Expanded Martial Manoeuvres
Manoeuvres For All (Optional Rule)
You may wish to implement this rule if you feel high level martial characters fail to keep up with spellcasters, lack out-of-combat options, and/or underperform on shorter adventuring days. This rule aims to give martial classes versatile resources that are the near-equivalent of spells. You can grant manoeuvres at earlier levels, or grant more manoeuvres and superiority die, should you feel the rule below is inadequate.
Manoeuvres. Whenever you gain the Ability Score Improvement feature by taking a level in Barbarian, Fighter, Monk or Rogue you learn two additional manoeuvres. Whenever you gain this feature by taking a level in Artificer, Paladin, or Ranger you learn one additional manoeuvre.
You can choose manoeuvres from the list below. When you choose a manoeuvre, you must already know one manoeuvre from every previous band in its Martial Focus table. Each time you learn new manoeuvres, you can also replace one manoeuvre you know with another manoeuvre you qualify for.
Superiority Dice. You have a number of superiority dice equal to 1 + your proficiency bonus, reduced by the level of your highest spell slot (or Mystic Arcanum). Your superiority die is a d6, unless you have a feature that increases it. A superiority die is expended when you use it. You can’t expend more than one superiority die on an attack, check or saving throw, and you can’t add more than one die to a creature’s AC. You regain all of your expended superiority dice when you finish a short or long rest.
Saving Throws. Some of your manoeuvres require your target to make a saving throw to resist the manoeuvre's effects. The saving throw DC is calculated as follows:
Manoeuvre save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Martial Focus Tables
Aggression | |
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1 | Flaming Shot, Grinding Heel, Lunging Attack, Piercing Strike, Sweeping Attack, Wound |
2 | Dual Flurry, Disrupting Attack, Finishing Strike, Hair Trigger, Pushing Attack, Quick Toss, Relentless Advance, Shock Attack |
3 | Fan of Knives, Eye for an Eye, Find the Gap, Juggernaut, Precision Attack, Trampling Charge, Volley, Whirlwind Strikes |
4 | Blade Rush, Bloody Swathe, Killing Blow, Lightning Strike |
Command | |
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1 | Commander's Strike, Distracting Strike, Manoeuvring Attack, Rally, Shieldwall, Standard Bearer |
2 | Charm Offensive, Commanding Presence, Flexible Tactics, Intimidate, Reposition, Tactical Assessment |
3 | Bolster, Lead the Charge, Morale Boost, Rallying Cry, Terrifying Shout |
4 | Barbaric Yawp, Call to Arms, Inspired Tactics, Mass Intimidation |
Control | |
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1 | Distracting Strike, Debilitating Strike, Sundering Blow, Pocket Sand, Takedown |
2 | Disarming Strike, Disrupting Attack, Goading Attack, Intimidate, Menacing Attack, Pushing Attack, Pinning Strike, Shock Attack, Skirmisher |
3 | Countercharge, Crippling Blow, Cut Tendons, Find the Gap, Interdiction, Precision Attack, Terrifying Shout, Trip Attack |
4 | Barbaric Yawp, Mass Intimidation, Shadow Stalker |
Defence | |
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1 | Bodyguard, Defend, Shieldwall, Shield Bash, Standfast |
2 | Bait and Switch, Brace, Evasive Footwork, Goading Attack, Harrying Strike |
3 | Countercharge, Eye for an Eye, Ironside, Parry, Take Cover |
4 | Battle Time, Defensive Stance, Healing Surge, Last Stand |
Riding | |
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1 | Expert Rider, Steady Hand, Skirmish Cavalry |
2 | Cavalier’s Control, Defend, Heroic Mount, Momentum, Shock Attack |
3 | Trampling Charge, Lead the Charge, Subjugate Beast |
4 | Bloody Swathe, Master of Speed, Lightning Strike |
Speed | |
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1 | Dancer, Sprint, Falling with Style, Mighty Leap, Lunging Attack, Sweeping Attack |
2 | Dual Flurry, Evasive Footwork, Pushing Attack, Quick Toss, Relentless Advance |
3 | Fan of Knives, Lead the Charge, Precision Attack, Riposte, Take Cover, Whirlwind Strikes |
4 | Battle Time, Blade Rush, Double Time, Master of Speed, Lightning Strike |
Strength | |
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1 | Chokeslam, Knockout, Mighty Leap, Shield Bash, Standfast, Sundering Blow, Suplex, Takedown |
2 | Backbreaker, Chokehold, Feat of Strength, Grappling Strike, Seismic Hammer, Submission, Throw |
3 | Brute Force, Juggernaut, Reverse Grapple, Subjugate Beast, Trampling Charge, Trip Attack |
4 | Cataclysmic Slam, Mythic Strength, Olympic Thrower, Siege Monster |
Skill | |
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1 | Creative Talent, Dancer, Detective, Merchant’s Appraisal, Navigator's Knack, Plan C, Polymath, Steady Hand, Trapper |
2 | Ambush, Hidden Sanctuary, Charm Offensive, Blacksmith, First Aid, Pathfinder, Heighten Senses |
3 | Camouflage Expert, Combat Medic, Explosives Expert, Local Knowledge, Morale Boost, Scout, Subjugate Beast |
4 | Legendary Master, On the Case, Warrior’s Feast |
Wits | |
---|---|
1 | Distracting Strike, Feinting Attack, Knockout, Pickpocket, Piercing Strike, Plan C, Pocket Sand, Trapper |
2 | Ambush, Backstab, Dirty Trick, Disarming Attack, Escape Artist, Insightful Strike, Pinning Strike, Quick Toss, Snipe Shot, Tactical Assessment |
3 | Crippling Blow, Cut Tendons, Death from the Shadows, Fan of Knives, Riposte |
4 | Battle Time, Killing Blow, Olympic Thrower, Shadow Stalker |
Manoeuvres
Ambush (Improved)
Prerequisite: Stealth proficiency
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.
From 8th level, you can use this manoeuvre as a reaction when a creature within 30 feet of you fails a Dexterity (Stealth) check. The creature can reroll, using your Dexterity (Stealth) bonus in place of its own, and can roll and add the superiority die to its check.
Backbreaker
When you make a melee attack against a humanoid creature you are grappling, you can forgo your attack, and instead expend and roll a superiority die to lift and slam them. The creature must make a Constitution saving throw, or take bludgeoning damage equal to your proficiency bonus + the superiority die, and fall prone. The prone creature’s speed becomes 0 until the end of your next turn, and your grapple ends. You must have a free hand to use this manoeuvre.
Backstab
Prerequisite: Stealth proficiency
When you make a melee attack while hidden from your target, you can expend a superiority die to attempt a backstab. You critically hit on a roll of 15 or higher on the d20. On a hit add the superiority die to your damage roll.
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.
Barbaric Yawp
Prerequisite: 14th level, 17 Constitution or higher, Intimidation proficiency
While you have access to this manoeuvre, you can increase the volume of your voice to up to three times as loud as normal. Furthermore, as a bonus action, you can expend and roll 5 superiority dice to unleash a terrifying war cry. Choose a number of creatures equal to the total of the superiority dice that are within a 60-foot cone extending from you. Each target that can hear you must make a Wisdom saving throw. On a failed save, a creature suffers cumulative effects based on its current Hit Points.
- 50 Hit Points or fewer - Deafened until the end of your next turn
- 40 Hit Points or fewer - Frightened of you for 1 minute
- 30 Hit Points or fewer - Stunned for 1 minute
- 20 Hit Points or fewer - Frightened and Charmed by you for 1 hour
You must complete a long rest before using this manoeuvre again.
Battle Time
Prerequisite: 10th level
As an action you can expend 3 superiority dice to enter a state where time seems to slow. For the next minute, or until you lose concentration (as if on a spell), at the end of each of your turns roll one superiority die. Until the end of your next turn you can add the number rolled to your Dexterity checks and saving throws, and to the attack roll of any Opportunity Attack you make. You can also add it to your AC as a reaction whenever you are targeted by an attack. This bonus to AC lasts until the end of your next turn.
Blacksmith
Prerequisite: Smith’s Tools proficiency
When you make a Smith’s Tools check to repair or create an item, you can expend one superiority die and add the die to the roll. On a success, you halve the time and cost needed to repair or create the item.
From 8th level, if you have proficiency in Arcana, when you use this manoeuvre to create a magic item that requires attunement, that item gains a minor beneficial property (DMG p.219).
Bloody Swathe
Prerequisite: 14th level
While you have access to this manoeuvre, when you reduce a creature to 0 Hit Points with a melee weapon attack, you can deal one die of weapon damage to an adjacent creature of your choice within reach, if your attack roll would also beat their armour class.
Furthermore, while you are wielding a melee weapon in two-hands, as an action you can expend and roll 5 superiority dice to carve a path through your enemies. Choose a number of 10-foot cubes equal to your Strength modifier, which you can place according to the following requirements:
- The first cube you place must be adjacent to you.
- Each cube, except the first and last, must have at least two faces adjacent to the face of another cube.
- All cubes must have one face adjacent to a traversable surface.
You move through each cube, ending your action in an unoccupied space within the last cube. If you are mounted, your mount moves with you. This movement does not provoke opportunity attacks. Each creature in the area must make a Dexterity saving throw. It takes 3d10 + the total of the superiority die in weapon damage on a failed save, or half as much damage on a successful one. You must complete a long rest before using this manoeuvre again.
Blade Rush
Prerequisite: 12th level
As an action you can expend and roll 4 superiority dice to strike a series of targets in quick succession. Choose a number of creatures up to your proficiency bonus that you can see, and that are within 30 feet of you and within reach of a traversable surface. You move to an unoccupied space adjacent to the nearest target and make a melee weapon attack against them. This doesn’t expend your movement or provoke opportunity attacks. You can repeat this movement and attack until you have made one attack against each target. On a hit, a target takes the total of your rolled superiority die in weapon damage.
