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The Fighter Revised
Designed by u/Baelrog_
Art: John Anthony Di Giovanni
\pagebreak # Table of Content ___ **Document Version 1.0 (First Draft)**
- ### Section 1: The Martial Classes - [
**The Fighter**
](#p3) - [
The Battlemaster
](#p6) - [
The Champion
](#p7) - [
The Gladiator
](#p8) - [
The Mage Knight
](#p9) - ### Section 2: Stances and Maneuvers - [
**Battle Stances**
](#p11) - [
**List of Maneuvers**
](#p13) - ### Section 3: The Feats Compendium - Link to the Feat Compendium: - [
**1st-Level Feats**
](https://www.gmbinder.com/share/-N7fFuaXpOjvwH9Pdl2R) - [
**4th Level+ Feats**
](https://www.gmbinder.com/share/-N7fFuaXpOjvwH9Pdl2R)
##### Designer notes It is not an uncommon opinion that the Fighter lacks in several area, most notable having exciting and tactical martial combat options, especially mid to high level. This is surprising, as 3.5E had a similar issue that was later addressed in the *Tome of Battle, The Book of Nine Swords* (ToB). This was one of my favorite players supplement for 3.5E. With the introduction of strikes, boosts, counters and stances the martial classes suddenly felt way more heroic \columnbreak and exciting to play. This inspired me to try and redesign the martial classes with a similar philosophy to the 3.5 ToB. While working on this project, One D&D playtests were releasing. I decided to take elements I liked and incorporate them in this redesign. ##### Feat Redesign This was designed to be used with the [The Feat Compendium](https://www.gmbinder.com/share/-N7fFuaXpOjvwH9Pdl2R). This contains a redesign of the traditional Feat system, which includes modal feats with so-called subfeatures you can choose from. The new Fighting Styles refer to these subfeatures. ##### Feedback: Maneuver Recovery? Something I would like to hear your opinion about is Maneuver Recovery. One of the hardest things for me to decide on is whether Superiority Dice should recover on Short Rest or per Encounter. These are in this version regained on initiative. In 5E the Battle Master recovers maneuvers on Short Rest, which is a quite common way to recover resources in 5E. However, in the ToB maneuvers were available per combat. In addition, One D&D introduced Weapon Masteries that are *at will*, and having exciting abilities available each combat seems like a good thing overall. On the other hand, resource management is an integral part of the game, and does this undermine that too much? Do note that strike maneuvers have been rebalanced to require an attack roll and can no longer be declared on a hit (except for the Battle Master).
Art: Greg Rutkowski
\pagebreakNum
Art: Stefan Kopinski
## The Fighter 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 & Training **Armor:** All Armour, Shields
**Weapons:** Simple weapons, martial weapons
**Saving Throws:** Strength, Constitution
**Skills:** Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, and Survival
**Tools:** None
### Martial Superiority You learn certain special combat abilities referred to as maneuvers, which in turn are fueled by your superiority dice. **Maneuvers:** Maneuvers are powerful combat abilities that expend superiority dice to typically enhance an attack in some way, or provide another type of powerful benefit. As you gain this class feature, you learn three maneuvers from the maneuver list. With additional class levels, your learn more maneuvers, as shown in the Fighter table. To execute an attack maneuver you must be proficient with any weapon used in conjunction with it. You can only use one maneuver per turn. When you gain a level in Fighter, you can replace one maneuver you know with a different one.
**Superiority Dice:** You start with two d6 superiority dice. At later levels, the amount of superiority dice you have available is based on to the proficiency bonus gained from levels in classes belonging to the Warrior Group. The size of the dice progresses according to the Fighter Table. You can expend a superiority die to fuel maneuvers and certain other features. Each time you roll initiative, or take a Short or Long Rest, you regain all your expended superiority dice. **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 attack Ability modifier. ### Second Wind You learn to draw on deep reserves of stamina and willpower to drive yourself on where lesser combatants might fall. As a Bonus Action on your turn, you can regain one expanded superiority die and hit points equal to 1d10 + your Fighter level. You can use this feature twice, and you regain all expended uses when you finish a Long Rest. When you reach certain Fighter level you gain more uses of this feature, as shown in the Fighter table. ### Battle Stance At 2nd level, you learn a Stance. See the section Battle Stances for a list of available Stances, and more detailed information on their mechanics. When you gain certain Fighter levels, you gain additional Stances of your choice, as shown in the Stances Known column of the Fighter table. Alternatively, you may choose to learn a Maneuver instead. When you gain a level in Fighter, you can replace one Stance you know with a different one. \pagebreakNum
##### The Fighter | Level | Proficiency
Bonus | Features | Second
Wind | Maneuvers
Known | Superiority
Die |Stances
Known| |:---: |:---: |:- |:-: | :-: |:-: |:-:| | 1st | +2 | Martial Superiority, Second Wind | 2 | 3 | d6 |—| | 2nd | +2 | Battle Stance, Fighting Style | 2 | 3 | d6 |1| | 3rd | +2 | Martial Archtype | 2 | 4 | d6 |2| | 4th | +2 | Feat | 3 | 4 | d6 |2| | 5th | +3 | Action Surge, Extra Attack (1st) | 3 | 5 | d8 |2| | 6th | +3 | Martial Archetype feature | 3 | 5 | d8 |3| | 7th | +3 | Master of Fundamentals | 3 | 6 | d8 |3| | 8th | +3 | Feat | 3 | 6 | d8 |3| | 9th | +4 | Indomitable | 3 | 7 | d8 |3| | 10th | +4 | Martial Archetype feature | 4 | 7 | d8 |3| | 11th | +4 | Second Extra Attack | 4 | 8 | d10 |3| | 12th | +4 | Feat | 4 | 8 | d10 |4| | 13th | +5 | Last to Stand | 4 | 9 | d10 |4| | 14th | +5 | Martial Archetype feature | 4 | 9 | d10 |4| | 15th | +5 | Master of Fundamentals | 4 | 10 | d10 |4| | 16th | +5 | Feat | 4 | 10 | d10 |4| | 17th | +6 | Unyielding | 4 | 11 | d10 |4| | 18th | +6 | Martial Archetype feature | 4 | 11 | d12 |5| | 19th | +6 | Feat | 4 | 12 | d12 |5| | 20th | +6 | Third Extra Attack | 4 | 12 | d12 |5|
### Fighting Style Beginning at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the below options. When you gain a level in Fighter, you can replace your Fighting Style to a different one. #### Armored Fighter * You gain a subfeature from the Light & Medium Armor Mastery feat, or the Heavy Armor Mastery feat. #### Dual Weapon Fighter * You gain a named subfeature of your choice from the Dual Wield Mastery Feat. #### Duelist * You gain a named subfeature of your choice from the One-Handed Weapon Mastery Feat. #### Great Weapon Fighter * You gain a named subfeature of your choice from the Great Weapon Mastery Feat.
#### Heavy Draw * You treat Longbows as having the Finesse property. * When you choose to apply your Strength with ranged weapon attacks, the damage die is increased by one. * You can use your Strength modifier to determine the DC of strikes made with ranged weapons. #### Ranged Weapon Fighter * You gain a named subfeature of your choice from the Ranged Weapon Mastery Feat. #### Shield Fighter * You gain a named subfeature of your choice from the Shield Mastery Feat. #### Stance Fighter * You learn a Stance of your choice. * When you roll initiative, you may adopt a Stance freely. \pagebreakNum #### Technical Fighter * You learn any strike maneuver from among the Brutal, Cunning and Martial groups. * You gain an additional superiority die. #### Unarmed Fighting * Your unarmed strikes deal Bludgeoning damage equal to your superiority die + your Strength modifier. * Your unarmed strikes are considered melee weapons and count as Maul attacks for qualifying for maneuvers. If you do not have both hands free, they count as a Mace instead. #### Versatile Combatant * Versatile weapons you wield have their damage die increased by one size category. * While wielding a Versatile weapon in two hands, you gain a +1 bonus to AC. * You may don or doff your Shield using your Bonus Action.
### Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th level. ### Feat When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you gain a Feat of your choice. ### Action Surge Starting at 5th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action, except for the Magic Action. In addition, you may initiate a second maneuver during that Action. You have one use of Action Surge, and regain all expanded uses when you finish a Long Rest. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action. 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. ### Master of Fundamentals At 7th level, and again at 15th level, you have mastered one of your fundamental fighting skills. Choose one of the following masteries to gain: #### Armor Master * You gain two subfeature from the Light & Medium Armor Mastery or Heavy Armor Mastery feats. * While you are wearing armor, you gain a +1 bonus to AC. #### Heroism * You regain one use of *Action Surge* on a Short Rest. * At Fighter level 10 or higher, you gain an additional use of *Action Surge* per day, but you can only use it once on a single turn. #### Leadership * You gain proficiency in the Persuasion skill. If you already have proficiency, you gain expertise instead. * When you use a Warcry maneuver on an allied creature during combat, you can expend a use of your *Second Wind* to heal both you and the ally. #### Signature Strike * As you gain this feature, choose a strike maneuver you know that is declared as part of the Attack Action. You may use your Bonus Action to initiate that strike rather than expending a superiority dice. When you do so, superiority die size is considered a d6. When you gain a Fighter level, you can change your choice of strike. #### Stance Mastery * At the start of your turn in combat, you may adopt a Stance freely, instead of requiring your Bonus Action. #### Weapon Master * You gain two subfeature from the following feats that you have at least already one subfeature from: Dual Wielding Mastery, Great Weapon Mastery, One-Handed Weapon Mastery, Ranged Weapon Mastery or Shield Mastery. * Choose Bludgeoning, Piercing, or Slashing. Damage dealt by your attacks ignore Resistance of the chosen type. When you gain a Fighter level, you can change your choice.
### Indomitable At 9th level, if you fail a saving throw, you may reroll and add your Fighter level as a bonus to the result. Once you use this feature, you can’t use it again until you finish a Long Rest. ### Last to Stand At 13th level, whenever you or an ally you can see is reduced to 0 hit points, you regain a use of *Second Wind*, and you may choose to immediately use your *Second Wind* feature. ### Unyielding At 17th level, when in great peril, you can tap into a deep well of resilience within yourself. If you fail a saving throw and your Indomitable feature is expended, you can use it again by expending a use of your *Second Wind*, which also heals you. \pagebreakNum # The Battle Master Battle Masters are not simply set out to achieve victory, for them it must be accomplished through technical supremacy. These disciplined warriors treat combat as an academic field, that ought to be carefully studied. In their martial aspiration, they reflect upon their battles, diligently analyzing ever move made. Most warriors do not absorbs the lessons of history, theory, and artistry to such degree, but those who do become exceptional fighters of great skill and with sharp minds. \columnbreak ### Student of War At 3rd level, You gain proficiency with one type of Artisan’s Tools of your choice, and you gain proficiency in Investigation, History or Insight.
### Superior Technique Also at 3rd level, when you roll one or more Superiority Dice as part of a Counter, Strike or Stratagem maneuver, you can roll the dice twice and use the higher of the two total results.
### Disciplined Mind At 6th level, you gain an additional number of superiority dice equal to your Intelligence or Wisdom modifier (your choice), with a minimum of 1. In addition, you gain a +1 bonus to the DC of your strike maneuvers.
### Flawless Execution At 10th level, endless repetition allow you to execute your maneuvers perfectly. You gain the following benefits: * When you declare a strike maneuver, any attack rolls made as part of it are made with Advantage. * You may declare the use of a strike maneuver after a weapon attack roll is made.
### Battle Recollection At 14th level, at the start of your turn in combat, you regain one Superiority Die.
### Technical Supremacy At 18th level, you have reached the pinnacle of technical mastery, allowing you to seamlessly weave together your strikes. From now on, you can initiate a different strike maneuver with each attack on your turn.
Art: Alex Alekseenko
\pagebreakNum # The Champion The archetypal Champion focuses on the development of their raw physical talent and hone it to deadly perfection. Those who model themselves on this archetype combine exceptional athleticism with rigorous training to push their physical capabilities into the realm of legends. ### Exceptional Physique At 3rd level, your innate physical potential starts to manifest. You gain a bonus equal to your lowest ability modifier among Strength, Dexterity and Constitution to all Strength, Dexterity and Constitution based skill checks and saving throws. ### Martial Acuity Also at 3rd level, your strikes land with deadly acuity. When you make an attack using a weapon and roll a 19, treat it as a 20 instead. ### Unleashed Potential Through a combination of sheer talent and rigorous training your physical prowess attains new heights. At 6th level, you may increase your lowest score among Strength, Dexterity or Constitution by 1. Attacks you make can use both your lowest two modifiers from among Strength, Dexterity and Constitution in place of your Strength or Dexterity modifier for the attack and damage rolls. The same holds true for determining your Grapple and Shove DC. ### Paragon Warrior At 10th level, you unlocked most of your physical potential. You gain a Feat of your choice that has a Strength, Dexterity or Constitution prerequisite that you meet. ### Outmatch At 14th level, your body is honed to perfection providing your with exceptional precision. When you make an attack using a weapon and roll a 18 or a 19, treat it as a 20 instead. ### Outlast At 18th level, as you survived through endless battles you have acquired legendary resilience. You gain the following benefits: * At the start of each of your turns, if you are Wounded but conscious, you regain hit points equal to your Strength, Dexterity and Constitution modifiers combined. * You are immune to the Exhausted condition.
Art: Alex Alekseenko
\pagebreakNum # The Gladiator A Gladiator aspiration often lies beyond the more typical noble motivations of allegiance, duty or martial perfection. Instead, these fighters tend to have more hedonistic causes, such as wealth, fame and admiration. To this end, a Gladiator treats combat as a performance, an art, and most of all an opportunity for spectacle. On the battlefield, this manifests itself in the way they cut through their foes, brutally, yet graciously. As the Gladiator stand victorious, they revel as the crowd is struck by awe. ### Art of the Gladiator You evade attacks through spectacular movement, before countering with graceful brutality. At 3rd level, you gain the Stance Fighter fighting style. If you already have this fighting style, you may choose another. In addition, you gain the following benefits while utilizing a Stance: * When you enter or switch Stances, your attacks deal bonus damage equal to your Charisma modifier until the start of your next round. * While in a Stance, you can use your Charisma modifier in place of your Dexterity modifier for determining AC. ### Glory and Renown At 3rd level, your athleticism and renown changes how people treat you. From now on, you may add your Strength modifier as a bonus to Charisma based skill checks, except this bonus can't exceed your Charisma modifier. In addition, you have Advantage on any skill checks made to antagonize or provoke creatures into fighting you. ### Arena Challenger At 6th level, when you enter a Stance and currently do not have a Challenger, you may designate a creature you can see as your Challenger. You have Advantage on weapon attack \columnbreak rolls made against your designated Challenger, but suffer Disadvantage on attacks made against other creatures. The effects of this feature immediately end when you are no longer in a Stance, or when the creature designated as your Challenger dies. You can also end this feature earlier by using you Bonus Action to do so. You can challenge a number of times equal to your proficiency bonus. You regain one expended use on a Short Rest, and all uses when you finish a Long Rest. ### Vicious Counter At 10th level, when a creature misses you with a melee weapon attack, you may use your Reaction to immediately counter by making a melee weapon attack against it. If you hit your Challenger this way, it has Disadvantage on attack rolls against you until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain one expended use when you roll for Initiative, and all uses when you finish a Long Rest. ### Blood Spectacle At 14th level, when you score a critical hit against your Challenger, or reduce your Challenger to 0 hit points, each other enemy within 30 feet that can see you must succeed on a Wisdom saving throw or gain the Charmed condition for 1 minute. The DC is equal to 8 + your Proficiency Bonus + your Strength and Charisma modifier. ### Reigning Veteran At 18th level, you are relentless in your pursuit of a worthy challenger. When the creature designated as your challenger dies, you can freely designate a different creature you can see as your challenger. When you challenge a creature this way, you regain one use of *Vicious Counter*.
