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Fighter (Battle Master)


Hit Points

Hit Dice: d10 per Fighter (Battle Master) level
Hit Points at first Level: 10 + your Constitution modifer
Hit Points at Higher Levels: 1d10!<=2 +your Constitution modifier per Fighter level after 1st (minimum of 2 on the roll)

Proficiences

Armor: All armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Overview & Creation

Level Proficiency Bonus Features
1 +2 Fighting Style, Second Wind
2 +2 Action Surge (x1)
3 +2 Martial Archetype : Battle Master, Archetype Feature : Combat Superiority , Archetype Feature : Student of War , Archetype Feature : Maneuvers
4 +2 Ability Score Improvement
5 +3 Extra Attack (x1)
6 +3 Ability Score Improvement
7 +3 Archetype Feature : Know your Enemy
8 +3 Ability Score Improvement
9 +4 Indomitable (x1)
10 +4 Archetype Feature : Improved Combat Superiority
11 +4 Extra Attack (x2)
12 +4 Ability Score Improvement
13 +5 Indomitable (x2)
14 +5 Ability Score Improvement
15 +5 Archetype Feature : Relentless
16 +5 Ability Score Improvement
17 +6 Action Surge (x2), Indomitable (x3)
18 +6
19 +6 Ability Score Improvement
20 +6 Extra Attack (x3)

 


Class Features

Level 1

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Fighting Styles from TCoE are included.  
  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Superior Technique. You can learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
 

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.   Once you use this feature, you must finish a short or long rest before you can use it again.  

Level 2

 

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.   Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.  

Level 3

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. For information on the chosen Martial Archetype, see Info.  

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.   Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.   Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th 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)  

Student of War

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.  

Battle Maneuvers

  • Bait and Switch. When you're within 5 feet of a creature on your turn, you can expend one superiority 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 superiority 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.
  • 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 superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
  • Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority 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.
  • Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority 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.
  • 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 superiority 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 before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
  • Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority 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.
  • Grappling Strike. Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die ant then try to grapple the target as a bonus action. Add the superiority die to your Strength (Athletics) check.
  • Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
  • Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority 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.
  • Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority 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.
  • Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
  • Precision Attack. When you make a weapon attack roll against a creature, you can 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.
  • 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 superiority 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.
  • Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, 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.
  • Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
  • Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority 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 superiority 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 superiority die to attempt to knock the target down. You add the superiority 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 knock the target prone.
 

Level 4

Ability Score Improvement

When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.  

Level 5

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.  

Level 6

 

Level 7

Know your Enemy

Starting at 7th level, 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
 

Level 8

Ability Score Improvement

For detail see Ability Score Improvement  

Level 9

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.   You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.  

Level 10

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.  

Level 11

 

Level 12

Ability Score Improvement

For detail see Ability Score Improvement  

Level 13

 

Level 14

 

Level 15

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.  

Level 16

Ability Score Improvement

For detail see Ability Score Improvement  

Level 17

 

Level 18

 

Level 19

 

Level 20


 


Starting Equipment

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

 


Subclass Options

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.   Source: Player's Handbook


Created by

OmeWillem.

Statblock Type

Class Features

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