Class: Fighter (5.5)

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Fighter


Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. To a fighter, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing, calligraphy, and even magic. Fighters are well acquainted with death, both meting it out and staring it defiantly in the face.


You must have a Dexterity or Strength score of 15 or higher in order to multiclass in or out of this class.

Fighter
Level Proficiency Bonus Superiority Dice Maneuvers Known Features
1st +2 Fighting Style, Second Wind
2nd +2 4d6 2 Combat Superiority, Action Surge
3rd +2 4d6 3 Martial Archetype
4th +2 4d6 3 Feat
5th +3 5d6 4 Extra Attack (x1)
6th +3 5d6 4 Indomitable (x1)
7th +3 5d6 5 Martial Archetype feature
8th +3 5d6 5 Feat
9th +4 6d6 6 Indomitable (x2)
10th +4 6d6 6 Martial Archetype feature
11th +4 6d6 7 Extra Attack (x2)
12th +4 6d6 7 Feat
13th +4 7d6 8 Indomitable (x3)
14th +5 7d6 8 Action Surge (x2)
15th +5 7d6 9 Martial Archetype feature
16th +5 7d6 9 Feat
17th +5 8d6 10 Indomitable (x4)
18th +6 8d6 10 Martial Archetype feature
19th +6 8d6 11 Feat
20th +6 8d6 11 Extra Attack (x3), Battle Master

Fighter Features

As a fighter, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per fighter level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies


  • Armor: All armor, all shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a kite shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have Blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're Blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind

Also at 1st level, You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Combat Superiority

Also at 2nd level, you learn combat maneuvers that are fueled by special dice called superiority dice.


Maneuvers. You learn two maneuvers of your choice, which are described at the end of this document. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. When you gain certain fighters levels, you gain additional maneuvers of your choice, as shown in the Maneuvers Known column of the Fighter table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the maneuvers you know and replace it with another maneuver that you could learn at that level.


Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain additional superiority dice as you gain


Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Martial Archetype

At 3rd level, you choose an archetype that you emulate in your combat styles and techniques, choosing from the archetypes on the following pages. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Feat.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

Beginning at 6th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 9th level, three times between long rests starting at 13th level, and four times between long rests at 17th level.

Battle Master

At 20th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Archetype: Advocate

Know Your Peers

Starting at 3rd level when you choose this archetype, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Any Ability Score
  • Armor Class
  • Current hit points
  • Total class levels, if any

Advanced Training

Also at 3rd level, you learn the following maneuvers:

Combat Preparedness

When you or another creature you can see rolls initiative, you can expend and roll a superiority die, adding the result to the target's initiative roll. This effect stacks with the Ambush maneuver.

Swift Sutures

As an action, you can expend superiority dice while touching a creature to heal their wounds. Roll a number of superiority die up to the maximum amount you have remaining. The target regains hit points equal to the amount rolled + twice your Intelligence modifier.

Inspiring Call

As an reaction to a creature failing an attack roll, saving throw, or ability check, you can expend and roll a superiority die and add the result to their roll, possibly turning it into a success.

Twin Surge

Starting at 7th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Arbiter of Control

Starting at 10th level, when a creature is within 10ft of you (including yourself), you can use an action to end one effect causing it to be Charmed or Frightened.

If the target was placed under another creature's control after failing a saving throw, you can instead cause the creature to repeat the save, ending the effect on a success.

Reaction Agent

Starting at 15th level, you have become a master of reacting to the battlefield. You can take a number of reactions per round equal to your Intelligence modifier, but only once per trigger.

For example, if you have an Intelligence score of 20 (+5) and a creature moves out of your melee range, you can make 1 opportunity attack, not 5, and you have 4 more reactions to use on other effects. However, if multiple different creatures moved out of your melee range, you could make one opportunity attack against each creature.

Archetype: Brute


Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning, while others just hit things until those things stop hitting back. A brute’s resolve is nearly unbreakable, and the enemies in a brute’s path have two choices: yield or die fighting.

Brute Force

Beginning at 3rd level when you choose this archetype, you’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.

Table - Brute Bonus Damage
Level Damage
3rd 1d4
10th 1d6
16th 1d8
20th 1d12

Warrior Maneuvers

Also at 3rd level, you learn the following maneuvers:

Fighting Spirit

As a bonus action on your turn, you can expend a superiority die and give yourself advantage on all weapon attack rolls until the end of the current turn.

Devastating Critical

When you score a critical hit with a weapon attack, you can expend and roll a superiority die as a reaction, dealing an additional amount of damage equal to the number rolled. At 10th level, this bonus increases to twice the number rolled.

