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Martial Prowess

A Tome of Battle
common complaint about recent D&D is the gulf of

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power and utility that opens up between the warrior
and the mage. While the wizard, cleric, and druid
learn world-altering spells, the fighter swings his
sword a few more times. Moreover, the metanalysis
of weapon combat is largely solved, to the detriment
of most of the weapon list. The tools in this document
attempt to provide warriors with meaningful choices, options,
and incentives to take actions other than "I attack with the
weapon I chose at level 1."
This is primarily a "gamist" document, so while flavor is
considered, it does not claim to fix combat to some imagined
realistic or historical standard, or expand the weapon list for
its own sake. This work attempts to adhere to 5E
conventions: only as few modifiers and rolls as necessary to
the mechanics. Each set of rules is presented ala carte, so a
DM may wish to allow only some of these pages or powers.
Weapons and Techniques. The vanilla weapon list has
duplication and weapons with no mechanical value. The
revised weapons table attempts to make any weapon an
interesting choice for a warrior, balanced by weapon damage
dice, properties, and available weapon techniques. These
weapon techniques improve weaker weapons or impose
effects rather than increasing the damage ceiling.
Combat Actions. Actions beyond basic attacks and
grapples are often locked behind feats, making builds
inflexible and competing with ability score improvements.
The Combat Actions section moots certain feats (such as
Charger and Grappler) with situational actions, codifies DMG
object damage guidelines for combat, and adds more ways
for PCs to interact with their enemies and environment.
Stances. An innovation in the 3E Tome of Battle, stances
provide martial characters with passive bonuses during
combat. Combat Stances replace 5E's Fighting Style feature
with dynamic stances inspired by Unearthed Arcana and the
Book of Nine Swords. Instead of one choice near character
creation, a PC makes strategic and tactical choices during
level-ups and rounds of combat.
Maneuvers. The final section vastly expands superiority
maneuvers, with specializations - Cut-Throat, Mystic Knight,
Savage, or Warlord - that represent approaches to battlefield
superiority alongside a standard maneuver group. Like
warlock invocations, some maneuvers have level
requirements and are correspondingly more powerful. These
rules also include optional features for non-Battlemasters to
gain limited access to these powers in exchange for their
lesser class bonuses: a fighter, paladin or ranger can replace
a stance, a rogue can sacrifice some sneak attack damage,
and a barbarian can reduce his rage damage bonus, while
monks can perform maneuvers using martial arts and ki.
Through the feat and features, every martial should want to
access this system.
Introduction 1
Summary and Weapon Tables ..................................2
Additional Combat Actions ..................................... 5
Weapon Techniques ....................................................... 7
Combat Stances ................................................................10
Maneuvers Expanded .................................................. 12

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Summary and Tables
New and Revised Features
Standard Feature Martial Prowess Feature Page
Weapons Table Revised Weapons Table 3
Martial Weapons Proficiency Martial Weapons Proficiency, +1 Weapon Technique 7
Fighting Style Combat Stance (+2 Stances) 10
Extra Attack (2, 3) Extra Attack (2, 3), +1 Combat Stance (if applicable) 10
Ability Score Improvement Ability Score Improvement, +1 Weapon Technique (if applicable) 7
Additional Fighting Style Hybrid Stance 10
Fighting Initiate Fighting Initiate (Revised) 10
Combat Superiority Combat Superiority (Revised) 12
Martial Adept Feat Superior Technique 12
New Optional Features Ki-Fueled Technique, Roguish Technique, Raging Technique 12

Weapon Techniques
Weapon Techniques Weapon Techniques
Any (Shield) Shield Bash Longbow Pinning Shot, Split Shot, Suppressing Fire
Abwenden, Cleave, Crippling Cut, Iaijutsu,
Battleaxe* Cleave, Crippling Cut, Finisher Longsword*
Piercing Strike
Blowgun* — Mace* Crushing Blow, Grazing Clout, Finisher
Cestus Close Quarters, Finisher, Grazing Clout Maul* Crushing Blow, Finisher
Dart* Pinning Shot Morningstar* Piercing Strike, Finisher
Club* Finisher, Grazing Clout. Shattering Clobber Net Entangle
Close Quarters, Finisher, Paired Weapon, Pinning
Dagger* Pike* Bracing, Lunge
Shot
Flail* Crushing Blow, Finisher, Thrash Quarterstaff Lunge, Shattering Clobber, Whirling Rebuff
Glaive* Bleeder, Cleave, Finisher Rapier Abwenden, Iaijutsu , Lunge
Greataxe* Cleave, Crippling Cut, Finisher Saber Abwenden, Bleeder, Crippling Cut, Iaijutsu
Greatbow Pinning Shot, Split Shot, Suppressing Fire Scimitar* Abwenden, Crippling Cut, Iaijutsu
Greatclub* Grazing Clout. Finisher, Shattering Clobber Shortsword Abwenden, Close Quarters, Iaijutsu
Bleeder, Pinning Shot, Split Shot, Suppressing
Greatsword* Cleave, Piercing Strike Shortbow
Fire
Halberd* Bracing, Lunge, Whirling Rebuff Sling Grazing Clout, Split Shot, Suppressing Fire
Handaxe* Bleeder, Close Quarters Spear Bracing, Lunge, Whirling Rebuff
Hd. Xbow Suppressing Fire Sickle Bleeder, Finisher, Paired Weapon
Hv. Xbow Pinning Shot Swordbreaker Paired Weapon
Javelin Pinning Shot Trident* Bracing, Lunge, Whirling Rebuff
Lance Bracing, Lunge Warhammer* Crushing Blow, Finisher
L. Xbow Pinning Shot, Suppressing Fire War Pick* Piercing Strike
L. Hammer* Crushing Blow, Grazing Clout War Whip Bleeder, Entangle, Thrash, Whirling Rebuff
Improvised Close Quarters, Shattering Clobber Whip* Bleeder, Entangle, Thrash, Whirling Rebuff
Weapons with modified properties are denoted with an asterisk (*). New weapons are italicized.

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Revised Weapons
Name Cost Damage Weight Properties
Simple Melee
  Club 1 sp 1d4 bludgeoning 2 lb. Brutal, light
  Dagger 2 gp 1d4 piercing 1 lb. Bandoleer, finesse, light, thrown (20/60), reserve
  Greatclub 2 sp 1d8 bludgeoning 10 lb. Brutal, heavy, two-handed
  Handaxe 5 gp 1d6 slashing 2 lb. Bandoleer, light, thrown (20/60)
  Javelin 5 sp 1d6 piercing 2 lb. Thrown (30/120)
  Light Hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (20/60), siege
  Mace 5 gp 1d6 bludgeoning 4 lb. Siege
  Pike 3gp 2d4 piercing 18 lb Heavy, reach, two-handed
  Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
  Sickle 1 gp 1d4 slashing 1 lb. Finesse, light, reserve
  Spear (Short Spear) 1 gp 1d6 piercing 3 lb. Thrown (20/60), versatile (1d8)
  Whip 2 gp 1d4 slashing 3 lb. Entrapping, finesse, reach
Simple Ranged
  Blowgun 10 gp 1d4 piercing 1 lb. Ammunition, loading, ranged (25/100, covert)
  Light Crossbow 25 gp 1d8 piercing 5 lb. Ammunition, loading, ranged (80/320) two-handed
  Dart 5 cp 1d4 piercing 1/4 lb. Light, thrown (20/60, covert), bandoleer, reserve
  Shortbow 25 gp 1d6 piercing 2 lb. Ammunition, ranged (80/320), two-handed
  Sling 1 sp 1d4 bludgeoning — Ammunition, ranged (30/120)
Martial Melee
  Battleaxe 10 gp 2d4 slashing 4 lb. Versatile (1d10)
  Cestus 5 sp 1d4 bludgeoning 1/2 lb. Finesse, light, monk, reserve, special
  Flail 10 gp 2d4 bludgeoning 5 lb. —
  Halberd (Polearm) 20 gp 1d10 slashing 6 lb. Bladed, heavy, reach, two-handed
  Glaive 20 gp 2d4 slashing 5 lb. Heavy, reach, two-handed
  Greataxe 30 gp 1d12 slashing 7 lb. Brutal, heavy, two-handed
  Greatsword 50 gp 2d6 slashing 6 lb. Bladed, heavy, two-handed
  Lance 10 gp 1d12 piercing 7 lb. Heavy, reach, special
  Longsword 15 gp 1d8 slashing 3 lb. Bladed, versatile (1d10)
  Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed, siege
  Morningstar 15 gp 2d4 piercing 5 lb. —
  Rapier 25 gp 1d8 piercing 3 lb. Finesse
  Saber 10 gp 1d6 slashing 2 lb. Finesse, light, monk
  Scimitar* 25 gp 1d8 slashing 3 lb. Finesse
  Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light, reserve
  Swordbreaker 25 gp 1d4 piercing 1 lb. Entrapping, finesse, light, reserve
  Trident (Long Spear) 5 gp 1d8 piercing 4 lb. Entrapping, Thrown, versatile (1d10)
  Warhammer 15 gp 1d8 bludgeoning 4 lb. Siege, versatile (1d10)
  War Pick 5 gp 1d8 piercing 6 lb. Heavy, siege
  War Whip 15 gp 1d6 slashing 4 lb. Entrapping, finesse, reach