Art: Adonihs
\pagebreakNum # The Mage Knight The Mage Knight combine arcane teachings with martial prowess to enhance their combat capabilities. They apply magical techniques similar to those practiced by wizards, except they focus their study on the schools of abjuration and evocation magic. Abjuration spells grant an Mage Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. ### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. As you gain this feature, and as you progress your Fighter levels, you learn Wizard spells according Mage Knight Spellcasting table, starting with two cantrips and one 1st level spell. Each spell you learn through this subclass must be from the abjuration, conjuration, evocation and transmutation schools. You learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. To cast 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.
* **Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier * **Spell attack modifier** = Your proficiency bonus + your Intelligence modifier ### Might and Magic At 3rd level, you gain proficiency in Arcana, as you learn an esoteric ritual that creates a magical bond between yourself and up to two melee weapons. You perform the ritual over the course of 1 hour. Once you have bonded a weapon to yourself, you gain the following benefits while using that weapon: * You can use your bonded weapon as a spellcasting focus. * You can perform the somatic components of spells even while wielding your bonded weapon and/or a shield. * When an Instantaneous spell you cast deals damage, it deals bonus damage equal to your Strength modifier. * Being within 5 feet of an enemy doesn’t impose disadvantage on your Attack Rolls with spells. * As long as you can see your bonded weapon, you can call it to you as a Bonus Action, causing it to rapidly fly to your hand, landing in perfectly. ### Battle Arcana Beginning at 6th level, when you take the Attack Action on your turn, you can replace one of your attacks by casting a cantrip with a casting time of 1 Action. In addition, when you use *Action Surge*, your additional Action can now also be used to take the Magic Action. \columnbreak ##### Mage Knight Spellcasting | Fighter Level | Cantrips Known | Spells Known | 1st Level | 2nd Level | 3rd Level | 4th Level | |:----:|:-------------:|:-------:|:-------:|:-------:|:-------:|:-------:| | 3rd | 2 | 3 | 2 | — | — | — | | 4th | 2 | 4 | 3 | — | — | — | | 5th | 3 | 4 | 3 | — | — | — | | 6th | 3 | 4 | 3 | — | — | — | | 7th | 3 | 5 | 4 | 2 | — | — | | 8th | 3 | 6 | 4 | 2 | — | — | | 9th | 3 | 6 | 4 | 2 | — | — | | 10th | 4 | 7 | 4 | 3 | — | — | | 11th | 4 | 8 | 4 | 3 | — | — | | 12th | 4 | 8 | 4 | 3 | — | — | | 13th | 4 | 9 | 4 | 3 | 2 | — | | 14th | 4 | 10 | 4 | 3 | 2 | — | | 15th | 4 | 10 | 4 | 3 | 2 | — | | 16th | 4 | 11 | 4 | 3 | 2 | — | | 17th | 4 | 11 | 4 | 3 | 3 | 1 | | 18th | 4 | 11 | 4 | 3 | 3 | 1 | | 19th | 4 | 12 | 4 | 3 | 3 | 2 | | 20th | 4 | 13 | 4 | 3 | 3 | 2 |
Art: theDURRRRIAN
\pagebreakNum ### Spellstrike At 10th level, you learn how release spells with your strikes. When you hit a creature with your bonded weapon, you can expend your Bonus Action and one superiority die to cast a Mage Knight spell. The spell must be instantaneous, have a casting time of 1 Action, and target one creature or affect an area (cone, line or sphere). When you cast a spell this way, the following effects apply: * If the spell requires an attack roll, it uses the same roll as the weapon attack. * If the spell forces a saving throw on the struck creature, that creature has Disadvantage on the saving throws made against it this turn. * If the spell deals damage, you add the superiority die to the spells damage roll. * If the spell you deliver through your weapon creates an effects based on a position, the effects instead use the struck creatures position. For direction it uses a straight line between you and the struck creature. * You may exclude yourself from the spell's area of effect. ### Improved Battle Arcana At 14th level, your *Battle Arcana* extends beyond cantrips, allowing you to also cast an instantaneous spell with a casting time of 1 Action in place of an attack. \columnbreak ### Arcane Flourish At 18th level, when you use *Improved Battle Arcana* to replace your third attack to cast a spell of 2nd level or higher, you can combine two spells slots of lower levels to cast that spell. The combined spell slots must be equal or higher than the level of the spell cast this way. In addition, when u *Action Surge*, you immediately recover three levels worth of expanded spell slots, divided as you choose.
> ##### Optional Rule: Death Knight > The Mage Knight is restricted to four schools of magic. As an optional rule, you can choose the Death Knight variant, which may replace one of the listed schools with the Necromancy school.
> If you DM allows for it, you can make other combinations. In such case it is advised to exchange any of the default schools for any other schools. Do note that this might impact the effectiveness of some Mage Knight class features.
Art: John Dowson
\pagebreakNum # Battle Stances ___ A Stance is a particular fighting pose that grants a martial adept unique benefits, but also disadvantages. Unlike maneuvers, stances do not require superiority dice, but are limited in that you can only maintain one at a time. All the stances you know are available to you at all times. At the start of your turn in combat, you can use your Bonus Action to adopt a Stance, or change from one Stance to another. Alternatively, you may instead forgo a Stance freely. At any time you become incapacitated, you can no longer maintain your stance and thus lose its benefits. #### Crimson Dance **Stance**: *With each cut of the blade you graceful slip around your foe, carefully orchestrating the next stroke.* * You must move before each attack on your turn. * On your turn, as part of a melee weapon attack, you may expend your movement to first move 10 feet. When you do, the attack deals an extra 1d6 damage on a hit. With each attack made this way, you must move to a position you haven't occupied before this turn. #### Crashing River **Stance:** *Like water, you move formlessly, passing unhindered through the cracks, before crashing into your drowning foe.* * You can't take the Dash action. * Moving through non-magical difficult terrain costs you no extra movement. * You have Advantage on unarmed or weapon attacks made against creatures affected by difficult terrain. \columnbreak #### Crumbling Giant **Stance:** *You strike the inner the tendon as you stand between towering legs, forcing your foe to crumble under its weight.*
* You have Disadvantage on attacks made against creatures of equal or smaller in size than you. * Your unarmed or weapon attacks receive a +1 bonus to attack and damage rolls for each size the attacked creature is larger than medium. #### Culling the Weak **Stance:** *You waste not, while you scythe through meek foes like a mighty predator turned loose on injured prey.* * You can only use your Reaction for opportunity attacks. * When an enemy within your reach starts Bleeding, or becomes Blinded, Charmed, Dazed, Frightened, Paralyzed, Poisoned, Prone, Restrained, Slowed, or Stunned, it provokes an opportunity attack from you. #### Doming Phalanx **Stance**: *You cover your allies as you raise your weapon to the blow. Their hopes dashed as they meet the bladed iron wall.* * You can't make opportunity attacks. * You gain a +1 to AC for each allied creature that is adjacent to you, up to a maximum of +2 AC. * Allies adjacent to you not using this Stance gain a +1 bonus to AC.