Bodyguard
As a bonus action you can expend and roll a superiority die to guard a creature that is within 5 feet of you. Until the end of your next turn, while the creature is within 5 feet of you, it can add the superiority die to its AC, and attack rolls against it have disadvantage.
Bolster
When an ally you can see within 30 feet of you makes a Wisdom, Intelligence or Charisma saving throw, as a reaction you can expend and roll 2 superiority dice and add the highest die to their total. You must do so before the outcome of the roll is determined.
Brace
When a creature you can see moves into the reach you have with the versatile, two-handed, or heavy 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.
Brute Force
Prerequisite: 10th level, 20 Strength or higher
As an action, you can expend 3 superiority dice to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage. Any magic creation of 3rd-level or lower is instantly destroyed. If the target was created with a spell of 4th-level or higher, make a Strength check, and add the highest superiority die to your total. The DC equals 10 + the spell’s level. On a successful check, it is dispelled.
Call to Arms
Prerequisite: 18th level, Persuasion proficiency
While you have access to this manoeuvre creatures within 10 feet of you have advantage on saving throws to end or resist the frightened condition. As an action you can expend and roll 7 superiority dice to rally those around you. You can grant a number of hit points equal to the total of the superiority dice, multiplied by 20, divided as you choose among any number of conscious creatures that can hear you within 60 feet. When a creature gains these Hit Points you can end the frightened or charmed condition affecting them. You must complete a long rest before using this manoeuvre again.
Camouflage Expert
Prerequisite: 8th level, Survival or Disguise Kit proficiency
When you attempt a Wisdom (Survival) or Dexterity (Disguise Kit) check to create camouflage or a disguise, you can expend and roll a superiority die and add it to your total. On a success, you can create sufficient camouflage or disguises for a number of creatures equal to twice your proficiency bonus. These grant the wearer advantage on Dexterity (Stealth) checks made to avoid being seen, or Charisma (Deception) checks made to avoid attention. This benefit lasts until the creature completes a long rest, or until they are no longer wearing the camouflage or disguise. The camouflage or disguise only works within a single type of environment (such as a city, forest, the underdark etc).
Cataclysmic Slam
Prerequisites: 12th level, Slow Fall or 20 Strength or higher
As an action, you can expend 4 superiority dice and strike the ground at your feet with supernatural power. A shockwave of earth and thunderous force erupts from you, forcing all creatures that are on the ground within 30 feet of you to make a Strength saving throw. On a failed save, a creature takes bludgeoning damage equal to the total of the superiority die + your Strength modifier and is knocked prone. On a successful save, a creature takes half as much damage and doesn't fall prone. Any objects within this area take the maximum amount of damage. The area becomes difficult terrain. A creature can use its action to clear one 5-foot square of this difficult terrain.
Cavaliers’ Control
Prerequisite: Animal Handling proficiency
While mounted, as a bonus action you can expend a superiority die and direct your controlled mount to use its bonus action to take the Dash, Disengage or Attack action (if it has any attacks). If you direct it to attack you can add your proficiency bonus to the attack roll and if it hits add your superiority die to the damage roll.
Charm Offensive
Prerequisite: Persuasion or Deception proficiency
By spending a minute interacting with a creature, you can expend and roll 2 superiority dice and attempt to charm them. The target must be able to see, hear and understand you, and remain within 15 feet of you. Make a Charisma (Persuasion), Charisma (Performance), or Charisma (Deception) check, and add the highest superiority die to your roll. The target contests your roll with a Wisdom (Insight) check. It automatically succeeds if you or your companions are fighting it. If it fails, it is charmed by you for 10 minutes or until you or your companions do anything harmful to it. The charmed creature becomes neutral towards you if it was hostile, or friendly if it was neutral.
From 8th level, you can target any number of creatures with this manoeuvre.
Chokehold
Prerequisite: Athletics proficiency
When you make a melee attack, you can forgo your attack and instead attempt to put a creature of your size or smaller you have grappled into a chokehold. Make a grapple attempt and expend a superiority die. On a success, while you have the creature grappled it is unable to speak, use verbal components, or breathe, and at the start of each of its turns it takes bludgeoning damage equal to your Strength modifier + the superiority die. This manoeuvre uses both your hands.
Chokeslam
Prerequisite: Athletics proficiency
When you successfully grapple a humanoid creature, and beat their check by 5 or more, you can expend and roll a superiority die to lift the target by their throat into the air, before slamming them into the ground. The creature is knocked prone, and takes bludgeoning damage equal to your Strength modifier + the superiority die. The grapple then ends.
Combat Medic
Prerequisite: Medicine proficiency
When you use a healing potion or healer’s kit, you can expend and roll a superiority die to use it as a bonus action instead of an action, and you restore a number of additional Hit Points equal to the superiority die + your proficiency bonus.
Commander's Strike (Improved)
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.
From 8th level, the creature makes this attack with advantage.
Commanding Presence (Improved)
Prerequisite: Intimidation, Performance or Persuasion proficiency
When you use your action to 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.
From 8th level, when you use this manoeuvre, you can expend an additional superiority die to encourage creatures that can see and hear you. Choose a number of creatures that is up to a quarter of the total of your check (rounded up). For the next minute, whenever one of these creatures makes an attack roll or a saving throw, the target can roll a d4 and add the number rolled to the attack roll or saving throw. This d4 bonus replaces any additional dice granted by spells or class features. This effect ends early if you lose concentration (as if on a spell).
Countercharge
Prerequisite: 8th level
When a hostile creature moves to within 15 feet of you, as a reaction you can expend a superiority die to move to an adjacent unoccupied space, and make a weapon attack against them with a versatile or two-handed melee weapon. On a hit, you can add the superiority die to the damage roll, and the creature’s speed is reduced to 0 until the end of their turn.
Creative Talent
While you have access to this manoeuvre, you gain proficiency in one set of tools or a kit of your choice. When you make a check to create something using a set of tools or a kit with which you are proficient, you can expend one superiority die and add it to your roll.
From 8th level, when you use this manoeuvre and roll 5 or more above the DC to create the object, you create a masterwork. The masterwork is worth 5 times the object’s normal cost. If the masterwork is a consumable that deals damage or heals (like a trap or potion), you can add your proficiency bonus to the total of the damage or healing. If the masterwork has a DC (like a poison or a disguise), its DC is increased by 2.
Crippling Blow
When you hit a creature with a weapon attack, you can expend one superiority die to strike a crippling blow, temporarily hindering the target’s mobility. You add the superiority die to the attack’s damage roll, and the creature must expend an additional foot of movement for each foot of its movement it uses until the end of your next turn.
From 8th level, the hindered creature must make a Dexterity saving throw if it takes the Dash action, falling prone and ending its movement on a failure.
Cut Tendons
When you hit a creature with a melee weapon attack, you can expend 2 superiority dice to deliver a debilitating wound. Add the superiority dice to the damage roll. Until the start of your next turn, whenever the creature uses its movement speed, it takes slashing damage equal to your proficiency bonus for every 5 feet it moves.
Dancer
Prerequisite: Acrobatics or Performance proficiency
While you have access to this manoeuvre you can use either Dexterity (Acrobatics) or Dexterity (Performance) when putting on a dance performance, or when attempting to Tumble through another creature’s space. When you dance or Tumble you can expend one superiority die to gain advantage on the roll, and you can add the superiority die to your total.
From 8th level, when you use this manoeuvre to Tumble, it no longer requires the use of your action or bonus action, and the target cannot make Opportunity Attacks against you until the end of your turn.
Death from the Shadows
Prerequisite: Stealth proficiency
When you attack while hidden, and reduce a creature to 0 Hit Points with the attack, as a reaction you can expend and roll a superiority die and make a Dexterity (Stealth) check to attempt to hide, adding the superiority die to your total. On a success, your position is not revealed.
Debilitating Strike
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to debilitate the 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, for the next minute the target deals only half damage with weapon attacks that use Strength. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Defend
When you or an ally within 5 feet of you is hit by an attack, you can expend and roll a superiority die as a reaction to intervene. The damage is reduced by the amount rolled on the superiority die + your Constitution modifier, and you take any remaining damage.
Defensive Stance
Prerequisite: 12th level
You can expend 4 superiority dice as an action to assume a defensive stance. You gain resistance to bludgeoning, piercing, and slashing damage from attacks, and at the end of each of your turns you can roll one superiority die, and gain that many temporary Hit Points. The effects of this manoeuvre end after 1 minute, or if you lose concentration (as if on a spell).
Detective
Prerequisite: Insight proficiency
When you make a Wisdom (Insight) or Intelligence (Investigation) check, you can expend one superiority die and add the die to the roll. When you use this manoeuvre and succeed in a Wisdom (Insight) versus Charisma (Deception) contest, you deduce the creature’s surface thoughts.
Dirty Trick
Prerequisite: Deception proficiency
As a bonus action you can expend a superiority die to distract, confuse, deceive, cheat or otherwise outmanoeuvre a creature within 30 feet of you. Make a Charisma (Deception) check, contested by the creature’s Wisdom (Insight) check. On a success, until the end of your turn you have advantage on your next attack roll or contested ability check against the creature. You can add the superiority die to the roll. On a failure, you cannot target the creature with this manoeuvre again for the next minute.
Disrupting Attack
When you hit a creature with a weapon attack, you can expend and roll a superiority die to attempt to disrupt the creature’s concentration. The creature suffers a penalty equal to the number rolled on the superiority die to any Constitution saving throw it makes to maintain concentration as a result of the attack.
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 (Improved)
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. 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, and you can add the superiority die to the attack roll.