Healing Surge

As a bonus action, you can expend and roll a superiority die and gain temporary hit points equal to twice the result.

Brutish Durability

Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others. Whenever you make a saving throw against an effect you can see, such as traps and spells, you can roll but not expend a superiority die and add the result to your save.

Tireless Warrior

Starting at 10th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. Once per turn when you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action.

Strength Before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling Unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall Unconscious if you still have 0 hit points.


Once you use this feature, you must complete a long rest to do so again.

Archetype: Cavalier


The archetypal cavalier excels at mounted combat. Usually born among the nobility and raised at court, a cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion.

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You gain the following traits:

  • You have advantage on saving throws made to avoid falling off your mount.
  • If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not Incapacitated.
  • Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Cavalier Maneuvers

Finally, at 3rd level, you learn the following maneuvers:

Tamer's Persuasion

When you make an Animal Handling or Persuasion check to influence a creature, you can expend and roll a superiority and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check.

Precision Attack

Once per turn when you make a weapon attack against a creature, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied. If you hit, you add the superiority die to the attack's damage roll.

Warding Maneuver

If you or a creature within 5 feet of you is hit by an attack, you can expend and roll one superiority die as a reaction if you're wielding a weapon or a shield. The target gains a bonus to its AC against that attack equal to the number rolled.

Ferocious Charger

At 7th level, you learn the Trip Attack maneuver. If you already know it, you instead gain one other maneuver for which you meet the prerequisites.

Additionally, when you use your Trip Attack maneuver, you can choose expend up to two superiority dice on it, adding both dice to the damage roll. When you spend two dice in this way, the target has disadvantage on its Strength saving throw to avoid being knocked prone.

Hold the Line

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

Pusher

Starting at 15th level, your mount runs down your foes. Once per turn if you move while mounted at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw against your maneuver save DC or be knocked Prone.

Vigilant Defender

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you gain a second reaction. You can only use this special reaction to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.

Archetype: Champion


The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Empowered Maneuvers

Also at 3rd level, your Superiority Die size increases to d10. At 18th level, their die size increase to d12.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover becomes 5ft x your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Archetype: Eldritch Knight


The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.


Eldritch Knight Spellcasting
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice from the wizard spell list, two of which you must choose from the abjuration and evocation schools.


The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.


Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Eldritch Maneuvers

Also at 3rd level, you infuse your weapons and strikes with magical might, learning the following maneuvers.

Enervating Strike

When you hit a creature with a weapon attack, you can expend a superiority die to give that creature disadvantage on the next saving throw it makes against a spell before the end of your next turn.

Spellstrike

When you make an attack with a melee or ranged weapon, you can expend a superiority die to cast a cantrip as a bonus action. To be eligible, the spell must have a casting time of 1 Action or 1 Bonus action, and cannot have a range of self. If the cantrip deals damage, roll the expended superiority die and add the result to the damage.

Transposition

As a bonus action, you can expend a superiority die to teleport up to 30ft to an unoccupied space you can see.

Eldritch Echo

Starting at 7th level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until someone casts Dispel Magic on it, or until you become incapacitated or die.


Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.


  • As a bonus action on your turn, you can mentally command the echo to move up to 30 feet in any direction.
  • When you take the Attack action on your turn, any attack you make with that action can originate from you or your echo. You make this choice for each attack. When a creature moves more than 5ft away from your echo, you can use your reaction to make an opportunity attack with the echo as if you were in its space.

Once you summon an echo, you can't do so again until you finish a long rest, unless you expend a superiority die to conjure it again.

Reclaim Arcana

By 15th level, you've learned to absorb the fleeting magic of your echo. When your echo is destroyed, you regain 1 superiority die.

Magical Mastery

Starting at 18th level, you become an expert in your magical maneuvers. When you complete a long rest, choose either your Enervating Strike, Spellstrike, or Transposition maneuver. You can use that maneuver without expending a superiority die a number of times equal to your Intelligence modifier.

This effect lasts until you complete a long rest.

Archetype: Psi Warrior


Awake to the psionic power within, a Psi Warrior is a Fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.

Telekinetic Movement

At 3rd level when you choose this archetype, you can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both.


Once you use this feature, you must complete a short or long rest or expend a superiority die to do so again.

Telekinetic Maneuvers

Also at 3rd level, you infuse your weapons and strikes with psionic might, learning the following maneuvers.

Protective Field

When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend a superiority die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Psionic Strike

You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend and roll one superiority die, to deal additional Force damage to the target equal to the number rolled plus your Intelligence modifier.

Mystic Charm

As a reaction to taking damage from a creature within 30 feet of you, you can expend a superiority die to attempt to beguile your attacker. The target must succeed on a Charisma saving throw or be Charmed by you until the start of your next turn.

