Fighter 12 · Battle Master · Human Noble · The Lightbringers · CY 596
Current level highlighted. Links jump to the matching trait below. Red = Tom’s Rules · Blue = Battle Master · Gold = Feat · Sup. Dice: d8 → d10 at 10th → d12 at 18th
| Level | Class Features (PHB) | Class Features (Tom’s Rules) | Sup. Dice | Maneuvers | Notes |
|---|---|---|---|---|---|
| 1st |
Fighting Style Second Wind ×1 |
Fighting Style (Tom’s) | — | — | Choose a Fighting Style. Second Wind: bonus action, 1d10+lvl hp, 1/SR. |
| 2nd | Action Surge ×1 | — | — | Take one additional action on your turn, 1/SR. | |
| 3rd |
Combat Superiority Student of War |
4 (d8) | 3 | Battle Master subclass. 4 sup. dice (d8). 3 maneuvers. Artisan tool proficiency. | |
| 4th | Ability Score Improvement | 4 (d8) | 3 | ||
| 5th | Extra Attack ×1 | Extra Attack (Tom’s) | 4 (d8) | 3 | Attack twice per Attack action. |
| 6th | Ability Score Improvement | Hardened | 4 (d8) | 3 | Ignore first failed death save, 1/LR. |
| 7th | Know Your Enemy | Parry | 5 (d8) | 5 | Know Your Enemy: observe creature 1 min, learn 2 stats vs yours. Parry: reaction, reduce melee/missile dmg by 1d4+prof+Str/Dex. |
| 8th | Ability Score Improvement | 5 (d8) | 5 | ||
| 9th | Indomitable ×1 | Stand Aside | 5 (d8) | 5 | Reroll one failed save 1/LR. Bonus action: swap position with willing ally of same size. |
| 10th | Improved Combat Superiority (d10) | Parry (d6) | 6 (d10) | 7 | Sup. dice become d10. 6 dice. 2 more maneuvers. Parry die improves to d6. |
| 11th | Extra Attack ×2 | 6 (d10) | 7 | Attack three times per Attack action. | |
| 12th |
Ability Score Improvement Second Wind ×2 |
Resolute | 6 (d10) | 7 | Second Wind usable twice between SR. Dodge action: may also make one weapon attack. |
| 13th | Indomitable ×2 | Parry (d8) | 6 (d10) | 7 | Reroll two failed saves between LRs. Parry die improves to d8. |
| 14th | Ability Score Improvement | Improved Fighting Style | 6 (d10) | 7 | Improve one Fighting Style. |
| 15th | Relentless | 6 (d10) | 9 | Relentless: roll initiative → regain 1 sup. die. 2 more maneuvers. Stand Aside no longer limits you. | |
| 16th | Ability Score Improvement | Parry (d10) | 6 (d10) | 9 | Parry die improves to d10. |
| 17th | Action Surge ×2 Indomitable ×3 |
6 (d10) | 9 | Action Surge usable twice per SR. Reroll three failed saves between LRs. | |
| 18th | Improved Combat Superiority (d12) | 6 (d12) | 9 | Superiority dice become d12. | |
| 19th | Ability Score Improvement | Parry (free reaction) | 6 (d12) | 9 | Parry no longer costs reaction (1/round). |
| 20th | Extra Attack ×3 | 6 (d12) | 9 | Attack four times per Attack action. |
All fighter and Battle Master features in level order. Black = PHB · Red = Tom’s Rules · Blue = Battle Master
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.
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.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus 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.
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, which are detailed under “Maneuvers” below. 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:
At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
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.
You ignore the first failed death save. If you suffer a critical hit or roll a 1 on a death save and you use this ability it will count as only one failed death save. Once you reach 14th level in fighter you ignore two failed death saves. Once you have used this ability you must take a long rest before you can use it again.
