Professional Documents
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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)
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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
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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.
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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.
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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
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
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Maneuvers Expanded
hese rules are intended to supplement the ones
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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
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
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
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
13
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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
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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Heroic Might Menacing Attack✝
Prerequisite: 7th level
PHB pg. 74
16
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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
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✝
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
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.