Fighter Class Maneuvers

This rewrite of the Battle Master Fighter and the Fighter class overall changes a major feature of the fighter by giving all fighters access to maneuvers, removing the Battle Master entirely, and granting full class and subclass specific maneuvers.

Maneuvers

As a fighter, you are a skilled combatant with many different weapons, and have a leg up on any normal guard with a spear.

Starting at 1st level, you gain access to three maneuvers, which are listed as an option below. Each maneuver may only be used on one attack at a time.

You learn an additional maneuver of your choice at 4th, 8th, 12th, and 16th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Maneuver Dice. You have a number of maneuver dice equal to your proficiency bonus, which are d8s. A maneuver die is expended when you use it. You regain all of your expended maneuver dice when you finish a short or long rest. These maneuver dice become d10s at 10th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Maneuvers For All Fighters

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one maneuver die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks. Roll the maneuver die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the maneuver die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.


Feinting Attack

You can expend one maneuver die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the maneuver die to the attack’s damage roll.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one maneuver die to increase your reach for that attack by 5 feet. If you hit, you add the maneuver die to the attack’s damage roll.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one maneuver die to reduce the damage by the number you roll on your maneuver die + your Dexterity modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one maneuver 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.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one maneuver die to make a melee weapon attack against the creature. If you hit, you add the maneuver die to the attack’s damage roll.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one maneuver die to attempt to damage another creature with the same attack. Choose another 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 number you roll on your maneuver die. The damage is of the same type dealt by the original attack.

Trip Attack

When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to knock the target down. You add the maneuver die to the attack’s damage roll, and if the target is a size larger than you or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Subclass Maneuvers

Arcane Archer

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one maneuver die and add the die to the roll, provided you aren’t incapacitated.

Magical Positioning

When you roll initiative, you may use your reaction and expend a maneuver die to teleport a number of feet equal to your movement speed to a point you can see.

Misdirection

When you hit a creature with a ranged weapon attack, you can expend one maneuver die to attempt to trick them on where you are shooting from. You add the maneuver die to the attack’s damage roll and can make a Dexterity (Stealth) check to attempt to hide from the target. On a success, they don’t know where the arrow came from.

Pinning Shot

When you hit a creature with a ranged weapon attack, you can expend one maneuver die to attempt to hold that creature in place. You add the maneuver die to the attack’s damage roll and that creature’s speed is reduced to 0 until the beginning of the next turn, unless they use their action to make a contested Strength (Athletics) check to unpin themselves.

Split the Arrow

When you hit a creature with a ranged weapon attack, and it isn’t the first one to hit this turn, you can expend a maneuver die to give the creature vulnerability to the damage of that attack.

You may only use this maneuver once per round.


Banneret

Combat Assessment

As a bonus action, you may expend a maneuver die and get a read on a creature within 60 feet of you. You may learn a single thing about the creature, such as Armor Class, speed and types thereof, a single ability score, a saving throw bonus, resistances and immunities, to hit bonus for one of its attacks, 2 proficiencies (ability or saving throw), or other aspect of a creature’s statistics that the DM allows.

Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one maneuver die and add the maneuver die to the ability check.

Fearless Rescue

As a reaction to a creature you can see falling to 0 hit points, you may expend a maneuver die and move up to your movement speed towards that creature. If you get within 5 feet of that creature, they gain a number of hit points equal to a roll of your maneuver die. For every attack of opportunity you provoke on your way to the creature, you may add another maneuver die to the total healing that creature receives.

Lead by Example

When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to embolden an ally. You add the maneuver die to the attack’s damage roll and an ally may add the maneuver die to the next attack roll they make within the next minute.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to frighten the target. You add the maneuver die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Cavalier

Charge

You may expend a maneuver die to give all creatures disadvantage on attacks of opportunity against you and your mount. In addition, the first creature you hit after moving at least 20 feet takes additional damage equal to your maneuver die + your Strength or Dexterity modifier.

Commander’s Strike

When you take the Attack action on your turn, 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 and expend one maneuver die. That creature can immediately use its reaction to make one weapon attack, adding the maneuver die to the attack’s damage roll.

Driving Onslaught

When you hit a creature with a weapon attack, you can expend one maneuver die to push your combatant and follow them in close combat. You add the maneuver die to the attack’s damage roll, and if the creature is a size larger than you, your mount, or smaller, it must make a Strength saving throw. On a failure, you may move yourself and the target 10 feet in a direction of your choice.

Hobble

When you hit a creature with a weapon attack, you may expend one maneuver die to slow an enemy. You add the maneuver die to the attack’s damage roll, and that creature’s speed is halved until the end of your next turn.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one maneuver die to move one of your comrades into a more advantageous position. You add the maneuver die to the attack’s damage roll, and you 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 of your attack.

Champion

Discombobulating Strike

When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to confuse the target. The creature that was hit must make a Constitution saving throw. On a failure, the creature is under the effects of the Confusion spell until the end of your next turn.