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:
At 7th level you may use your reaction against one melee or missile attack to reduce the damage inflicted by the attack by 1d4 + proficiency bonus + Str or Dex bonus as long as you have a weapon or shield equipped. At 10th level the die increases to d6, at 13th to d8, at 16th to d10, and at 19th level this does not take your reaction but may only be used once per round.
If you make an attack using a Manoeuvre that misses, the opponent still takes damage equal to the number rolled on the superiority die.
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.
At 9th level, if you are able to move into a willing or unconscious ally’s square of your size or less you can use your bonus action to move them into an adjacent square. If you do this you may not be subject to another character’s Stand Aside action until after the end of your next turn. At 15th level you are not affected by this limitation.
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
At 10th level all manoeuvres improve:
When you take the dodge action you may make a single weapon attack as part of that action. This attack counts as an attack enabling you to use your bonus action to attack.
At 12th level, when you have a magic weapon that you have practiced with for a short rest, you may increase the DC of saving throws against your manoeuvres by the to-hit bonus of the weapon.
At 14th level you may improve one fighting style that you have. If you are a Champion you may improve two fighting styles.
Starting at 15th level, when you roll initiative, you regain one superiority die.
It’s hard to make generalizations about humans, but your human character has these traits.
You start with the following equipment, in addition to the equipment granted by your background:
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.
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.
At 12th level you may use this ability twice between short rests.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus 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.
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.
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.
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.
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, which are detailed under “Maneuvers” below. 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:
At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
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:
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Starting at 15th level, when you roll initiative, you regain one superiority die.
The maneuvers are presented in alphabetical order.
House rules that modify or supplement the PHB entries above.
The following styles replace those of the same name found in the Fighter, Paladin, and Ranger classes.
At 12th level you may use this ability twice between short rests.
Disregard the phrase “on your turn” at the end of the first sentence in each instance of this class feature. This change applies to Barbarian, Fighter, Monk, Paladin, Ranger, and the College of Valor.
You ignore the first failed death save. If you suffer a critical hit or roll a 1 on a death save and you use this ability it will count as only one failed death save. Once you reach 14th level in fighter you ignore two failed death saves. Once you have used this ability you must take a long rest before you can use it again.
At 7th level you may use your reaction against one melee or missile attack to reduce the damage inflicted by the attack by 1d4 + proficiency bonus + Str or Dex bonus as long as you have a weapon or shield equipped. At 10th level the die increases to d6, at 13th to d8, at 16th to d10, and at 19th level this does not take your reaction but may only be used once per round.
The rerolled saving throw may be made using your Str or Con saving throw bonus.
At 9th level, if you are able to move into a willing or unconscious ally’s square of your size or less you can use your bonus action to move them into an adjacent square. If you do this you may not be subject to another character’s Stand Aside action until after the end of your next turn. At 15th level you are not affected by this limitation.
When you take the dodge action you may make a single weapon attack as part of that action. This attack counts as an attack enabling you to use your bonus action to attack.
At 14th level you may improve one fighting style that you have. If you are a Champion you may improve two fighting styles.
If you roll a number on your superiority die that is less than your proficiency bonus you do not lose the die.
Replaces the PHB version of Know Your Enemy.
If you are able to observe your enemies in combat for two rounds, whether involved in the combat or not, you understand their moves and weaknesses. On the next round of combat with such enemies you may make a manoeuvre and expend a superiority die and you will not lose the superiority die. If you roll a number on your superiority die that is less than your proficiency bonus you instead gain a superiority die — but only if it is used in this combat in which you have been able to observe your enemy.
If you make an attack using a Manoeuvre that misses, the opponent still takes damage equal to the number rolled on the superiority die.
At 10th level all manoeuvres improve:
At 12th level, when you have a magic weapon that you have practiced with for a short rest, you may increase the DC of saving throws against your manoeuvres by the to-hit bonus of the weapon.
Remove the words “and have no superiority dice remaining” from this feature. When you roll initiative you regain one superiority die regardless of how many you have remaining.