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Revised Weapons (Cont.)
Name Cost Damage Weight Properties
Martial Ranged
  Hand Crossbow 75 gp 1d6 piercing 3 lb. Ammunition, loading, ranged (30/120)
  Heavy Crossbow 50 gp 1d10 piercing 18 lb. Ammunition, heavy, loading, ranged (100/400), two-handed
  Greatbow 100 gp 2d6 piercing 6 lb. Ammunition, heavy, ranged (200/800), special, two-handed
  Longbow 50 gp 1d8 piercing 2 lb. Ammunition, heavy, ranged (150/600), two-handed
  Net 1 gp — 3 lb. Entrapping, special, thrown (range 5/15)

New and Revised Weapon Properties


Escaping an Entrapment
Bandoleer A creature can use its action to attempt to free its
When making a thrown weapon attack, you draw the weapon entrapped weapon by making a Strength (Athletics)
from an appropriate container or case as part of the attack. or Dexterity (Acrobatics) check contested by your
Dexterity (Sleight of Hand).
Brutal
On a critical hit, this weapon adds 1d4 to the damage roll in
addition to doubling the damage dice. Reserve
Bladed Attacking with this weapon while prone or restrained does
The damage type of this weapon is piercing or slashing (your not impose disadvantage on the attack roll.
choice). Siege
Covert This weapon deals double damage to structures, and to
If you are hidden, a missed ranged attack does not reveal objects that are not being worn or carried.
your location. New Weapons
Entrapping
When you want to catch and restrain a weapon in combat, Cestus
you can use the Attack action to make a special melee attack, The cestus, or brass knuckles, are any striking glove or
an entrapment attempt with this weapon. If you have multiple weapon that protects the hand while adding power to strikes.
attacks as part of the Attack action, this replaces one of them. Claw weapons may deal slashing or piercing damage instead.
The target of your entrapment must be within the reach of Add the cestus to the monk weapons list (PHB pg.78).
your weapon and wielding a melee or ranged weapon. Special. Attacks with the cestus count as unarmed strikes.
Make a Dexterity (Sleight of Hand) check contested by the
target's Strength (Athletics) or Dexterity (Acrobatics) (its Greatbow
choice). A creature wielding a weapon in two hands has A greatbow is a massive arc of sturdy wood, much larger than
advantage on this check, and a creature larger than you a typical longbow, with draw weight beyond the strength of
automatically wins. If you win, the target can't make attacks most men. It cannot be used while mounted, and readying or
with the entrapped weapon until the entrapment ends. stowing it uses your bonus action or action, instead of an
You can't move out of your weapon's range, make an attack object interaction. Creatures with less than 13 Strength
with the entrapping weapon, or drop your own weapon make attacks with the greatbow with disadvantage, while
without releasing the entrapped weapon, which you can do at creatures with less than 11 strength cannot draw it at all.
any time. If the target moves or is moved outside your Special: Add your Strength modifier instead of your
weapon's reach, the entrapment ends and you can use your Dexterity modifier to your weapon damage rolls.
reaction to attempt to Disarm it (pg. 5) with advantage on
your attack roll to do so. Saber
A curved, single-edged sword often used as a sidearm. Add
Heavy the saber to the monk weapons list (PHB pg.78).
A heavy weapon's size or mass make it difficult to use without
counterbalancing weight. Small and Tiny creatures have Swordbreaker
disadvantage on attack rolls with heavy weapons as if using a A dagger with a series of hooked, horizontal notches opposite
weapon sized for a larger attacker (DMG pg. 278). Small and the blade, used to catch and entrap the opponent's weapon.
Tiny creatures may craft versions of these weapons that are
more suited to them, with the size of all damage dice reduced War Whip
by 2 (e.g. 1d10 becomes 1d8, 2d6 becomes 2d4, etc.). A reinforced whip, chain, juijieban, kusarigama, meteor
hammer, or other martial variant of the whip.
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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Additional Combat Actions
his section provides rules for conditions and If you win, the attack causes no damage or other ill effect, but

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effects that are otherwise adjudicated by DM the defender drops the item at its feet. Items that are worn or
rulings, like restraining a spellcaster or executing a attached cannot be disarmed.
prisoner. Some of these actions replace weak feats You have disadvantage on your attack roll if the target is
or features, such as Charger, Grappler, or holding the item with two or more hands. The target has
Berserker's Intimidating Presence, or modify advantage on its ability check if it is larger than you, or
actions that become less attractive to characters with disadvantage if it is smaller.
multiple attacks.
Some actions in this section use hit dice as a resource Distraction
(marked with an asterisk), and a DM may want to disallow When you take the Attack action, you can replace one of your
them; these powerful actions may grant excessive resources weapon attacks with a move that puts an enemy off-balance.
to a party that has fewer encounters and short rests per day. Make a Dexterity (Sleight of Hand) check against the Wisdom
(Perception) check of a creature within 5 feet of you. If you
Castle win this check, the creature cannot take reactions until the
As an action, you can move into the space of a willing start of its next turn.
creature within 5 feet of you, moving the creature into the
space you previously occupied. You must both fit in the space First Aid*
available.
Neither you nor the target provoke opportunity As an action, you bind wounds and apply simple first aid with
attacks for this movement. a Healer's Kit. Expend a use of the kit and make a DC 10
Wisdom (Medicine) check targeting a creature within five
Charge feet that has less than half its maximum number of hit
You can use your momentum to enhance your rushing attack. points.
When you use an action to Dash and you move at least 10 On a success, the target can choose to expend one hit die
feet in a straight line towards a creature, you can make one as if it did so during a short rest, plus one additional die for
melee attack against it as a bonus action. If you hit, you can each 5 points you exceed the DC. If the creature's current hit
choose to push the creature 5 feet away from you. Hit or points exceed half of its maximum hit points after expending
miss, your speed becomes 0 until the end of your turn. a die, it cannot spend any more dice, even if your check
result would allow it to do so.
Coup de Grace
As an action, you attempt to finish a helpless opponent, one Flee
that is unconscious, paralyzed, or otherwise rendered unable When you Dash as an action and are not within a hostile
to take actions or use movement (the incapacitated condition creature's reach, you can attempt to flee the battlefield,
is necessary but not sufficient). You deal an automatic critical dropping any items in your hands. If you do so, you can move
hit with a melee attack (no attack roll needed). If the creature half your speed as a bonus action, so long as your movement
survives the damage, it must succeed on a Constitution is in the safest possible route away from all threats. If a
saving throw against a DC equal to 10 or half your damage creature uses both its movement and action to Dash in
roll, whichever is higher. On a failure, it dies. A rogue applies pursuit of you, it cannot use the Charge action and the DM
sneak attack damage when delivering a coup de grace. may begin a Chase (DMG pg.252) if appropriate.
Delivering a coup de grace provokes opportunity attacks
from creatures within 5 feet of you and reduces your speed Heroic Resolve*
to 0 until the end of the turn. When you make a death saving throw, you can expend and
roll a hit die, adding the result to your roll. You must choose
Disarm to do so before making the roll. If you roll a 1 on the d20 but
DMG pg. 271, revised
the total result would succeed, the roll counts as one failure
As an action, or in place of two weapon attacks, you attempt instead of two.
to knock a weapon or another item from a target's grasp by You gain a level of exhaustion, and recover one fewer hit
making an attack roll contested by the target's Strength die (minimum zero) at the end of your next long rest.
(Athletics) check or Dexterity (Acrobatics) check (its choice).
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Hurl* Sprint*
If you are grappling a target your size or smaller, you can Pushing yourself to go slightly faster, you overexert yourself
exert yourself in an attempt to hit it with the ground. As a while moving into or out of danger. When you use your action
special melee attack, expend one or more hit dice, up to a or bonus action to Dash, you can expend and roll a hit die to
number equal to your Strength modifier. You sling the move farther, gaining an amount of speed equal to 5 x half the
creature 5 feet away from you and it must make a Dexterity die roll (rounded up) until the end of your turn.
saving throw against a DC equal to 8 + your Strength You cannot use this ability if your speed has been reduced
(Athletics) modifier, or it is thrown an additional 5 feet per hit by an effect or condition.
die expended and lands prone.
The creature takes bludgeoning damage equal to your Sunder
Strength modifier, plus 1d4 for each 5 feet it was thrown. DMG pg. 246, extended

