Fighter - Battlemaster Revised

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Fighter - Battlemaster Revised

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by a special die called superiority die.

Maneuvers. You learn three maneuvers of your choice from the Maneuvers list. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 7th, 10th, and 15th level.

Aspect of War. Choose between one of three types of maneuvers, Offensive, Defensive, or Tactics. You can only choose an aspect if you know at least one maneuver of that aspect. When you finish a long rest, you can replace one maneuver you know from your chosen aspect for a different maneuver from the same aspect.

Superiority Die. Your maneuvers use the superiority die, which is a d4. When you reach certain levels in this class, the size of your superiority die increases: at 5th level (d6), 11th level (d8), and 17th level (d10).

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).

Student of War

At 3rd level, you become proficient in one type of artisan's tools or one of the following skills of your choice: History, Insight, Nature, Religion, Stealth, or Survival.

Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels, if any
  • Fighter class levels, if any

Improved Aspect of War

Starting at 10th level, when you finish a short rest or use your Second Wind feature, you can replace a maneuver from you chosen aspect of war for another maneuver of the same aspect.

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Relentless

Starting at 15th level, when you use a maneuver, you roll two superiority dice. Use the higher of the two rolls.

Maneuvers

Offensive

Disarming Attack

Once per Attack Action, when you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. you add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you gains a bonus to the roll equal to your superiority die, if the attack is made before the start of your next turn.

Feinting Attack

Once per Attack Action, when you make a non heavy melee weapon attack against a creature, you can roll your superiority die to add it to the attack roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Goading Attack

Once per Attack Action, when you hit a creature with a weapon attack, you can 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 its next attack roll against targets other than you until the end of your next turn.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Lunging Attack

On your turn, when you move 10 feet in a straight line, you can use one superiority die to increase your reach for your first melee weapon attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Menacing Attack

Once per turn, when you hit a creature with a weapon attack, you can 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. A creature can only be frightened by this maneuver once per minute.

Precision Attack

Once per Attack Action, when you make a ranged weapon attack roll against a creature, you can roll your superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack

Once per Attack Action, when you hit a creature with a weapon attack, you can attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Quick Toss

As a bonus action, you can 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.

Sweeping Attack

Once, per Attack Action, when you hit a creature with a heavy melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die + your proficiency bonus. The damage is of the same type dealt by the original attack.

Trip Attack

Once per Attack Action, when you hit a creature with a heavy weapon attack, you can 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.

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Defensive

Bait and Switch

As a Bonus Action, when you're within 5 feet of a creature on your turn, you can 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.

Block

When another creature hits you with a ranged attack, and you are wielding a shield, you can use your reaction to roll your superiority die and add the number rolled to you AC, potentially causing the attack to miss you.

Brace

When a creature you can see moves into the reach you have with the polearm weapon (spear, pike, glaive, halberd, or quartestaff) you're wielding, you can use your reaction to make one attack against the creature, using that weapon. If the attack hits, you add the superiority die to the attack's damage roll.

Evasive Footwork

Once per turn while not wearing heavy armor, when you move, you can roll your superiority die and add the number rolled to your AC until you stop moving or after you provoke an opportunity attack.

Parry

When another creature damages you with a melee attack, and you are wielding a one handed melee weapon and not wearing a shield, you can use your reaction to reduce the damage by the number you roll on your superiority die + your dexterity modifier.

Riposte

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

Tactics

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can add your superiority die to the roll, provided you aren't incapacitated or surprised. Also, on the first round of combat, when you make a weapon attack against a creature that you surprised, you deal superiority die extra damage.

Commander's Strike

When you take the Attack action on your turn, you can forgo one of your attacks and to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Commanding Presence

When you make a Charisma (Intimidation) or a Charisma (Persuasion) check, you can roll a superiority die and add the result to the ability check. Alternatively, when a friendly creature within 30 feet of you makes a saving throw, you can use your reaction to roll a superiority die and add it to the result.

Maneuvering Attack

When you hit a creature with a weapon attack, you can maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Rally

On your turn, you can use a bonus action 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. A creature can only be affected by this maneuver once per rest.

Tactical Assessment

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

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