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Tome of Battle ll

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Expanded Martial Manoeuvres
Control
Manoeuvres For All (Optional Rule) Distracting Strike, Debilitating Strike, Sundering
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You may wish to implement this rule if you feel high level Blow, Pocket Sand
martial characters fail to keep up with spellcasters. This Disarming Strike, Disrupting Attack, Goading
rule aims to give martial classes versatile resources that 2 Attack, Menacing Attack, Pushing Attack, Pinning
are the near-equivalent of spells. Strike, Skirmisher
Manoeuvres. Whenever your class grants an ASI, you Countercharge, Crippling Blow, Find the Gap,
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gain access to 2 additional manoeuvres of your choice. If Interdiction, Precision Attack, Trip Attack
your class grants the Spellcasting or Pact Magic feature, for 4 Barbaric Yawp, Mass Intimidation
every spell it grants, you lose access to one manoeuvre.
This does not include spells granted by your subclass. If Defence
you prepare spells, you can choose to prepare fewer spells
Bait and Switch, Bodyguard, Shieldwall, Shield
to gain access to more manoeuvres. 1
Bash, Standfast
You can choose manoeuvres from the list below. When
you choose a manoeuvre, you must already know one 2 Defend, Brace, Goading Attack
manoeuvre from every previous band in its Martial Focus 3 Countercharge, Parry, Take Cover, Eye for an Eye
table. Each time you learn new manoeuvres, you can also Battle Time, Defensive Stance, Healing Surge,
replace one manoeuvre you know with another 4
Himbo, Last Stand
manoeuvre you qualify for.
Superiority Dice. You have a number of superiority Riding
dice equal to your proficiency bonus, reduced by the level
1 Expert Rider, Steady Hand, Skirmish Cavalry
of your highest spell slot (or Mystic Arcanum). Your
superiority die is a d6, unless you have a feature that 2 Cavalier’s Control, Heroic Mount, Momentum
increases it. A superiority die is expended when you use it. 3 Trampling Charge, Lead the Charge
You can’t expend more than one superiority die on an
4 Bloody Swathe, Lightning Strike
attack, check or saving throw. You regain all of your
expended superiority dice when you finish a short or long Speed
rest.
Dancer, Sprint, Falling with Style, Lunging Attack,
Saving Throws. Some of your manoeuvres require 1
Sweeping Attack
your target to make a saving throw to resist the
manoeuvre's effects. The saving throw DC is calculated as Dual Flurry, Evasive Footwork, Hair Trigger, Pushing
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follows: Attack, Relentless Advance
Manoeuvre save DC = 8 + your proficiency bonus + your Fan of Knives, Lead the Charge, Precision Attack,
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Strength or Dexterity modifier (your choice) Riposte, Take Cover
4 Battle Time, Blade Rush, Lightning Strike
Martial Focus Tables
Aggression Strength
Grinding Heel, Lunging Attack, Piercing Strike, Grinding Heel, Knockout, Shield Bash, Standfast,
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Sundering Blow, Sweeping Attack, Wound Sweeping Attack, Sundering Blow, Wound
Dual Flurry, Disrupting Attack, Finishing Strike, Choke Hold, Grappling Strike, Seismic Hammer,
2 Hair Trigger, Seismic Hammer, Pushing Attack, 2
Throw
Relentless Advance
Reverse Grapple, Feat of Strength, Trip Attack,
Fan of Knives, Eye for an Eye, Find the Gap, 3
3 Quick Toss
Interdiction, Precision Attack, Quick Toss
Barbaric Yawp, Himbo, Olympic Thrower, Titanic
Blade Rush, Bloody Swathe, Killing Blow, 4
4 Strength
Lightning Strike
Skill
Command
Creative Talent, Dancer, Detective, Merchant’s
Commander’s Strike, Distracting Strike, 1
1 Appraisal, Plan C, Steady Hand, Trapper
Manoeuvring Attack, Rally
Ambush, Hidden Sanctuary, Charm Offensive,
Charm Offensive, Commanding Presence, 2
2 Blacksmith, First Aid
Tactical Assessment
3 Camouflage Expert, Combat Medic, Morale Boost
3 Lead the Charge, Morale Boost, Rallying Cry
4 Legendary Master, Warrior’s Feast
Barbaric Yawp, Call to Arms, Inspired Tactics,
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Mass Intimidation

2
Wits Battle Time
Distracting Strike, Feinting Attack, Knockout, Prerequisite: 10th level
1 Pickpocket, Piercing Strike, Plan C, Pocket Sand, As an action you can expend 3 superiority dice to enter a
Trapper
state where time seems to slow. For the next minute, or
Ambush, Disarming Attack, Escape Artist, Insightful until you lose concentration (as if on a spell), at the end of
2 Strike, Pinning Strike, Skirmisher, Tactical each of your turns roll one superiority die. Until the end of
Assessment
your next turn you can add the number rolled to your
Crippling Blow, Death from the Shadows, Fan of Dexterity checks and saving throws, and to the attack roll
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Knives, Riposte, Quick Toss of any Opportunity Attack you make. You can also add it to
4 Battle Time, Killing Blow, Olympic Thrower your AC as a reaction whenever you are targeted by an
attack. This bonus to AC lasts until the end of your next
turn.
Manoeuvres Blacksmith
Ambush (Improved) Prerequisite: Smith’s Tools proficiency
Prerequisite: Stealth proficiency When you make a Smith’s Tools check to repair or create
When you make a Dexterity (Stealth) check or an an item, you can expend one superiority die and add the
initiative roll, you can expend one superiority die and add die to the roll. On a success, you halve the time and cost
the die to the roll, provided you aren't incapacitated. needed to repair or create the item.
From 8th level, you can use this manoeuvre as a From 8th level, when you use this manoeuvre to create a
reaction when a creature within 30 feet of you fails a magic item that requires attunement, that item gains a
Dexterity (Stealth) check. The creature can reroll, using random minor magical property (DMG p.219).
your Dexterity (Stealth) bonus in place of its own, and can
roll and add the superiority die to its check. Bloody Swathe
Prerequisite: 14th level, wielding either a heavy weapon, or
Bait and Switch a weapon in two-hands
When you're within 5 feet of a creature on your turn, you While you have access to this manoeuvre, when you
can expend one superiority die and switch places with that reduce a creature to 0 Hit Points with a melee attack, you
creature, provided you spend at least 5 feet of movement can deal one die of weapon damage to an adjacent
and the creature is willing and isn't incapacitated. This creature of your choice within reach, if your attack roll
movement doesn't provoke opportunity attacks. Roll the would also beat their armour class.
superiority die. Until the start of your next turn, you or the Furthermore, as an action you can expend and roll 5
other creature (your choice) gains a bonus to AC equal to superiority dice to carve a path through your enemies.
the number rolled. Choose a number of 10-foot cubes equal to your Strength
modifier, which you can place according to the following
Barbaric Yawp requirements:
Prerequisite: 14th level, 17 Constitution or higher,
Intimidation proficiency The first cube you place must be adjacent to you.
Each cube, except the first and last, must have at least
While you have access to this manoeuvre, you can
two faces adjacent to the face of another cube.
increase the volume of your voice to up to three times as
All cubes must have one face adjacent to a traversable
loud as normal. Furthermore, as a bonus action, you can
surface.
expend and roll 5 superiority dice to unleash a terrifying
war cry. Choose any number of creatures within a 60-foot You move through each cube, ending your action in an
cone extending from you. Each creature that can hear you unoccupied space within the last cube. This movement
must make a Wisdom saving throw against a DC equal to does not provoke opportunity attacks. Each creature in the
your superiority die total + your proficiency bonus. On a area must make a Dexterity saving throw. It takes 3d10 + 5
failed save, a creature suffers cumulative effects based on superiority die in weapon damage on a failed save, or half
its current Hit Points. as much damage on a successful one. You must complete
a long rest before using this manoeuvre again.
50 Hit Points or fewer - Deafened until the end of your
next turn

40 Hit Points or fewer - Frightened of you for 1 minute

30 Hit Points or fewer - Stunned for 1 minute

20 Hit Points or fewer - Frightened and Charmed by you


for 1 hour

You must complete a long rest before using this


manoeuvre again.

