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T
he Battle Master is a paragon of tactical For example, you could take time before your long rest to
combat, using their prowess to empower practice the maneuver. At the end of this time, you can
themselves and allies to prevail against any replace one maneuver you knew with your re-learned
odds. The Combat Maneuvers presented in the maneuver. You cannot opt to practice in the evenings if you
Core Rules are powerful, but we can have not previously learned the maneuver. Your intelligence
supplement them to give the Battle Master modifier does not reduce the time needed for the relearning
even more possibilities for play. This rule process.
supplement details several new Maneuvers, as well as rules
surrounding learning them and switching them out with your Arcane Maneuvers
known Maneuvers. The maneuvers presented here draw
influence from the Book of Nine Swords (affectionately Arcane maneuvers are unique in that they require the fighter
known as the Book of Weeaboo Fightan Magic) from D&D to wield a magic weapon, and even more specifically, a magic
3.5, and from the Warlord class in 4th Edition, but have been weapon that is able to deal some damage whose type is either
reworked to fit cleanly in the design space of 5e. cold, fire, force, or lightning. For example, a magical hammer
with charges that allow it to deal lightning damage would
Learning New Maneuvers serve, as would an enchanted +1 longsword whose extra
Learning a new maneuver takes time, resources, and of damage is dealt as cold damage. This section details four
course, someone to teach you. Typically, learning a maneuver maneuvers that will work for any of the listed types, and one
with an appropriate master requires a number of workweeks tailored to each damage type. That damage type will be
equal to 10 minus your Intelligence modifier, and 25 gp per referred to as the weapon's elemental damage type. As
week spent training. Your Dungeon Master may rule that some of these maneuvers are more powerful than the
certain maneuvers cost some extra gold based on extra standard list, your Dungeon Master may elect that a suitable
materials needed for training. Learning maneuvers through teacher is not readily accessible to teach these specific skills
training does not increase the total number of maneuvers you until you reach a certain level.
can learn. When you complete your training, you must Arcane Flare
replace one maneuver you knew with your new one. These When you hit a creature with a weapon attack, you can
replacements are in addition to those you can take when expend one superiority die to cause the weapon's magic to
learning new maneuvers through leveling. flare out to adjacent enemies. The target of your attack and
Relearning Past Maneuvers all other enemies within 5 feet of the target each take damage
equal to the number you roll on your superiority die. This
Your training as a Battle Master allow you to quickly recall damage is of the same type as the weapon's elemental
past maneuvers you have learned. If you have previously damage.
learned a maneuver and are trying to relearn it, the process
takes just 8 hours of continuous effort. You can opt to spend
2 hours of training each day for 1 week instead.
expend one superiority die to attempt to curse the target. Add When you hit a creature with a weapon attack, you can
the superiority die to the attack's damage roll, of the same expend one superiority die to cause the force of the blow to
type as the weapon's elemental damage. The target must be magically transferred to a second target, adding the
make a Wisdom saving throw. On a failure, the target superiority die to the attack's damage as force damage.
subtracts the number your roll on your superiority die from Choose one creature you can see within 30 feet of the
their next attack roll or saving throw. original target. That creature must make a Strength saving
throw, taking force damage equal to the number you roll on
Magic Seal your superiority die on a failed save, or half as much on a
On your turn, you can use a bonus action and expend one success.
superiority die to use your weapon to weave a barrier against
magic around yourself. The next time you are targeted by a Tactical Maneuvers
spell or other magical effect before the start of your next turn,
you have advantage on the saving throw (if any) against that Run Through
spell and spell attacks have disadvantage against you. If you When you make a melee weapon attack on your turn, you
still take damage from the spell, that damage is reduced by may expend one superiority die to charge through your
the number you roll on your superiority die.
opponent. After making the attack, you can move up to half
Elemental Barrier your speed in any direction except directly away from your
When you make a weapon attack on your turn, you can target. This movement does not provoke attacks of
expend one superiority die to conjure a magical barrier opportunity from the target of your attack. If the attack hits,
between you and your target. The barrier is 15 feet long, you add the superiority die to the attack's damage roll.
centered directly in front of you. Nonmagical missiles cannot Vengeful Strike
pass through the barrier. Enemies attempting to move or
make a melee attack through the barrier must make a The first time on your turn you make an attack against an
Constitution saving throw, or take damage equal to the enemy that has dealt damage to an ally since your last turn,
number you roll on your superiority die. The type of this you may expend one superiority die to channel your vengeful
damage is the same type as the weapon's elemental damage. strength into your strike. The attack scores a critical on a roll
The barrier lasts until the start of your next turn. of 18-20. If the attack hits, you add the superiority die to the
attack's damage roll. If the attack misses, the target takes
Engulfing Flames damage equal to the number you roll on your superiority die.
Prerequisite: a weapon that can deal fire damage.
Guarded Attack
When you hit a creature with a weapon attack, you can
expend one superiority die to cause the target to be engulfed When you make a melee weapon attack on your turn, you
in flames. The target takes fire damage equal to the number may expend one superiority die to guard yourself. If the
you roll on your superiority die, and must make a Dexterity attack hits, you add the superiority die to the attack's damage
saving throw. On a failure, the target takes the same amount roll. The next time a creature makes a weapon attack against
of damage at the start of each of its turns for 1d4 turns. you, you may use your reaction to add the number rolled on
your superiority die to your AC against that attack.
Hoarfrost
Prerequisite: a weapon that can deal cold damage.