As an action, or in place of two weapon attacks, you attempt


Knockout Blow to break a weapon, shield, armor, or object the target is
Once per turn, when you hit a surprised or restrained wearing or holding. The attack roll is made against the
creature with a bludgeoning attack, you can try to knock it object’s AC, plus the Dexterity modifier and any
out. Roll your damage as normal, but instead of taking circumstantial or magical bonuses to AC of the creature
damage the creature must succeed on a Constitution saving holding or wearing it. The object is considered to have half-
throw against a DC equal to 10 or half your damage roll, cover (+2 bonus to AC) if it is not being held, and you have
whichever is higher, or it is rendered unconscious for 1 disadvantage on the attack roll if the object is more than one
minute. The target awakens if it takes damage or another size smaller than the target.
creature uses an action to wake it. This ability has no effect On a hit, you deal damage to the object. If the object is
on constructs and undead. reduced to 0 hit points, it is broken and can't be used in a
normal fashion until it is repaired. Sundered armor provides
Overrun / Tumble no AC benefit. An item can be repaired via magic or by
DMG pg. 272, revised
spending 1 hour using an appropriate set of tools, possibly
When you try to move through a hostile creature's space, you requiring part of the item’s value in raw materials.
can try to force through by overrunning the creature. As an The hit points and AC of an object are subject to your DM's
action or bonus action, make a Strength (Athletics) check discretion, with some guidelines provided here and in the
contested by the creature's Strength (Athletics) check. You DMG. Most creatures wield weapons and shields that are
have advantage on your roll if you are larger than the small, resilient objects with 11 (3d6) hit points, while most
creature, or disadvantage if you are smaller. If you win, you medium-sized armor has 4 (1d6) hit points for each point of
can move through (but not end your turn in) the hostile AC above 10. Most leather or wood objects have 15 AC and
creature's space once on this turn. iron or steel objects have 19 AC. Most adventuring
Alternatively, you can attempt to duck, dodge, and weave equipment has resistance to nonmagical damage and
past the hostile creature. As an action or bonus action, make immunity to psychic and poison damage. Magical weapons or
a Dexterity (Acrobatics) check contested by the creature's objects may be immune to sundering damage.
Dexterity (Acrobatics) check. If you win, you can move
through (but not end your turn in) the hostile creature's Tackle
space once this turn. If the target wins, it can use its reaction You charge an opponent, attempting to subdue it using your
to attempt to shove you or knock you prone. momentum and weight. When you use your action to Dash
and you move at least 10 feet in a straight line towards a
Seize creature, you can attempt to grapple or shove it as a bonus
While grappling a target that is your size or smaller, you can action. If you win the opposed check, the target is knocked
attempt to pin it with an additional free hand. As a special prone and either grappled or pushed 5 feet (your choice).
melee attack, make another grapple check. If you win, both Otherwise, the target is unaffected.
you and the target are restrained until the grapple ends, and In either case, you are knocked prone and your speed
you can choose one of the following additional effects: becomes 0 until the end of your turn.
You maneuver to the target's side or back. While Terrorize
restrained, the creature cannot attack you. You can use your action to frighten someone with your
You pin the target's hands and arms. While restrained, the presence. Choose one creature within 15 feet of you that can
creature cannot cast a spell with a somatic or material see or hear you. It must succeed on a Wisdom saving throw
component, draw or attack with a non-light weapon, or (DC equal to 8 + your proficiency bonus + your Charisma or
take the Use an Object action. Strength modifier) or be frightened of you until the end of
You cover the target's mouth and muffle its speech. While your next turn. On subsequent turns, you can use your
restrained, the creature cannot be heard clearly beyond action to extend the duration of this effect on the frightened
15 feet, or at all beyond 30 feet. If the creature attempts creature until the end of your next turn. This effect ends if
to cast a spell with a verbal component, it must succeed the creature ends its turn out of line of sight or more than 60
on a Dexterity saving throw against a DC of 8 + your feet away from you. If the creature succeeds on its saving
Strength modifier or the spell fails but the spell slot is not throw or the frightened condition ends, you can’t use this
lost. A creature smaller than you has disadvantage on this feature on that creature again for 24 hours.
saving throw. A 10th level barbarian who follows the Path of the
Berserker can initiate or extend this ability as a bonus action.
A creature can be subject to only one of these effects from
each creature grappling it.
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Weapon Techniques
hen a class or feature grants you general When a technique requires a saving throw, the DC is 8 +

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proficiency with martial weapons, or you choose your weapon attack bonus. A technique can only be used
the Pact of the Blade or Path of the Kensei, you while wielding a weapon in its list, and when a technique
can choose to learn a technique that takes allows you to make an attack, you must do so with a weapon
advantage of the properties of a weapon or family in its list, unless otherwise noted. When a technique deals
of weapons, as given on the table below. Afterward, damage to a creature, you can add any appropriate bonus
you learn one additional weapon technique of your choice from your weapon or class features to the damage roll.
each time you gain an Ability Score Improvement. When a technique is used as a special melee attack, it
At your DM's discretion, you can learn a new technique by must replace the attack granted by the Attack action. If you
spending a number of downtime days equal to 10 minus your have multiple attacks as part of the Attack action, the
Intelligence modifier training with an appropriate expert. technique replaces one of them.

