Fighter
Combat Savants
Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.
Masters of Battle
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weapon smithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
Creating a Fighter
Quick Build
You can make a Witch quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity, followed by Constitution. Second, choose the Soldier background from the Player's Handbook.
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the Witch as one of your classes.
Ability Score Minimum. In order to multiclass, you must have at least a 13 in Strength to take a level in this class, or to take a level in another class if you are already a Fighter.
Proficiencies Gained. If Fighter isn't your initial class, you gain two skill proficiencies from the Fighter list when you take your first level in this class.
Fighter
Level | Proficiency Bonus | Features | Superiority Die |
---|---|---|---|
1st | +2 | Fighting Style, Second Wind | - |
2nd | +2 | Action Surge, Combat Superiority | 1d4 |
3rd | +2 | Martial Archetype, Improved Critical | 1d4 |
4th | +2 | Ability Score Improvement | 1d6 |
5th | +3 | Extra Attack | 1d6 |
6th | +3 | Ability Score Improvement | 1d6 |
7th | +3 | Martial Archetype Feature | 1d8 |
8th | +3 | Ability Score Improvement | 1d8 |
9th | +4 | Indomitable | 1d8 |
10th | +4 | Martial Archetype Feature | 1d10 |
11th | +4 | Relentless | 1d10 |
12th | +4 | Ability Score Improvement | 1d10 |
13th | +5 | Indomitable (2) | 1d10 |
14th | +5 | Ability Score Improvement | 1d10 |
15th | +5 | Martial Archetype Feature | 1d12 |
16th | +5 | Ability Score Improvement | 1d12 |
17th | +6 | Extra Attack (2) | 1d12 |
18th | +6 | Martial Archetype Feature | 1d12 |
19th | +6 | Ability Score Improvement | 1d12 |
20th | +6 | Legendary Action | 1d12 |
Class Features
As a Fighter, you gain the following class features
Hit Points
- Hit Dice: 1d10 per fighter level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Proficiencies
- Armor: All armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: One type of artisan's tools of your choice.
- Saving Throws: Strength, Constitution
- Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery.
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting.
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense.
While you are wearing armor, you gain a +1 bonus to AC.
Dueling.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception.
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Thrown Weapon Fighting.
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting.
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Combat Superiority
Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn four maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You an additional maneuver of your choice at each time you gain a Martial Archetype feature. Each time you gain a level in this class, you can also replace one maneuver you know with a different one.
Superiority Dice. You have a number of superiority dice equal to your Proficiency Bonus, which begin as d4s. 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. Your superiority die increases as shown on the Fighter class table.
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)
Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Improved Critical
Also at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 17th level in this class.
Indomitable
Beginning at 9th level, when you fail a saving throw you can choose to succsessed instead. If you do so, you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level.
Relentless
Beginning at 11th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Legendary Action
Beginning at 20th level, your battle talent has reached legendary status can take a special action called a legendary action outside of your turn by using your reaction. Only one action can be used and only at the end of another creature's turn. You can't use this feature while incapacitated or otherwise unable to take actions. If surprised, you can't use this feature until after your first turn in the combat.
Once you have used this feature you cannot use it again until you have finished a long rest.
Martial Archetype
Champion
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Champions Challenge
Beginning when you choose this archetype at 3rd level, your rigorous training and lifestyle has given you a great sense of honor. As a bonus action, you can declare an open challenge to a creature within 30 feet of you that can hear you and force them to make a Charisma saving throw. On a failed save, for the next minute that creature has disadvantage on weapon attacks against all creatures except for you.
You can only have 1 creature challenged at once.
Bonus Maneuver: Riposte
Also at 3rd level, you gain the Riposte maneuver. This does not count against the number of maneuvers you know and cannot be changed when you take a level in this class.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Adrenaline Surge
At 10th level, when you use your Action Surge feature, you can take an additional bonus action in addition to the action that the feature grants.
Heroic Charge
Starting at 15th level, your presence on the battlefield is marked by you always taking the fight to your enemy. You can take the Dash action as a bonus action and if you do you have advantage on your first weapon attack on that turn.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Martial Archetype
Spell Sword
The Spell Sword combines the martial mastery common to all fighters with a careful study of magic. Spell Swords use magical techniques similar to those practiced by wizards.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Spell Sword Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the wizard spell list.
The Spells Known column of the Spell Sword Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Weave Warrior
Your studies into magic and swordcraft has lead you down the road of specialisation. Choose 2 schools of magic when you gain this archetype at 3rd level, when you choose spells you may on choose spells from the schools of magic chosen from this feature.
