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Battle Master

The Battle Master is a learned warrior that employs special martial techniques in their fighting that showcases their skill and knowledge. These fighters study their foes and use their manoeuvres to exploit their enemy’s weaknesses, hinder their opponents, and aid their allies in combat.

Student of War

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

Combat Superiority

When you choose this archetype at 3rd level, you learn manoeuvres that are fueled by special dice called superiority dice.

Manoeuvres

You learn four manoeuvres of your choice, which are listed under "Manoeuvre Options" below. These manoeuvres enhance your attacks and battle prowess in some way, and you can use only one manoeuvre per attack.
You learn two additional manoeuvres of your choice at 7th, 10th, and 15th level. Each time you gain a level in this class, you can also replace one manoeuvre you know with a different one.

Superiority Dice

You have four superiority dice, which are a pool of d6s. Superiority dice are expended to use manoeuvres. You regain all of your expended superiority dice when you finish a short or long rest. When you reach 7th level, you gain a fifth superiority die, and at 15th level, you gain a sixth superiority die.
When you reach 10th level, your superiority dice turn into d8s, and at 18th level, your superiority dice turn into d10s.   Your pool of dice from your Battle Dice feature can also be spent like superiority dice to use your manoeuvres, but you cannot spend superiority dice as if they were battle dice to fuel your attacks and skills.   You can spend a superiority die to use a special strike on a weapon you are proficient with that has already used its special strike.

Saving Throws

Some of your manoeuvres require your target to make a saving throw to resist the manoeuvre's effects. The saving throw DC is calculated as follows: Manoeuvre save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Know your Enemy

Starting at 7th level, you know how to hone your knowledge of battle into analysing and observing your opponents. You have advantage on all checks made in combat to learn information about creatures hostile to you.

Enduring Spirit

At 10th level, your martial prowess heightens your endurance. When you activate your Second Wind feature, you can choose to activate this feature and gain resistance to bludgeoning, piercing and slashing damage until the start of your next turn. Once you use this feature, you must complete a long rest before you can use this feature again.

Relentless Warrior

Starting at 15th level, you learn how to utilise your manoeuvres more proficiently. Whenever you roll your superiority dice or battle dice for a manoeuvre, you roll the dice twice and choose either result.   Additionally, you regain three spent superiority dice whenever you roll initiative.

Master of Battle

Starting at 18th level, you master your manoeuvres in battle, weaving and combining them as if it were an artform. When you use a manoeuvre on an attack that does not have a prerequisite, you can add a different additional manoeuvre immediately to the attack that also does not have a prerequisite. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after completing a long rest.

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