Darius — Traits & Class Features

Fighter 12  ·  Battle Master  ·  Human Noble  ·  The Lightbringers  ·  CY 596

Level Progression

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.

Fighter Class Features — PHB & Tom’s Rules Combined

All fighter and Battle Master features in level order. Black = PHB  ·  Red = Tom’s Rules  ·  Blue = Battle Master


FIGHTING STYLE 1st level

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.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • 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.
  • 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.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Tom’s Rules — the following styles replace those of the same name:
  • Archery: +1 to attack rolls and +1 to weapon damage rolls with ranged or thrown weapons.
  • Defence: +1 hp per level.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, or a versatile weapon in two hands, +2 to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll weapon damage dice for a two-handed melee attack, you can reroll any of the dice and must use the new roll.
  • Two Weapon Fighting: Add your whole ability modifier to the damage of the second attack; if you choose to defend as your bonus action, gain +2 to AC.

SECOND WIND 1st level  ·  ×2 at 12th (Tom’s)

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.

Tom’s Rules: at 12th level you may use this ability twice between short rests.

ACTION SURGE 2nd level  ·  ×2 at 17th

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.


COMBAT SUPERIORITY 3rd level — Battle Master

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:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Tom’s Rules — Proficiency Floor: if you roll a number on your superiority die that is less than your proficiency bonus, you do not lose the die.

STUDENT OF WAR 3rd level — Battle Master

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


EXTRA ATTACK 5th / 11th / 20th level

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.

Tom’s Rules: 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.

HARDENED 6th level  ·  Tom’s Rules

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.


KNOW YOUR ENEMY 7th level — Battle Master

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)
Tom’s Rules — replaces the PHB version: if you are able to observe your enemies in combat for two rounds, whether involved or not, you understand their moves and weaknesses. On the next round you may make a manoeuvre and expend a superiority die without losing the die. If you roll below your proficiency bonus you instead gain a superiority die — but only if it is used in this same combat.

PARRY 7th level  ·  Tom’s Rules

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.


GLANCING BLOW 7th level  ·  Tom’s Rules — Battle Master

If you make an attack using a Manoeuvre that misses, the opponent still takes damage equal to the number rolled on the superiority die.


INDOMITABLE 9th / 13th / 17th level

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.

Tom’s Rules: the rerolled saving throw may be made using your Str or Con saving throw bonus.

STAND ASIDE 9th level  ·  Tom’s Rules

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.


IMPROVED COMBAT SUPERIORITY 10th / 18th level — Battle Master

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


IMPROVED MANOEUVRES 10th level  ·  Tom’s Rules — Battle Master

At 10th level all manoeuvres improve:

  • Commander’s Strike: Does not require a bonus action.
  • Disarming Attack: The disarmed object lands up to 10′ away in a direction of your choice.
  • Distracting Strike: You may take advantage of the distraction yourself.
  • Evasive Footwork: You add your proficiency bonus to the number rolled on the die.
  • Feinting Attack: Does not require a bonus action.
  • Goading Attack: The creature gets no saving throw.
  • Lunging Attack: The extended reach applies to all attacks with the weapon you are holding until the start of your next turn.
  • Maneuvering Attack: Your ally may move their full speed (instead of half).
  • Menacing Attack: The frightened effect applies to all your attacks until the start of your next turn.
  • Parry: Does not expend your reaction, and you may add your Strength or Dexterity modifier to the reduction.
  • Precision Attack: If you hit with this attack you also add the superiority die to the damage done.
  • Pushing Attack: If the creature makes its saving throw you may still move it 5′, and you may move it in any direction.
  • Rally: Does not cost a bonus action; affects up to 3 creatures; you can be one of the creatures.
  • Riposte: Does not take a reaction, but you only get one Riposte per turn.
  • Sweeping Attack: Both creatures take the damage including the superiority die damage.
  • Trip Attack: The prone effect applies to all your attacks until the start of your next turn.

RESOLUTE 12th level  ·  Tom’s Rules

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.


ONE WITH STEEL 12th level  ·  Tom’s Rules — Battle Master

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.


IMPROVED FIGHTING STYLE 14th level  ·  Tom’s Rules

At 14th level you may improve one fighting style that you have. If you are a Champion you may improve two fighting styles.