Additionally, you learn the green-flame blade cantrip, it counts as a Spell Sword cantrip for you and does not count against your cantrips known.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
a bonded weapon to gains the following benefits;
- The weapon becomes magical if it wasn't already
- You can use the weapon as a spellcasting focus for your wizard spells
- You can't be disarmed of the weapon unless you are incapacitated.
- While the weapon is within 30 feet of you, you can teleport it in order to draw or stow it.
- If it is on the same plane of existence, you can summon a bonded weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Special Maneuver: War Magic
Also at 3rd level, you gain the War Magic maneuver. This does not count against the number of maneuvers you know and cannot be changed when you take a level in this class.
When you make the attack action you can expend a Superiority Die to replace your one weapon attacks on your turn with a Spell Sword cantrip. If the cantrip deals damage the damage die is replaced with you Superiority Die.
Spell Breaker
Beginning at 7th level, when you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
Additionally, the last creature you hit with a
weapon attack on your turn has disadvantage
on the next saving throw it makes against a
spell you cast before the end of your next turn.
Arcane Strike
At 10th level, you learn how to imbue your
weapon strikes with powerful arcane energy.
The first weapon attack you make each turn
deals additional force damage equal to a
roll of your Superiority Die.
Weave Warp
At 15th level, you gain the ability to teleport
up to 30 feet to an unoccupied space you can
see when you use your Action Surge or
Second Wind features. In the case of using your
Action Surge you can teleport before or
after the additional action.
War Mage
Starting at 18th level, you have advantage
on saving throws against spells and
other magical effects.
Spell Sword Spellcasting
Figter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | ||
---|---|---|---|---|---|---|---|---|
3rd | 3 | 3 | 2 | — | — | — | ||
4th | 3 | 4 | 3 | — | — | — | ||
5th | 3 | 4 | 3 | — | — | — | ||
6th | 3 | 4 | 3 | ─ | ─ | ─ | ||
7th | 3 | 5 | 4 | 2 | — | — | ||
8th | 3 | 6 | 4 | 2 | — | — | ||
9th | 3 | 6 | 4 | 2 | — | — | ||
10th | 4 | 7 | 4 | 3 | ─ | ─ | ||
11th | 4 | 8 | 4 | 3 | ─ | ─ | ||
12th | 4 | 8 | 4 | 3 | ─ | ─ | ||
13th | 4 | 9 | 4 | 3 | 2 | ─ | ||
14th | 4 | 10 | 4 | 3 | 2 | ─ | ||
15th | 4 | 10 | 4 | 3 | 2 | ─ | ||
16th | 4 | 11 | 4 | 3 | 3 | ─ | ||
17th | 4 | 11 | 4 | 3 | 3 | ─ | ||
18th | 4 | 11 | 4 | 3 | 3 | ─ | ||
19th | 4 | 12 | 4 | 3 | 3 | 1 | ||
20th | 4 | 13 | 4 | 3 | 3 | 1 |
Martial Archetype
Raven Knight
The Raven Queen’s influence across the Shadowfell depends on trusted agents who make up the esteemed order of the Raven Knights. Charged with protecting the Raven Queen’s realm and safeguarding the Shadowfell from those who would abuse its dark power for their own ends.
Determine Death
When you choose this Archetype at 3rd level, you gain proficiency in the Medicine skill. Additionally, you can make Wisdom (Medicine) check with advantage when attempting to determine the cause of death of a creature.
Sentinel Raven
Also, at 3rd level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
- In combat, you roll initiative for the raven and control how it acts.
- The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
- The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.
At the end of a short or long rest, you can call the raven back to you no matter where it is or whether it died and it reappears within 5 feet of you.
Special Maneuver: Soul Severing
Finally, at 3rd level, when you reduce a creature to 0 hitpoints you sever the connection of the creatures soul to its body. That creature cannot be turned into an undead.
Additionally, when a creature is reduced to 0 hit points within 15ft of you you can empower your weapon with that creatures souls energy. Until the end of your next turn your next weapon attack deals additional necrotic damage equal to half your fighter level plus your Constitution modifier.
Feather Step
At 7th level, you move with the grace of the raven. Your walking speed increases by 10ft. Additionally, as a bonus action, you gain a flight speed equal to your walking speed until the end of your turn, if you end your in midair you drop to the ground.
Boon of the Ravensworn
At 10th level, you open a direct connection to the Shadowfell, channeling its energies into your strikes for one minute. once per round, your attacks have the Soul Severing bonus damage without needing to have recently killed an enemy.
Additionally, when you do kill an enemy during this state, you coalesce their soul around your form, gaining temporary hit points equal to half your fighter level + your proficiency modifier.
The Queens Blessing
At 15th level, the Raven Queen grants you a blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.