Weapon Techniques Reference Table


Feature Weapons
  Abwenden Longsword, Rapier, Saber, Scimitar, Shortsword
  Bleeder Glaive, Hand Axe, Saber, Shortbow, Sickle, War Whip, Whip
  Bracing Halberd, Lance, Pike, Spear, Trident
  Cleave Any Two-handed or Versatile Slashing
  Close Quarters Any Improvised, Cestus, Dagger, Hand Axe, Shortsword
  Crippling Cut Battleaxe, Greataxe, Longsword, Saber, Scimitar
  Crushing Blow Flail, Light Hammer, Mace, Maul, Warhammer
  Entangle Net, War Whip, Whip
  Finisher Battleaxe, Cestus, Club, Dagger, Flail, Greatclub, Mace, Maul, Morningstar, Sickle, Warhammer
  Flexible Flurry Any Versatile
  Grazing Clout Cestus, Club, Greatclub, Light Hammer, Mace, Sling
  Iaijutsu Longsword, Rapier, Saber, Scimitar, Shortsword
  Lunge Halberd, Lance, Pike, Quarterstaff, Rapier, Spear, Trident
  Paired Weapon Dagger, Sickle, Swordbreaker
  Piercing Strike Greatsword, Longsword, Morningstar, War Pick
  Pinning Shot Any Bow, Dagger, Dart, Hand axe, Javelin, Heavy or Light Crossbow
  Shattering Clobber Any Improvised, Club, Greatclub, Quarterstaff
  Shield Bash None (shield)
  Split Shot Any Bow, Sling
  Suppressing Fire Any Bow, Hand or Light Crossbow, Sling
  Thrash Flail, Any Whip
  Whirling Rebuff Greataxe, Halberd, Quarterstaff, Spear, Trident, Any Whip

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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Weapon Techniques Cleave
Any two-handed or versatile slashing
Abwenden Once on your turn in place of a two-handed melee attack,
Longsword, Rapier, Saber, Scimitar, Shortsword you can strike at multiple creatures using a single swing.
A fencing parry, warding off a blow using your own blade. Each targeted creature must be within 5 feet of you and one
When a creature hits you with a melee attack and you are not other target, and you can choose a number of targets up to
wielding any other weapon or a shield, you can use your your proficiency bonus. Each target must succeed on a
reaction to make an attack roll. If the result equals or exceeds Dexterity saving throw. On a failure, it takes your weapon's
the triggering attack roll, the attack misses or, if it is a critical damage roll as damage, using a d4 in place of its usual
hit, is treated as a normal hit. weapon damage die.
Bleeder Close Quarters
Glaive, Hand Axe, Saber, Shortbow, Sickle, War Whip, Whip Any improvised, Cestus, Dagger, Hand Axe,Shortsword
When an attack roll with this weapon exceeds the target's When you successfully grapple or escape a grapple, you
AC by 5 or more, or on a critical hit, the weapon inflicts a can make one weapon attack as a bonus action. When an
bleeding wound. At the start of each of its turns, a bleeding opponent fails to escape your grapple, you can make a
creature takes slashing damage equal to your proficiency weapon attack as a reaction.
bonus, ending when it receives magical healing or a creature Crippling Cut
uses an action to make a DC10 Wisdom (Medicine) check to
stop the flow of blood. Battleaxe, Greataxe, Longsword, Saber, Scimitar
A creature can have only one bleeding wound at a time. As a special melee attack, you aim for a vulnerable limb
with a precise strike. The target must succeed on a
Bracing Constitution saving throw or take slashing damage equal to
Halberd, Lance, Pike, Spear, Trident your Strength modifier and have one form of speed (such as
You know how to set your weapon to add power to your walking or flying) reduced by 10 feet (to a minimum of 0).
defensive strikes. When you use a readied action to attack a This effect ends when the creature is healed or spends one
creature that has moved at least ten feet on this turn, add an turn without using any movement.
additional weapon die to the damage roll and the target must Crushing Blow
make a Strength saving throw. On a failure, it falls prone and,
if mounted, falls from its mount. Flail, Light Hammer, Mace, Maul, Warhammer
You can shatter armor with massive swings. Either by
using both an action and bonus action, or in place of two
weapon attacks, you can make a single attack roll against a
heavily- or naturally-armored enemy within reach. On a hit,
you deal your normal weapon damage and the target must
succeed on a Constitution saving throw. If it fails, its AC is
reduced by 2 until the armor is repaired using an action, or, if
it has natural armor, until the creature receives healing. This
ability is ineffective against magical armor and constructs.
A creature's AC can't be reduced this way more than once.
Entangle
Net, War Whip, Whip
You can make a disarm, grapple, shove, or trip attack while
up to 10 feet from your target by using the extra reach of
your weapon. Your reach for starting or maintaining a grapple
when using this weapon is 10 feet instead of 5 feet. If you
successfully shove a creature using this weapon, you can
choose to either push the target five feet away or pull the
target five feet closer.
If you grapple at range, you can't use the weapon to attack
or drop the weapon, or the grapple ends. Either combatant
can use an action to attempt to pull the other 5 feet closer
with an opposed Strength (Athletics) check. If one combatant
is larger than the other, it has advantage on its roll.
Finisher
Battleaxe, Cestus, Club, Dagger, Flail, Greataxe, Greatclub,
Mace, Maul, Morningstar, Sickle, Warhammer
When you make a melee attack on a prone or incapacitated
creature, you can forgo advantage on an attack roll to attempt
to execute it. If your attack roll exceeds the target's remaining
hit points, its hit points are reduced to zero. If not, but the
attack hits, you deal damage as normal.

8
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Shield Bash
Flexible Flurry None (shield)
Any versatile As a special melee attack, you drive an opponent off-
The first time you make a one-handed attack with a balance by smashing through its guard with your shield. The
versatile weapon on your turn, you gain a +1 bonus to your target must succeed on a Strength saving throw or it takes
AC until the start of your next turn, unless you are wielding bludgeoning damage equal to your Strength modifier and
another weapon or wearing a shield. your next attack roll against it this turn has advantage.
Grazing Clout Split Shot
Cestus, Club, Greatclub, Light Hammer, Mace, Sling Any Bow, Sling
When an attack roll with this weapon misses the target's Once per turn in place of a ranged weapon attack, you nock
AC by 4 or less, the bludgeon still connects, if not so two pieces of ammunition and fire them at two creatures
powerfully. The target takes bludgeoning damage equal to the within 5 feet of each other. Make a ranged attack against each
weapon's damage die. target; if either attack misses, both do. If both attacks hit, you
deal your weapon damage to each creature.
Iaijutsu
Longsword, Rapier, Saber, Scimitar, Shortsword Suppressing Fire
You draw this weapon from a scabbard or similar device as Any Bow, Hand or Light Crossbow, Sling
part of your attack with it, without using an object interaction. You fire rapidly but inaccurately at an opponent, diverting
If you have multiple attacks as part of the Attack action, its attention to you. As an action, expend three pieces of
you can make those multiple attacks when you use a readied ammunition to force a creature within 30 feet to make a
action, instead of making a single attack. Wisdom saving throw. On a failure, it has disadvantage on
attack rolls that don’t target you until the end of its next turn,
Lunge unless you are more than 30 feet away from it.
Halberd, Lance, Pike, Quarterstaff, Rapier, Spear, Trident
You can use a bonus action to extend in a lunging strike. Thrash
You gain 5 feet of reach for your next attack on this turn. Flail, Any Whip

You swing your weapon wildly, denying an area to your


Paired Weapon enemies. In place of a weapon attack, choose a 5-foot square
Dagger, Sickle, Swordbreaker within your weapon's range. Until you have any condition
While you wield both this weapon and a non-light weapon, imposed on you, move, attack with it, choose to stop
you gain a +1 bonus to your AC. Once per turn, you can thrashing, or the start of your next turn, any creature that
choose to add 1d4 to the damage roll of your other weapon. enters this space for the first time on a turn must make a
When you do so, you lose the bonus to AC until the beginning Dexterity saving throw. On a failure, it takes damage as if you
of your next turn, unless you have the Dual Wielder feat. hit it with this weapon.
Piercing Strike Whirling Rebuff
Greatsword, Longsword, Morningstar, War Pick Greataxe, Halberd, Quarterstaff, Spear, Trident, Any Whip
As a special melee attack, you can attempt to penetrate and As a special melee attack, you brandish your weapon to
damage an opponent's heavy or natural armor. The target drive opponents away, up to a number of targets equal to
must make a Dexterity saving throw. On a failure, it takes your proficiency bonus. Each target must be within 5 feet
piercing damage equal to your Strength modifier and its AC from you and one other target. A targeted creature must
is reduced by 1 (maximum 2) until its armor is repaired, or in succeed on a Strength saving throw or be pushed 5 feet in a
the case of natural armor, the creature receives healing. This direction of your choice.
ability is ineffective against magical armor and constructs.
Pinning Shot
Any Bow, Dagger, Dart, Hand axe, Javelin, Heavy/Light Xbow
As an action, you can attempt to pin a Large or smaller
creature that is within normal range of your weapon, sticking
it to the ground or other terrain. A creature is unaffected if it
is currently flying, swimming, or is immune to being knocked
prone. Otherwise, the target must succeed on a Strength or
Dexterity saving throw (its choice) or one form of its speed
(walking, flying, or swimming) is reduced to 0 until the end of
its next turn. As an action on its turn, the creature can pull
free and regain its normal speed.
Shattering Clobber
Any improvised, Club, Greatclub, Quarterstaff
If you are using an improvised weapon that deals
bludgeoning damage or a nonmagical weapon listed above,
you can use a weapon attack to strike with such force that
the weapon breaks. The target must succeed on a Dexterity
saving throw or take bludgeoning damage equal to a critical
hit with your weapon, which is rendered broken and useless.
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Combat Stances
tances were originally presented in the Book of Nine