Telekinetic Adept

By the 7th level, You have mastered the following additional telekinetic maneuvers:

Psi-Powered Leap

As a bonus action, you can expend a superiority die to propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Thrust

When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target Prone or move it up to 10 feet in any horizontal direction.

Guarded Mind

Starting at 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to Psychic damage.

Additionally, if you start your turn Charmed or Frightened, you can expend a superiority die and end one of those effects on yourself subjecting you to one of those conditions.

Bulwark of Force

At 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.


Once you use this feature, you must complete a long rest to do so again.

Telekinetic Master

By 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis spell, requiring no components. Your spellcasting ability for it is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.


Once you cast the spell with this feature, you must complete a long rest to do so again.

Maneuvers

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.

Attack Command

(Prerequisite: 6th Level)


When you take the Attack action on your turn, you can use a bonus action to direct one of your allies 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.

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.

Barrage of the Ancients

(Prerequisite: 14th level)


As part of an Attack action with a two-handed ranged weapon, you can expend a superiority die to fire a hail of projectiles at all creatures within a 15ft radius of the point your attack lands. Make an attack roll against all creatures within that zone. If you hit multiple creatures with this attack, you only expend one superiority die.

Brutal Opener

When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Defense Command

(Prerequisite: 6th Level)


As a bonus action, you can expend a superiority die and command a number of your allies to adopt defensive stances equal to the amount rolled. Those creatures can then spend their reaction to gain a bonus to their AC equal to your Intelligence modifier.

Disarming Strike

(Prerequisite: 6th Level)


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.

Evasive Footwork

As a bonus action, you can expend one superiority die, rolling the die and adding the number rolled to your AC until the start of your next turn.

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.

Giant Strike

(Prerequisite: 14th Level)


As part of an Attack action with a two-handed melee weapon, you can choose to expend a superiority die to attack all creatures in a 20ft cube in front of you. If you hit multiple creatures with this attack, you only expend one superiority die.

Goading Attack

(Prerequisite: 6th Level)


When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn, and cannot willingly move away from you.

This effect ends if you attack another creature, if another creature attacks the target, or when the target becomes incapacitated or dies.

Grappling Strike

Immediately after you hit a large or smaller creature with a melee attack on your turn, you can expend one superiority die and force the creature to make a Strength saving throw. On a failed save, the creature becomes Grappled by you.

Hail of Arrows

(Prerequisite: 6th Level)


Once per turn as part of an Attack action with a two-handed ranged weapon, you can expend a superiority die to fire a hail of projectiles at all creatures within a 5ft radius of the point your attack lands. Make an attack roll against all creatures within that zone. On a hit, roll the superiority die and add it to the damage. If you hit multiple creatures with this attack, you only expend one superiority die.

Light Feet

You can expend a superiority die to dash or disengage as a bonus action.

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.

Onslaught

(Prerequisite: 10th level)


Once per turn as part of an Attack action with a two-handed melee weapon, you can choose to expend a superiority die to attack all creatures in a 5ft x 15ft line. On a hit, roll the superiority die and add it to the damage. If you hit multiple creatures with this attack, you only expend one superiority die.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Piercing Arrow

(Prerequisite: 10th Level)


Once per turn as part of an Attack action with a two-handed ranged weapon, you can expend a superiority die to fire a projectile at all targets within a 5ft wide x 30ft long line in front of you. On a hit, roll the superiority die and add it to the damage. If you hit multiple creatures with this attack, you only expend one superiority die.

Pushing Attack

When you hit a Large or smaller 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 the target must make a Strength saving throw. On a failed save, you push the target a number of feet away from you equal to 5 x your Strength modifier.

Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Rush Attack

Once per turn as part of an Attack action, you can expend one superiority die to rush 15ft forwards before the attack.

Sweeping Attack

(Prerequisite: 6th level)


As part of an Attack action, you can forgo one of your attacks and expend a superiority die to attack all creatures in a 15ft wide x 5ft long line in front of you. On a hit, roll the superiority die and add it to the damage. If you hit multiple creatures with this attack, you only expend one superiority die.

Tactician

(Prerequisite: 6th level)


When you make an ability check with which you have Proficiency, you can expend and roll one superiority die and add the number rolled to the ability check.

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.


Warrior's Fury

(Prerequisite: 10th level)


When you take the attack action on your turn, you can expend a superiority die to gain supernatural toughness. When you do so, you gain resistance to Bludgeoning, Piercing, and Slashing damage until the end of your next turn.


At 18th level, you gain resistance to all damage except Psychic damage when you use this ability.

 

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