Duty even in Death
At 18th level, when you are reduced to 0 hit points or die from another creature, you can use your reaction to have your spirit possess your body to avenge yourself. You make a melee weapon attack against the creature that killed you. If the attack hits, it is a critical hit, and you gain hit points equal to the amount of damage you dealt. Once you use this feature, you cannot use it again until you finish a long rest.
Martial Archetype
Olympian
Peak Physical Conditioning
At 3rd level, you gain proficiency in the Athletics skill and can add your Dexterity modifier to Athletics skill checks.
Wrestling
Also, at 3rd level, you are an expert in the arts of grappling and maneuvering the foes you have grappled. You gain the following options if you start your turn with a creature grappled;
- Slam: As a bonus action, you can slam the creature against the ground. The creature suffers bludgeoning damage equal to a roll of your Superiority Die plus your Strength modifier and is knocked prone.
- Choke: As a bonus action, you can attempt to squeeze the life out of the creature. The creature suffers bludgeoning damage equal to a roll of your Superiority Die plus your Strength modifier and has disadvantage on ability checks until the end of their next turn.
- Throw: As a bonus action, you can toss the creature with all your might. The creature suffers bludgeoning damage equal to a roll of your Superiority Die plus your Strength modifier and is thrown up to 10ft away from you
You can use this feature a number of times equal to your Strength modifier and regain all uses of this feature after finishing a short or long rest.
Bonus Maneuver: Grappling Strike
Also at 3rd level, you gain the Grappling Strike maneuver. This does not count against the number of maneuvers you know and cannot be changed when you take a level in this class.
Titans Grip
At 7th level, you can grapple a creature that is 2 size categories larger than you.
Additionally, while holding a creature your strength begins to overwhelm and crack the bones and strain the muscles of the creature. When a creature ends its turn while being grappled by you they take bludgeoning damage equal to your strength modifier and damage caused by your Wrestling feature bypasses resistances.
Hydra Slaying
At 10th level, when you make an attack against a creature with a weapon using your Strength modifier you can have that creature make a Constitution saving throw. On a failed save, that creature takes additional damage equal to your Fighter level and that creature can't regain Hit Points until the start of your next turn. You can do this once per long rest.
Endurance to Hold the World
At 15th level, whenever you use your Second Wind feature you gain resistance to bludgeoning, slashing and piercing damage for the next minute.
Performance of Great Labours
At 18th level, you can grapple a creature that is 3 size categories larger than you. Additionally, when you use your Hydra Slaying feature your force is that of divinity, attacking on a spiritual level. The attack now can bypass immunities.
Martial Archetype
Bulwark
Bonus Proficiencies
When you choose this Archetype at 3rd level, you gain proficiency in either Perception or Insight Skill.
Shield Brother
At 3rd level, As a bonus action, you can deem one willing creature to be your shield Brother. You and your Shield Brother gain the following benefits for 1 minute;
- When a creature makes a weapon attack against your Shield Brother within 10ft of you but before you know the outcome of the roll, as a reaction, you can throw yourself in front of the attack. When you do this you become the new target of that attack and it must roll over your AC to hit you.
- If a creature hits your Shield Brother you can, as a reaction, move up to half your walking speed and make 1 weapon attack against that creature.
You can use this feature a number of times equal to your Constitution modifier (minimum 1) and you regain all uses of this feature after a long rest.
Second Skin
At 7th level, you can don and doff heavy armour as an action while you are within 5ft of your Shield Brother, you do not have disadvantage on stealth checks while wearing heavy armour and gain a bonus +1 to your AC while wearing heavy armour.
Brethrens Backup
At 10th level, When you are within 10ft of your Shield Brother attacks against your Shield Brother have disadvantage.
Give no Quarter
At 15th level, When you successfully hit a creature within 10ft of your Shield Brother, , your shield Brother can use their reaction to make a weapon attack against that creature.
Iron Hide
At 18th level, you gain resistance to non-magical Piercing, Bludgeoning and Slashing damage while you are wearing heavy armour. Additionally, when you use your Sheild Brother feature to throw yourself in front of an attack you can add your proficency modifier to your AC.
.
Martial Archetype
Living Monument
Martial Archetype
Wyvern Rider
Battle Maneuvers
Ambush
When you make a Dexterity (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 Switch
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet 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.
Brace
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
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 immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
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 make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
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 move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
Goading Attack
When 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 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.
Grappling Strike
Immediately 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 (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Lunging Attack
When you make a melee weapon 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.
Maneuvering Attack
When 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 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.
Parry
When another creature damages 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 Dexterity modifier.
Precision Attack
When 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 Attack
When 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 Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Quick Toss
As 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.
Rally
On 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 Charisma modifier.
Riposte
When 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 Attack
When 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 feet 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 Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Trip Attack
When 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 Strength saving throw. On a failed save, you knock the target prone.