S
Swords for Third Edition, granting certain classes Bulwark (Stonefoot Stance)
powers that continually boost a warrior's abilities. When you end your turn without using more than 5 feet of
Fifth Edition uses some of this concept in Fighting movement, you gain temporary hit points equal to your
Styles, available to most martial classes, and this proficiency bonus and have advantage on Strength and
document replaces those features with the following: Constitution checks and saving throws. These effects,
including any remaining temporary hit points, end at the
Combat Stance beginning of your next turn.
Replaces Fighting Style
Defense (Iron Heart)
You adopt a particular style of fighting with the flexibility to
shift your stance, flowing seamlessly between offense and You gain a +1 bonus to AC.
defense. Each time you gain this feature, you learn two Devoted Spirit
stances of your choice from the below list. After this, each
time you gain Extra Attack or an improvement to Extra Paladin Only

Attack, you learn one additional stance of your choice. You inspire vigor and raise morale in your allies. Once per
When you gain a level, you can replace one stance you turn when you hit a hostile creature with a melee attack, a
know with another one, if you meet its requirements. creature you choose, other than you, within 30 feet of you
You can enter or change stance when you roll initiative, or gains temporary hit points equal to your Charisma modifier.
as a bonus action on your turn, choosing from your stances
known. You can maintain only one stance at a time, and you Druidic Warrior
lose any stance bonus while incapacitated. Ranger Only

You learn two cantrips from the druid spell list, which you
Hybrid Stance can cast only while in this stance. They count as ranger
spells for you, and Wisdom is your spellcasting ability for
Replaces Additional Fighting Style
them. Whenever you gain a ranger level, you can replace one
At 10th level, you can enter and maintain two stances at the of these cantrips with another cantrip from the druid spell
same time. In addition, you learn two stances of your choice. list.
Feat: Fighting Initiate (Revised) Double Striking (Thicket of Blades)
Prerequisite: Proficiency with a martial weapon
When you engage in two-weapon fighting, you can add your
Your martial training has helped you develop a particular ability modifier to the damage of the additional attack.
style of fighting. Increase your Dexterity or Strength score by
1, to a maximum of 20. You also learn one Basic Stance of Dueling (Desert Wind)
your choice from the fighter class, following the rules above When you are wielding a melee weapon that does not have
on using and changing stances. the heavy property and no other weapon, apply a +2 bonus to
damage rolls with it.
Basic Stances Great Weapon Fighting (Stone Dragon)
The stances listed below have no prerequisites. Fighter or Paladin Only

When you roll a 1 or 2 on a damage die for an attack you


Archery (Soaring Raptor) make with a melee weapon that you are wielding with two
Fighter or Ranger Only
hands, you can reroll the die and must use the new roll, even
You gain a +2 bonus to attack rolls with ranged weapons. 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.
Blind-Fighting (Setting Sun)
Being unable to see a creature within 30 feet of you doesn’t Interception (Phalanx of Steel)
impose disadvantage on your attack rolls against it or grant When a creature you can see hits a creature other than you
advantage on its attack rolls against you, provided the that is within 5 feet of you, you can use your reaction to
creature isn’t hidden from you. reduce the damage the target takes by 1d10 + half your level
(rounded down), to a minimum of 0 damage. You must be
wielding a shield to use this reaction.
At 10th level, you can use this reaction when you are hit.
10
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Savagery (Raging Demon) Bastion
Once per turn when you hit with a weapon attack, you can Prerequisite: Extra Attack 2, Bulwark
choose to roll each of your weapon dice twice and take the When you gain temporary hit points from the Bulwark
higher result of each die. stance, you also gain a damage threshold of 10 against
nonmagical bludgeoning, piercing, and slashing damage until
Skirmishing (Zephyr Dance) the start of your next turn (damage you take that is equal or
Your movement increases by 5 feet. The first 5 feet you move less than your damage threshold is reduced to 0), or add 10
each turn does not provoke opportunity attacks. to your existing damage threshold.
Specialized Technique Diamond Mind
You gain the Superior Technique feature (pg.12) instead of a Prerequisite: Extra Attack, Blind-Fighting
stance, if you are using both Combat Stances and Maneuvers While you are Blind-Fighting, add your proficiency bonus
Expanded. You can choose this feature only once. to any Wisdom saving throw you make that does not already
use your proficiency bonus.
Thrown-Weapon Fighting (Rabid Wolf)
Fighter or Ranger Only
Elder Mountain
When you hit with a ranged attack using a thrown weapon, Prerequisite: Extra Attack 2, Defense
add 1d4 to the weapon damage roll. While in the Defense stance, you gain an additional +1
bonus to your AC.
Unarmed Fighting (Tiger Claw)
You can roll a d6 in place of the normal damage of your Enfilade
unarmed strikes. If you strike with two free hands, the d6 Prerequisite: Extra Attack 2, Vanguard
becomes a d8. While in the Vanguard stance, if you attack a creature that
At the start of your turn, you can choose to deal has not made an attack roll since the beginning of its last
bludgeoning damage equal to your Strength modifier to one turn, you make your attack roll with advantage.
creature you are grappling.
Fencing
Vanguard (White Raven) Prerequisite: Extra Attack 2, Dueling
Fighter or Paladin Only
While Dueling, your weapon damage die increases by one
When you hit a creature with a melee attack, the next attack size (e.g. from a d8 or 2d4 to a d10), to a maximum of d12.
roll against that creature made by someone other than you
has advantage. You must remain within 5 feet of the creature Protection
to grant this benefit. Prerequisite: Extra Attack, Interception
While in the Interception stance and wielding a shield, you
Advanced Stances can use your reaction to grant yourself, or a creature within 5
feet of you, resistance to the damage of an effect that forces
To learn or use one of these stances, you must meet the the target to make a Dexterity saving throw.
prerequisites listed. An advanced stance improves a basic If you have the Shield Master feat, you add your shield's
stance, granting both its benefits and that of the basic stance bonus to AC to all Dexterity saving throws, whether the effect
that it references. targets only you or includes other creatures.
Adamant Earthquake Pugilism
Prerequisite: Extra Attack 2, Great Weapon Fighting Prerequisite: Extra Attack, Unarmed Fighting
When you knock a creature prone while Great Weapon When you are Unarmed Fighting and make an unarmed
Fighting, it cannot stand up until the end of its next turn. A strike with one hand, you can make an unarmed strike or
creature with legendary resistances can expend one to grapple check as a bonus action.
negate this effect.
Reprisal
Prerequisite: Extra Attack, Skirmishing
If a creature hits you with a melee attack while you are
Skirmishing, you can use your reaction to make an attack
against it with a weapon that doesn't have the heavy property.
Swarming
Prerequisite: Extra Attack, Double Striking
While in the Double Striking stance, you can make the
additional attack of two-weapon fighting as part of your Attack
action instead of as a bonus action. If you do so, you can't use
your bonus action to make any attack on this turn.
When you hit with an opportunity attack while wielding two
weapons, you can add your other weapon's damage die to the
damage roll.