Art: David Seguin
\pagebreakNum #### Grinning Wolf **Stance:** *Your style naturally open up your foes defenses, allowing you and your allies to swiftly pick them apart.* * You have Disadvantage on melee attack rolls made against a creature if no ally is adjacent to the creature. * When you make a melee attack against a creature that has at least one of the your (conscious) allies adjacent to it, it deals an extra 1d4 points of damage. #### Hunting Hydra **Stance:** *With a circular motion you gracefully guide your weapon's momentum, striking at exceptional angles of attack.*
* During your turn, you can't attack the same creature more than once. * When you make your first melee attack as part of the Attack action, you may immediately make an additional melee attack against a different creature within range. * You are immune to being flanked. #### Iron Pillar **Stance**: *With timed strikes, you stop your foes in their tracks, punishing those foolish enough to divert their path.* * When you enter this Stance or attack, you lose all remaining movement for the current turn. * When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. * When a creature makes an attack against another target, you can use your Reaction to make a melee weapon attack against the attacking creature. #### Reaping Wind **Stance:** *As your strike extend beyond normal, your foe stumbles, surprised that you could reach at such distance.* * As you enter this Stance, or by using your Bonus Action, you may end your turn to ready an Attack to strike at a creature who enters your reach. If you do, your weapons is treated as having the Reach property until the start of your next turn. #### Resolute Form **Stance:** *Your form shifts, suddenly resolute, favoring consistency over potential.*
* Your attacks are never made with Advantage. * When you miss with an attack, you may use your Bonus Action to make an attack with that same weapon. #### Rooting Mountain **Stance:** *You crouch and ground your feet, rooting yourself to the spot you stand. Nothing will move you from your place.* * You spend one extra foot of movement for every foot you move. * At the end of your turn, you gain temporary hit points points equal to 1 + your Strength modifier. These temporary hit points are lost when you move. * You can't be pushed, dragged or knocked Prone by creatures up to one size larger than you. \columnbreak #### Steel Curtain **Stance:** *Through graceful movement of your shield, each slash becomes a mere scratch, each blow becomes a thud.* * Your AC is reduced by 1. * When a creature damages you with an Attack while you are using a Shield, you can use your Reaction to gain damage resistance to Bludgeoning, Piercing, and Slashing damage until the end of the current turn. #### Thicket of Blades **Stance:** *You recklessly create an opening in your defenses, to provoke an opportunity for a stinging counter.* * You or adjacent enemies can't take the Disengage Action. * When a creature starts its movement while within 5 feet of you, it provokes an opportunity attack from you. #### Thrashing Serpent **Stance:** *You blitz through the battlefield striking your foes as you pass by, providing no opening for retaliation.* * You can't move through an allied creatures space. * When you hit a creature with a melee attack, you regain 5 feet of spent movement and don't provoke opportunity attacks from that creature for the rest of the turn. #### Weeping Penance **Stance:** *You let them tear your flesh and splinter your bones, as you guide them to the path of repentance.* * Melee attacks never have Disadvantage against you. * After a creature makes an opportunity attack against you, you may make an opportunity attack against them. * When you are hit by a melee attack, you deal damage of the same type of a melee weapon you are holding equal to your proficiency bonus to the attacking creature.
Art: Craig Mullins
\pagebreakNum ## List of Maneuvers The following section contains a list of all maneuvers. Maneuvers belong to the Brutal, Martial, Cunning or Warcry groups. Different classes have access to different maneuver groups. The DC for Brutal maneuvers is determined using Strength, while Martial use the same as modifier as used for the attack, and Cunning use Dexterity. The three basic types of maneuvers are counters, stratagems and strikes. To initiate a maneuver, you must be proficient with any weapon used as part of it. All maneuvers require at least one superiority die to initiate.
Art: WallpaperFlare
#### Ambush **Maneuver Type:** Cunning (Stratagem)
**Requires:** *Proficiency in Stealth.*
When you make an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated. The first attack you make against a creature that hasn't acted in combat yet, is made with Advantage. #### Battle Insight **Maneuver Type:** Cunning (Stratagem)
**Requires:** *Proficiency in Insight or Investigation.*
As you exchange blows, through experience and wit you gain valuable insights into your foe's capabilities. As a Bonus Action, you can expend a superiority die. Choose a creature you hit with an attack this combat. You can make an Intelligence (Investigation) or Wisdom (Insight) check with a DC equal to 8 + the creatures CR, and add your superiority die to the skill check. On a success, roll two d8 and use the list below to determine what property you gain insight in (its up to the DMs how much you learn exactly). If you roll the same number twice, you ignore those two and may choose any two from the list instead. On a failed check, roll 2d4 instead, limiting you to the first four options. ___ **[1]:** Armor Class
**[2]:** Proficiency Bonus
**[3]:** Highest score among Strength, Dexterity & Constitution
**[4]:** Lowest score among Strength, Dexterity & Constitution
**[5]:** Speed and available Movement types
**[6]:** Damage and Conditional Immunities
**[7]:** Damage Resistances and Vulnerabilities
**[8]:** An special ability
#### Bellowing Blow **Maneuver Type:** Brutal (Strike)
**Requires:** *A Heavy or Bludgeoning Martial Melee weapon.*
When you take the Attack Action, you can declare one of your attacks a Bellowing Blow, that rattles your foe to the core. On a hit, add your superiority die to the attack’s damage roll. It must succeed on a Constitution saving throw or gain the Dazed condition until the start of your next turn. #### Brace **Maneuver Type:** Martial (Counter)
As you take damage, you can use your Reaction to expend both a superiority die and a Hit Dice to brace yourself for incoming attacks. Roll both. You gain temporary hit points equal to the both die results combined + your Constitution Modifier. These temporary hit points last until the end of your next turn.