Distracting Strike

When you hit a creature with a weapon attack, you can expend one maneuver die to distract the creature, giving your allies an opening. You add the maneuver die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Enfeebling Strike

When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to weaken your opponent’s attacks. You add the maneuver die to the attack’s damage roll, and that creature must make a Constitution saving throw. On a failure, that creature is weakened and unable to add their Strength or Dexterity modifier to attack or damage rolls until the end of your next turn.

Goading Attack

When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to goad the target into attacking you. You add the maneuver die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the maneuver die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Eldritch Knight

Arcane Flash

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to blind them with glowing light. You add the maneuver die to the attack’s damage roll, and the creature that was hit must make a Constitution saving throw. On a failure, they are Blinded until the end of your next turn.

Combat Enchantment

As a bonus action, you may expend a maneuver die to make a mundane weapon magical. That weapon is considered magical for 1 minute and deals an additional amount of force damage equal to your maneuver die whenever it hits.

Disrupt Defenses

As a reaction to a creature being dealt damage within 60 feet of you, you may expend a maneuver die to have the creature taking damage lose resistance to the damage type, or types, being dealt to them for that source of damage. If the creature has immunity to any of the damage types being dealt to them, it instead becomes resistance.

Focus Breaker

When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to break their focus. If that creature is concentrating on a spell, they have a roll of your maneuver die subtracted from their concentration check made to maintain concentration. If they are not concentrating on a spell, they will have it removed from the next attack roll they make.

Spell Deflection

As a reaction when you succeed on a saving throw from a spell or magical effect that targets you, you may expend a maneuver die to deflect that magical effect to target another creature within 30 feet of you. The creature will make a saving throw based on your Spell Save DC, rather than the original caster, and if the spell or effect requires concentration, you will now hold concentration on it. If the original spell would have effects that happen even after you save, you instead suffer none of those effects.

Psi Warrior

Blow for a Blow

When a creature hits you with an attack, you may use your reaction and expend a maneuver die to make an attack against them. If your attack roll is higher, their attack misses and they take an amount of damage equal to your maneuver die.

Distant Strike

You may expend a maneuver die to throw your weapon and strike a target at a distance. For that attack, the weapon you are holding gains a thrown distance of 20/60 and returns to your hand immediately after it hits or misses. It uses the same ability score to make the attack that it used when wielded in your hands.

High Ground

When you attack a creature with a weapon attack, and are attacking from at least 5 feet above them, you can expend one maneuver die to add your maneuver die to your attack and damage roll.

Missile Defense

As a bonus action, you can expend a maneuver die to assume a defensive stance. You gain a bonus to your AC equal to your proficiency bonus against ranged attacks for a number of rounds equal to a roll of your maneuver die.

Muddle the Memory

You may replace one of your attacks and expend a maneuver die to confuse the mind of an enemy. A creature within 30 feet must make an Intelligence saving throw or be unable to add their proficiency bonus to any ability checks for 1 minute.


Rune Knight

Barrier Raise

In place of an attack, you may instead expend one maneuver die and jam your hands into the ground, bringing up a makeshift wall. As long as you are on the ground, you may raise a 10 foot by 10 foot wall in front of you. The wall has an AC of 15, a damage threshold of 15, and 25 hit points.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one maneuver die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the maneuver die to your Strength (Athletics) check.

Hammer Blow

When you hit a creature with a melee attack, you can expend one maneuver die to attempt to shake the earth with your might. One creature within 15 feet of the creature hit must make a Strength saving throw or be knocked prone and take an amount of falling damage equal to a roll of the maneuver die.

Shattering Strike

When you hit a creature or object with a melee attack, you can expend one maneuver die to try to break whatever you hit. The attack has the Siege Damage property and you add the maneuver die to your damage roll. In addition, you may have the area that you hit become difficult terrain in a 15-foot cube centered on the spot that you hit for 10 minutes and you are unaffected by it.

Unstoppable

You are unshakable in your might, and can resist any hindrance to this. As a reaction to being moved, grappled, restrained, paralyzed, petrified, or prone, you may expend a maneuver die and add it to the roll made to resist it.

Samurai

Assess the Scene

When you make an Intelligence (Investigation), an Intelligence (History), Wisdom (Insight), or a Wisdom (Perception) check, you can expend one maneuver die and add the maneuver die to the ability check.

At the Ready

You may expend one maneuver die to take the Dodge action as a bonus action.

Brace

When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one maneuver die and make one attack against the creature, using that weapon. If the attack hits, add the maneuver die to the weapon’s damage roll.

Practiced Pose

As a bonus action on your turn, you may expend a maneuver die. Until the beginning of your next turn, while you are standing, you ignore disadvantage on any attacks you would make and your opponents can’t have advantage on attacks against you.

Sudden Strike

You may expend one maneuver die to attack a creature with a sheathed weapon in a sudden strike. This attack is made with advantage as long as the weapon is not being held. If the attack hits, add the maneuver die to the weapon’s damage roll.