 feet plus 5 x your die roll (to a minimum of 0 speed). At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success. ##### Earthshaking Slam *Prerequisite: 7th level* As an action, you expend a superiority die and generate a shockwave around yourself by slamming the ground. Each creature within 10 feet of you must make a Strength saving throw, or it is knocked prone and takes bludgeoning damage equal to one roll of your superiority die for each attack in your attack Action. A target that succeeds on its saving throw takes no damage and is unaffected. When you take damage from falling, you can use this ability as a reaction, centered on where you land. You gain resistance to the triggering damage and don't fall prone. At 15th level, the radius of your slam increases to 20 feet. ##### Feral Senses When you make a Wisdom (Survival) or Wisdom (Medicine) check, or a Wisdom (Perception) check that relies on hearing or smell, you can expend a superiority die and add the die roll to the result. \pagebreakNum ##### Heroic Might *Prerequisite: 7th level* You can expend a superiority die to perform a momentary feat of strength beyond that of ordinary men. Add twice your die roll to your Strength for the purposes of determining how far or high you can jump, or how much weight you can lift, carry, push, or throw. This temporary Strength lasts until you finish the feat (such as leaping a crevasse), or one minute, whichever is shorter. Alternatively, you can expend a superiority die to add the die result to one Strength check. ##### Juggernaut Charge When you Dash as an action, you can expend a superiority die and move in a straight line through any number of creatures your size or smaller, as long as you have movement to do so. Each time you enter a creature's space, it can use its reaction to move 5 feet into an empty space. If it cannot or does not move, it takes your superiority die plus your Strength modifier in bludgeoning damage. At the end of this charge, you lose any remaining movement. You cannot move into a creature's space if you do not have enough movement to exit its space. ##### Mighty Throw *Prerequisite: 10th level* When you successfully grapple a creature your size or smaller and have an additional free hand, or lift an object using your action, you can choose to expend a superiority die to hurl it, sending it airborne in a direction of your choice up to 5 feet times the die result. The target takes your Strength modifier in bludgeoning damage, plus one roll of your superiority die for each 10 feet it is thrown. It takes half damage if it succeeds on a Dexterity saving throw. If the thrown creature or object would hit another creature, that creature must also make a Dexterity saving throw, or it takes half damage. A thrown creature takes damage as if it were thrown the full distance, even if its flight is stopped by a wall, object, or creature. At 15th level, add your Strength modifier to the die result when calculating how far you can throw an object or creature. \columnbreak ##### Menacing Attack✝ *PHB pg. 74* ##### Packleader's Howl Roaring with rage, you inspire your allies to greater ferocity. As a bonus action, choose a number of other creatures up to your proficiency bonus within 30 feet who can hear you, and expend a superiority die. If an affected creature hits with its next attack before the start of your next turn, add your superiority die to its damage roll. ##### Provoking Taunt As a bonus action, you expend one superiority die and goad your enemies. Choose a number of creatures within 30 feet that can hear you, up to your proficiency bonus. Each target must succeed on a Wisdom saving throw or take a penalty equal to your superiority die on all attack rolls against targets other than you until the start of your next turn. ##### Savage Constitution If, at the start of your turn, you are under an effect that causes the charmed, frightened, or poisoned condition, or that allows you to make a saving throw at the end of each of your turns to end it, you can immediately expend a superiority die to make a saving throw against the original save DC, ending the effect on a success. Add your superiority die to the roll. ##### Shake It Off When you make a an ability check to defend against a grapple, or a saving throw against an effect that subjects you to the grappled, prone, restrained, or stunned condition, you can expend one superiority die and add the die roll to your check or saving throw. ##### Steelskin When you are hit by an attack, you can use your reaction to expend a superiority die and reduce the damage by the die roll plus your Constitution modifier, to a minimum of zero. \pagebreakNum ##### Sundering Strike✝ When you hit a creature with a melee attack, you can use a bonus action to expend a superiority die and damage natural or worn armor. Add the die to the damage roll, and the target must make a Constitution saving throw. On a failure, its AC is reduced by by 1 until the damage can be repaired, either with appropriate armorer's tools or, for natural armor, when the creature receives magical healing or finishes a short or long rest. A creature's AC cannot be reduced below 10 + its Dexterity modifier.