#### Command to Strike **Maneuver Type:** Warcry (Stratagem)
You can use your 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 melee attack, adding the superiority die to the attack’s damage roll. #### Cleave **Maneuver Type:** Brutal (Strike)
**Requires:** *A Slashing weapon held in two hands.*
When you take the Attack Action, you can declare one of your attacks a Cleave attack, that attempts to cut through your target and strike a second creature within reach. On a hit, you add the superiority die to the attack's damage roll against the original target. Then, you can make an attack roll with the same weapon against a second creature within 5 feet of the first that is also within your reach (even if the initial attack missed). #### Crushing Blow **Maneuver Type:** Brutal (Strike)
**Requires:** *Flail, Light Hammer, Mace, Maul or Warhammer.*
When you take the Attack Action, you can declare one of your attacks a Crushing Blow. For this attack, the targets AC is considered equal to its Dexterity score. On a hit, you add the superiority die to the attack's damage roll, and the creature becomes debilitated until the end of your next turn. While debilitated, melee attacks against it are made with Advantage. \pagebreakNum #### Disarming Attack **Maneuver Type:** Cunning (Strike)
**Requires:** *Any melee weapon with the Finesse property.*
When you take the Attack Action, you can declare one of your attacks a Disarming Attack. If it hits, you 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. The target must make a Strength saving throw. On a fail, the object you chose drops at its feet. #### Earthshatter **Maneuver Type:** Brutal (Strike)
**Requires:** *Greataxe or Maul.*
As an Action, you expend one superiority die to execute an earth shattering slam. Roll a number superiority die equal to your proficiency bonus. Each other creature within 10 feet of where you strike, must make a Dexterity saving throw or take Bludgeoning damage equal the total roll + your Strength modifier and be knocked Prone. A target that succeeds its saving throw takes halve damage instead and remains standing. If the ground in that area is earth or stone, it becomes difficult terrain until cleared. Each 5-foot-square portion of the area requiring at least 1 minute to clear by hand. #### Enduring Cry **Maneuver Type:** Warcry (Stratagem)
When an ally you can see would take damage or make a Constitution saving throw, you can use your Reaction and expend one superiority die to bolster its resolve. When you do so, choose a friendly creature who can see or hear you. That creature may immediately use a Hit Dice to regain hit points. If that players does, it regains an additional number of hit points equal to your superiority dice. In addition, it gains advantage on Constitution saving throws until the end of the creatures next turn. \columnbreak #### Execute **Maneuver Type:** Brutal (Strike)
**Requires:** *Any Heavy melee weapon.*
When you take the Attack Action, you can declare one of your attacks against a Incapacitated, Restrained or Prone creature an executing strike. If it hits, the attack is considered an automatic critical hit, and you may roll your superiority die and add it to the attack's damage roll. #### Exposing Strike **Maneuver Type:** Martial (Strike)
When you take the Attack Action, you can declare one of your attacks an Exposing Strike. When you hit the creature, you disrupt its stance, giving your allies an opening. You add the superiority die to the attack's damage roll. The creature provokes an attack of opportunity from each ally that is flanking the creature. #### Fall Back! **Maneuver Type:** Warcry (Stratagem)
You can use your Reaction and expend one superiority to call a tactical retreat. When you do so, choose another friendly creature who can see or hear you and roll a superiority dice. Until your next turn, the creature may use its Bonus Action to Disengage. If it does, it regains Hit Points equal to your superiority die. #### Fan of Blades **Maneuver Type:** Cunning (Strike)
**Requires:** *Dagger or Handaxe*
As an Action, by expanding a superiority die, you can make a ranged Thrown weapon attack against any number of creatures within a cone in front of you. The cone has a range of 5 times your proficiency bonus. On a hit, you add the superiority die to the attack's damage roll.
Art: Eric Persson
\pagebreakNum #### Feinting Assault **Maneuver Type:** Cunning (Stratagem)
**Requires:** *A melee weapon held in one hand.*
As a Bonus Action, you can expend a superiority die on your turn to feint, choosing one creature within 5 feet of you as your target. You make a Slight of Hand test opposed by the creatures Insight test. If you succeed, you have Advantage on your attack rolls against that creature this turn. When the next attack on the same turn hits, add the superiority die to the attack's damage roll. #### Final Flourish **Maneuver Type:** Martial (Strike)
**Requires:** *Any martial weapon.*
When you hit a creature with a melee weapon attack, you can expend all superiority die to attempt to slay your foe in a single overwhelming attack. Roll and add all superiority die expended this way to the attack’s damage roll. Treat any result lower than your proficiency bonus as equal to your proficiency bonus. #### Flesh Ripper **Maneuver Type:** Brutal (Strike)
**Requires:** *Wielding two Slashing weapons.*
As part of the Attack Action, you can expend a superiority die, to unleash viciously, rending and tearing your foe to pieces. As part of this Attack action, whenever a main- and off-hand attack hit this way in succession, you deal extra Slashing damage equal to your superiority die. In addition, when you attack with a melee weapon in your main-hand for the second time this turn, you may also attack with the melee weapon held in your off-hand as part of that same attack. Other than the mentioned exceptions, these attacks follow the rules of the (new) Two-Weapon Fighting rules. \columnbreak #### Gleaming Strike **Maneuver Type:** Martial (Strike)
**Requires:** *Any Light melee weapon.*
As a Bonus Action, you can expend one superiority die and make a weapon attack. You can draw the weapon as part of this attack. Add the superiority die to the attack roll. #### Heavy Strike **Maneuver Type:** Brutal (Strike)
**Requires:** *Any melee Bludgeoning weapon.*
When you take the Attack Action, you can declare one of your attacks a Heavy Strike. If it hits, the powerful blow pushes it back by force. You add the superiority die to the attack's damage roll. The target must succeed on a Strength saving throw, or be pushed 10 feet away from you and gain the Prone condition. If it makes it save, it is only pushed back 5 feet and remains standing. #### Hooking Strike **Maneuver Type:** Martial (Strike)
**Requires:** *A Dagger, Shortsword, Sickle, Tridant, War Pick*
When you take the Attack Action, you can declare one of your attacks a Hooking Strike. If it hits, you attempt to hook the creature. You add your superiority die to the attack’s damage roll and may attempt a Grapple, using the weapon or a free hand. If you do, the target has Disadvantage on the saving throw to resist the Grapple. While you use your weapon to Grapple this way, you can't use that weapon for attacking. #### Impale **Maneuver Type:** Brutal (Strike)
**Requires:** *A Lance, Pike or Spear.*
When you take the Attack Action, you can declare one of your attacks an Impale. On a hit, you add the superiority die to the attack's damage roll, and if the target is normal sized or smaller, it must make a Strength saving throw. On a failed save, it gains the Grappled condition as you impale it. While impaled, you can forgo an attack as part of the Attack Action to Shove the creature 5 feet. Each time you do so, you may move along with it, and the impaled creature takes Piercing damage equal to your Strength modifier. Once per turn, when you Shove a creature this way into another creature, you may use your impaling weapon to make an extra attack against the creature you shoved into, treating it as though it had the Reach property. You are otherwise prohibited from attacking with that weapon. You can freely choose to end the effect on your turn. It also ends if you move more than 5 feet away from the creature. #### Interpose Shield **Maneuver Type:** Martial (Counter)
**Requires:** *A Shield.*
You can use this maneuver in reaction to a ranged attack, or an area effect (cone, line or sphere) that allows you to make a Dexterity Saving Throw to take half damage. When you or one or more creatures in a 30 feet cone behind you (relative to the origin of the attack or effect) would be dealt damage, you can use your Reaction to throw up your shield as a barrier. For the effect or attack, you and creatures within the cone may add your superiority die as a bonus to AC and Dexterity saving throws, potentially changing the outcome. You take no damage if you succeed on the Saving Throw.