Double Time
Prerequisite: 18th level
When you end your turn, you can expend 7 superiority dice to immediately take another turn. However, during your turn on the next round you cannot take an action nor a bonus action. You must complete a long rest before using this manoeuvre again.
Dual Flurry
Prerequisite: 8th level
While wielding a melee weapon in each hand as an action you can expend and roll 2 superiority dice. You can make a number of melee weapon attacks equal to the number rolled on the highest superiority die. These attacks must be against the same target.
Escape Artist
Prerequisite: Acrobatics proficiency
As a bonus action you can expend and roll a superiority die to make a Dexterity (Acrobatics) check, adding the superiority die to your total. If you are tied up, manacled, grappled or restrained, you can use this check to attempt to escape. Moreover, until the end of your turn, you ignore difficult terrain, climbing and swimming do not cost any additional movement, and any creature that attempts an Opportunity Attack against you must first make an attack roll against a DC equal to your Dexterity (Acrobatics) check. On a failure, their reaction is wasted.
Evasive Footwork (Improved)
When you move on your turn, you can expend and roll one superiority die. Until the start of your next turn you add the number rolled to your AC and you gain a +10 feet bonus to your walking speed.
Expert Rider
Prerequisite: Animal Handling proficiency
When your controlled mount fails a saving throw, you can expend and roll a superiority die and make a Wisdom (Animal Handling) check as a reaction, adding the die to your total. You can then replace the mount's saving throw with your roll, potentially turning it into a success.
Explosives Expert
Prerequisite: 8th level, Alchemist’s Kit proficiency
While you have access to this manoeuvre, you are able to create potent explosives by expending materials and time, as per the table below. Appropriate materials are usually only sold by specialist vendors, which exist at your DM’s discretion. If a bomb requires a saving throw, use your Manoeuvre save DC.
Type | Time | Materials | Description |
---|---|---|---|
Oil Bomb | 2 days | 50gp | The bomb can be thrown up to 30 feet as an action and creates a 10-foot-radius of oil slick on impact. The slick is difficult terrain. A creature that enters the area or starts its turn there must succeed on a Dexterity saving throw or fall prone. The slick is flammable, burning for 3 rounds, and dealing 2d4 fire damage to any creature that starts its turn in the fire. |
Smoke Bomb | 2 days | 50gp | The bomb can be thrown up to 30 feet as an action and creates a 20-foot-radius of smoke on impact. The smoke-filled area is heavily obscured. A strong wind disperses the smoke. |
Demolition Charge | 4 days | 100gp | As an action you can set the charge to blow in between 1 and 10 rounds, at the start of your turn. When it explodes, each creature in a 5-foot radius sphere centred on the bomb must make a Constitution saving throw. A target takes 3d10 thunder damage on a failed save, or half as much damage on a successful one. Objects and constructs in the area automatically fail their save, and take maximum damage. |
Incendiary | 8 days | 200gp | As an action you can set the bomb to blow in between 1 and 10 rounds, at the start of your turn. When it explodes, each creature in a 20-foot radius sphere centred on the bomb must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. Flammable objects in the radius are ignited. |
Whenever you spend and complete 1 day of effort towards one of the explosives above, you can expend a superiority die to make a DC15 Intelligence (Alchemist’s Kit) check, adding the die to your roll. On a success you reduce the total time required by an additional day.
Eye for an Eye
Prerequisite: 8th level
When an ally is hit by an attack, as a reaction you can expend and roll a superiority die to move up to half your speed to an unoccupied space within reach of the attacker. You can then make one melee weapon attack against the attacker. On a hit, you can add the superiority die to the damage roll.
Falling with Style
Prerequisite: Acrobatics proficiency
While you have access to this manoeuvre, when you begin to fall you can make a Dexterity (Acrobatics) check as a reaction, and expend one superiority die and add it to your roll. If you would take damage from the fall, you can reduce this damage by an amount equal to your check. If you reduce the damage to 0, you can potentially prevent the fall entirely. You might cling to the cliffedge by your fingertips, throw a grappling hook, slow your fall by driving your weapon into the wall, or angle your descent into a hay cart or midden.
Fan of Knives
Prerequisite: 8th level, 17 Dexterity or higher
As an action you can expend and roll 2 superiority dice to make a ranged attack with a dart or dagger against each creature of your choice within a 20-foot cone. You can draw the weapon as part of making each attack. On a hit, you deal damage equal to the total of the superiority die + your Dexterity modifier. You must have enough daggers or darts to hit each target.
Feat of Strength
Prerequisite: Athletics proficiency
When you make a Strength or Constitution check you can expend one superiority die and add the die to the roll. For this check, and for the next 10 minutes, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Alternatively, when you make an attack and hit an object, you can add the superiority die to the damage roll. The object has vulnerability to the damage of this attack.
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 this turn. If that attack hits, add the superiority die to the attack's damage roll.
Find the Gap
Before you make a melee attack with a dagger or stiletto against a grappled or restrained creature, you can expend and roll a superiority die as a bonus action. You critically hit on a 19 or 20 on the d20. On a hit, you deal additional weapon damage equal to your level + the superiority die.
Finishing Strike
If during your turn you hit the same creature with a melee attack for the fourth time in a row, you can expend a superiority die to make an additional attack, adding the superiority die to your attack roll. On a hit, if the creature’s remaining Hit Point total is below your level, it dies.
First Aid (Improved)
Prerequisite: Medicine proficiency
As an action you can expend a superiority die and touch a conscious and willing creature. The target can expend one of their Hit Dice to regain Hit Points equal to the number rolled on the Hit Die + your proficiency bonus + your superiority die.
From 8th level, at the start of a short or long rest you can choose a number of creatures up to your proficiency bonus, and expend a superiority die to administer aid to them over the course of the rest. When you complete the rest each creature regains an expended Hit Die.
Flaming Shot
When you take the Attack action and make a ranged weapon attack, you can expend and roll a superiority die as a bonus action to light the ammunition aflame. On hit, the target takes additional fire damage equal to your Dexterity modifier + the superiority die. If your target is a flammable object that is not being worn or carried, it ignites.
Flexible Tactics
As a bonus action you can expend and roll a superiority die to redirect a creature that can hear you, and that is within 30 feet. The creature gains temporary Hit Points equal to the superiority die, and can replace one manoeuvre it knows for another it qualifies for. The new manoeuvre cannot involve a duration longer than one round, or be limited to a single use per long rest.
Goading Attack (Improved)
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 attack rolls against targets other than you until the end of your next turn.
From 8th level, an affected creature cannot willingly move away from you, or cast spells that do not include you as a target.
Grappling Strike
Prerequisite: Athletics proficiency
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.
Grinding Heel
When you cause a creature within 5 feet of you to become prone, you can expend a superiority die and crush it under your boot. The creature must succeed on a Dexterity saving throw or take bludgeoning damage equal to 1d4 + your Strength modifier + your superiority die.
Harrying Strike
When you hit a creature with a melee weapon attack, you can expend and roll a superiority die to harry the creature. Add the superiority die to the damage roll. Until the start of your next turn, if the target uses its movement speed it takes weapon damage equal to your level.
Healing Surge
Prerequisite: 14th level
While you have access to this manoeuvre, you regain all expended Hit Die at the end of a long rest. In addition, you can expend and roll 5 superiority dice as an action to regain a number of Hit Points equal to your level + the total of the superiority die. You must complete a long rest before using this manoeuvre again.
Heighten Senses
Prerequisite: Perception proficiency
While you have access to this manoeuvre, you can expend and roll a superiority die to take the Search action as a bonus action. Make a Wisdom (Perception) check and add the superiority die to your total.
From 8th level, when you use this manoeuvre you can expend and roll an additional superiority die to enter a focused state. For the next minute, or until you lose concentration (as if on a spell), you cannot be surprised, and you gain a bonus to your passive perception equal to the superiority die. Additionally, you can make a Wisdom (Perception) check to locate a hidden or invisible creature as a bonus action on each of your turns for the duration, and add a superiority die to each check.
Heroic Mount
Prerequisite: Animal Handling proficiency
While you are mounted, and your mount is reduced to 0 Hit Points, as a reaction you can expend and roll a superiority die. Instead of falling unconscious or dying, your mount is reduced to 1 Hit Point, gains temporary Hit Points equal to the superiority die + your level, and can move up to its speed using its reaction. These temporary Hit Points disappear after 1 minute.
Insightful Strike
Prerequisite: Insight proficiency
Before making an unarmed or weapon attack against a creature you can expend a superiority die and roll a Wisdom or Intelligence (Insight) check. If you roll higher than the creature’s AC, the attack has advantage, and you can add the superiority die to the roll to hit.
Inspired Tactics
Prerequisite: 16th level, History, Investigation or Insight proficiency
While you have access to this manoeuvre, you can take the Help action as a bonus action, and its range increases by 30 feet. Additionally, as an action you can take the lead, coordinating those around you to act in support of each other. Expend 6 superiority dice, and choose up to 6 creatures within 30 feet of you. While within 30 feet of you, a creature you chose has advantage on attack rolls, and other creatures have disadvantage on attack rolls against them. The effects of this ability end after 1 minute, or if you lose concentration (as if on a spell). You must complete a long rest before using this manoeuvre again.
Interdiction
Prerequisite: 10th level
When a creature you can see within your reach begins to cast a spell, you can expend and roll 3 superiority dice to use your reaction to make an Opportunity Attack against that creature. On a hit, you deal additional weapon damage equal to the total of the superiority dice, and the caster must succeed on a Concentration saving throw or the spell fails.