11
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Maneuvers Expanded
hese rules are intended to supplement the ones

T
provided in the PHB for Battlemasters. The Ki-Fueled Technique
Battlemaster Archetype replaces the PHB Combat Optional 7th-level monk feature

Superiority feature with the below feature. Your focused training has resulted in secret, deadly
Specialized Technique (pg. 11) can be taken in techniques. You gain the Superior Technique feature, but do
place of a Fighting Style or Combat Stance, not gain any superiority dice. When you use a maneuver
granting Superior Technique to a non-Battlemaster martial. gained from this feature, roll your martial arts die in place of
a superiority die (do not replace the maneuver save DC with
Combat Superiority (Revised) your ki save DC). You can't use stunning strike on an attack
Replaces Combat Superiority
caused or affected by a maneuver.
When you choose this archetype at 3rd level, you learn You can use the maneuvers granted by this feature a
maneuvers that are fueled by special dice called superiority number of times, combined, equal to your Wisdom modifier,
dice. Choose a specialization - Cut-Throat, Mystic Knight, and regain all uses when you finish a long rest. While you
Savage, or Warlord - which you cannot change later, have no uses available, you can use a maneuver by spending
reflecting the style of your battlefield superiority. 1 ki point.
Maneuvers. You learn four maneuvers of your choice, Roguish Technique
which are detailed below, that must be chosen from your
specialization or the Combat Maneuvers group. If a Optional 5th level rogue feature

maneuver has prerequisites, you must meet the You learn two maneuvers of your choice, which must be
requirements to choose or use it. Many maneuvers enhance triggered by your weapon attack hitting a creature. When you
an attack in some way; if so, you can use only one maneuver gain a level in this class, you can replace a maneuver you
per attack. Other maneuvers replace an attack or action. If know from this feature with a different eligible one.
such a maneuver requires an attack roll, you can add any When you hit with an attack that is eligible for sneak attack
magical bonuses from your weapon to the damage roll. on your turn, you can instead apply a maneuver you know to
You learn two additional maneuvers of your choice at 7th, it. In place of a superiority die, roll your sneak attack dice, but
10th, and 15th level. At the end of a long rest, you can replace remove the two highest rolls. This counts as a use of sneak
one maneuver you know with a different eligible one. attack.
Superiority Dice. You have four superiority dice, which
are d8s. A superiority die is expended when you use it. You Raging Technique
regain all of your expended superiority dice when you finish a
short or long rest. You gain another superiority die at 7th and Optional 9th level barbarian feature

at 15th level. Your combat style is unrefined but effective. Whenever


Saving Throws. Some of your maneuvers require your your rage damage bonus would increase by 1, you can choose
target to make a saving throw to resist the maneuver’s to instead gain the Superior Technique feature.
effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Combat Maneuvers
Strength or Dexterity modifier (your choice)
An asterisk (*) denotes a modified PHB/TCE maneuver. A
Superior Technique cross (✝) denotes a maneuver eligible for Roguish Technique.
Replaces Martial Adept Feat
Absolute Territory
Choose a specialization - Cut-Throat, Mystic Knight, Savage, Prerequisite: 15th level

or Warlord - if you don't already have one. You learn two As an action, you expend a superiority die and begin a
maneuvers from your chosen specialization or the Combat combat patrol or overwatch, establishing area denial. Until
Maneuvers group, following the rules above except as the start of your next turn, creatures provoke a special
modified below. opportunity attack from you when they move 5 feet or more
You gain two superiority dice, which are d4s (these dice while within 30 feet of your current position.
are added to any superiority dice you have from another You get a special reaction that you can take once on every
source) and do not change size as you gain levels. creature’s turn, until the start of your next turn. You can only
If you gain this feat or feature again, you learn two use this special reaction to either make a ranged weapon
additional maneuvers from your specialization or the Combat attack or to move up to half your speed without provoking
Maneuvers group, and gain two additional d4 maneuver dice. opportunity attacks and make a melee weapon attack, and
Unless you also have Combat Superiority, you cannot you can’t use it on the same turn that you take any other
replace maneuvers gained from this feature at the end of a reaction. You must target the triggering creature with this
long rest. Instead, when you gain a level, you can replace one attack, and if you hit, you deal additional damage equal to
maneuver you know with a different eligible maneuver from your superiority die.
your specialization or the Combat Maneuvers group.
Breaking the Wall
Prerequisites: Combat Superiority, 10th level

As a bonus action, you focus briefly to battle beyond the


limits of your endurance. Expend a hit die and recover two
superiority dice, up to your maximum number.
12
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Dazing Blow✝ Reactive Strike (Brace*)
When you hit a creature with an unarmed strike, you can As a reaction to a creature moving into the reach of your
expend a superiority die to add it to your damage roll and weapon, you can expend a superiority die and make a melee
force the target to make a Constitution saving throw. On a attack against it. On a hit, you deal additional damage equal to
failure, it can either use an action or move on its next turn, your die result and the creature loses 10 feet of movement
but not both. (to a minimum of zero).
At 10th level, the movement loss increases to 20 feet.
Disarming Attack✝
PHB pg. 74
Slayer' s Rampage

Prerequisite: 7th level

Armies fall before your blade. As an action, you can expend a


Feinting Attack✝ superiority die and gain the benefit of a Disengage action.
PHB pg. 74
Choose any number of creatures, up to the die result plus

your proficiency bonus, provided that you move within 5 feet
of each targeted creature on this turn. Each target must
Goading Attack✝ make a Constitution saving throw. On a failure, it is reduced
PHB pg. 74
to 0 hit points, unless it has a Challenge Rating greater than

half your proficiency bonus (rounded down). Such a
creature, or one that succeeds on its saving throw, is
Lunging Attack* unaffected.
Before you make a melee weapon attack on your turn, you can Strikes of Steel Wind
expend one superiority die to increase your reach by 5 feet
until the end of your turn. If you hit with this attack, add your Prerequisite: 7th level

superiority die to the attack’s damage roll. As an action, you vanish to strike like the wind. Choose
creatures you can see within 30 feet of you, up to a number
Parry* equal to your proficiency bonus, and expend a superiority
When you are hit by an attack, you can use your reaction and die. Make one attack against each target, using your
expend a superiority die to add it to your AC against this superiority die in place of your usual weapon die.
attack, potentially causing the attack to miss. You then teleport to an unoccupied space you can see
At 10th level, the AC bonus lasts until the end of your turn. within 5 feet of one of the targets.
Perfect Rush Sweeping Attack*✝
Prerequisite: Combat Superiority, 15th level
When you hit a creature with a melee weapon attack, you can
You prepare a flawless combination of strikes. As an action, expend a superiority die to damage other creatures with the
expend a superiority die and begin concentrating (as if on a same attack. Choose any number of other creatures, up to
spell). For one minute or until your concentration ends, add your proficiency bonus, within your weapon's range. Each
your superiority die to your weapon damage rolls. target takes damage equal the number you roll on your
superiority die in the same type dealt by the original attack.
Precision Attack
Tactical Assessment
PHB pg. 74
TCE pg. 42

Punishing Strike✝
Tripping Attack✝
Before you roll damage for a weapon attack, you can expend a PHB pg. 74

superiority die to add it to your damage roll and maximize one

damage die of your choice, treating the die as if you rolled its
maximum value. On a critical hit, you maximize two dice of
your choice.
Rain of Feathered Death
Prerequisite: 7th level

As an action, expend a superiority die and make one attack


with a ranged weapon against each creature of your choice
within a 10 foot radius of a point you choose within 60 feet of
you. If you hit, your superiority die replaces your usual
weapon die.
At 15th level, the radius expands to 20 feet.
Pushing Attack✝
PHB pg. 74

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Wind Slash Silencing Strike✝
Prerequisite: 10th level
Prerequisite: 7th level