At 10th level, you no longer expend your bonus action when you use this maneuver. ## Warlord Maneuvers ##### Battle Relief (Bait and Switch*) As part of your movement into the space of a willing creature within 5 feet, you can move it into the space you previously occupied and expend a superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the die result. You must both fit in the space available, and neither you nor the target provoke opportunity attacks for this movement. ##### Commander's Strike* When 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 use its reaction to make one weapon attack, adding your superiority die to the attack’s damage roll.
At 10th level, you no longer expend your bonus action when you use this maneuver. ##### Coordination *Prerequisite: 7th level* On your first turn of combat, you can use your bonus action and expend a superiority die to issue tactical orders to your allies. You can distribute bonuses to the initiative of any number of other creatures that can hear you, so long as the sum of those bonuses is equal or less than your die roll plus your Charisma modifier.
After this, reorder initiative. If a creature's new initiative is now higher than yours, it is placed in the initiative order immediately after you. ##### Distracting Strike✝ *PHB pg. 74* ##### Inciting Strike✝ When you hit a creature with a weapon attack, you can expend a superiority die to create an opening for your allies. Add the die to your damage roll, and until the start of your next turn, attack rolls against the creature are considered two higher for the purposes of determining whether or not the result is a critical hit. This effect ends if the creature takes a critical hit as a result of this modifier. ##### Inspiring Cry *Prerequisite: Combat Superiority* As a reaction to a creature within 30 feet of you making or hitting with an attack, you can choose another maneuver you know that is normally triggered by your attack or hit and apply it to their attack or hit. If the maneuver rolls a superiority die, halve the die result (rounding down). \columnbreak ##### Maneuvering Attack✝ *PHB pg. 74* ##### Phalanx Formation *Prerequisite: Combat Superiority, 7th level* You can use an action to put your allies in order, bolstering their defenses. Expend and roll a superiority die. Until the start of your next turn, you and your allies gain a bonus to AC and Dexterity saving throws equal to the die result while within ten feet of you.
At 15th level, the range of this ability increases to 20 feet. ##### Rally *PHB pg. 74* ##### Riposte *PHB pg. 74* ##### Silver-Tongued (Commanding Presence) *TCE pg. 42* ##### War Master's Charge *Prerequisite: 7th level* When you Dash as an action, you can expend a superiority die to inspire others to join your avalanche of steel. Choose a number of allied creatures who can hear you, up to 1 plus your Charisma modifier, and designate a creature you can see as a target. Each ally can use its reaction to move up to its speed towards the target and make one melee attack, adding your superiority die to its attack roll. This movement must be in the most direct, safe path available. If the target is slain, you can designate a new target for any remaining allies. ##### Word of Authority *Prerequisite: 10th level* When you take the Attack action on your turn, you can forgo one of your attacks to inspire your allies. Expend a superiority die and choose a creature other than yourself within 30 feet of you that can hear you. That creature gains an inspiration die of equal size to your superiority die, which acts identically to that granted by the bard feature (PHB pg. 53). > **Art Credits:** > *Valor of the Worthy*, Mathias Kollros > *Venerable Knight*, Colin Boyer > *Radha, Heart of Keld*, Chris Rahn > *Mentor of the Meek*, Algen Fleger > *Joust*, Bram Sels > *Whirlwind Denial*, Lie Setiawan > *Hero's Blade*, Aaron Miller > *Puresteel Paladin*, Jason Chan > *Tibalt, Rakish Instigator*, Chase Stone > *Garruk, Cursed Huntsman*, Dmitry Burmak > © Wizards of the Coast