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Cavaliers’ Control
Blade Rush
Prerequisite: Animal Handling proficiency
Prerequisite: 10th level While mounted, as a bonus action you can expend a
As an action you can expend and roll four superiority superiority die and direct your controlled mount to use its
dice to strike a series of targets in quick succession. reaction to take the Dash, Disengage or Attack action (if it
Choose a number of creatures up to your proficiency has any attacks). If you direct it to attack you can add your
bonus that you can see, and that are within 30 feet of you proficiency bonus to the attack roll and if it hits add your
and within reach of a traversable surface. You move to an superiority die to the damage roll.
unoccupied space adjacent to the nearest target and make
a melee weapon attack against them. This doesn’t expend Charm Offensive
your movement or provoke opportunity attacks. You can Prerequisite: Persuasion or Deception proficiency
repeat this movement and attack until you have made one
By spending a minute in conversation with a creature,
attack against each target. On a hit, a target takes the total
you can expend and roll 2 superiority dice and attempt to
of your rolled superiority die in weapon damage.
charm them. The target must be able to see, hear and
understand you, and remain within 15 feet of you. Make a
Bodyguard
Charisma (Persuasion) or Charisma (Deception) check, and
As a bonus action you can expend and roll a superiority add the highest superiority die to your roll. The target
die to guard a creature that is within 5 feet of you. Until
contests your roll with a Wisdom (Insight) check. It
the end of your next turn, while the creature is within 5
automatically succeeds if you or your companions are
feet of you, it can add the superiority die to its AC, and
fighting it. If it fails, it is charmed by you for 10 minutes or
attack rolls against it have disadvantage. until you or your companions do anything harmful to it.
The charmed creature becomes neutral towards you if it
Brace
was hostile, or friendly if it was neutral.
When a creature you can see moves into the reach you
From 8th level, you can target any number of creatures
have with the versatile, two-handed, or heavy melee
with this manoeuvre.
weapon you're wielding, you can use your reaction to
expend one superiority die and make one attack against Combat Medic
the creature, using that weapon. If the attack hits, add the
Prerequisite: Medicine proficiency
superiority die to the weapon's damage roll.
While you have access to this manoeuvre you can use a
Call to Arms healing potion or healer’s kit on another creature as a
bonus action. When you use a healing potion or healer’s
Prerequisite: 18th level, Persuasion proficiency kit, you can expend and roll a superiority die and restore a
While you have access to this manoeuvre creatures number of additional Hit Points equal to the superiority
within 10 feet of you have advantage on saving throws to
die + your proficiency bonus.
end or resist the frightened condition. As an action you
can expend and roll 5 superiority dice to rally those Commander's Strike (Improved)
around you. You can grant a number of hit points equal to
When you take the Attack action on your turn, you can
the total of the superiority dice, multiplied by 20, divided
forgo one of your attacks and use a bonus action to direct
as you choose among any number of conscious creatures
one of your companions to strike. When you do so, choose
that can hear you within 60 feet. When a creature gains
a friendly creature who can see or hear you and expend
these Hit Points you can end the frightened or charmed
one superiority die. That creature can immediately use its
condition affecting them. You must complete a long rest
reaction to make one weapon attack, adding the
before using this manoeuvre again.
superiority die to the attack's damage roll.
Camouflage Expert From 8th level the creature makes this attack with
advantage.
Prerequisite: 8th level, Survival or Disguise Kit proficiency
When you attempt a Wisdom (Survival) or Dexterity
(Disguise Kit) check to create camouflage or a disguise, you
can expend and roll a superiority die and add it to your
total. On a success, you can create sufficient camouflage
or disguises for a number of creatures equal to twice your
proficiency bonus. These grant the wearer advantage on
Dexterity (Stealth) checks made to avoid being seen, or
Charisma (Deception) checks made to avoid attention. This
benefit lasts until the creature completes a long rest, or
until they are no longer wearing the camouflage or
disguise. The camouflage or disguise only works within a
single type of environment (such as a city, forest, the
underdark etc).

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Choke Hold
Commanding Presence (Improved)
Prerequisite: Athletics proficiency
Prerequisite: Intimidation, Performance or Persuasion When you make a melee attack, you can instead attempt
proficiency to put a creature of your size or smaller you have grappled
When you use your action to make a Charisma into a choke hold. Make a grapple attempt and expend a
(Intimidation), a Charisma (Performance), or a Charisma superiority die. On a success, while you have the creature
(Persuasion) check, you can expend one superiority die grappled it is unable to speak or breathe, and at the start
and add the superiority die to the ability check. of each of its turns it takes bludgeoning damage equal to
From 8th level, when you use this manoeuvre, you can your Strength modifier + the superiority die. This
expend an additional superiority die to encourage manoeuvre uses both your hands.
creatures that can see and hear you. Choose a number of
creatures that is up to a quarter of the total of your check Dancer
(rounded up). For the next minute, whenever one of these Prerequisite: Acrobatics or Performance proficiency
creatures makes an attack roll or a saving throw, the target
While you have access to this manoeuvre you can use
can roll a d4 and add the number rolled to the attack roll
either Dexterity (Acrobatics) or Dexterity (Performance)
or saving throw. This d4 bonus replaces any additional when putting on a dance performance, or when
dice granted by spells or class features. This effect ends attempting to Tumble through another creature’s space.
early if you lose concentration (as if on a spell).
When you dance or Tumble you can expend one
superiority die to gain advantage on the roll, and you can
Countercharge
add the superiority die to your total.
Prerequisite: 8th level From 8th level, when you use this manoeuvre to Tumble,
When a hostile creature moves to within 15 feet of you, it no longer requires the use of your action or bonus
as a reaction you can expend a superiority die to move to action.
an adjacent unoccupied space, and make a melee weapon
attack against them with a versatile or heavy weapon. On a Death from the Shadows
hit, you can add the superiority die to the damage roll, and
Prerequisite: Stealth proficiency
the creature’s speed is reduced to 0 until the end of their
When you attack while hidden, and reduce a creature to
turn.
0 Hit Points with the attack, as a reaction you can expend
and roll a superiority die and make a Dexterity (Stealth)
Creative Talent
check to attempt to hide, adding the superiority die to
While you have access to this manoeuvre, you gain
your total. On a success, your position is not revealed.
proficiency in one set of tools or a kit of your choice. When
you make a check to create something using a set of tools Debilitating Strike
or a kit with which you are proficient, you can expend one
When you hit a creature with a weapon attack, you can
superiority die and add it to your roll.
expend one superiority die to attempt to debilitate the
From 8th level, when you roll 5 or more above the DC to
target. You add the superiority die to the attack’s damage
create an object, you create a masterwork. The
roll and the target must make a Constitution saving throw.
masterwork is worth 10 times the object’s normal cost. If On a failed save, for the next minute the target deals only
the masterwork is a consumable that deals damage or half damage with weapon attacks that use Strength. The
heals (like a trap or potion), you can roll twice the number
creature can repeat the saving throw at the end of each of
of damage or healing dice. If the masterwork has a DC (like
its turns, ending the effect on a success.
a poison or a disguise), its DC is increased by 5.
Defend
Crippling Blow
When you or an ally within 5 feet of you is hit by an attack,
When you hit a creature with a weapon attack, you can you can expend and roll a superiority die as a reaction to
expend one superiority die to strike a crippling blow,
intervene. The damage is reduced by the amount rolled on
temporarily hindering the target’s mobility. You add the
the superiority die + your Constitution modifier, and you
superiority die to the attack’s damage roll, and the take any remaining damage.
creature must expend an additional foot of movement for
each foot of its movement it uses until the end of your Defensive Stance
next turn.
Prerequisite: 12th level
From 8th level, the hindered creature must make a
You can expend 4 superiority dice as an action to
Dexterity saving throw if it takes the Dash action, falling
assume a defensive stance. You gain resistance to
prone and ending its movement on a failure.
bludgeoning, piercing, and slashing damage from attacks,
and at the end of each of your turns you can roll one
superiority die, and gain that many temporary Hit Points.
The effects of this manoeuvre end after 1 minute, or if you
lose concentration (as if on a spell).