Intimidate
Prerequisites: Intimidation proficiency
As an action, you can expend 2 superiority dice and issue a threat to a creature that can see and hear you within 30 feet. Make a Strength or Charisma (Intimidation) check, contested by the creature’s Wisdom saving throw. You can add the highest superiority die to your check. On a success, the creature is frightened by you for 1 minute, or until you lose concentration (as if on a spell). A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Ironside
Prerequisite: 10th level
While you are wielding only a melee weapon, as a bonus action you can expend 3 superiority dice to guard yourself against enemies in a particular direction. Choose a 100-foot cube extending from you, and with its nearest edges equidistant from you. For 1 minute, or until you lose concentration (as if on a spell), creatures you can see in this area have disadvantage on attack rolls against you, and you have resistance to damage from their attacks, abilities and spells. This effect ends early if you become prone, grappled or restrained, if you move, or if you are moved.
Juggernaut
Prerequisites: 10th level, 20 Strength or higher
When you take the Attack action, you can expend 3 superiority dice to land heavy blows. Until the end of your next turn whenever you hit with a versatile or heavy melee weapon you deal additional weapon damage equal to a roll of a superiority die, and you push the creature 10 feet away from you.
Killing Blow
Prerequisite: 18th level, 20 Strength or Dexterity or higher
While you have access to this manoeuvre, when you critically hit with a weapon the target takes an additional die of weapon damage. Furthermore, on a hit with a weapon attack you can expend and roll 7 superiority dice to perform a killing blow. Add the total of the superiority die to the damage roll. If the creature has fewer than 50 Hit Points remaining, it dies. You must complete a long rest before using this manoeuvre again.
Knockout
When you hit with a melee attack and do nonlethal damage, you can expend and roll 2 superiority die. If the creature’s remaining Hit Points are below the total of the superiority die + 3d8, the creature falls unconscious for 1 minute. The creature wakes if it takes damage, or if someone uses an action to shake or slap it awake.
Last Stand
Prerequisite: 18th level, 15 Constitution or higher
While you have access to this manoeuvre, you can add your Constitution modifier to Death saving throws. When you are reduced to 0 Hit Points you can expend and roll 2 superiority dice. For a number of rounds equal to the highest superiority die, you cannot die or fall unconscious, and your Hit Points can become negative. While you have negative Hit Points your movement speed becomes 10 feet, unless another effect causes it to become lower. If you end your turn during the last of these rounds, or you lose concentration (as if on a spell), and you have negative Hit Points, you die.
Lead the Charge
Prerequisite: 8th level
As a bonus action you can expend and roll 2 superiority dice to lead a charge. Choose a number of creatures equal to the total of the superiority die that can see and hear you, and are within 30 feet of you, and then move up to your speed toward a hostile creature. If you are mounted, you can direct the mount to move its speed instead. The creatures you chose can use their reactions to move up to their speed. They must end their movement closer to you than where they began.
Legendary Master
Prerequisite: 16th level, Arcana and a Tool or Kit proficiency
While you have access to this manoeuvre, you are able to create items of legendary rarity, such as a Ring of Invisibility or Vorpal Sword, if you have proficiency in the appropriate tool or kit (Jewellers and Smith’s Tools, respectively). The time and cost to create such an item is halved, and when you successfully create one it gains a major beneficial property of your choice (DMG p.219). When you fail a check to use a set of tools or a kit with which you are proficient, you can expend one superiority die to reroll, and add the superiority die + your proficiency bonus to your total. You must use the new roll. You must complete a long rest before using this manoeuvre again.
Lightning Strike
Prerequisite: 14th level, 20 Strength or Dexterity or higher
While you have access to this manoeuvre, your speed increases by 5 feet. If you are mounted, your mount also receives this benefit. While wielding a weapon, you can expend and roll 5 superiority dice to perform a lightning quick charge through a group of enemies. Choose 5 creatures within 120 feet of you. Each creature you target must be within 30 feet of another target, and within reach of a traversable surface. Each target must make a Dexterity saving throw, taking the total of the superiority die + your proficiency bonus in weapon damage on a failed save, or half as much on a successful one. You (or you and your mount) move between each target, ending your move in an unoccupied space adjacent to the target most distant from your original position. This movement does not provoke opportunity attacks. You must complete a long rest before using this manoeuvre again.
Local Knowledge
Prerequisite: Investigation proficiency
You can expend a superiority die and spend 1 hour gathering information on up to 1 square mile of a settlement that you currently occupy. At the end of the hour, make a Charisma, Wisdom or Intelligence (Investigation) check, and add the superiority die to your roll. You learn cumulatively more about the area depending on if you roll:
- 5 or higher. Significant buildings, gathering places, and cultural sites.
- 10 or higher. Prominent public figures, military leaders, merchants and power brokers.
- 15 or higher. Loyalties, beliefs, and fears of the local populace.
- 20 or higher. Any active factions and faction outposts within the area.
- 25 or higher. Secret alleyways, doors, hideouts, or storefronts.
Once you use this manoeuvre to survey a settlement you must finish a long rest before you can use it in that location again.
Lunging Attack (Improved)
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.
From 8th level you can increase your reach by 10 feet, and the benefit lasts until the end of your turn.
Manoeuvring Attack
When you hit a creature with a weapon attack, you can expend one superiority die to manoeuvre 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.
Mass Intimidation
Prerequisite: 14th level, Intimidation proficiency
While you have access to this manoeuvre, you can add double your proficiency bonus to Intimidation checks. When you critically hit or reduce a creature to 0 hp, or as an action, you can expend and roll 5 superiority dice to attempt to command a number of creatures up to the total of the superiority die. The creatures must be within 30 feet of you and be able to hear and understand you. You can command any combination of the following actions:
- Drop: The target drops whatever it is holding and then ends its turn.
- Fall Prone: The target falls prone and then ends its turn.
- Flee: The target spends its turn moving away from you by the fastest available means.
- Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
- Surrender: The target becomes charmed by you, and will not attack you or your companions.
You might also issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, or if the command would cause the creature to come to immediate harm, the command fails. Creatures that can’t be frightened are immune to this manoeuvre.
When you speak your command, each target must make a Wisdom saving throw. A creature that fails its save pursues the course of action you commanded to the best of its ability until it believes itself to be safe, or until you command differently. If you or any of your companions damage a creature affected by this ability, the effect ends for all creatures affected by it. You must complete a long rest before using this manoeuvre again.
Master of Speed
Prerequisites: 18th level
As a bonus action, you can expend 7 superiority dice to move with supernatural speed. For 1 minute, or until you lose concentration (as if on a spell), you gain the following benefits:
- Your movement speed is doubled, and you are unaffected by difficult terrain.
- Attack rolls against you have disadvantage.
- You gain an additional action on each of your turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
- Spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.
- You can spend 5 feet of movement to instantly escape from nonmagical restraints like manacles or a grapple.
If you are mounted, your mount also gains the benefits listed above. The effects of this manoeuvre do not stack with Haste.
Merchant’s Appraisal
Prerequisite: Investigation, Insight or Persuasion proficiency
When you make an Intelligence (Investigation), Wisdom (Insight) or Charisma (Persuasion) check to ascertain the value of an item and haggle over its price, you can expend one superiority die and add the die to the roll. If you roll higher than the merchant’s Charisma (Deception) check, you learn the approximate value of the item, and the lowest sale price or highest purchase price the merchant can accept.
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.
Mighty Leap
Prerequisite: Athletics proficiency
When you make a running or standing jump, you can expend a superiority die to increase your jump distance by a number of feet equal to 3 rolls of the superiority die (minimum of 5 feet), even if this distance would exceed your remaining speed. If you land in difficult terrain, you land on your feet, and do not fall prone.
From 8th level, when you use this manoeuvre you can expend an additional superiority die to force creatures within 5 feet of wherever you land to make a Dexterity saving throw or fall prone.
Momentum
Prerequisite: Animal Handling proficiency
While mounted, when your mount moves 10 feet or more in a straight line and you immediately hit with a weapon attack against a creature within 30 feet of you, you can expend and roll a superiority die. The target suffers additional weapon damage equal to the superiority die, + 1 for every 10 feet in a straight line your mount has moved on your turn (up to a maximum of 60 feet).
Morale Boost
Prerequisite: 8th level, Persuasion, Performance, or Medicine proficiency
When you spend and complete a long rest in the company of your allies, you can expend and roll a superiority die, and choose a number of creatures equal to the superiority die + your proficiency bonus who can see, hear and understand you. These creatures gain Inspiration.
Mythic Strength
Prerequisites: 14th level, 20 Strength or higher
As a bonus action, you can expend 5 superiority dice to enter a heightened state of physical performance. For the next 10 minutes, or until you lose concentration (as if on a spell), you gain the following benefits:
- Whenever you make a Strength or Constitution check, you can treat a roll of 9 or lower on the d20 as a 10.
- When you hit with a weapon attack using Strength, you deal additional weapon damage equal to a superiority die.
- Your speed increases by a number of feet equal to the total of the superiority die.
- You count as one size larger for the purposes of carrying capacity and the size of creatures that you can grapple.
- Both your long and high jump distances double, even if that distance would exceed your remaining movement.
When the effects of this manoeuvre would end you can expend one of your Hit Dice to increase the duration by 10 minutes.
Olympic Thrower
Prerequisite: 14th level, 20 Strength or Dexterity or higher
While you have access to this manoeuvre, the normal range of thrown weapons and objects doubles for you. Furthermore, when you make a ranged attack with a thrown weapon you can expend and roll 5 superiority dice to send it flying toward one creature or object within 120 feet of you. On a hit, the target takes weapon damage equal to the total of the superiority dice + 5d12.
