Martial Maneuvers v 0.4
Oftentimes it is said that playing a martial class in 5th edition Dungeons & Dragons can feel very repetitive. This is an optional rule to provide martial classes with a little more variety in their life.
With this rule, the Battlemaster subclass has been reimagined, along with the Martial Adept feat. The features known as Maneuvers and Superiority Die will now be merged into the abilities of every martial class, granting maneuvers to use during combat. The Martial Classes include Barbarian, Fighter, Monk, and Rouge. Half-Martial classes are the Paladin and the Ranger.
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
The following chart shows the progression for learned battle maneuvers and the number and size of Superiority Die. If you are a Half-Martial, take half your level (rounded down) and look at that level. You regain all expended Superiority Die at the end of a long rest.
Manuever Table
Level | Maneuvers Known | Number of Superiority Dice | Superiority Die Size |
---|---|---|---|
1st | 1 | 2 | d6 |
2nd | 1 | 2 | d6 |
3rd | 2 | 2 | d6 |
4th | 2 | 2 | d6 |
5th | 3 | 3 | d6 |
6th | 3 | 3 | d8 |
7th | 4 | 3 | d8 |
8th | 4 | 3 | d8 |
9th | 5 | 4 | d8 |
10th | 5 | 4 | d8 |
11th | 6 | 4 | d10 |
12th | 6 | 4 | d10 |
13th | 7 | 5 | d10 |
14th | 7 | 5 | d10 |
15th | 8 | 5 | d10 |
16th | 8 | 5 | d12 |
17th | 9 | 6 | d12 |
18th | 9 | 6 | d12 |
19th | 10 | 6 | d12 |
20th | 10 | 6 | d12 |
New Maneuvers
Duck and Cover:
When you Dash for your Cunning Action, you may expend a Superiority Die to make a Dexterity (Stealth) check to hide at the end of your movement, and add the die to the check's total.
Greater Sweeping Attack:
Prerequisite: 10th level Barbarian
When you hit a creature with a melee weapon attack, you can expend two superiority dice to attempt to damage other creatures with the same attack. Choose any number of creatures within your reach. If the original attack roll would hit the other creatures, they take damage equal to the total number you roll on your superiority dice. The damage is of the same type dealt by the original attack.
Gut Check:
Prerequisite: 5th level Barbarian
When you hit a creature with a melee weapon attack, you can expend a superiority die to attempt to incapacitate your target. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target becomes incapacitated until the end of your next turn.
Impeding Grapple Strike:
Prerequisite: 10th level Monk
Immediately after you hit a creature with a melee attack on your turn, you can expend two superiority dice and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority dice to your Strength (Athletics) check, and choose one of the following conditions: blinded, restrained, or silenced (unable to speak). The target suffers that condition until the grapple ends.
Class Maneuver List
Any maneuver with ^ is from TCE, and * is in the previous section.
Barbarian
- Ambush^
- Brace^
- Evasive Footwork
- Greater Sweeping Attack*
- Gut Check*
- Lunging Attack
- Menacing Attack
- Pushing Attack
- Sweeping Attack
- Trip Attack
Fighter
- Ambush^
- Bait and Switch^
- Brace^
- Commander's Strike
- Commanding Presence^
- Disarming Attack
- Distracting Strike
- Evasive Footwork
- Feinting Attack
- Goading Attack
- Grappling Strike^
- Lunging Attack
- Maneuvering Attack
- Menacing Attack
- Parry
- Precision Attack
- Pushing Attack
- Quick Toss^
- Rally
- Riposte
- Sweeping Attack
- Tactical Assessment^
- Trip Attack
Monk
- Ambush^
- Bait and Switch^
- Disarming Attack
- Distracting Strike
- Feinting Attack
- Grappling Strike^
- Impeding Grapple Strike*
- Parry
- Quick Toss^
- Trip Attack
Paladin
- Brace^
- Commander's Strike
- Commanding Presence^
- Goading Attack
- Menacing Attack
- Pushing Attack
Ranger
- Ambush^
- Distracting Strike
- Evasive Footwork
- Maneuvering Attack
- Precision Attack
- Tactical Assessment^
Rogue
- Ambush^
- Bait and Switch^
- Brace^
- Distracting Strike
- Duck and Cover*
- Evasive Footwork
- Feinting Attack
- Goading Attack
- Maneuvering Attack
- Parry
- Precision Attack
- Quick Toss^
- Tactical Assessment^
Battle Master Revised
Student of War
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
Combat Superiority
When you choose this archetype at 3rd level, you begin to truly master the art of warfare. You learn 2 additional maneuvers and add 2 Superiority Die to your total number of die.
Additionally, when you roll initiative, you regain one of your expended Superiority Die.
Know Your Enemy
Beginning at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
- Fighter class levels (if any)
Improved Combat Superiority
At 7th level, you gain an additional 2 Superiority Die to your pool, and you regain two Superiority Die whenever you roll initiative.
Commander's Guidance
Beginning at 10th level, your worldly experience has provided insight into solving most problems. When a creature you are adjacent to is attempting a skill check, you can expend a Superiority Die and add it to their check.
Relentless Superiority
Starting at 15th level, you achieve mastery over certain maneuvers. Choose one maneuver you know, and you may use this maneuver once per round without expending a normal Superiority Die.
Commander's Direction
At 18th level, your presence on the battlefield leads your allies toward victory. Once on your turn, when you take the attack action, you can replace one of your extra attacks with a command for an ally. Your ally must expend their reaction to follow your command. You may give the following commands:
Attack: The target makes one Attack on a target within their range.
Dodge: The target takes the Dodge action.
Move: The target moves up to their movement speed.
You can use these commands a number of times equal to your proficiency modifier between short rests.
Feat
Martial Adept Revised
Prerequisite: Know one or more Martial Maneuvers
When you take this feat, you learn two Maneuvers from the Fighter's Maneuver List. Additionally you gain a +1 to your Maneuver Save DC.
Patch Notes 0.2
- Redefined the one-third martials from being any subclass with martial weapon proficiency to any that will receive the extra attack feature. Thematically makes more sense.
- Added the Maneuver Save DC section back in, simply just forgot the first time.
- Added the new rules for the Battlemaster subclass and Martial Adept feat.
- Made class specific maneuver lists, along with new maneuvers. Possibly more to come.
Patch Notes 0.3
- Removed entirely the half martial and one-third martial classes. Those folk already have a plethora of options, adding more is a bit overkill. Might add in an optional rule later on for it if people want.
- Changed the Battlemaster's 3rd level feature to add maneuvers and SD.
- Changed the Battlemaster's 15th level feature to function like the wizard's 18th level feature.
Patch Notes 0.4
- Added the Half-Martial classes back.
- Added 2 Superiority Die to the pool for Improved Combat Superiority
- Removed the proficiency bonus limit on Commander's Guidance.
- Added the level prerequisite to Gut Check. Makes it a similar ability to Stunning Strike, but not as strong.