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Prerequisite: Animal Handling proficiency
Detective When your controlled mount fails a saving throw, you
Prerequisite: Insight proficiency can expend and roll a superiority die and make a Wisdom
When you make a Wisdom (Insight) or Intelligence (Animal Handling) check as a reaction, adding the die to
(Investigation) check, you can expend one superiority die your total. You can then replace the mount's saving throw
and add the die to the roll. When you use this manoeuvre with your roll, potentially turning it into a success.
and succeed in a Wisdom (Insight) versus Charisma
(Deception) contest, you deduce the creature’s surface Eye for an Eye
thoughts. Prerequisite: 8th level
When an ally is hit by an attack, as a reaction you can
Disrupting Attack expend and roll a superiority die to move up to half your
When you hit a creature with a weapon attack, you can speed to an unoccupied space within reach of the attacker.
expend and roll a superiority die to attempt to disrupt the You can then make one melee weapon attack against the
creature’s concentration. The creature suffers a penalty attacker. On a hit, you can add the superiority die to the
equal to the number rolled on the superiority die to any damage roll.
Constitution saving throw it makes to maintain
concentration as a result of the attack. Falling with Style
Prerequisite: Acrobatics proficiency
Disarming Attack While you have access to this manoeuvre, when you
When you hit a creature with a weapon attack, you can begin to fall you can make a Dexterity (Acrobatics) check as
expend one superiority die to attempt to disarm the a reaction, and expend one superiority die and add it to
target, forcing it to drop one item of your choice that it's your roll. If you would take damage from the fall, you can
holding. You add the superiority die to the attack's damage reduce this damage by an amount equal to your check. If
roll, and the target must make a Strength saving throw. On you reduce the damage to 0, you can potentially prevent
a failed save, it drops the object you choose. The object the fall entirely. You might cling to the cliffedge by your
lands at its feet. fingertips, throw a grappling hook, slow your fall by driving
your weapon into the wall, or angle your descent into a
Distracting Strike (Improved) hay cart or midden.
When you hit a creature with a weapon attack, you can
expend one superiority die to distract the creature, giving Fan of Knives
your allies an opening. The next attack roll against the Prerequisite: 8th level, 17 Dexterity or higher
target by an attacker other than you has advantage if the As an action you can expend and roll 2 superiority dice
attack is made before the start of your next turn, and you to make a ranged attack with a dart or dagger against each
can add the superiority die to the attack roll. creature of your choice within a 20-foot cone. You can
draw the weapon as part of making each attack. On a hit,
Dual Flurry you deal damage equal to the total of the superiority die +
Prerequisite: 8th level your Dexterity modifier.
While wielding a melee weapon in each hand as an
action you can expend and roll 2 superiority dice. You can Feat of Strength
make a number of melee weapon attacks equal to the Prerequisite: Athletics proficiency
number rolled on the highest superiority die. These When you make a Strength (Athletics) check you can
attacks must be against the same target. expend one superiority die and add the die to the roll. For
this check, and for the next minute, you count as one size
Escape Artist larger when determining your carrying capacity and the
Prerequisite: Acrobatics proficiency weight you can push, drag, or lift. Alternatively, when you
As a bonus action you can expend and roll a superiority make an attack and hit an object, you can add the
die to make a Dexterity (Acrobatics) check, adding the superiority die to the damage roll. The object has
superiority die to your total. If you are tied up, manacled, vulnerability to the damage of this attack.
grappled or restrained, you can use this check to attempt
to escape. Moreover, until the end of your turn, you ignore Feinting Attack
difficult terrain, climbing and swimming do not cost any You can expend one superiority die and use a bonus
additional movement, and any creature that attempts an action on your turn to feint, choosing one creature within
Opportunity Attack against you must first make an attack 5 feet of you as your target. You have advantage on your
roll against a DC equal to your Dexterity (Acrobatics) check. next attack roll against that creature this turn. If that attack
On a failure, their reaction is wasted. hits, add the superiority die to the attack's damage roll.

Evasive Footwork (Improved)


When you move on your turn, you can expend and roll one
superiority die. Until the start of your next turn you add
the number rolled to your AC and you gain a +10 feet
bonus to your walking speed.

Expert Rider

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Prerequisite: 14th level
Find the Gap While you have access to this manoeuvre, you regain all
Before you make a melee attack with a dagger or stiletto expended Hit Die at the end of a long rest. In addition, you
against a grappled or restrained creature, you can expend can expend and roll 5 superiority dice as an action to
a superiority die as a bonus action. On a hit, you deal regain a number of Hit Points equal to your level + the
additional weapon damage equal to your level + the total of the superiority die. You must complete a long rest
superiority die. before using this manoeuvre again.

Finishing Strike Heroic Mount


If during your turn you hit the same creature with a melee Prerequisite: Animal Handling proficiency
attack for the fourth time in a row, you can expend a While you are mounted, and your mount is reduced to 0
superiority die to make an additional attack, adding the Hit Points, as a reaction you can expend and roll a
superiority die to your attack roll. On a hit, if the creature’s superiority die. Instead of falling unconscious or dying,
remaining Hit Point total is below your level, it dies. your mount is reduced to 1 Hit Point, gains temporary Hit
Points equal to the superiority die + your level, and can
First Aid (Improved) move up to its speed using its reaction. These temporary
Prerequisite: Medicine proficiency Hit Points disappear after 1 minute.
As an action you can expend a superiority die and touch
a conscious and willing creature. The target can expend Hidden Sanctuary
one of their Hit Dice to regain Hit Points equal to the Prerequisite: Survival proficiency
number rolled on the Hit Die + your proficiency bonus + When you make a Wisdom (Survival) check to attempt to
your superiority die. find or hide a location, you can expend one superiority die
From 8th level, at the start of a short or long rest you and add the die to the roll. This manoeuvre assists your
can choose a number of creatures up to your proficiency ability to find a secure and well hidden resting place for
bonus, and expend a superiority die to administer aid to your party, and to further cloak it from detection by
them over the course of the rest. When you complete the covering tracks, creating a screen of foliage, building a
rest each creature regains an expended Hit Die. smokeless fire, or similar. If you hide a location it requires
a successful Wisdom (Perception) check against a DC equal
Goading Attack (Improved) to the total of your skill check to be found.
When you hit a creature with a weapon attack, you can
expend one superiority die to attempt to goad the target Himbo
into attacking you. You add the superiority die to the Prerequisite: 12th level, 20 Strength or higher
attack's damage roll, and the target must make a Wisdom While you have access to this manoeuvre, you can have
saving throw. On a failed save, the target has disadvantage your AC equal 10 + your Strength modifier + your
on attack rolls against targets other than you until the end Charisma modifier while you aren’t wearing any armour or
of your next turn. wielding a shield.
From 8th level, an affected creature cannot willingly Furthermore, when you fail a Wisdom, Intelligence or
move away from you, or cast spells that do not include you Charisma saving throw, you may expend and roll 4
as a target. superiority dice as a reaction, and add the highest
superiority die + your Strength modifier to the roll,
Grappling Strike potentially turning it into a success. You must complete a
Prerequisite: Athletics proficiency long rest before using this manoeuvre again.
Immediately after you hit a creature with a melee attack
on your turn, you can expend one superiority die and then Insightful Strike
try to grapple the target as a bonus action (see the Player's Prerequisite: Insight proficiency
Handbook for rules on grappling). Add the superiority die Before making an unarmed or weapon attack against a
to your Strength (Athletics) check. creature you can expend a superiority die and roll a
Wisdom or Intelligence (Insight) check. If you roll higher
Grinding Heel than the creature’s AC, the attack has advantage, and you
When you cause a creature within 5 feet of you to become can add the superiority die to the roll to hit.
prone, you can expend a superiority die and crush it under
your boot. The creature must succeed on a Dexterity
saving throw or take bludgeoning damage equal to 1d4 +
your Strength modifier + your superiority die.

Hair Trigger
While wielding a crossbow you are proficient with, when
you roll initiative you can expend a superiority die as a
reaction to make a ranged attack with it. This attack is
made at disadvantage. On a hit you can add the
superiority die to the damage roll.