On the Case
Prerequisites: 12th level, Persuasion, Insight, or Investigation proficiency
You expend 4 superiority dice and spend 8 hours developing your network of contacts, sources, allies, and informants. Your network could include merchants, servants, shopkeeps, barkeeps, local gossips, academics, record keepers, guards, corrupt officials, dissidents, criminals, spies, diplomats, or faction agents. Your DM will determine who is available to you. You can ask your network up to three questions that can be answered with a yes or no. You receive a correct answer for each question. Your network isn’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond your network’s knowledge.
Parry (Improved)
When a creature you can see hits you or an ally within 5 feet of you with an attack, as a reaction you can expend one superiority die to increase either your or your ally’s AC by the number you rolled on the superiority die, potentially causing the attack to miss. The bonus to AC lasts until the end of the turn.
Pathfinder
Prerequisite: Investigation, Perception, or Survival proficiency
You can expend a superiority die to focus your senses on any danger that may lie ahead. For the next 10 minutes you can add your superiority die to your total whenever you make an Intelligence (Investigation), Wisdom (Perception) or Wisdom (Survival) check to detect or understand traps or other environmental hazards.
From 8th level, when you use this manoeuvre you sense the presence of magical traps and hazards within 30 feet of you for the duration.
Pickpocket
Prerequisite: Sleight of Hand proficiency
When you hit a creature with a melee attack, and you have a free hand, you can expend a superiority die to try to pickpocket a tiny item that they are carrying as a bonus action. Make a Dexterity (Sleight of Hand) check contested by the target's Wisdom (Perception) check, adding the superiority die to your total. On success, you pickpocket the item.
Pinning Strike
When you hit with a weapon attack you can expend and roll one superiority die. Add the die to the damage roll. The creature must succeed on a Strength saving throw or its movement becomes 0 until the end of its next turn, or until the creature uses its action to free itself.
Piercing Strike
When you hit a creature with a weapon attack, you can expend and roll one superiority die to ignore any resistance it has to the damage of that attack. The creature takes additional weapon damage equal to the superiority die.
From 8th level, when you use this manoeuvre all of your attacks against the creature ignore its resistance to damage until the end of your turn.
Plan C
Prerequisite: Thieves Tools proficiency
When you fail a Dexterity (Thieves Tools) check to pick a lock or disarm a trap, you can expend one superiority die to reroll, and you can roll and add the die to your total. You must use the new roll.
From 8th level, when you use this manoeuvre, if the lock was under the effects of the Arcane Lock spell, you can ignore the spell’s effects.
Pocket Sand
As a bonus action you can expend one superiority die to try to blind a creature within 5 feet of you. The target must succeed on a Constitution saving throw or be blinded until the end of its next turn. The next attack that hits the creature while it is blinded can add the superiority die to its damage roll.
Polymath
Prerequisite: Arcana, History, Nature, or Religion proficiency
When you make an Arcana, History, Nature, or Religion check, you can expend one superiority die and add it to the roll. When you make this check you can add your proficiency bonus to the roll, if you don’t already. When you use this manoeuvre you know where and from whom you can obtain further information. Usually, this will be from a library, scriptorium, university, or a sage or other learned person or creature. However, your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found.
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 manoeuvre before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack (Improved)
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. From 8th level, when you hit with a melee weapon attack and successfully push a creature, as a reaction you can move up to your speed to the nearest unoccupied space adjacent to it, and make another attack. On a hit the creature must make another Strength saving throw or be pushed another 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. From 8th level, you can end the frightened condition on a creature that receives these temporary Hit Points.
Rallying Cry
Prerequisite: 10th level
You can expend and roll 3 superiority dice as a bonus action to let loose a rallying cry. You can cause creatures of your choice that can hear you, and that are within 30 feet of you to regain a number of Hit Points equal to the total of the superiority dice.
Relentless Advance
When you take the Attack action and reduce a creature to 0 Hit Points with a weapon attack, you can expend a superiority die and use your bonus action to move up to your speed and make a melee weapon attack, adding the superiority die to the damage roll on a hit.
Reposition
As an action, you can expend 2 superiority dice and dictate a course of action to a number of creatures within 30 feet that can see or hear you equal to the total of the superiority die. The targets can use their reaction to move up to half their speed. Opportunity attacks provoked by this movement are made at disadvantage.
Reverse Grapple
Prerequisite: Athletics proficiency
As a reaction when a creature successfully grapples you, you can expend a superiority die and begin a grapple contest with the creature, adding the superiority die to your check. On a success you end the creature’s grapple, and can choose to grapple the creature.
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.
Scout
Prerequisite: Survival or Nature proficiency
You can expend a superiority die and spend 1 hour gathering information on up to 1 square mile of a wilderness that you currently occupy. At the end of the hour, make a Wisdom (Survival) or Intelligence (Nature) check, and add the superiority die to your roll. You learn cumulatively more about the area depending on if you roll:
- 5 or higher. Prominent natural formations, bodies of water, and ruins.
- 10 or higher. Native plants, animals, weather, and ecosystems.
- 15 or higher. Any settlements or camps that have or have had five or more occupants.
- 20 or higher. Powerful (CR 1 or higher) creatures that reside within, or have passed through the area within the last 24 hours.
- 25 or higher. Hidden entrances, caves, lairs, stashes, paths and ambush sites.
Once you use this manoeuvre to survey an area you must finish a long rest before you can use it in that location again.
Shadow Stalker
Prerequisite: 18th level, Stealth or Intimidation proficiency
While you have access to this manoeuvre, you have advantage on Stealth checks while in darkness. Additionally, you can expend 7 superiority dice as a bonus action to become one with the shadows, sowing confusion and fear amongst your enemies. For 1 minute, or until you lose concentration (as if on a spell), you are invisible while you are in darkness, and when you reduce a creature to 0 Hit Points, creatures of your choice within 30 feet of the target must make a Wisdom save or become frightened of you for the duration. If an affected creature ends its turn in an area of bright light, it can repeat this saving throw, ending the condition on a success. You must complete a long rest before using this manoeuvre again.
Shield Bash
Prerequisite: Proficiency in shields
While you are wielding a shield, when you attempt to shove a creature you can expend and roll a superiority die and add the result to your check. On a success you cause the creature to take bludgeoning damage equal to 1d4 + your Strength modifier.
Shieldwall
While you are wielding a shield, during your turn you can use a bonus action to expend a superiority die and raise your shield. Roll the superiority die and choose up to 2 allied creatures that are wielding a shield and are within 5 feet of you. Until the start of your next turn, and while you remain within 5 feet of each other, you and any creature you chose gain a bonus to AC equal to the number rolled.
Shock Attack
When you, or you and your controlled mount, move 30 feet in a straight line towards a hostile creature, and immediately hit it with a melee weapon attack, you can expend and roll 2 superiority dice to attempt to shock it into fleeing. The target must make a Wisdom saving throw. On a failure, the creature takes psychic damage equal to the total of the superiority die, and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit.
Siege Monster
Prerequisite: 16th level, 20 Strength or higher
While you have access to this manoeuvre, you gain resistance to bludgeoning damage from falling, or from debris falling on you. If you already have resistance to this damage, you gain immunity. As an action you can expend 6 superiority dice. For the next minute, or until you stop concentrating (as if on a spell), whenever you make an attack, you can forgo the attack to instead strike the ground or a structure:
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The ground. You create a seismic pulse in a 100-foot-square area of ground extending from you. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. Each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
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A structure. Choose a structure (or a section of a structure) within reach that is contained within a 100-foot cube. You deal 100 damage to the structure. If the structure drops to 0 Hit Points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes bludgeoning damage equal to the total of the superiority dice, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.
You must complete a long rest before using this manoeuvre again.
Seismic Hammer
Prerequisite: Ki, or 20 Strength or higher
As an action you can expend and roll 2 superiority dice and strike the ground, causing a tremor in a 10-foot cube extending from you. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes bludgeoning damage equal to the total of the superiority dice and is knocked prone. On a success, a creature takes half as much damage and is not knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
Skirmish Cavalry
Prerequisite: Animal Handling proficiency
When you direct a controlled mount to take the disengage action, you can expend and roll a superiority die. Until the beginning of your next turn the mount can add the superiority die to its AC, attack rolls against it have disadvantage, and its speed increases by 20 feet.
Skirmisher
When you make a ranged attack roll with a thrown weapon, you can expend and roll a superiority die to ignore any disadvantage imposed by attacking at long range. On a hit, add the superiority die to the damage roll.
From 8th level, on a hit against a creature, you reduce their speed by 10 feet until the end of your next turn.
Snipe Shot
When you take the Attack action and make a ranged attack with a weapon or object, as a bonus action you can expend and roll 2 superiority die to have the attack ignore any penalty caused by attacking at long range, or by half or three quarters cover. On a hit, you deal additional weapon damage equal to your level + the total of the superiority die.
Sprint
Prerequisite: Athletics proficiency
As a bonus action you can expend one superiority die to attempt a burst of speed. Make a Strength (Athletics) check, roll and add the superiority die, and then double your total. You can move this many additional feet.
From 8th level, when you use this manoeuvre your movement ignores difficult terrain until the end of your turn.
Standard Bearer
When a creature within 30 feet of you makes an attack against a creature that you can see, as a reaction you can expend a superiority die to grant them advantage on their attack roll. On a hit, add the superiority die to the damage roll. You must be carrying a banner, flag, standard or holy symbol to use this manoeuvre.
Standfast
When you fail a skill check or saving throw made to avoid being knocked prone, moved, or shoved, you can expend a superiority die to reroll, and add the superiority die to your total. You must use the new roll.
Steady Hand
When you fail a check to control a mount, or a vehicle you are proficient with, you can expend one superiority die to reroll, and you can add the superiority die to your roll. You must use the new roll.
