Battle Master
Battle Masters are students of the art of combat in its most disciplined form. They study maneuvers, footwork, leverage, and the psychology of opponents — transforming what others call instinct into a precise science. Every fight is a problem to be solved, and Battle Masters have the techniques to solve it.
You'll find Battle Masters in the academies of great cities, in the training grounds of elite military orders, and in the war rooms of commanders who understand that a single skilled fighter at the right moment is worth a dozen raw recruits.
Battle Master Table:
| Level | Subclass Features Gained |
|---|---|
| 3rd | Combat Superiority, Student of War, Maneuvers (3 known) |
| 7th | Know Your Enemy, Maneuvers (5 known) |
| 10th | Improved Combat Superiority (\(1d10\)), Relentless, Maneuvers (7 known) |
| 15th | Maneuvers (9 known) |
| 18th | Improved Combat Superiority (\(1d12\)) |
Subclass Features
Combat Superiority
3rd-level Battle Master feature
You learn maneuvers that are fueled by special dice called Superiority Dice. You have four Superiority Dice, which are \(1d8\)s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a short or long rest.
Your Superiority Die changes when you reach certain fighter levels, as shown in the Improved Combat Superiority feature.
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Student of War
3rd-level Battle Master feature
You gain proficiency with one type of artisan's tools of your choice.
Maneuvers
3rd-level Battle Master feature
You learn three maneuvers from the list below. You learn two additional maneuvers at 7th and 10th level, and one more at 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
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Commander's Strike. When you take the Attack action, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding your Superiority Die to the attack's damage roll.
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Disarming Strike. When you hit a creature with a weapon attack, expend one Superiority Die to attempt to disarm it. Add the die to the attack's damage roll, and the target must succeed on a Strength saving throw or drop one item of your choice that it's holding.
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Distracting Strike. When you hit a creature with a weapon attack, expend one Superiority Die to distract it. Add the die to the attack's damage roll. The next attack roll against the target by a creature other than you has advantage if the attack is made before the start of your next turn.
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Evasive Footwork. When you move, expend one Superiority Die, rolling the die and adding the result to your AC until you stop moving.
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Feinting Strike. As a bonus action, expend one Superiority Die to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the Superiority Die to the attack's damage roll.
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Goading Strike. When you hit a creature with a weapon attack, expend one Superiority Die to goad it. Add the die to the damage roll, and the target must succeed on a Wisdom saving throw or have disadvantage on all attack rolls against targets other than you until the end of your next turn.
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Lunging Strike. When you make a melee weapon attack on your turn, expend one Superiority Die to increase your reach for that attack by 5 feet. If the attack hits, add the Superiority Die to the damage roll.
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Maneuvering Strike. When you hit a creature with a weapon attack, expend one Superiority Die to direct a companion to better position themselves. Add the die to the damage roll, and choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target.
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Menacing Strike. When you hit a creature with a weapon attack, expend one Superiority Die to attempt to frighten the target. Add the die to the damage roll, and the target must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
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Parry. When another creature damages you with a melee attack, expend one Superiority Die as a reaction to reduce the damage. Roll the die and subtract the result, plus your Dexterity modifier, from the damage taken.
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Precision Strike. When you make a weapon attack roll, expend one Superiority Die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
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Pushing Strike. When you hit a creature with a weapon attack, expend one Superiority Die to push the target. Add the die to the damage roll, and if the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
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Rally. On your turn, you can use a bonus action and expend one Superiority Die to bolster the resolve of a companion. Choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the Superiority Die roll + your Charisma modifier.
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Riposte. When a creature misses you with a melee attack, expend one Superiority Die to use your reaction and make a melee weapon attack against it. If you hit, add the Superiority Die to the damage roll.
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Sweeping Strike. When you hit a creature with a melee weapon attack, expend one Superiority Die to attempt to damage another creature. Choose a second creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the Superiority Die roll. The damage is of the same type dealt by the original attack.
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Trip Strike. When you hit a creature with a weapon attack, expend one Superiority Die to attempt to knock the target down. Add the die to the damage roll, and if the target is Large or smaller, it must succeed on a Strength saving throw or be knocked prone.
Know Your Enemy
7th-level Battle Master feature
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
- Fighter class levels (if any)
Improved Combat Superiority
10th-level Battle Master feature
Your Superiority Die becomes a \(1d10\). At 18th level, it becomes a \(1d12\).
Relentless
10th-level Battle Master feature
When you roll initiative and have no Superiority Dice remaining, you regain 1 Superiority Die.