Art: Bethesda
\pagebreakNum #### Leap **Maneuver Type:** Brutal (Strike)
**Requires:** *Proficiency in Athlethics.*
As an Action, you can expand a superiority die to leap forward. Make a Strength (Athletics) check and add you superiority die to the result. If you moved at least 10 feet on foot immediately before the jump, the Athletics check is made with Advantage, while wearing Heavy Armor imposes Disadvantage. You may leap forward up to a number of feet equal to the result, rounded to the nearest 5. If the Athletics check is at least 20, you can move through the space of any creature up to your size. The first 10 feet of the leap costs no movement. The rest counts towards your normal movement. Any movement made as part of leap does not provoke attacks of opportunity. When you land next to a creature and leaped at least 10 feet straight towards it, you may immediately make a melee attack against it as part of the same action. This attack is made with Advantage, and you may add your superiority die to the attack's damage roll. #### Lunging Strikes **Maneuver Type:** Cunning (Stratagem)
**Requires:** *Any Martial Slashing or Piercing melee weapon.*
As a Bonus Action, you can expend one superiority die to temporarily increase your reach. Until the end of your next turn, your next attack that hits deals extra damage equal to your superiority die, and your reach is increased by 5 feet. #### Maneuvering Attack **Maneuver Type:** Cunning (Strike)
**Requires:** *Any melee weapon.*
As an Action, you can expend one superiority die to maneuver yourself and an ally into a more advantageous position. You can choose an allied creature with 5 feet of you who can see or hear you. If willing, that creature may switch positions with you. Neither you or your ally provoke opportunity attacks for doing so. Immediately after the move, both you and your ally may make a melee attack against a creature within reach. You may do so as part of the same Action, but your ally must use their Reaction to do so. You and the ally both roll and add the superiority die to the attack's damage roll. #### Menacing Attack **Maneuver Type:** Martial (Strike)
**Requires:** *Any martial melee weapon.*
When you take the Attack Action, you can declare one of your attacks a Menacing Attack. On a hit, 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 gains the Frightened condition until the end of your next turn. If the creature succeeds on its saving throw, it can't be Frightened again by your Menacing Attack for the next 24 hours. #### Muscle Burst **Maneuver Type:** Brutal (Stratagem)
**Requires:** *Proficiency in Athlethics.*
At any time you make a Strength skill check or an attack roll using Strength during combat, after rolls are made, you can expend one superiority die and add the superiority die to the initial result. \columnbreak #### Parry **Maneuver Type:** Martial (Counter)
**Requires:** *Any martial melee weapon.*
When you are hit by an attack, you can use your Reaction and expend a superiority die to add it to your AC, potentially causing the attack to miss. The AC bonus lasts until the end of the current turn. #### Piercing Shot **Maneuver Type:** Martial (Strike)
**Requires:** *Shortbow, Longbow, Javelin or Spear.*
As an Action, you expend one superiority die to make a powerful shot that rips through your targets. Each creature in a straight line up to the normal range of your weapon, must make a Dexterity saving throw or take Weapon damage + your superiority die + your Strength or Dexterity modifier. #### Pinning Shot **Maneuver Type:** Cunning (Strike)
**Requires:** *A ranged or thrown piercing weapon.*
When you take the Attack Action, you can declare one of your attacks a Pinning Shot, attempting to pin a creature that is within normal range of your weapon to the wall, ground or similar hard terrain. On a hit, add the superiority die to the attack's damage roll, and if the creature is no more than one size larger than you, it must succeed on a Dexterity saving throw or have its speed reduced to 0 until the end of its next turn. A creature is unaffected if it is currently flying, swimming, or is immune to being knocked prone. #### Point Blank Shot **Maneuver Type:** Martial (Strike)
**Requires:** *Any ranged or thrown weapon.*
When you make a ranged weapon attack against a creature within 5 feet of you, you can expend one superiority die and make the attack without Disadvantage. If the attack hits, you add the superiority die to the attack's damage roll, and the target must make a Strength saving throw or be pushed back 5 feet. #### Puncture **Maneuver Type:** Martial (Strike)
**Requires:** *Any piercing weapon.*
When you take the Attack Action, you can declare one of your attacks a Puncture. Add your superiority die to the attack roll. On a hit, for each point the attack roll exceeds the targets AC, it deals 1 additional Piercing damage. #### Quick Shot **Maneuver Type:** Cunning (Counter)
**Requires:** *Any ranged or thrown weapon.*
When a creature enters the normal Range of a ranged or thrown weapon you wield, you may use your Reaction and a superiority die to make a ranged weapon attack with that weapon. On a hit, you add the superiority die to the attack's damage roll. \pagebreakNum #### Rallying Cry **Maneuver Type:** Warcry (Stratagem)
On an allied creatures turn, you can use your Reaction and expend one superiority die to inspire one of your companions. When you do so, choose a friendly creature who can see or hear you. Until end of turn, it may use the Dash action as a Bonus action and adds you superiority die to their next attack roll. #### Rain of Arrows **Maneuver Type:** Martial (Strike)
**Requires:** *Shortbow or Longbow.*
As an Action, you can expand two superiority dice to rain down arrows on to your foes. You make a ranged weapon attack against each creature inside a 20-foot-radius circle within the weapons normal range. On a hit, you add the superiority die to the attack's damage rolls. #### Rapid Adjustment **Maneuver Type:** Cunning (Stratagem)
**Requires:** *Proficiency in Acrobatics.*
At any time you make a Dexterity skill check or an attack roll using Dexterity during combat, after rolls are made, you can expend one superiority die and add the superiority die to the initial result. #### Rapture **Maneuver Type:** Martial (Strike)
**Requires:** *Any Slashing or Piercing weapon.*
When you take the Attack Action, you can declare one of your attacks a Rapture. If it hits, it inflict a grievous wound that bleeds profusely. You add the superiority die to the attack's damage roll. At the start of each of the bleeding creatures turns, the target must make a Constitution saving throw. On a failed save, it loses hit points equal to the ability modifier you used to make the attack roll. The bleeding also ends when it receives magical healing or a creature uses an Action to make a DC 10 Wisdom (Medicine) check to stop the flow of blood. A creature without blood, or a similar bodily fluid, can't be caused to bleed. A creature can only have one bleeding effect at a time. #### Riposte **Maneuver Type:** Martial (Counter)
**Requires:** *Greatsword, Longsword, Rapier or Shortsword.*
When a creature makes melee attack against you, after the attack roll is made, you can use your Reaction and expend one superiority die to instill a penalty to that attack equal to your superiority die result, potentially turning a hit into a miss. If the attack misses, you may make a melee weapon attack against the creature. #### Shield Crush **Maneuver Type:** Brutal (Strike)
**Requires:** *A Shield.*
By expending your Bonus Action and a superiority die, you can make a powerful smashing attack using your shield. You make an attack roll using your Shield. On a hit, you deal Bludgeoning damage equal to your superiority die + your Strength modifier, and the target must succeed on a Strength saving throw or be Shoved or knocked Prone. \columnbreak #### Snipe **Maneuver Type:** Cunning (Strike)
**Requires:** *Any Bow, Crossbow or Thrown weapon.*
When you make a ranged weapon attack as part of the Attack Action, you can expend a superiority die to shoot with exceptional accuracy. Add the superiority die to both attack and damage rolls for the attack. The attack ignores any penalties imposed by long range and cover. #### Spellbreaker **Maneuver Type:** Cunning (Strike)
**Requires:** *Any Martial weapon.*
When you take the Attack Action, you can declare one of your attacks as a Spellbreaker, aimed at breaking a creatures concentration. On a hit, you add the superiority die to the attack's damage roll. For this attack and any subsequent attacks you make this turn, the creature has Disadvantage on saving throws made to maintaining concentration. #### Taunting Strike **Maneuver Type:** Martial (Strike)
**Requires:** *Any Martial melee weapon, Proficiency in Persuasion.*
When you take the Attack Action, you can declare one of your attacks as a Taunting Strike. On a hit, you 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, and it can’t willingly move away from you. These effects last until the end of your next turn. #### Tendon Slash **Maneuver Type:** Martial (Strike)
