Fighter Maneuvers
Below are the maneuvers available to fighters. If a maneuver has a prerequisite, such as a minimum level, you can learn it at the same time you meet the prerequisite.
As an Action, you can expend one maneuver die to brandish your weapon and move up to 30 feet in a straight line. Creatures whose space you pass through must make a Dexterity saving throw or take damage equal to your maneuver die + half your fighter level (rounded down).
This movement does not provoke opportunity attacks.
When you make an attack roll, you can expend one maneuver die as part of the attack to grant yourself advantage on your attack roll. You can use this maneuver after you roll, but before you know whether your attack hits or misses your target.
When a creature you can see targets you with a ranged attack or forces you to make a Dexterity saving throw, you can expend one maneuver die as a Reaction to immediately fall prone and gain Temporary Hit Points equal to your Constitution modifier + your maneuver die.
Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can expend one maneuver die and add that die to the saving throw.
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Fighter Maneuvers
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.Commander's Strike
When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one maneuver die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the maneuver die to the attack’s damage roll on a hit.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 Strength or Dexterity modifier (your choice).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.Ferocious Charge
Prerequisite: 6th levelAs an Action, you can expend one maneuver die to brandish your weapon and move up to 30 feet in a straight line. Creatures whose space you pass through must make a Dexterity saving throw or take damage equal to your maneuver die + half your fighter level (rounded down).
This movement does not provoke opportunity attacks.
Martial Focus
Prerequisite: 6th levelWhen you make an attack roll, you can expend one maneuver die as part of the attack to grant yourself advantage on your attack roll. You can use this maneuver after you roll, but before you know whether your attack hits or misses your target.
Take Cover
Prerequisite: 6th levelWhen a creature you can see targets you with a ranged attack or forces you to make a Dexterity saving throw, you can expend one maneuver die as a Reaction to immediately fall prone and gain Temporary Hit Points equal to your Constitution modifier + your maneuver die.
Warrior's Will
Prerequisite: 6th levelWhenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can expend one maneuver die and add that die to the saving throw.
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