Healing Surge

7
Lead the Charge
Inspired Tactics
Prerequisite: 8th level
Prerequisite: 16th level, History, Investigation or Insight As a bonus action you can expend and roll 2 superiority
proficiency dice to lead a charge. Choose a number of creatures equal
While you have access to this manoeuvre, you can take to the total of the superiority die that can see and hear
the Help action as a bonus action, and its range increases you, and are within 30 feet of you, and then move up to
by 30 feet. Additionally, as an action you can take the lead, your speed toward a hostile creature. If you are mounted
coordinating those around you to act in support of each on a controlled mount, you can direct the mount to move
other. Expend 5 superiority dice, and choose any number its speed instead. The creatures you chose can use their
of creatures within 30 feet of you. These creatures gain reactions to move their speed. They must end their
advantage on all saving throws, and other creatures have movement closer to you than where they began.
disadvantage on attack rolls against them. The effects of
this ability end after 1 minute, or if you lose concentration Legendary Master
(as if on a spell). You must complete a long rest before
Prerequisite: 16th level, Arcana and a Tool or Kit
using this manoeuvre again.
proficiency
While you have access to this manoeuvre, you are able
Interdiction
to create items of legendary rarity, such as a Ring of
Prerequisite: 10th level Invisibility or Vorpal Sword, if you have proficiency in the
When a creature you can see within your reach begins to appropriate tool or kit (Jewellers and Smith’s Tools,
cast a spell, you can expend and roll 3 superiority dice to respectively). The time and cost to create such an item is
use your reaction to make an Opportunity Attack against halved, and on a successful check it gains a major
that creature. On a hit, you deal weapon damage equal to beneficial property of your choice (DMG p.219). When you
the total of the superiority dice, and the caster must fail a check to use a set of tools or a kit with which you are
succeed on a Concentration saving throw or the spell fails. proficient, you can expend one superiority die to reroll,
and add the superiority die + your proficiency bonus to
Killing Blow your total. You must use the new roll. You must complete
Prerequisite: 18th level, 20 Strength or Dexterity or higher a long rest before using this manoeuvre again.
While you have access to this manoeuvre, when you
critically hit with a weapon the target takes an additional Lightning Strike
die of weapon damage. On a hit with a weapon attack you Prerequisite: 14th level, 20 Strength or Dexterity or higher
can expend 5 superiority dice to perform a killing blow. If While you have access to this manoeuvre, your speed
the creature has fewer than 50 Hit Points, it dies. increases by 10 feet. If you are mounted, your mount also
Otherwise, the attack has no effect. You must complete a receives this benefit. While wielding a weapon, you can
long rest before using this manoeuvre again. expend and roll 5 superiority dice to perform a lightning
quick charge through a group of enemies. Choose 5
Knockout creatures within 120 feet of you. Each creature you target
When you hit with a melee attack and do nonlethal must be within 30 feet of another target, and within reach
damage, you can expend and roll 2 superiority die. If the of a traversable surface. Each target must make a
creature’s remaining Hit Points are below the total of the Dexterity saving throw, taking 5d8 + the superiority die in
superiority die + 3d8, the creature falls unconscious for 1 weapon damage on a failed save, or half as much on a
minute. The creature wakes if it takes damage, or if successful one. You move between each target, ending
someone uses an action to shake or slap it awake. your move in an unoccupied space adjacent to the target
most distant from your original position. You must
Last Stand complete a long rest before using this manoeuvre again.
Prerequisite: 18th level, 17 Constitution or higher
When you are reduced to 0 Hit Points you can expend Lunging Attack (Improved)
and roll 5 superiority dice. For a number of rounds equal When you make a melee weapon attack on your turn, you
to the highest superiority die, you cannot die or fall can expend one superiority die to increase your reach for
unconscious, and your Hit Points can become negative. that attack by 5 feet. If you hit, you add the superiority die
While you have negative Hit Points your movement speed to the attack's damage roll.
becomes 10 feet. If you end your turn during the last of From 8th level you can increase your reach by 10 feet,
these rounds, or you lose concentration (as if on a spell), and the benefit lasts until the end of your turn.
and you have negative Hit Points, you die.

8
Menacing Attack
Manoeuvring Attack
When you hit a creature with a weapon attack, you can
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the
expend one superiority die to manoeuvre one of your target. You add the superiority die to the attack's damage
comrades into a more advantageous position. You add the roll, and the target must make a Wisdom saving throw. On
superiority die to the attack's damage roll, and you choose a failed save, it is frightened of you until the end of your
a friendly creature who can see or hear you. That creature next turn.
can use its reaction to move up to half its speed without
provoking opportunity attacks from the target of your Momentum
attack.
Prerequisite: Animal Handling proficiency
While mounted, when your mount moves 10 feet or
Mass Intimidation
more in a straight line and you immediately hit with a
Prerequisite: 14th level, Intimidation proficiency weapon attack against a creature within 30 feet of you,
While you have access to this manoeuvre, you can add you can expend and roll a superiority die. The target
double your proficiency bonus to Intimidation checks. suffers additional weapon damage equal to the superiority
When you critically hit or reduce a creature to 0 hp, or as die + 1 for every 10 feet in a straight line your mount has
an action, you can expend and roll 5 superiority dice to moved on your turn (up to a maximum of 60 feet).
attempt to command a number of creatures up to the
total of the superiority die. The creatures must be within Morale Boost
30 feet of you and be able to hear and understand you.
Prerequisite: 8th level, Persuasion, Performance, or
You can command any combination of the following Medicine proficiency
actions:
When you spend and complete a long rest in the
Drop: The target drops whatever it is holding and then company of your allies, you can expend and roll a
ends its turn. superiority die, and choose a number of creatures equal to
Fall Prone: The target falls prone and then ends its turn. the superiority die + your proficiency bonus who can see,
Flee: The target spends its turn moving away from you hear and understand you. These creatures gain
by the fastest available means. Inspiration.
Halt: The target doesn't move and takes no actions. A
flying creature stays aloft, provided that it is able to do
Olympic Thrower
so. If it must move to stay aloft, it flies the minimum Prerequisite: 14th level, 20 Strength or Dexterity or higher
distance needed to remain in the air. While you have access to this manoeuvre, the normal
Surrender: The target becomes charmed by you, and range of thrown weapons and objects doubles for you.
will not attack you or your companions. Furthermore, when you make a ranged attack with a
thrown weapon you can expend and roll 5 superiority dice
You might also issue a command other than one to send it flying toward one creature or object within 120
described here. If you do so, the DM determines how the feet of you. On a hit, the target takes weapon damage
target behaves. If the target can't follow your command, or equal to the total of the superiority dice + 4d12.
if the command would cause the creature to come to
immediate harm, the command fails. Creatures that can’t Parry (Improved)
be frightened are immune to this manoeuvre. When a creature you can see hits you or an ally within 5
When you speak your command, each target must make feet of you with an attack, as a reaction you can expend
a Wisdom saving throw. A creature that fails its save one superiority die to increase either your or your ally’s AC
pursues the course of action you commanded to the best by the number you rolled on the superiority die,
of its ability until it believes itself to be safe, or until you potentially causing the attack to miss. The bonus to AC
command differently. If you or any of your companions lasts until the end of the turn.
damage a creature affected by this ability, the effect ends
for all creatures affected by it. You must complete a long Pickpocket
rest before using this manoeuvre again. Prerequisite: Sleight of Hand proficiency
When you hit a creature with a melee attack, and you
Merchant’s Appraisal have a free hand, you can expend a superiority die to try
Prerequisite: Investigation, Insight or Persuasion to pickpocket a tiny item that they are carrying as a bonus
proficiency action. Make a Dexterity (Sleight of Hand) check contested
When you make an Intelligence (Investigation), Wisdom by the target's Wisdom (Perception) check, adding the
(Insight) or Charisma (Persuasion) check to ascertain the superiority die to your total. On success, you pickpocket
value of an item and haggle over its price, you can expend the item.
one superiority die and add the die to the roll. If you roll
higher than the seller’s Charisma (Deception) check, you
learn the approximate value of the item, and the lowest
price the seller can accept.