You strike in a blur. As an action, expend a superiority die When you hit a creature with a weapon attack, you can
and teleport to an unoccupied space you can see up to 30 expend a superiority die to inhibit its ability to speak or
feet away. Each creature in a straight line between your initial shout. Add your superiority die to the damage roll, and the
and final position takes your superiority die in damage of creature must succeed on a Constitution saving throw or be
your weapon's type. unable to speak clearly beyond 10 feet, or cast a spell with a
At 15th level, the range of this ability becomes 60 feet. verbal component, until the end of your next turn.
Smash and Grab (Grappling Strike)✝
Cut-Throat Maneuvers Immediately after you hit a creature with a melee weapon
attack on your turn, you can expend a superiority die and use
Alternative Medicine a bonus
action to attempt to grapple the target with a free
As a bonus action, you expend a superiority die while binding hand. Add your superiority die to the grapple check.
the wounds of yourself or another. The target regains hit
points equal to your die roll, and can choose to expend a hit Snipe
die to regain additional hit points, as if it had done so during a As a bonus action, you can expend a superiority die to
short rest. After a creature benefits from this effect, it cannot carefully aim, giving yourself advantage on your next ranged
do so again until it finishes a short or long rest. attack. If you hit, add your superiority die to the damage roll.
Ambush Spider Dance
TCE pg. 42
Prerequisite: 7th level

As part of your movement, you can expend a superiority die


Dirty Trick
and gain a climb speed equal to your walking speed until the
end of your turn. If you make a Strength check related to
Prerequisites: Combat Superiority, 10th level
climbing on this turn, add your superiority die to the roll.
As an action, you can expend a superiority die to force a As a reaction to being knocked prone, you can expend a
creature within 5 feet of you to make a Wisdom saving throw. superiority die and stand up, reducing any damage taken by
On a failure, the creature takes your superiority die in the die result plus your Dexterity modifier (to a minimum of 0
bludgeoning or piercing damage (your choice) and is blinded damage).
until the end of its next turn.
Venomous Strike
Disrupting Strike As a bonus action, you can expend one superiority die to coat
When a creature within 5 feet of you casts a spell, you can a melee weapon, or up to three pieces of ammunition, with a
expend a superiority die and use your reaction to make a poison, venom or toxin that you have on your person. The
melee attack against it. On a hit, add the die result to your next attack you make with the envenomed weapon deals
damage roll, and the target must succeed on a Constitution additional poison damage equal to your superiority die.
saving throw or the spell fails, but the spell slot is not lost.
Evasive Footwork* Mystic Knight Maneuvers
When you move, you can expend one superiority die, rolling
the die and adding the result to your AC until the end of your Arcanist' s Eye
turn. If you take the Dash, Disengage, or Dodge action, the When you make a Intelligence (Religion) or Intelligence
bonus instead lasts until the start of your next turn. (Arcana) check, you can expend a superiority die and add the
die roll to the result.
Flash of Steel (Quick Toss*)
As a bonus action, you can expend one superiority die and Airborne Spellstrike
make one attack with a light weapon that has the thrown Prerequisite: Combat Superiority, 7th level

property, drawing it from an appropriate container. Add your As a bonus action, you can expend a superiority die and lift
superiority die to the attack roll. yourself off the ground briefly. You gain a flying speed equal
to your walking speed until the end of your turn. If you hit
Mugging✝ with the next weapon attack you make this turn, add your
Prerequisite: 10th level
superiority die to the damage roll. If you end your turn in the
Immediately after you hit a creature with a melee weapon air, you float safely downward a distance up to your speed,
attack on your turn, you can expend a superiority die to add it then fall any remaining distance to the ground.
to the damage roll and use a bonus action to make a Dexterity
(Sleight of Hand) check against the target's Wisdom Branding Spellstrike✝
(Perception). On a success, you steal or plant a small object When you hit a creature with a weapon attack, you can
on their person, such as a coin purse or bottle. expend a superiority die and release divine energy. Your
attack deals your superiority die in extra radiant damage to
Piercing Shot✝ the target, which becomes visible if it's invisible, and the
When you make a ranged weapon attack with advantage and target sheds dim light in a 5-foot radius until the end of your
hit, you can expend a superiority die to pierce the target. Any next turn.
creature in a straight line behind it, within the normal range At 10th level, the target emits light for one minute.
of your weapon, takes piercing damage equal to your die roll,
up to a number of creatures equal to your proficiency bonus.
14
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Chilling Spellstrike✝ Shocking Spellstrike✝
When you hit a creature with a melee weapon attack, you can When you hit a creature with a weapon attack, you can
use a bonus action to expend a superiority die and release expend a superiority die and release a burst of static. You
painful frost in a 15 foot cone that emanates from you and deal extra lightning damage equal to your superiority die and
includes the target. Your target takes cold damage equal to the target cannot take reactions until the start of your next
your superiority die and the speed of each creature in the turn.
affected area is reduced by 10 feet until the start of your next
turn. Thunderclap Rush
At 10th level, this ability releases a 30 foot cone. Prerequisites: Combat Superiority, 15th level

When you take the Attack action, you can use a bonus action
Enfeebling Spellstrike✝ to charge a melee weapon with sonic energy and expend a
Prerequisite: 7th level
superiority die. Each time you hit with the weapon during
When you hit a creature with a melee weapon attack, you can this action, all creatures in a 10 foot cube originating from
use a bonus action to expend a superiority die and release you and including the creature must make a Constitution
negative energy. The attack deals extra necrotic damage saving throw. On a failure, a creature takes thunder damage
equal to your superiority die to the target, and the target equal to your superiority die and is pushed 5 feet away from
must succeed on a Constitution saving throw or it deals only you. On a success, a creature takes no damage and is not
half damage with weapon attacks that use Strength until the pushed. Each thundering burst makes a loud noise audible
end of its next turn. up to 100 feet away.
Flickering Defense Unstable Emanation
You can use a bonus action to partially blink through the Choose a damage type - acid, cold, fire, lightning, or thunder -
ethereal plane, expending a superiority die. Until the start of and expend a superiority die as a bonus action. Until the end
your next turn, when you are hit by an attack, roll your of your turn, your weapon attacks deal damage of the chosen
superiority die. On a 1 or 2, you take damage as usual. On any type instead of their usual damage type, and you add your
other result, you gain resistance to the triggering damage. superiority die to your next damage roll on this turn.
Ground Eruption
As an action, you can expend a superiority die and cause an
Savage Maneuvers
earth shockwave in a straight line 30 feet long and 5 feet Crippling Strike
wide. The area affected becomes difficult terrain, and any
creature in the area must succeed on a Strength saving Prerequisites: Combat Superiority, 10th level

throw or take your superiority die in bludgeoning damage. When you hit a creature with a melee weapon attack, you can
At 10th level, you affect a 30 foot line that is 10 feet wide. expend a superiority die to inflict a lingering injury. It must
At 15th level, the line becomes 15 feet wide. succeed on a Constitution saving throw or be maimed in one
of the following ways (your choice):
Ignited Spellstrike If the creature attacks more than once on its turn, it takes
Prerequisite: Combat Superiority, 10th level
a penalty to its damage rolls equal to your superiority die
When you hit a creature with a weapon attack, you can use a on all attacks after the first, to a minimum of 0 damage.
bonus action and expend a superiority die to set it aflame. A form of the creature’s speed (e.g. walking or flying) is
The target takes fire damage equal to your superiority die reduced by an amount equal to 10 feet plus twice your
and must make a Dexterity saving throw or be set aflame for superiority die (to a minimum of 0 speed).
one minute. At the start of each of its turns, the creature
takes fire damage equal to your superiority die, ending when At the end of each of its turns, the creature can repeat the
it uses an action to put out the flame or is otherwise doused. saving throw, ending the effect on a success.
Lesser Regeneration Earthshaking Slam
When you expend a hit die to recover hit points, you can Prerequisite: 7th level

expend a superiority die to add it to the number of hit points As an action, you expend a superiority die and generate a
you recover. If you do so during a short rest, you do not shockwave around yourself by slamming the ground. Each
recover this superiority die at the end of that short rest. creature within 10 feet of you must make a Strength saving
throw, or it takes bludgeoning damage equal to your
Salamander Charge superiority die and is knocked prone. A target that succeeds
Prerequisite: 10th level
on its saving throw takes no damage and is unaffected.
When you Dash as an action, you can expend a superiority When you take damage from falling, you can use this ability
die to ignite the ground at your feet. You gain the benefit of a as a reaction, centered on where you land. You gain
Disengage action, and a 5-foot wide wall of shimmering, resistance to the triggering damage and don't fall prone.
spectral fire appears behind you, along the path you take. At 15th level, the radius of your slam increases to 20 feet.
Any other creature within 5 feet of the wall at the start of its
turn must make a Dexterity saving throw or take your Feral Senses
superiority die in fire damage. If a creature enters the wall for When you make a Wisdom (Survival) or Wisdom (Medicine)
the first time on a turn, it takes your superiority die in fire check, or a Wisdom (Perception) check that relies on hearing
damage. The flames are extinguished at the start of your next or smell, you can expend a superiority die and add the die roll
turn. to the result.
15
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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Heroic Might Menacing Attack✝
Prerequisite: 7th level
PHB pg. 74