Subjugate Beast
Prerequisite: 12th level, Animal Handling or Intimidation proficiency
As an action, you can expend 4 superiority dice and attempt to assert dominance over a beast that can see or hear you within 30 feet, bending it to your will. Make a Strength (Intimidation) or Wisdom (Animal Handling) check, contested by the beast’s Strength (Intimidation) check. On a success, the beast is charmed by you for 1 minute. While it is charmed, you can use a bonus action to issue it a command, which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature” or “Fetch that object.” If the beast doesn’t receive direction from you, it defends itself to the best of its ability. Each time the beast takes damage, it repeats the saving throw, ending the effects of this manoeuvre on a success.
Submission
Prerequisite: Athletics proficiency
When you make a melee weapon attack against a prone humanoid that you are grappling, you can forgo your attack, and instead expend 2 superiority dice to twist, strain, dislocate or break its limb. You can either:
- Make a grapple contest against the creature. On a success, you deal force damage equal to the total of the superiority dice, and you can choose one of the creature’s limbs and disable it. The creature drops whatever it is holding with that limb. If you choose an arm, the creature suffers disadvantage on attack rolls, and on Strength checks and saving throws. If you choose a leg, the creature’s movement speed is halved, and it has disadvantage on Dexterity checks and saving throws. These effects last for 1 minute, or until the creature regains one or more Hit Points.
- Make a Strength (Intimidation) check, contested by the target’s Constitution (Acrobatics) check. You can add the highest superiority die to your check. On a success, the creature surrenders, and is charmed and frightened by you for 1 minute, or until it takes damage.
Sundering Blow
Before you make an attack against a creature wearing nonmagical armour you can expend a superiority die to declare a Sundering Blow. If you hit, you do no damage but reduce that creature's AC by a number equal to that rolled on the superiority die. It costs 1/4 of the armour’s purchase price to repair it.
Suplex
Prerequisite: Athletics proficiency
When you make a melee weapon attack, you can forgo your attack, and instead expend and roll a superiority die to suplex a creature you are grappling. The creature must make a Strength saving throw. On a failure, you and the target both fall prone, the creature takes bludgeoning damage equal to your level + the superiority die, and the grapple ends. A creature that is Large or larger takes twice as much damage. You must have a free hand to use this manoeuvre.
Sweeping Attack (Improved)
When you hit a creature with a melee weapon attack on your turn, you can expend and roll one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target. If the original attack roll would hit the second creature, it takes weapon damage equal to the superiority die.
From 8th level, you can choose a third adjacent creature, and creatures you damage cannot take opportunity attacks until the end of your turn.
Tactical Assessment (Improved)
When you use your action to 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.
From 8th level, when you use this manoeuvre, you can expend an additional superiority die to focus your attention on one area of the battlefield and assess creatures within a 20 foot cube you can see within 60 feet of you. Creatures of your choice in the area must make an Intelligence saving throw against a DC equal to the total of your skill check. On a failure, you recognise the creature’s tactical vulnerabilities, and highlight these to your companions. For the next minute, any attack roll against the creature has advantage if the attacker can see it. This effect ends early if you lose concentration (as if on a spell).
Take Cover
Prerequisite: 8th level
When you make a Strength, Dexterity or Constitution saving throw against an Area-of-Effect spell or ability you can see, as a reaction you can expend and roll 2 superiority dice to brace yourself or dive for cover. You can add the highest superiority die to your saving throw, and you gain resistance to the damage of the spell or ability.
Takedown
Prerequisite: Athletics proficiency
When you successfully grapple a creature, you can expend and roll a superiority die to force the target to make a Dexterity saving throw. On a failure, the creature falls prone and takes bludgeoning damage equal to the superiority die.
Terrifying Shout
Prerequisites: 10th level, Intimidation proficiency
As an action, you can expend 3 superiority dice and issue a mighty war cry, forcing creatures of your choice in a 30-foot cone extending from you to make a Wisdom saving throw. On a failed save, creatures drop whatever they are holding and are frightened of you. This lasts for 1 minute, or until you lose concentration (as if on a spell). A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Throw
Prerequisite: Athletics proficiency
When you take the Attack action, you can forgo an attack and instead expend and roll a superiority die to throw a creature or object that is your size or smaller, and that you are grappling or holding. Make a Strength (Athletics) check against the AC of a target you can see within 15 feet. On a hit, both the target and the thrown object or creature take bludgeoning damage equal to the superiority die. A creature that takes this damage must make a Strength saving throw or fall prone. Hit or miss, the thrown creature or object lands in the nearest unoccupied space to the target.
From 8th level, you can throw a creature or object 20 feet, and on a hit both the target and the thrown object or creature take additional damage equal to your Strength modifier.
Trampling Charge
Prerequisite: 8th level
You can expend and roll 2 superiority dice as an action to begin a charge. Move up to your speed across the ground in a straight line. If you are mounted, you can direct your controlled mount to move instead. This movement does not provoke opportunity attacks, and can be made through the spaces of creatures that are your size or smaller. Creatures that were within 5 feet of you (or your mount) during this movement must make a Strength saving throw or be knocked prone and take bludgeoning damage equal to the total of the superiority dice + 2d6. On a success a creature takes half damage and is not knocked prone.
Trapper
Prerequisite: Survival or Tinker’s Tools proficiency
By expending a superiority die and spending a minute of work, you can create hidden traps. Make a Wisdom (Survival) or Intelligence (Tinker’s Tools) check, and add the superiority die to your total. You can make one of the following traps:
- Intruder Alert. You place a tripwire over a door, window, corridor, path or road. The tripwire can be up to 20 feet long. When a creature moves over the tripwire, you can have it ring a bell, pull a string, ignite a fire, or warn you in some other way.
- Snaring Trap. You place a circle of cord or rope with a 5-foot-radius on a flat surface within your reach, with one end of the rope hoisted over a secure point at least 10 feet above. The trap triggers when a Small creature or larger moves into the 5-foot-radius area. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down from the secure point, where it is restrained. The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the secure point can use an action to free the restrained creature.
The trap is nearly invisible and requires a successful Intelligence (Investigation) check against a DC equal to the total of your skill check to be found.
Trip Attack (Improved)
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.
From 8th level Huge and smaller creatures can be knocked prone with this manoeuvre.
Warrior’s Feast
Prerequisite: 12th level, 1000gp spent on chefs, and on food and drink (which are consumed)
You prepare or commission a great feast, including magnificent food and drink. Expend and roll 4 superiority dice. The feast takes 8 hours to prepare and 1 hour to consume, and the beneficial effects don't set in until this time is over. Up to 50 other creatures can partake of the feast. A creature that partakes of the feast gains several benefits:
- It becomes immune to being frightened.
- It makes all Wisdom saving throws with advantage.
- Its hit point maximum increases by an amount equal to the total of the superiority dice, and it gains the same number of Hit Points.
These benefits last for 24 hours. You must complete a long rest before using this manoeuvre again.
Wound
When you hit with a weapon attack, you can expend a superiority die to attempt a wounding strike. The creature must make a Constitution saving throw. On a failure, the creature begins to take damage equal to a roll of your superiority die at the end of each of its turns. This effect automatically ends if the creature regains any of its Hit Points, or a creature within 5 feet of it uses its action to aid it. Undead, elementals and constructs are immune to this effect.
From 8th level, you can expend another superiority die to impose an additional effect when you wound a creature. You can either impose disadvantage on its attack rolls; on its concentration saving throws; or halve its speed. This additional effect ends when the wound effect ends.
Weapons, Fighting Styles, and Feats
The tables below expand the number of weapons and weapon properties. This increases the options available to martial characters, and helps your weapon choice feel unique and useful. Please note the addition of the Longspear, which fills a different niche to the Spear.
There are also improvements to the weaker Fighting Styles and Feats, as well as new options that again increase the versatility of weapon users. The intention behind the new Feats is to bring other weapons and styles up to parity with Polearm Master.