9
As a bonus action, you can expend one superiority die and
Pinning Strike make a ranged attack with a weapon that has the thrown
When you hit with a weapon attack you can expend and property. You can draw the weapon as part of making this
roll one superiority die. Add the die to the damage roll. attack. If you hit, add the superiority die to the weapon's
The creature must succeed on a Strength saving throw or damage roll.
its movement becomes 0 until the end of its next turn, or
until the creature uses its action to free itself. Rally
On your turn, you can use a bonus action and expend one
Piercing Strike superiority die to bolster the resolve of one of your
When you hit a creature with a weapon attack, you can companions. When you do so, choose a friendly creature
expend and roll one superiority die to ignore any who can see or hear you. That creature gains temporary
resistance it has to the damage of that attack. The creature Hit Points equal to the superiority die roll + your Charisma
takes additional weapon damage equal to the superiority modifier. From 8th level, you can end the frightened
die. condition on a creature that receives these temporary Hit
From 8th level when you use this manoeuvre until the Points.
end of your turn all of your attacks against the creature
ignore its resistance to damage. Rallying Cry
Prerequisite: 10th level
Plan C You can expend and roll 3 superiority dice as a bonus
Prerequisite: Thieves Tools proficiency action to let loose a rallying cry. You can cause creatures of
When you fail a Dexterity (Thieves Tools) check to pick a your choice that can hear you, and that are within 30 feet
lock or disarm a trap, you can expend one superiority die of you to regain a number of Hit Points equal to the total
to reroll, and you can roll and add the die to your total. of the superiority dice.
You must use the new roll.
From 8th level, when you use this manoeuvre, if the lock Relentless Advance
was under the effects of the Arcane Lock spell, you can When you take the Attack action and reduce a creature to
ignore the spell’s effects. 0 Hit Points with a weapon attack, you can expend a
superiority die and use your bonus action to move up to
Pocket Sand your speed and make a melee weapon attack, adding the
As a bonus action you can expend one superiority die to superiority die to the damage roll on a hit.
try to blind a creature within 5 feet of you. The target must
succeed on a Constitution saving throw or be blinded until Reverse Grapple
the end of its next turn. The next attack that hits the Prerequisite: Athletics proficiency
creature while it is blinded can add the superiority die to As a reaction when a creature successfully grapples you,
its damage roll. you can expend a superiority die and begin a grapple
contest with the creature, adding the superiority die to
Precision Attack your check. On a success you end the creature’s grapple,
When you make a weapon attack roll against a creature, and can choose to grapple the creature.
you can expend one superiority die to add it to the roll.
You can use this manoeuvre before or after making the Riposte
attack roll, but before any effects of the attack are applied. When a creature misses you with a melee attack, you can
use your reaction and expend one superiority die to make
Pushing Attack (Improved) a melee weapon attack against the creature. If you hit, you
When you hit a creature with a weapon attack, you can add the superiority die to the attack's damage roll.
expend one superiority die to attempt to drive the target
back. You add the superiority die to the attack's damage Shield Bash
roll, and if the target is Large or smaller, it must make a Prerequisite: Proficiency in shields
Strength saving throw. On a failed save, you push the While you are wielding a shield, when you attempt to
target up to 15 feet away from you. From 8th level, when shove a creature you can expend and roll a superiority die
you hit with a melee weapon attack and successfully push and add the result to your check. On a success you cause
a creature, as a reaction you can move up to your speed to the creature to take bludgeoning damage equal to 1d4 +
the nearest unoccupied space adjacent to it, and make your Strength modifier.
another attack. On a hit the creature must make another
Strength saving throw or be pushed another 15 feet away Shieldwall
from you. While you are wielding a shield, during your turn you can
use a bonus action to expend a superiority die and raise
your shield. Roll the superiority die and choose up to 2
allied creatures that are wielding a shield and are within 5
feet of you. Until the start of your next turn, and while you
remain within 5 feet of each other, you and any creature
you chose gain a bonus to AC equal to the number rolled.

Quick Toss

10
Sweeping Attack (Improved)
Seismic Hammer
When you hit a creature with a melee weapon attack on
Prerequisite: 20 Strength or higher your turn, you can expend one superiority die to attempt
As an action you can expend and roll 2 superiority dice to damage another creature with the same attack. Choose
and strike the ground, causing a tremor in a 10-foot cube another creature within 5 feet of the original target and
extending from you. Each creature in that area must make within your reach. If the original attack roll would hit the
a Dexterity saving throw. On a failed save, a creature takes second creature, it takes weapon damage equal to the
bludgeoning damage equal to the total of the superiority number you roll on your superiority die.
dice and is knocked prone. If the ground in that area is From 8th level, you can target a third creature, and
loose earth or stone, it becomes difficult terrain until creatures you hit cannot take opportunity attacks until the
cleared. end of your turn.
Skirmish Cavalry Tactical Assessment (Improved)
Prerequisite: Animal Handling proficiency When you use your action to make an Intelligence
When you direct a controlled mount to take the (Investigation), an Intelligence (History), or a Wisdom
disengage action, you can expend and roll a superiority (Insight) check, you can expend one superiority die and
die. Until the beginning of your next turn the mount can add the superiority die to the ability check.
add the superiority die to its AC, attack rolls against it have From 8th level, when you use this manoeuvre, you can
disadvantage, and its speed increases by 20 feet. expend an additional superiority die to focus your
attention on one area of the battlefield and assess
Skirmisher creatures within a 20 foot cube you can see within 60 feet
When you make a ranged attack roll with a thrown of you. Creatures of your choice in the area must make an
weapon, you can expend a superiority die to ignore any Intelligence saving throw against a DC equal to the total of
disadvantage imposed by attacking at long range. On a hit, your skill check. On a failure, you recognise the creature’s
roll and add the superiority die to the damage roll. tactical vulnerabilities, and highlight these to your
From 8th level, on a hit against a creature, you reduce companions. For the next minute, any attack roll against
their speed by 10 feet until the end of your next turn. the creature has advantage if the attacker can see it. This
effect ends early if you lose concentration (as if on a spell).
Sprint
Prerequisite: Athletics proficiency Take Cover
As a bonus action you can expend one superiority die to Prerequisite: 8th level
attempt a burst of speed. Make a Strength (Athletics) When you make a Dexterity or Constitution saving throw
check, roll and add the superiority die, and then double against an Area-of-Effect spell or ability you can see, as a
your total. You can move this many additional feet. From reaction you can expend 2 superiority dice to raise your
8th level, when you use this manoeuvre your movement shield or dive for cover. You can roll and add the highest
ignores difficult terrain until the end of your turn. superiority die to your saving throw, and you gain
resistance to the damage of the spell or ability.
Standfast
When you fail a skill check or saving throw made to avoid
being knocked prone, moved, or shoved, you can expend a
superiority die to reroll, and add the superiority die to your
total. You must use the new roll.

Steady Hand
Prerequisite: Vehicles (land or water) proficiency
When you fail a check to control a vehicle, you can
expend one superiority die to reroll, and you can add the
superiority die to your roll. You must use the new roll.

Sundering Blow
Before you make an attack against a creature wearing
nonmagical armour you can expend a superiority die to
declare a Sundering Blow. If you hit, you do no damage
but reduce that creature's AC by a number equal to that
rolled on the superiority die. It costs 1/4 of the armour’s
purchase price to repair it.