You can expend a superiority die to perform a momentary

feat of strength beyond that of ordinary men. Add your die


roll to your Strength for the purposes of determining how far Packleader' s Howl
or high you can jump, or how much weight you can lift, carry, Roaring with rage, you inspire your allies to greater ferocity.
push, or throw. This temporary Strength lasts until you finish As a bonus action, choose a number of other creatures up to
the feat (such as leaping a crevasse), or one minute, your proficiency bonus within 30 feet who can hear you, and
whichever is shorter. expend a superiority die. If an affected creature hits with its
Alternatively, you can expend a superiority die to add the next attack before the start of your next turn, add your
die result to one Strength check. superiority die to its damage roll.
Juggernaut Charge Provoking Taunt
When you Dash as an action, you can expend a superiority As a bonus action, you expend one superiority die and goad
die and move in a straight line through any number of your enemies. Choose a number of creatures within 30 feet
creatures your size or smaller, as long as you have movement that can hear you, up to your proficiency bonus. Each target
to do so. Each time you enter a creature's space, it can use its must succeed on a Wisdom saving throw or take a penalty
reaction to move 5 feet into an empty space. If it cannot or equal to your superiority die on all attack rolls against targets
does not move, it takes your superiority die plus your other than you until the start of your next turn.
Strength modifier in bludgeoning damage. At the end of this
charge, you lose any remaining movement. Savage Constitution
You cannot move into a creature's space if you do not have If, at the start of your turn, you are under an effect that
enough movement to exit its space. causes the charmed, frightened, or poisoned condition, or
that allows you to make a saving throw at the end of each of
Mighty Throw your turns to end it, you can immediately expend a
Prerequisite: 10th level
superiority die to make a saving throw against the original
When you successfully grapple a creature your size or save DC, ending the effect on a success. Add your
smaller and have an additional free hand, or lift an object superiority die to the roll.
using your action, you can choose to expend a superiority die
to hurl it, sending it airborne in a direction of your choice up Shake It Off
to 5 feet times the die result. The target takes 1d4 When you make a an ability check to defend against a
bludgeoning damage for each 10 feet it is thrown, halved if it grapple, or a saving throw against an effect that subjects you
succeeds on a Dexterity saving throw. If the thrown creature to the grappled, prone, restrained, or stunned condition, you
or object would hit another creature, that creature must also can expend one superiority die and add the die roll to your
make a Dexterity saving throw, or it takes half damage. A check or saving throw.
thrown creature takes damage as if it were thrown the full
distance, even if its flight is stopped by a wall, object, or Steelskin
creature. When you are hit by an attack, you can use your reaction to
At 15th level, add your Strength modifier to the die result expend a superiority die and reduce the damage by the die
when calculating how far you can throw an object or roll plus your Constitution modifier, to a minimum of zero.
creature.

16
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sundering Strike✝ Maneuvering Attack✝
When you hit a creature with a melee weapon attack, you can PHB pg. 74
use a bonus action to expend a superiority die and damage

natural or worn armor. Add the die to the damage roll, and the
target must make a Constitution saving throw. On a failure, Phalanx Formation
its AC is reduced by by 1 until the damage can be repaired Prerequisite: Combat Superiority, 10th level

with appropriate armorer's tools. In the case of natural armor, You can use an action to put your allies in order, bolstering
the AC reduction ends when the creature receives magical their defenses. Expend and roll a superiority die. Until the
healing equal to your superiority die size.
A creature's AC start of your next turn, you and your allies gain a bonus to AC
cannot be reduced below 10 + its Dexterity modifier. and Dexterity saving throws equal to the die result while
within ten feet of you.
Warlord Maneuvers At 15th level, the range of this ability increases to 20 feet.
Rally
Battle Relief (Bait and Switch*)
As part of your movement into the space of a willing creature PHB pg. 74

within 5 feet, you can move it into the space you previously

occupied and expend a superiority die. Until the start of your Riposte
next turn, the ally gains a bonus to AC equal to the die result. PHB pg. 74

You must both fit in the space available, and neither you nor

the target provoke opportunity attacks for this movement.


Commander' s Strike* Silver-Tongued (Commanding Presence)
When you take the Attack action on your turn, you can forgo TCE pg. 42

one of your attacks and use a bonus action to direct one of

your companions to strike. When you do so, choose a friendly War Master' s Charge
creature who can see or hear you and expend one superiority
die. That creature can use its reaction to make one weapon Prerequisite: 10th level

attack, adding your superiority die to the attack’s damage roll. When you Dash as an action, you can expend a superiority
At 10th level, you no longer expend your bonus action die to inspire others to join your avalanche of steel. Choose a
when you use this maneuver. number of allied creatures who can hear you, up to 1 plus
your Charisma modifier, and designate a creature you can
Coordination see as a target. Each ally can use its reaction to move up to
Prerequisite: 7th level
its speed towards the target and make one melee attack,
On your first turn of combat, you can use your bonus action adding your superiority die to its attack roll. This movement
and expend a superiority die to issue tactical orders to your must be in the most direct, safe path available. If the target is
allies. You can distribute bonuses to the initiative of any slain, you can designate a new target for any remaining allies.
number of other creatures that can hear you, so long as the Word of Authority
sum of those bonuses is equal or less than your die roll plus
your Charisma modifier. Prerequisite: 15th level

After this, reorder initiative. If a creature's new initiative is When you take the Attack action on your turn, you can forgo
now higher than yours, it is placed in the initiative order one of your attacks to inspire your allies. Expend a
immediately after you. superiority die and choose a creature other than yourself
within 30 feet of you that can hear you. That creature gains
Distracting Strike✝ an inspiration die of equal size to your superiority die, which
PHB pg. 74
acts identically to that granted by the bard feature (PHB pg.

53).
Inciting Strike✝

When you hit a creature with a weapon attack, you can


expend a superiority die to create an opening for your allies. Art Credits:

Add the die to your damage roll, and until the start of your Valor of the Worthy, Mathias Kollros

next turn, attack rolls against the creature are considered Venerable Knight, Colin Boyer

one higher for the purposes of determining whether or not Radha, Heart of Keld, Chris Rahn

the result is a critical hit. This effect ends if the creature Mentor of the Meek, Algen Fleger

takes a critical hit as a result of this modifier. Joust, Bram Sels

Whirlwind Denial, Lie Setiawan

Inspiring Cry Hero's Blade, Aaron Miller

Prerequisite: Combat Superiority


Puresteel Paladin, Jason Chan

As a reaction to a creature within 30 feet of you making or Tibalt, Rakish Instigator, Chase Stone

hitting with an attack, you can choose another maneuver you Garruk, Cursed Huntsman, Dmitry Burmak

know that is normally triggered by your attack or hit and © Wizards of the Coast
apply it to their attack or hit. If the maneuver rolls a
superiority die, halve the die result (rounding down).

17
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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