Simple Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Bill-Hook | 3 sp | 1d6 p./s. | 6 lb. | Hooked, Long, Two-handed, Unhorsing |
Cestus | 1 gp | 1d4 b./p. | 1/2 lb. | Light, Special |
Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light |
Dagger | 2 gp | 1d4 piercing | 1 lb. | Execute, Finesse, Light, Thrown (range 20/60) |
Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Execute, Two-handed |
Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, Thrown (range 20/60) |
Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) |
Light Hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) |
Mace | 5 gp | 1d6 bludgeoning | 4 lb. | AP, Versatile (1d8) |
Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) |
Sickle | 1 gp | 1d4 slashing | 2 lb. | Light |
Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |
Simple Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), Loading, Two-handed |
Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, Thrown (range 20/60) |
Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), Two-handed |
Sling | 1 sp | 1d4 bludgeoning | — | Ammunition (range 30/600) |
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Shield-Turning, Versatile (1d10) |
Crow’s Beak | 20 gp | 1d8 b./p. | 6 lb. | AP, Heavy, Hooked, Reach, Two-Handed |
Flail | 10 gp | 1d8 bludgeoning | 2 lb. | Shield-Turning |
Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, Reach, Sweep, Two-handed |
Greataxe | 30 gp | 1d12 slashing | 7 lb. | Execute, Heavy, Sweep, Two-handed |
Greatsword | 50 gp | 2d6 slashing | 6 lb. | Execute, Heavy, Sweep, Two-handed |
Halberd | 20 gp | 1d10 s./p. | 6 lb. | Heavy, Hooked, Reach, Two-handed, Unhorsing |
Lance | 10 gp | 1d12 piercing | 6 lb. | Heavy, Reach, Special, Unhorsing |
Longaxe | 30 gp | 1d10 s./b. | 6 lb. | Heavy, Hooked, Long, Shield-Turning, Two-handed |
Longspear | 2 gp | 1d6 piercing | 3 lb. | Long, Unhorsing, Versatile (1d8) |
Longsword | 15 gp | 1d8 s./p. | 3 lb. | Sweep, Versatile (1d10) |
Maul | 10 gp | 2d6 bludgeoning | 10 lb. | AP, Heavy, Two-handed |
Morningstar | 15 gp | 1d8 b./p. | 4 lb. | AP |
Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, Reach, Long, Two-handed, Unhorsing |
Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse |
Sabre | 25 gp | 1d8 slashing | 2 lb. | Finesse |
Scimitar | 20 gp | 1d6 slashing | 3 lb. | Finesse, Light |
Spiked Chain | 5 gp | 1d6 piercing | 4 lb. | Long, Shield-Turning, Sweep |
Stiletto | 5 gp | 1d4 piercing | 1/4 lb | AP, Execute, Finesse, Light |
Sword-Staff | 15 gp | 1d8 b./s. | 3 lb. | Long, Sweep, Two-handed |
Shortsword | 10 gp | 1d6 s./p. | 2 lb. | Finesse, Light |
Trident | 5 gp | 3d2 piercing | 4 lb. | Thrown (range 20/60), Versatile (3d3) |
War-Pick | 5 gp | 1d8 b./p. | 2 lb. | AP |
Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | AP, Versatile (1d10) |
Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, Shield-Turning, Reach |
Martial Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), Loading, Special |
Bolas | 2gp | 1d4 b. | 2 lb. | Special, Thrown (range 20/60) |
Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), Light, Loading |
Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | AP, Am. (range 100/400), Heavy, Loading, Two-handed |
Longbow | 50 gp | 1d8 piercing | 2 lb. | AP, Ammunition (range 150/600), Heavy, Two-handed |
Net | 1 gp | — | 3 lb. | Special, Thrown (range 5/15) |
Armour Penetration (AP)
This weapon is suited to attacking armoured foes. When you make an attack against a creature wearing heavy armour (or with equivalent natural armour such as hard scales or a carapace) you gain a +1 to your attack roll. Ranged weapons can only gain this benefit while targeting creatures within their normal range.
Bolas
Special. On a hit with a bolas you can bind either the creature’s arms, legs or wings.
- Arms. The creature has disadvantage on any check or attack roll that uses its arms, except for those made to attack or escape the bolas.
- Legs. A creature that relies on using its legs has this speed reduced to 10 feet, and whenever it uses this speed it must make a DC 10 Dexterity saving throw or fall prone. A non-flying creature bound in this way has disadvantage on saving throws made to avoid falling prone.
- Wings. A creature has any movement speed that relies on using its wings reduced to 0.
A bolas has no effect on creatures that are formless or lack limbs, or on creatures that are Huge or larger. A bound creature can use its action to make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check, freeing itself on a success. Dealing 5 slashing damage to the bolas (AC 10) also frees the creature without harming it, ending the effect and destroying the bolas. When you use an action, bonus action, or reaction to attack with a bolas, you can make only one attack regardless of the number of attacks you can normally make.
Blowgun
Special. If you make an attack with this weapon while hidden and miss, your position is not revealed.
Cestus
Special. While wielding this weapon your unarmed strikes also count as light melee weapon attacks. When you engage in two-weapon fighting while wielding a cestus in each hand, you can add your ability modifier to the damage of the second attack, if you don’t already.
Execute
If you make an attack with this weapon and score a hit against an incapacitated creature, you can roll one additional weapon damage die when determining the damage it takes.
Hooked
You can use this weapon to attempt to grapple a creature within its reach, and you do not need a free hand to do so. If you are using this weapon to grapple you cannot use it for anything else. During your turn, you can move a creature grappled in this way within the area of the weapon’s reach by succeeding on a grapple contest and by expending 2 feet of movement for each foot the creature is moved.
Long
You can increase the reach of a weapon with this property by 5 feet on your turn.
Shield-Turning
As part of making an attack with this weapon against a creature wielding a shield you can pull away or otherwise overcome its shield. You can ignore a shield’s benefit to your target’s AC when determining if your attack hits.
Sweep
When you hit with this weapon you can deal 1d4 weapon damage to an adjacent creature that is also within your reach, if your attack roll would also hit that creature.
Unhorsing
When you hit a mounted creature with this weapon on your turn, you can immediately use your bonus action to attempt to shove the creature. If you succeed, the creature falls prone in an unoccupied space within 5 feet of its mount.
Fighting Style Options
Arcane Warrior. You learn two cantrips of your choice from the wizard spell list. They count as wizard spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.
Great Weapon Fighting (Improved). When you make an attack with a melee weapon that you are wielding with two hands, and roll a 1 or 2 on any damage die, you can reroll the die. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection (Improved). When a creature you can see hits a target other than you that is within 5 feet of you, you can use your reaction to force the enemy to reroll the attack. If you are wielding a shield, the enemy rerolls the attack with disadvantage.
Shock. If you move 15 feet or more in a straight line toward an enemy creature, and immediately hit that creature with a melee attack with a greataxe, greatsword, glaive, halberd, lance, or maul, you can add your proficiency bonus to your damage roll.
Versatile. While wielding a versatile weapon in two hands you gain a +1 bonus to your AC and weapon damage rolls. You may equip or remove a shield as a bonus action.
Feats
8 Trigram Pole Fighter
Prerequisite: Ki points
You master the naginata, gaining the following benefits:
- Increase your Dexterity or Wisdom score by 1, to a maximum of 20 (your choice).
- You gain proficiency with the sword-staff and glaive, which count as monk weapons for you.
- While you are wielding a quarterstaff, sword-staff, or glaive, as a bonus action you can expend 1 ki point and make a melee weapon attack against any number of creatures within 10 feet of you, with a separate attack roll for each target.
Charger (improved)
- As a bonus action you can move up to your speed in a straight line toward an enemy you can see.
- If you move at least 10 feet in a straight line immediately before making an attack, you gain a +5 bonus to the attack’s damage roll. Alternatively, if you successfully attempt to shove a creature, you can push the target up to 10 feet away from you.
Crossbow Expert (balanced)
Thanks to extensive practice with the crossbow, you gain the following benefits:
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- You ignore the loading quality of crossbows with which you are proficient.
- You can engage in two-weapon fighting while wielding a hand crossbow, and you can add your ability modifier to the damage roll of an offhand crossbow, if you don’t already.
- You do not need a free hand to reload a hand crossbow if you are wielding a weapon in your other hand.
- When you take the Ready action to make an attack with a heavy crossbow, you have advantage on the attack roll, and can ignore half and three-quarters cover.
Defensive Duelist (improved)
Prerequisite: Dexterity 13 or higher
You have become an agile and dangerous duelist, gaining the following benefits:
- While wielding a finesse weapon with your other hand free, you gain a +1 bonus to AC.
- When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack. If you cause the attack to miss you, until the end of your next turn you have advantage on your next attack roll with a finesse weapon against the attacker.
- You have advantage on attack rolls made to disarm a creature.
Dual Wielder (improved)
You master fighting with two weapons, gaining the following benefits:
- You make all your two-weapon fighting attacks as part of the Attack action, instead of using your bonus action.
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one-handed weapons you are wielding aren't light.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Grappler (improved)
Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
- Increase your Strength score by 1, up to a maximum of 20.
- You have advantage on attack rolls against a creature you are grappling.
- You can use your bonus action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. You have three-quarters cover while restraining a creature in this way.
- When a creature’s movement provokes an opportunity attack from you, you can instead attempt to grapple them.
Gladiator
You wield exotic weapons and nets to entertain the crowd, and draw strength from their applause.
- You can wield a one-handed weapon with a net in your offhand, even if neither weapon has the light property. For example, you could wield a trident in one hand and a net in the other.
- Making an attack with a net doesn’t impose any restrictions on your other attacks. Being within 5 feet of a hostile creature, or attacking at long range, no longer imposes disadvantage on your ranged attack rolls with nets. The DC to escape from a net you throw is 8 + your Dexterity score + your proficiency bonus.
- As a bonus action on your turn during combat, you may make opposed Charisma (Performance) checks with a hostile creature you can see within 15 feet of you. On a success, you gain Inspiration, which disappears at the start of your next turn.
Hammerer
You use bludgeoning weapons to pummel your opponents into submission. You gain the following benefits when using a club, greatclub, mace, flail, maul, morningstar, or warhammer:
- If you take the Attack action and hit a creature, you may make an additional attack against that creature as a bonus action. This attack uses the same ability modifier as the primary attack. The damage die for this attack is a d4, and it deals bludgeoning damage.
- When you hit a creature during your turn, you gain a bonus to your weapon damage rolls equal to the number of times you have previously hit that creature since the start of your turn.
- When you hit a creature leaving your reach with an opportunity attack, you may make a shove attempt to knock the creature prone.
Hoplite
You have mastered the discipline of the phalanx, and gain the following benefits:
- Pikes lose the heavy property and gain the versatile property (1d8/1d10) for you.
- While you are wielding a shield, other creatures of your choice within 5 feet of you gain half cover.
- While you are wielding a crow’s beak, glaive, halberd, longspear, or pike, you have advantage on melee attack rolls against mounted creatures and mounts.
Huscarl
You can use the battleaxe, longaxe, and greataxe to skilfully overcome and disable your enemies. You gain the following benefits:
- As a bonus action you may use a battleaxe, longaxe or greataxe to briefly pull away an adjacent creature’s shield, weapon, limb or other defence. Until the start of the creature’s next turn, the next attack against it has advantage, and gains a bonus to the attack roll equal to your Strength modifier.
- When you critically hit a creature that has limbs with a battleaxe, longaxe or greataxe, you may choose one of the limbs and disable it. The creature drops whatever it is holding with that limb. If you chose an arm, the creature suffers disadvantage on attack rolls, and on Strength checks and saving throws. If you chose a leg or wing, the creature’s movement speed is halved, and it has disadvantage on Dexterity checks and saving throws. These effects last until the creature regains one or more Hit Points.