11
Prerequisite: 8th level
Titanic Strength While mounted you can expend and roll 2 superiority
Prerequisite: 16th level, 20 Strength or higher dice as an action to begin a charge. The mount moves up
While you have access to this manoeuvre, you gain to its speed across the ground in a straight line. This
resistance to bludgeoning damage from falling, or from movement does not provoke opportunity attacks, and can
debris falling on you. If you already have resistance to this be made through the spaces of creatures that are smaller
damage, you gain immunity. As an action you can expend than your mount. Creatures that were within 5 feet of the
5 superiority dice. For the next minute, as part of this mount during its movement must make a Strength saving
action, and as an action on your subsequent turns, you throw or be knocked prone and take bludgeoning damage
can strike the ground or a structure: equal to the total of the superiority dice + 2d6. On a
success a creature takes half damage and is not knocked
The ground. You create a seismic pulse in a 100-foot- prone.
square area of ground extending from you. The ground
in the area becomes difficult terrain. Each creature on Trapper
the ground that is concentrating must make a Prerequisite: Survival or Tinker’s Tools proficiency
Constitution saving throw. On a failed save, the
By expending a superiority die and spending a minute of
creature’s concentration is broken. Each creature on
work, you can create hidden traps. Make a Wisdom
the ground in the area must make a Dexterity saving
(Survival) or Intelligence (Tinker’s Tools) check, and add the
throw. On a failed save, the creature is knocked prone. superiority die to your total. You can make one of the
A structure. Choose a structure (or a section of a following traps:
structure) within reach that is contained within a 100-
foot cube. You deal 100 damage to the structure. If the Intruder Alert. You place a tripwire over a door,
structure drops to 0 Hit Points, it collapses and window, corridor, path or road. The tripwire can be up
potentially damages nearby creatures. A creature to 20 feet long. When a creature moves over the
within half the distance of a structure’s height must tripwire, you can have it ring a bell, pull a string, ignite a
make a Dexterity saving throw. On a failed save, the fire, or warn you in some other way.
creature takes 5d6 bludgeoning damage, is knocked Snaring Trap. You place a circle of cord or rope with a 5-
prone, and is buried in the rubble, requiring a DC 20 foot-radius on a flat surface within your reach, with one
Strength (Athletics) check as an action to escape. The end of the rope hoisted over a secure point at least 10
GM can adjust the DC higher or lower, depending on feet above. The trap triggers when a Small creature or
the nature of the rubble. On a successful save, the larger moves into the 5-foot-radius area. The triggering
creature takes half as much damage and doesn’t fall creature must succeed on a Dexterity saving throw or
prone or become buried. fall prone and be hoisted into the air until it hangs
upside down from the secure point, where it is
You must complete a long rest before using this
restrained. The restrained creature can make a
manoeuvre again.
Dexterity saving throw with disadvantage at the end of
each of its turns and ends the restrained effect on a
Throw
success. Alternatively, another creature that can reach
Prerequisite: Athletics proficiency the secure point can use an action to free the
When you take the Attack action, you can forgo an attack restrained creature.
and instead expend and roll a superiority die to throw a
creature or object that is your size or smaller, and that you The trap is nearly invisible and requires a successful
are grappling or holding. Make a Strength (Athletics) check Intelligence (Investigation) check against a DC equal to the
against the AC of a target you can see within 15 feet. On a total of your skill check to be found.
hit, both the target and the thrown object or creature take
bludgeoning damage equal to the superiority die. A Trip Attack (Improved)
creature that takes this damage must make a Strength When you hit a creature with a weapon attack, you can
saving throw or fall prone. Hit or miss, the thrown creature expend one superiority die to attempt to knock the target
or object lands in the nearest unoccupied space to the down. You add the superiority die to the attack's damage
target. From 8th level, you can throw a creature or object roll, and if the target is Large or smaller, it must make a
20 feet, and on a hit both the target and the thrown object Strength saving throw. On a failed save, you knock the
or creature take additional damage equal to your Strength target prone.
modifier. From 8th level Huge and smaller creatures can be
knocked prone with this manoeuvre.

Trampling Charge

12
Wound
Warrior’s Feast
When you hit with a weapon attack, you can expend a
Prerequisite: 12th level, 1000gp spent on chefs, and on superiority die to attempt a wounding strike. The creature
food and drink (which are consumed) must make a Constitution saving throw. On a failure, the
You prepare or commission a great feast, including creature begins to take damage equal to a roll of your
magnificent food and drink. Expend and roll 4 superiority superiority die at the end of each of its turns. This effect
dice. The feast takes 8 hours to prepare and 1 hour to automatically ends if the creature regains any of its Hit
consume, and the beneficial effects don't set in until this Points, or a creature within 5 feet of it uses its action to aid
time is over. Up to 50 other creatures can partake of the it. Undead, elementals and constructs are immune to this
feast. A creature that partakes of the feast gains several effect.
benefits: From 8th level, you can expend another superiority die
It becomes immune to being frightened. to impose an additional effect when you wound a
creature. You can either impose disadvantage on its attack
It makes all Wisdom saving throws with advantage.
rolls; on its concentration saving throws; or halve its
Its hit point maximum increases by an amount equal to
speed. This additional effect ends when the wound effect
the total of the superiority dice, and it gains the same
ends.
number of Hit Points.

These benefits last for 24 hours. You must complete a


long rest before using this manoeuvre again.

Weapons
Simple Melee Weapons
Weapon Cost Damage Weight Properties
Bill-Hook 3 sp 1d6 p./s. 6 lb. Hooked, Long, Two-handed, Unhorsing
Club 1 sp 1d4 b. 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb. Execute, Finesse, Light, Thrown (range 20/60)
Greatclub 2 sp 1d8 bludgeoning 10 lb. Execute, Two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, Thrown (range 20/60)
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
Light Hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace 5 gp 1d6 bludgeoning 4 lb. AP
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle 1 gp 1d4 slashing 2 lb. Light
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)

Simple Ranged Weapons


Weapon Cost Damage Weight Properties
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), Loading, Two-handed
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, Thrown (range 20/60)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), Two-handed
Sling 1 sp 1d4 bludgeoning — Ammunition (range 30/600)

13
Martial Melee Weapons
Weapon Cost Damage Weight Properties
Battleaxe 10 gp 1d8 slashing 4 lb. Shield-Turning, Versatile (1d10)
Crow’s Beak 20 gp 1d8 b./p. 6 lb. AP, Heavy, Hooked, Reach, Two-Handed
Flail 10 gp 1d8 bludgeoning 2 lb. Shield-Turning
Glaive 20 gp 1d10 slashing 6 lb. Heavy, Reach, Sweep, Two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Execute, Heavy, Sweep, Two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Execute, Heavy, Sweep, Two-handed
Halberd 20 gp 1d10 s./p. 6 lb. Heavy, Hooked, Reach, Two-handed, Unhorsing
Lance 10 gp 1d12 piercing 6 lb. Heavy, Reach, Special, Unhorsing
Longaxe 30 gp 1d10 s./b. 6 lb. Heavy, Hooked, Long, Shield-Turning, Two-handed
Longspear 2 gp 1d6 piercing 3 lb. Long, Unhorsing, Versatile (1d8)
Longsword 15 gp 1d8 s./p. 3 lb. Sweep, Versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb. AP, Heavy, Two-handed
Morningstar 15 gp 1d8 b./p. 4 lb. AP
Pike 5 gp 1d10 piercing 18 lb. Heavy, Reach, Long, Two-handed, Unhorsing
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Sabre 25 gp 1d8 slashing 2 lb. Finesse
Scimitar 20 gp 1d6 slashing 3 lb. Finesse, Light
Stiletto 5 gp 1d4 piercing 1/4 lb AP, Execute, Finesse, Light
Sword-Staff 15 gp 1d8 b./s. 3 lb. Long, Sweep, Two-handed
Shortsword 10 gp 1d6 s./p. 2 lb. Finesse, Light
Trident 5 gp 3d2 piercing 4 lb. Thrown (range 20/60), Versatile (3d3)
War-Pick 5 gp 1d8 b./p. 2 lb. AP
Warhammer 15 gp 1d8 bludgeoning 2 lb. AP, Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Finesse, Shield-Turning, Reach

Martial Ranged Weapons


Weapon Cost Damage Weight Properties
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), Loading, Special
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), Light, Loading
Crossbow, heavy 50 gp 1d10 piercing 18 lb. AP, Am. (range 100/400), Heavy, Loading, Two-handed
Longbow 50 gp 1d8 piercing 2 lb. AP, Ammunition (range 150/600), Heavy, Two-handed
Net 1 gp — 3 lb. Special, Thrown (range 5/15)

Execute
Armour Penetration (AP) If you make an attack with this weapon and score a hit
This weapon is suited to attacking armoured foes. When against an incapacitated creature, you can roll one
you make an attack against a creature wearing medium or additional weapon damage die when determining the
heavy armour (or with equivalent natural armour such as damage it takes.
hard scales or a carapace) you gain a +1 to your attack roll.
Ranged weapons can only gain this benefit while targeting Hooked
creatures within their normal range. You can use this weapon to attempt to grapple a creature
within its reach, and you do not need a free hand to do so.
Blowgun
If you are using this weapon to grapple you cannot use it
Special. If you make an attack with this weapon while for anything else. During your turn, you can move a
hidden and miss, your position is not revealed. creature grappled in this way within the area of the
weapon’s reach by succeeding on a grapple contest and by
expending 2 feet of movement for each foot the creature
is moved.
Crossbow Expert (balanced)
Long
Thanks to extensive practice with the crossbow, you gain
You can increase the reach of a weapon with this property the following benefits:
by 5 feet on your turn.
Being within 5 feet of a hostile creature doesn’t impose
Shield-Turning disadvantage on your ranged attack rolls.
As part of making an attack with this weapon against a You ignore the loading quality of crossbows with which
creature wielding a shield you can pull away or otherwise you are proficient.
overcome its shield. You can ignore a shield’s benefit to You can engage in two-weapon fighting while wielding a
your target’s AC when determining if your attack hits. hand crossbow, and you can add your ability modifier
to the damage roll of an offhand crossbow, if you don’t
Sweep already.
When you hit with this weapon you can deal 1d4 weapon You do not need a free hand to reload a hand crossbow
damage to an adjacent creature that is also within your if you are wielding a weapon in your other hand.
reach, if your attack roll would also hit that creature. When you take the Ready action to make an attack with
a heavy crossbow, you have advantage on the attack
Unhorsing roll, and can ignore half and three-quarters cover.
When you hit a mounted creature with this weapon on
your turn, you can immediately use your bonus action to Defensive Duelist (improved)
attempt to shove the creature. If you succeed, the creature Prerequisite: Dexterity 13 or higher
falls prone in an unoccupied space within 5 feet of its You have become an agile and dangerous duelist,
mount. gaining the following benefits:

While wielding a finesse weapon with your other hand


free, you gain a +1 bonus to AC.
When you are wielding a finesse weapon with which
Feats you are proficient and another creature hits you with a
melee attack, you can use your reaction to add your
proficiency bonus to your AC for that attack. If you
8 Diagram Polearm Fighter
cause the attack to miss you, until the end of your next
Prerequisite: Monk turn you have advantage on your next attack roll with a
You master the naginata, gaining the following benefits: finesse weapon against the attacker.
You have advantage on attack rolls made to disarm a
Increase your Dexterity or Wisdom score by 1, to a
creature.
maximum of 20 (your choice).
You gain proficiency with the sword-staff and glaive,
Dual Wielder (improved)
which count as monk weapons for you.
As a bonus action you can expend 1 ki point and make You master fighting with two weapons, gaining the
a melee weapon attack against any number of following benefits:
creatures within 10 feet of you, with a separate attack
You make all your two-weapon fighting attacks as part
roll for each target. of the Attack action, instead of using your bonus action.
You must be wielding a quarterstaff, sword-staff, or You gain a +1 bonus to AC while you are wielding a
glaive. separate melee weapon in each hand.
You can use two-weapon fighting even when the one-
Charger (improved) handed weapons you are wielding aren't light.
As a bonus action you can move up to your speed in a You can draw or stow two one-handed weapons when
straight line toward an enemy you can see. you would normally be able to draw or stow only one.
If you move at least 10 feet in a straight line
immediately before making an attack, you gain a +5
bonus to the attack’s damage roll. Alternatively, if you
successfully attempt to shove a creature, you can push
the target up to 10 feet away from you.

15
Hoplite
Grappler (improved)
You have mastered the discipline of the phalanx, and gain
Prerequisite: Strength 13 or higher the following benefits:
You’ve developed the skills necessary to hold your own
in close-quarters grappling. You gain the following Pikes lose the heavy property and gain the versatile
benefits: property (1d8/1d10) for you.
While you are wielding a shield, other creatures of your
Increase your Strength score by 1, up to a maximum of choice within 5 feet of you gain half cover.
20. While you are wielding a crow’s beak, glaive, halberd,
You have advantage on attack rolls against a creature longspear, or pike, you have advantage on melee attack
you are grappling. rolls against mounted creatures and mounts.
You can use your bonus action to try to pin a creature
grappled by you. To do so, make another grapple Huscarl
check. If you succeed, you and the creature are both You can use the battleaxe, longaxe, and greataxe to
restrained until the grapple ends. You have three- skilfully overcome and disable your enemies. You gain the
quarters cover while restraining a creature in this way. following benefits:
When a creature’s movement provokes an opportunity
attack from you, you can instead attempt to grapple As a bonus action you may use battleaxe, longaxe or
them. greataxe to briefly pull away an adjacent creature’s
shield, weapon, limb or other defence. Until the start of
Gladiator the creature’s next turn, the next attack against it has
You wield exotic weapons and nets to entertain the crowd, advantage, and gains a bonus to the attack roll equal to
and draw strength from their applause. your Strength modifier.
When you critically hit a creature that has limbs with a
You can wield a one-handed weapon with a net in your battleaxe, longaxe or greataxe, you may choose one of
offhand, even if neither weapon has the light property. the limbs and disable it. The creature drops whatever it
For example, you could wield a trident in one hand and is holding with that limb. If you chose an arm, the
a net in the other. creature suffers disadvantage on attack rolls, and on
Making an attack with a net doesn’t impose any Strength checks and saving throws. If you chose a leg or
restrictions on your other attacks. Being within 5 feet of wing, the creature’s movement speed is halved, and it
a hostile creature, or attacking at long range, no longer has disadvantage on Dexterity checks and saving
imposes disadvantage on your ranged attack rolls with throws. These effects last until the creature regains one
nets. The DC to escape from a net you throw is 8 + your or more Hit Points.
Dexterity score + your proficiency bonus. When wielded by you battleaxes and greataxes gain the
As a bonus action on your turn during combat, you may thrown property (15/30 feet).
make opposed Charisma (Performance) checks with a
hostile creature you can see within 15 feet of you. On a Legionary
success, you gain Inspiration, which disappears at the While wielding a shield and a longsword or shortsword,
start of your next turn. you gain the following benefits:
Hammerer You gain a +1 bonus to your AC.
You use bludgeoning weapons to pummel your opponents As a bonus action, you can prepare yourself to make a
into submission. You gain the following benefits when quick strike. If a creature moves within your reach or
using a club, greatclub, mace, flail, maul, morningstar, or misses on an attack against you before the start of your
warhammer: next turn, you can make an opportunity attack against
it without expending your reaction. This attack uses the
If you take the Attack action and hit a creature, you may same ability modifier as your primary attack. On a hit,
make an additional attack against that creature as a the normal damage die is replaced by 1d4. This would,
bonus action. This attack uses the same ability modifier for example, replace the damage dice granted by the
as the primary attack. The damage die for this attack is Rogue’s Sneak Attack feature.
a d4, and it deals bludgeoning damage. When you or a creature within 5 feet of you are
When you hit a creature during your turn, you gain a targeted by a ranged attack, as a reaction you can
bonus to your weapon damage rolls equal to the impose disadvantage on the attack roll, interposing
number of times you have previously hit that creature your shield between yourself and the source of the
since the start of your turn. attack.
When you hit a creature leaving your reach with an
opportunity attack, you may make a shove attempt to
knock the creature prone.

16
Mounted Combatant (improved)
Master of Tooth and Claw
You are a dangerous foe to face while mounted. While you
Prerequisite: Proficiency with a natural weapon are mounted and aren’t incapacitated, you gain the
Whether it be your claws, fangs, or other natural following benefits:
appendages, you have learned to hone your assets for use
in combat. You gain the following benefits: Natural You have advantage on melee attack rolls against any
weapons you use increase their damage die to a d8, unless unmounted creature that is smaller than your mount.
already higher. When you use the Attack action and attack You can force an attack targeted at your mount to
only with a natural weapon, you can use a bonus action to target you instead.
make an additional attack with a natural weapon. You If your mount is subjected to an effect that allows it to
cannot be wielding a shield when you make this attack. make a Dexterity saving throw to take only half
Attacks you make with natural weapons count as magical damage, it instead takes no damage if it succeeds on
for the purpose of overcoming resistance and immunity to the saving throw, and only half damage if it fails.
nonmagical attacks and damage. While mounted on an independent mount, when you
roll initiative you can choose to replace your roll with
Mage Slayer (improved) that of your mount, and to act either immediately
You have practised techniques in melee combat against before or after it takes its turn.
spellcasters, gaining the following benefits.
Polearm Master (balanced)
When a creature you can see within your reach begins You gain the following benefits:
to cast a spell (or use a spell-like ability), you can use
your reaction to make a melee weapon attack against When you take the Attack action and attack with only a
that creature. On a hit the caster must succeed on a crow’s beak, glaive, halberd, longspear, pike, sword-
concentration saving throw or the spell fails. staff or quarterstaff, you can use a bonus action to
When you damage a creature that is concentrating on a make a melee attack against a creature within 5 feet of
spell, that creature has disadvantage on the saving you, with either the opposite end of the weapon or with
throw it makes to maintain its concentration. You have your shield. This attack uses the same ability modifier
advantage on saving throws against spells cast by as the primary attack. The damage die for this attack is
creatures within your reach. a d4, and it deals bludgeoning damage.
While you are wielding a crow’s beak, glaive, halberd,
Martial Adept (improved) longspear, pike, sword-staff or quarterstaff, other
Prerequisite: Strength or Dexterity 17 or higher creatures provoke an opportunity attack from you
You have martial expertise that allows you to perform when they enter the reach you have with that weapon.
special combat manoeuvres. You gain the following This attack must be made with one of the listed
benefits: weapons.

