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Expanded Combat Maneuvers

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.

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Elemental Bane Phantom Strike
When you hit a creature with a weapon attack, you may Prerequisite: a weapon that can deal force damage.

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.

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


expend one superiority die to chill your target to the bone.
The target takes cold damage equal to the number you roll on
your superiority die, and must make a Constitution saving
throw. On a failure, the target cannot take reactions, has
disadvantage on Dexterity saving throws, and has their speed
halved until the end of their next turn.
Arc Lightning
Prerequisite: a weapon that can deal lightning damage.

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


expend one superiority die to deal additional lightning
damage equal to the number rolled. You can then choose up
to three additional targets, each within 10 feet of the
previous, for the lightning to hit. Each creature beyond the
first takes lightning damage equal to half the number rolled
on your superiority die, rounded down.

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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.
Iron Door Guard Rushing Assault
You can expend one superiority die and use a bonus action on When you move, you may expend on superiority die to gain
your turn to ready yourself for an oncoming attack. Roll the movement equal to half of your movement speed. If you do
superiority die. Subtract the result from the next attack roll this, you must make at least one attack this turn. If the first
made against you. If the attack misses and was made within attack you make hits, you add the superiority die to the
your melee range, the attacker takes damage equal to the attack's damage roll.
number rolled on the superiority die. The damage is of the
type dealt by the melee weapon you are wielding. Rhythm of War
When you hit a creature with a weapon attack, you may
Grappling at the Sword expend a superiority die to exploit weaknesses in your
When you hit a creature with a melee weapon attack on your opponent's guard, improving your next attack's chance of
turn, you may expend one superiority die to attempt to hitting. You add the superiority die to the attack's damage roll.
grapple your opponent. The target of the attack must make The next time you make an attack roll against the same
an Athletics or Acrobatics check, opposed by your Athletics. creature this turn, you add the superiority die roll to the
You gain a bonus to your Athletics check equal to the number attack roll.
you roll on the superiority die. If you win the contest, the
target of the attack is Restrained. Resourceful Strike
When you make a weapon attack on your turn, you may
Harrowing Blow expend one superiority die to convey to your allies how to
When you hit a creature with a melee weapon attack, you strike. If your attack hits, you add the superiority die to the
may expend one superiority die to disorient your target. You attack's damage roll. The next time one of your allies scores a
add the superiority die to the attack's damage roll, and the hit against the same creature before your next turn, they add
target must make a Constitution Saving throw. On a failure, the same bonus to their attack's damage.
the target has disadvantage on their next attack roll, ability
check, or saving throw. Pillar of Strength
When you use your Second Wind, you may expend one
Shielding Strike superiority die to improve its effects. Roll the superiority die.
When another creature attacks an ally within 5 feet of you, You and one ally you can see within 30 feet regain HP equal
you may use your reaction and expend one superiority die to to the result of the roll + your Constitution modifier.
interpose yourself between the attacker and your ally,
redirecting the attack at yourself. If the attack hits you, the Prepared Rebuke
damage you take is reduced by the number you roll on your You may use a bonus action on your turn and expend one
superiority die. superiority die to grant yourself an additional reaction, which
can be used to make an attack of opportunity on one creature
that enters your melee range before the start of your next
turn. If the attack make with this extra reaction hits, you add
the superiority die to the attack's damage roll.

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