- When wielded by you battleaxes and greataxes gain the thrown property (15/30 feet).
Legionary
While wielding a shield and a longsword or shortsword, you gain the following benefits:
- You gain a +1 bonus to your AC.
- As a bonus action, you can prepare to make a quick strike. If a creature moves within your reach or misses on an attack against you before the start of your next turn, you can make an Opportunity Attack against it without expending your reaction. This attack uses the same ability modifier as your primary attack. On a hit, the normal damage die is replaced by 1d4. This would, for example, replace the damage dice granted by the Rogue’s Sneak Attack feature.
- When you or a creature within 5 feet of you are targeted by a ranged attack, as a reaction you can impose disadvantage on the attack roll, interposing your shield between yourself and the source of the attack.
Master of Tooth and Claw
Prerequisite: Proficiency with a natural weapon
Whether it be your claws, fangs, or other natural appendages, you have learned to hone your assets for use in combat. You gain the following benefits:
- Natural weapons you use increase their damage die to a d8, unless already higher.
- When you use the Attack action and attack only with a natural weapon, you can use a bonus action to make an additional attack with a natural weapon. You cannot be wielding a shield when you make this attack.
- Attacks you make with natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Mage Slayer (improved)
You have practised techniques in melee combat against spellcasters, gaining the following benefits.
- When a creature you can see within your reach begins to cast a spell (or to use a ability that replicates a spell), you can use your reaction to make a melee weapon attack against that creature. On a hit the caster must succeed on a concentration saving throw or the spell fails.
- 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.
- You have advantage on saving throws against spells cast by creatures within your reach.
Martial Adept (improved)
Prerequisite: Strength or Dexterity 17 or higher
You have martial expertise that allows you to perform special combat manoeuvres. You gain the following benefits:
- You learn a number of manoeuvres equal to your proficiency bonus from the Manoeuvres list. If the manoeuvre requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- You gain a number of superiority die equal to half your proficiency bonus (rounded up). If you don't already have superiority dice, it is a d6. This die is used to fuel your manoeuvres. It is expended when you use it, and is regained when you finish a short or long rest.
Mixed Martial Arts
Prerequisite: Ki points
You have learned to combine multiple styles of martial arts and have expanded the number of fighting techniques you know. You learn a number of manoeuvres equal to half your proficiency bonus (rounded up) from those available to the Battle Master archetype. If the manoeuvre requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Wisdom modifier. You can expend one ki to use a manoeuvre. Your superiority die is equal to your Martial Art die.
Mounted Combatant (improved)
You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- While mounted on an independent mount, when you roll initiative you can choose to replace your roll with that of your mount, and to act either immediately before or after it takes its turn.
Polearm Master (balanced)
You gain the following benefits:
- When you take the Attack action and attack with only a crow’s beak, glaive, halberd, longspear, pike, sword-staff or quarterstaff, you can use a bonus action to make a melee attack against a creature within 5 feet of you, with either the opposite end of the weapon or with your shield. This attack uses the same ability modifier as the primary attack. The damage die for this attack is a d4, and it deals bludgeoning damage.
- While you are wielding a crow’s beak, glaive, halberd, longspear, pike, sword-staff or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon. This attack must be made with one of the listed weapons.
Savage Attacker (improved)
- Increase your Strength score by 1, to a maximum of 20.
- The critical hit range of your melee weapon attacks expands by 1.
- Once per turn, when you hit with a melee weapon attack and roll the maximum on a weapon damage die, you can roll an additional weapon damage die and add it to the total.
Shield Master (improved)
You use shields not just for protection but also for offence. You gain the following benefits while you are wielding a shield:
- When you take the Attack action, you can use a bonus action to try to shove a creature within 5 feet of you with your shield, either immediately before or after you take an attack.
- If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Spellsword
Prerequisite: Wisdom, Intelligence or Charisma 13 or higher
You learn to meld might and magic, mixing spells and weapon attacks.
- You learn two cantrips of your choice from the Cleric, Bard, Druid, or Wizard spell list. These cantrips use your Wisdom, Intelligence or Charisma modifier (your choice).
- When you take the Attack action on your turn, you can cast a cantrip you chose, or any cantrip you know that requires a weapon attack roll, in place of one of your attacks. You cannot cast another cantrip during the turn you use this option, or use this option if you have already cast a cantrip on your turn. You can use this option a number of times equal to half your proficiency bonus (rounded down). You regain all uses when you complete a short or long rest.
- You can use a weapon you are wielding as a spellcasting focus for your spells.
Slinger
You have mastered the sling.
- When you make a ranged attack with a sling, the damage die increases to a d8.
- The critical range of your ranged attacks with slings expands by 1.
- When you score a critical hit with a sling the creature must make a Constitution save (DC 8 + your proficiency + your Dexterity modifier), or be stunned until the end of its next turn.
Swordmaster
You use every part of your blade and body to press the attack, weaving brilliant combinations of strikes and parries. You gain the following benefits when using the shortsword, longsword, scimitar, rapier, sabre, or greatsword:
- When you take the Attack action and attack with the weapon, as a bonus action you can make a melee attack with the weapon, its pommel, or with your shield or an unarmed strike. This attack uses the same ability modifier as the primary attack. The damage die for this attack is a d4, and it deals bludgeoning, piercing or slashing damage (your choice).
- When you would be hit by a melee weapon attack, you can use your reaction to parry, forcing your attacker to reroll the attack roll. If the attack still hits, you regain the use of your reaction. You can parry a number of times equal to half your proficiency bonus (rounded up). You regain all uses when you complete a short or long rest.
- When you make an opportunity attack with the weapon, you have advantage on the attack roll.
Tao Master
While not wearing medium or heavy armour, and while having at least one free hand, you gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You can read your enemy's intentions and use their strength against them. You can use a Wisdom (Insight) check instead of a Strength (Athletics) check when attempting to grapple or shove a creature.
- When a humanoid creature within 5 feet of you misses on a melee attack against you, you can use your reaction to attempt to shove them prone. If your shove is successful you also move them to an unoccupied space that is adjacent to you.
Tavern Brawler (improved)
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- You are proficient with improvised weapons, and your attacks with them use a d8 for damage, if it isn’t already higher.
- When making attack rolls with improvised weapons, you critically hit on a 19 or 20.
- Your unarmed strike uses a d8 for damage, if it isn’t already higher.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple or shove the target.
Tough (improved, incl. Durable)
Hardy and resilient, you gain the following benefits:
- Your Hit Point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your Hit Point maximum increases by an additional 2 Hit Points
- When you roll a Hit Die to regain Hit Points, the minimum number of Hit Points you regain from the roll equals twice your Constitution modifier (minimum of 2).
Whip Specialist
You master the whip, using it as a natural extension of your own body.
- When you make an attack with a whip, the damage die increases to a d6.
- When you hit a creature that is your size or smaller with a whip, as a bonus action you can attempt to pull or trip them. Make an attack roll contested by your opponent's Strength (Athletics) check or Dexterity (Acrobatics) check. On a success you can either pull the target up to 5 feet towards you, or knock them prone. When you take the Use An Object action to pick an object up, you can use the whip to pull an object within reach into your hand.
- If there is a secure point within reach, you may swing from it using your whip, and jump to any unoccupied hex that would also be within reach of that point. This expends movement as if you travelled directly to that point, but your movement does not provoke opportunity attacks.
Quake Fighter
You are attuned to elemental earth, and augment your attacks with its power.
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- When you take the Attack action you can replace one of your attacks with a strike against the ground. When you do so you can replicate the effects of the Thunderclap or Earth Tremor spells. Strength is your spellcasting ability for these spells. You can use this ability a number of times equal to your proficiency bonus. You regain all uses when you complete a long rest.
- You have resistance to bludgeoning damage caused by stone and earth objects and structures. If you already have resistance to this damage, you gain immunity.
Armour Feats
Martial Training (incl. Lightly Armoured, Moderately Armoured, and Heavily Armoured)
You have received weapons and armour training.
- Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
- You gain proficiency with light armour. If you already have proficiency in light armour you gain proficiency with medium armour and shields. If you already have proficiency in medium armour you gain proficiency with heavy armour and shields.
- You gain proficiency in one weapon of your choice.
You can take this feat multiple times.
Light Armour Master
You have become adept at leaping to cover and retreating safely:
- You increase your Dexterity score by 1, to a maximum of 20.
- When an attack against you misses, or immediately before making a Dexterity saving throw against an area-of-effect spell or ability, you may use your reaction to move 10 feet without provoking opportunity attacks.
- When you Disengage you can move up to half your speed as part of the same action.
You lose the latter two benefits if you don medium or heavy armour, or if your speed becomes 0.
Medium Armour Master (improved)
Prerequisite: Proficiency with light or medium armour
You have practised moving in medium armour to gain the following benefits:
- You increase your Dexterity score by 1, to a maximum of 20
- Wearing medium armour doesn't impose disadvantage on your Dexterity (Stealth) checks.
- When wearing medium armour, the maximum Dexterity modifier to AC you can apply increases to 3, instead of 2.
Heavy Armour Master (improved)
Prerequisite: Proficiency with medium or heavy armour
You can use your armour to deflect strikes that would kill others. You gain the following benefits:
- You increase your Strength or Constitution score by 1, to a maximum of 20.
- While you are wearing heavy armour, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 1 + half your proficiency bonus (rounded up). If you are wearing magical heavy armour you also reduce magical bludgeoning, piercing, and slashing damage.
Credits
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Art: Miguel Coimbra
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Written Content: Frank_Isaacs