**Requires:** *Any Martial Slashing weapon.*
When you take the Attack Action, you can declare one of your attacks a Tendon Slash, attempting to hinder its movement. On a hit, you add the superiority die to the attack's damage roll, and the target must succeed a Dexterity saving throw. On a failed save it gains the Slowed condition until the end of your next turn. Only creatures that rely on limbs for movement can be affected by this maneuver. #### Venom Thrust **Maneuver Type:** Cunning (Strike)
**Requires:** *Any Finesse Piercing weapon.*
When you take the Attack Action, you can declare one of your attacks a Venom Thrust. On a hit, you attempt to instill a state of toxic shock. If the weapon was coated with an injury poison, you add the superiority die as Poison damage to the attack's damage roll, and the creature gains Disadvantage on any saving throw made to resist that poison. #### Viscous Strike **Maneuver Type:** Martial (Strike)
After you make a weapon attack roll, you can expend one superiority die to increase the attacks critical range by one (normally to a 19 - 20) and add the superiority die to the attack’s damage roll. This ability scales with other effects that increase critical threat range. \pagebreakNum #### Warning Call **Maneuver Type:** Warcry (Stratagem)
You can use your Reaction and expend one superiority die to alert an ally of danger. When you do so, choose another friendly creature that you can see, and who can see or hear you. Roll a superiority die. Until the end of the current turn, the ally gains a bonus to AC and Dexterity saving throws equal to the result. You may choose to use Warning Call after any rolls are made. #### Weapon Hurl **Maneuver Type:** Brutal (Strike)
**Requires:** *Any melee weapon, Strength 15+.*
When you take the Attack Action on your turn, you can forgo one of your attacks to hurl your weapon at an enemy. For this attack the weapon is treated as having the thrown property, with normal throw range equal to ten times your Strength modifier. On a hit, the weapon damage die is doubled and you may add the superiority die to the attack's damage roll. If a Heavy weapon is thrown this way, the range is halved and on a hit the creature must succeed a Strength saving throw or be knocked prone. The weapon drops at the feet of your target. #### Wing Clip **Maneuver Type:** Martial (Strike)
**Requires:** *Any ranged or Throwing weapon.*
When you take the Attack Action, you can declare one of your ranged or thrown attacks a Wing Clip. On a hit, add the superiority die to the attack's damage roll, and the target creature must succeed on a Dexterity saving throw or have its flying speed reduced to 0 feet until the end of its next turn. An airborne creature affected by this maneuver tumbles at 60 feet per round until it reaches the ground. Only a creature that you can see and have physical wings can be affected by this maneuver. #### Whirlwind Strike **Maneuver Type:** Martial (Strike)
**Requires:** *Melee Slashing or Bludgeoning weapon, used while two-weapon fighting or held with two hands.*
As an Action, you can forgo your remaining movement and expend a superiority die to make a whirling attack. As part of this maneuver, you can make a single melee attack against each creature within your reach. On your first hit, you add the superiority die to the attack's damage roll. Each creature hit this way is pushed 5 feet away from you if it is no more than one size larger than you. #### Warstorm **Maneuver Type:** Warcry (Stratagem)
You can use your Action and expend one superiority to coordinated charge. Until the end of turn, you can move straight towards a hostile creature you can see. Any ally within 15 feet of as you move that can see you, may use its Reaction to move up to its speed along with you. At the end of your movement, you may make a melee attack against a creature within your reach. On a hit, you add the superiority die to the attack's damage roll. Any ally may do the same as part of the same Reaction.
Art: Heonhwa Choe
\pagebreakNum # Rules Changes & Additions This chapter contains changes to base combat rules. In line with most other rule changes presented in this document, the aim of these changes is to make combat more tactical, exciting, intuitive and balanced. Choices will have more weight to them and revolve more around pro's and con's.
### Critical Hits When a player scores a critical hit with an unarmed or weapon attack, that player adds the maximum value of the base damage die as extra damage. All other damage dice are rolled twice and added together. For example, if you would score a critical hit as a level 1 Rogue using sneak attack (1d6) with a Rapier (1d8), you would double the sneak attack dice (2d6) and add 8 extra damage (maximum of a d8) to the normal base weapon damage roll. ### Difficult Terrain If a space is Difficult Terrain, every foot of movement in that space costs 1 extra foot. For example, moving 5 feet through Difficult Terrain costs 10 feet of movement. Difficult Terrain isn’t cumulative; either a space is Difficult Terrain or it isn’t. A space is Difficult Terrain for a creature if the space contains any of the following: * Creature that isn’t Tiny * Furniture that is Small or larger * Heavy snow or ice * Heavy undergrowth * Liquid that’s between shin- and waist-deep (any deeper and you need to Swim) * Narrow opening that is sized for a creature one Size smaller * Pit or another gap of 2–5 feet * Rubble * Slope of 20 degrees or more * The DM may determine that other things count as Difficult Terrain based on the examples here.
### Equipment Handling An adventurers equipment can be carried in different ways. Some equipment is likely stored away for practical transport. Yet, a warriors favored weapon is more likely holstered or sheathed, to be available at the ready. There is limited space however, to equip items in such a manner. This section describes how this is handled and why it matters what weapons you have sheathed: * **Equipment Slots.** You have three slots for holding armaments. These can be used for sheathing, stowing or holstering weapons and/or a Shield. Non-Heavy weapons and a Shield take up one slot, while Heavy weapons take up two. Exchanging a sheathed armaments with an unsheathed one you have packed away in your adventuring gear costs 1 Action. * **Drawing & Stowing Weapons.** Drawing a sheathed weapon or stowing a held weapon, can be done once on your turn freely. For each hand you have free, or use to hold a weapon, you can draw or stow a weapon that lacks the Heavy property, respectively. This means for example, you can draw or stow two one-handed weapons simultaneously. Drawing or stowing a weapon with the Heavy property requires two hands instead. * **Donning or Doffing a Shield.** It takes an Action to Don or Doff a sheathed Shield. You only benefit from a Shields AC if you have take the full time to don it. You can't drop a donned shield. * **Throwing Weapons.** If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw a weapon with the Thrown property as part of the attack. * **Picking Up Items.** A creature can pick up and equip an item from the ground at its feet by using its Bonus Action. When a creature picks up an item from the ground while it is within reach of a hostile creature, it provokes an opportunity attack from the hostile creature.
### Flanking When a creature and at least one ally are within 5 feet of the same enemy on opposite sides, that enemy is considered flanked. Each of the creatures flanking has Advantage on melee attacks against it. To determine whether two allied creatures are considered on opposite sides and thus flanking a hostile creature, trace a line between the one of the allied creatures and the center of the hostile creature that is being surrounded. If the line passes directly through the square of the ally, or the ally is in a square next to the crossed square, than the creature is being Flanked.
### Healing Potions You may use your Bonus Action to use a healing potion normally, or you may spend a Full Action to gain maximize healing effect from the potion instead. \pagebreakNum ### Multiclassing & Martial Maneuvers When a player decided to multiclass, the following rules apply for maneuvers and superiority dice: * **Maneuvers Known.** The number of maneuvers known from different classes are added together. * **Superiority Dice.** The amount of superiority dice you have available is based on your proficiency bonus gained from classes belonging to the Warrior group. For example, if you have 5 levels in Fighter and 4 levels in Barbarian, your Warrior level is considered 9. At level 9, your proficiency bonus is +4 and thus you will have 4 superiority dice. On the other hand, if you would have 5 levels in Wizard and 4 levels in Fighter, your Warrior level would be 4. At level 4 you have a proficiency bonus of +2, and thus your would only have 2 superiority dice. * **Superiority Die Size.** All your superiority dice have a size equal to the largest provided by a class you have.