You learn a number of manoeuvres equal to your Savage Attacker (improved)


proficiency bonus from the Manoeuvres list. If the Increase your Strength score by 1, to a maximum of 20.
manoeuvre requires a saving throw, the DC is equal to The critical hit range of your melee weapon attacks
8 + your proficiency bonus + your Strength or Dexterity expands by 1.
modifier (your choice). These manoeuvres cannot have Once per turn, when you hit with a melee weapon
a level prerequisite. Each time you gain a level, you can attack and roll the maximum on a weapon damage die,
replace one of these manoeuvres with another you can roll an additional weapon damage die and add
manoeuvre that lacks a level prerequisite. it to the total.
You gain a number of superiority die equal to half your
proficiency bonus (rounded up). If you don't already Shield Master (improved)
have superiority dice, it is a d6. This die is used to fuel You use shields not just for protection but also for offence.
your manoeuvres. It is expended when you use it, and You gain the following benefits while you are wielding a
is regained when you finish a short or long rest. shield:

Mixed Martial Arts When you take the Attack action, you can use a bonus
Prerequisite: Ki points action to try to shove a creature within 5 feet of you
You have learned to combine multiple styles of martial with your shield, either immediately before or after you
arts and have expanded the number of fighting techniques take an attack.
you know. You learn a number of manoeuvres equal to If you aren't incapacitated, you can add your shield's AC
half your proficiency bonus (rounded up) from those bonus to any Dexterity saving throw you make against
available to the Battle Master archetype. If the manoeuvre a spell or other harmful effect. If you are subjected to
requires a saving throw, the DC is equal to 8 + your an effect that allows you to make a Dexterity saving
proficiency bonus + your Wisdom modifier. You must throw to take only half damage, you can use your
expend one ki to use a manoeuvre. Your superiority die is reaction to take no damage if you succeed on the
equal to your Martial Art die. saving throw, interposing your shield between yourself
and the source of the effect.

17
Tao Master
Spellsword
While not wearing medium or heavy armour, and while
Prerequisite: Wisdom, Intelligence or Charisma 13 or having at least one free hand, you gain the following
higher benefits:
You learn to meld might and magic, mixing spells and
weapon attacks. Increase your Wisdom score by 1, to a maximum of 20.
You can read your enemy's intentions and use their
You learn two cantrips of your choice from the Cleric, strength against them. You can use a Wisdom (Insight)
Bard, Druid, or Wizard spell list. These cantrips use your check instead of a Strength (Athletics) check when
Wisdom, Intelligence or Charisma modifier (your attempting to grapple or shove a creature.
choice). When a humanoid creature within 5 feet of you misses
When you take the Attack action on your turn, you can on a melee attack against you, you can use your
cast a cantrip you chose, or any cantrip you know that reaction to attempt to shove them prone. If your shove
requires a weapon attack roll, in place of one of your is successful you also move them to an unoccupied
attacks. You cannot cast another cantrip during the space that is adjacent to you.
turn you use this option, or use this option if you have
already cast a cantrip on your turn. You can use this Tavern Brawler (improved)
option a number of times equal to half your proficiency Accustomed to rough-and-tumble fighting using whatever
bonus (rounded down). You regain all uses when you weapons happen to be at hand, you gain the following
complete a short or long rest. benefits:
You can use a weapon you are wielding as a
spellcasting focus for your spells. You are proficient with improvised weapons, and your
attacks with them use a d8 for damage, if it isn’t already
Slinger higher.
You have mastered the sling. When making attack rolls with improvised weapons,
you critically hit on a 19 or 20.
When you make a ranged attack with a sling, the Your unarmed strike uses a d8 for damage, if it isn’t
damage die increases to a d8. already higher.
The critical range of your ranged attacks with slings When you hit a creature with an unarmed strike or an
expands by 1. When you score a critical hit with a sling improvised weapon on your turn, you can use a bonus
the creature must make a Constitution save (DC 8 + action to attempt to grapple or shove the target.
your proficiency + your Dexterity modifier), or be
stunned until the end of its next turn. Tough (improved, incl. Durable)
Hardy and resilient, you gain the following benefits:
Swordmaster
You use every part of your blade and body to press the Your Hit Point maximum increases by an amount equal
attack, weaving brilliant combinations of strikes and to twice your level when you gain this feat. Whenever
parries. You gain the following benefits when using the you gain a level thereafter, your Hit Point maximum
shortsword, longsword, scimitar, rapier, sabre, or increases by an additional 2 Hit Points
greatsword: When you roll a Hit Die to regain Hit Points, the
minimum number of Hit Points you regain from the roll
When you take the Attack action and attack with the equals twice your Constitution modifier (minimum of 2).
weapon, as a bonus action you can make a melee
attack with the weapon, its pommel, or with your shield
or an unarmed strike. This attack uses the same ability
modifier as the primary attack. The damage die for this
attack is a d4, and it deals bludgeoning, piercing or
slashing damage (your choice).
When you would be hit by a melee weapon attack, you
can use your reaction to parry, forcing your attacker to
reroll the attack roll. If the attack still hits, you regain
the use of your reaction. You can parry a number of
times equal to half your proficiency bonus (rounded
up). You regain all uses when you complete a short or
long rest. When you make an opportunity attack with
the weapon, you have advantage on the attack roll.

18
Light Armour Master
Whip Specialist
You have become adept at leaping to cover and retreating
You master the whip, using it as a natural extension of safely:
your own body.
You increase your Dexterity score by 1, to a maximum
When you make an attack with a whip, the damage die of 20.
increases to a d6. When an attack against you misses, or immediately
When you hit a creature that is your size or smaller with before making a Dexterity saving throw against an area-
a whip, as a bonus action you can attempt to pull or trip of-effect spell or ability, you may use your reaction to
them. Make an attack roll contested by your opponent's move 10 feet without provoking opportunity attacks.
Strength (Athletics) check or Dexterity (Acrobatics) When you Disengage you can move up to half your
check. On a success you can either pull the target up to speed as part of the same action.
5 feet towards you, or knock them prone. When you
take the Use An Object action to pick an object up, you You lose the above benefits if you don medium or heavy
can use the whip to pull an object within reach into armour, or if your speed becomes 0.
your hand.
If there is a secure point within reach, you may swing Medium Armour Master (improved)
from it using your whip, and jump to any unoccupied Prerequisite: Proficiency with light or medium armour
hex that would also be within reach of that point. This You have practised moving in medium armour to gain
expends movement as if you travelled directly to that the following benefits:
point, but your movement does not provoke
opportunity attacks. You increase your Dexterity score by 1, to a maximum
of 20
Quake Fighter Wearing medium armour doesn't impose disadvantage
You are attuned to elemental earth, and augment your on your Dexterity (Stealth) checks.
attacks with its power. When wearing medium armour, the maximum
Dexterity modifier to AC you can apply increases to 3,
Increase your Strength or Constitution score by 1, to a instead of 2.
maximum of 20. When you take the Attack action you
can replace one of your attacks with a strike against the Heavy Armour Master (improved)
ground. When you do so you can replicate the effects of Prerequisite: Proficiency with medium or heavy armour
the Thunderclap or Earth Tremor spells. Strength is You can use your armour to deflect strikes that would
your spellcasting ability for these spells. You can use kill others. You gain the following benefits:
this ability a number of times equal to your proficiency
bonus. You regain all uses when you complete a long You increase your Strength or Constitution score by 1,
rest. to a maximum of 20.
You have resistance to bludgeoning damage caused by While you are wearing heavy armour, bludgeoning,
stone and earth objects and structures. If you already piercing, and slashing damage that you take from
have resistance to this damage, you gain immunity. nonmagical weapons is reduced by 1 + half your
proficiency bonus (rounded up). If you are wearing
magical heavy armour you also reduce magical
bludgeoning, piercing, and slashing damage.

Armour Feats
Martial Training (incl. Lightly Armoured,
Moderately Armoured, and Heavily
Armoured)
You have received weapons and armour training.

Increase your Strength, Dexterity or Constitution score


by 1, to a maximum of 20.
You gain proficiency with light armour. If you already
have proficiency in light armour you gain proficiency
with medium armour and shields. If you already have
proficiency in medium armour you gain proficiency with
heavy armour and shields.
You gain proficiency in one weapon of your choice.
You can take this feat multiple times.
 
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