### Resting Heroic though they might be, Adventurers can’t spend every hour of the day in the thick of Exploration, Social Interaction, and Combat. They need rest — time to sleep and eat, tend their wounds, refresh their minds and spirits for Spellcasting, and brace themselves for further adventure. Adventurers can take Short Rests in the midst of an Adventuring day and a Long Rest to end the day. \columnbreak #### Long Rest A Long Rest is a period of extended downtime at least 8 hours long during which a creature sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. ___ **Benefits of a Long Rest:**
* **Recovery.** You regain all Hit Points and half your Hit Dice, rounded up. * **HP Max Restored.** If your Hit Point Maximum was reduced, it returns to normal. * **Ability Scores Restored.** If any of your Ability Scores were reduced, they return to normal. ___ A creature can’t benefit from more than one Long Rest in a 24-hour period, and a creature must have at least 1 Hit Point at the start of the rest to gain its benefits. #### Short Rest A Short Rest is a period of Downtime, at least 15 minutes, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. ___ **Interrupting the Rest**
If a Long Rest is interrupted by combat or by 1 hour of walking, casting Spells, or similar activity, the rest confers no benefit and must be restarted; however, if the rest was at least 1 hour long before the interruption, the creature gains the benefits of a Short Rest.
Art: Baelrog (Midjourney AI)
\pagebreakNum ___ A character can spend one or more Hit Dice at the end of a Short Rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains Hit Points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character can benefit from a limited number of Short Rests in between Long Rests. This is limited to a number of times equal to one plus half your proficiency bonus.
### Two-Weapon Fighting When you take the Attack action and attack with a Light weapon in one hand (main-hand) the first time each turn, you can also attack with a Light weapon in the other hand (off-hand) as part of the same Attack action. You don’t add your attack modifier to the damage of your off-hand weapon unless that modifier is negative. If either weapon has the Thrown property, you can throw the weapon, instead of making a melee attack with it.
### Unarmed Strike An Unarmed Strike is a Melee Attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you, and thus does not necessarily require your to have free hands. Whenever you use your Unarmed Strike, choose one of the following options for its effect: * **Damage.** You make an attack roll against the target. Your bonus to hit equals your Strength modifier + your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 + your Strength modifier. * **Grapple**. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 + your Strength modifier + your Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it. * **Shove.** The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push the target 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 + your Strength modifier + your Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you \columnbreak ## List of Conditions Conditions are temporary states that can affect a creature's ability to act or interact with the environment. These conditions can be inflicted by spells, abilities, traps, or environmental hazards, and can often also be cured by certain spells or abilities. This section contains a list of different conditions. ### At Death's Door When a player falls to 0 hit points, that player is at Death's Door, also referred to as Dying, and experiences the following effects: * **Dying.** You have 0 Hit Points and the Unconscious condition. Death's Door ends if you regain any Hit Points. * **Death Saving Throws.** At the start of each of your turns, you must make a Death Saving Throw; roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. The successes and failures also don’t need to be consecutive; keep track of both until you collect three of a kind, the effects of which are described below. When this condition ends on you, reset the number of success and failures to zero. * **Hidden Rolls.** Unlike normal saving throws, death saving throws are made hidden from the other players. * **Critical Failure.** If you roll a 1 on your Death save, you gain two failures instead of one. * **Critical Successes.** If you roll a 20 on your Death save, you immediately regain 1 hit point and lose the Unconscious condition. * **Three Failures.** On your third failure, you die. * **Three Successes.** On your third successful Death save, you regain 1 Hit Point, but you are still Unconscious and start a Short Rest. You remain Unconscious until you regain more Hit Points or until another creature uses an action to administer first aid to you, which requires a successful DC 10 Wisdom (Medicine) check. * **Damage.** If you take any damage while at Death's Door, you suffer one death saving throw failure instead. If you suffer a critical hit, you instead suffer two death saving throw failures. * **Exhausting Trauma.** When *At Death's Door* ends on you, you are exhausted from the grievous wounds you suffered. You gain one level of Exhaustion for every Death saving throw you failed, with a minimum of 1.
### Dazed While Dazed, you can Move or take one action on your turn, not both. You also can’t take a Bonus Action or a Reaction. \pagebreakNum ### Exhaustion Exhaustion is a cumulative condition. Each time you receive it you gain 1 level of exhaustion. While you are subjected to the Exhausted Condition, you suffer the following effects: * **Levels of Exhaustion.** This condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10. * **Affected d20 Rolls** When you make a d20 Test, you subtract your exhaustion level from the d20 roll. * **Save DCs are reduced.** Subtract your exhaustion level from the Spell save DC of any Spell you cast. * **Ending Exhaustion:** Finishing a Long Rest removes 1 of your levels of exhaustion. When your exhaustion level reaches 0, you are no longer Exhausted. ### Grappled While you are Grappled, you experience the following effects: * **Speed 0.** Your Speed is 0 and can’t change. * **Attacks Affected.** You have Disadvantage on attack rolls against any target other than the grappler. * **Movable.** The grappler can drag or carry you, but the grappler must spend 1 extra foot of movement for every foot you move, unless you are two or more Sizes smaller than the grappler. * **Escape.** While Grappled, you can make a Dexterity or Strength saving throw against the grapple’s escape DC at the end of each of your turns, ending the Condition on yourself on a success. You may also spent your Action to make an escape attempt. The Condition also ends if the grappler is Incapacitated or if the distance between you and the grappler exceeds the grapple’s range. ### Invisible While Invisible, you experience the following effects: * **Concealed.** You aren’t affected by any effect that requires its target to be seen. * **Surprise.** If you are Invisible when you roll initiative, you have Advantage on the roll. * **Attacks Affected.** Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, as with magic or Blindsight, you don’t gain this benefit against that creature. ### Incapacitated While Incapacitated, you experience the following effects: * **Inactive.** You can’t take any Action, Bonus Action, or Reaction. * **No Concentration.** Your Concentration is broken. * **Speechless.** You can’t speak. * **Surprised.** If you are Incapacitated when you roll Initiative, you have Disadvantage on the roll. \columnbreak ### Prone Your movement is hindered, you experience the following effects: * **Limited Movement.** You must spend 1 extra foot of movement for every foot you move using your Speed. * **Attacks Affected.** Attack Rolls against you have Advantage. * **Sluggish.** You have Disadvantage on Dexterity saving throws. * **Standing Up.** You can spend an amount of movement equal to half your speed to end the Prone condition on yourself. You can’t stand if your speed is 0. ### Restrained * A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. * Attack rolls against the creature have Advantage, and the creature’s attack rolls have Disadvantage. * The creature has Disadvantage on Dexterity saving throws. ### Slowed Your movement is hindered, you experience the following effects: * **Attacks Affected.** Attack Rolls against you have Advantage. * **Impaired Movement.** You must spend 1 extra foot of movement for every foot you move using your Speed. * **Sluggish.** You have Disadvantage on Dexterity saving throws. ### Unconscious While Unconscious, you experience the following effects: * **Inert.** You have the Incapacitated and Prone conditions, and you drop whatever you are holding. When this condition ends, you remain Prone. * **Unmoving.** Your Speed is 0 and can’t change, and you automatically fail Strength and Dexterity saving throws. * **Helpless** Attack rolls against you have Advantage, and any attack roll that hits you is a critical hit if the attacker is within 5 feet of you. * **Unaware.** You are unaware of your surroundings. ### Weakened * You have Disadvantage on a Strength and Dexterity based skill checks or saving throws, and attack rolls using Strength or Dexterity. ### Wounded A creature is Wounded while below 50% of of its maximum Hit Points, and retains the condition until it recover Hit Points above 50% of it maximum. This condition does nothing by itself, but some mechanics interact with Wounded creatures.