  • Archery: If at the start of your turn you are adjacent to a hostile creature your movement on your turn does not provoke opportunity attacks from that creature.
  • Defence: Your armour class increases by +1.
  • Dueling: Your +2 damage bonus increases to +5.
  • Great Weapon Fighting: If you roll a 1 or a 2, instead of re-rolling the die it is counted as if you rolled the maximum number on the rolled dice.
  • Protection: Providing protection to neighbouring allies is automatic and no longer requires your reaction.
  • Dual Wielder: While wielding a weapon in each hand you may make 2 attacks with your off hand as a bonus action.

RELENTLESS 15th level — Battle Master

Starting at 15th level, when you roll initiative, you regain one superiority die.

Tom’s Rules: remove the words “and have no superiority dice remaining” — you regain one superiority die regardless of how many you have remaining.

Feats

Human (Variant) Racial Traits

HUMAN TRAITS Racial

It’s hard to make generalizations about humans, but your human character has these traits.

  • Ability Score Increase. Two different ability scores of your choice increase by 1.
  • Age. Humans reach adulthood in their late teens and live less than a century.
  • Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
  • Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Skills. You gain proficiency in one skill of your choice.
  • Feat. You gain one feat of your choice.
  • Languages. You can speak, read, and write Common and one extra language of your choice.

Fighter Class Features — PHB


HIT POINTS 1st level
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

PROFICIENCIES 1st level
Armour: All armour, 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

EQUIPMENT 1st level

You start with the following equipment, in addition to the equipment granted by your background:

  • (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

FIGHTING STYLE 1st level

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.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • 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.
  • 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.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

SECOND WIND 1st level

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.


ACTION SURGE 2nd / 17th level

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.


EXTRA ATTACK 5th / 11th / 20th level

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.


INDOMITABLE 9th / 13th / 17th level

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.


Battle Master — PHB

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.


COMBAT SUPERIORITY 3rd level — Battle Master

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:

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

STUDENT OF WAR 3rd level — Battle Master

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


KNOW YOUR ENEMY 7th level — Battle Master

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)

IMPROVED COMBAT SUPERIORITY 10th / 18th level — Battle Master

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


RELENTLESS 15th level — Battle Master

Starting at 15th level, when you roll initiative, you regain one superiority die.


MANEUVERS 3rd level and beyond — Battle Master

The maneuvers are presented in alphabetical order.

  • 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 this 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.
  • 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.

Fighter Class Features — Tom’s Rules

House rules that modify or supplement the PHB entries above.


FIGHTING STYLE (Tom’s Rules) 1st level  ·  Tom’s Rules

The following styles replace those of the same name found in the Fighter, Paladin, and Ranger classes.

  • Archery You gain a +1 bonus to attack rolls and a +1 to Weapon Damage rolls you make with ranged or thrown weapons.
  • Defence You gain a +1 bonus to hit points per level.
  • Dueling When you are wielding a melee weapon in one hand and no other weapons, or wielding a versatile weapon in two hands, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting When you roll weapon damage dice for an attack with a melee weapon wielded with two hands, you can reroll any of the dice and must use the new roll.
  • Two Weapon Fighting When you engage in two weapon fighting, you can add your whole ability modifier to the damage of the second attack and if you choose to defend as your bonus action you add +2 to your AC.

SECOND WIND 1st / 12th level  ·  Tom’s Rules

At 12th level you may use this ability twice between short rests.


EXTRA ATTACK 5th / 11th / 20th level  ·  Tom’s Rules

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.


HARDENED 6th level  ·  Tom’s Rules

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.


PARRY 7th level  ·  Tom’s Rules

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.


INDOMITABLE (Tom’s Rules) 9th / 13th / 17th level  ·  Tom’s Rules

The rerolled saving throw may be made using your Str or Con saving throw bonus.


STAND ASIDE 9th level  ·  Tom’s Rules

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.


RESOLUTE 12th level  ·  Tom’s Rules

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.


IMPROVED FIGHTING STYLE 14th level  ·  Tom’s Rules

At 14th level you may improve one fighting style that you have. If you are a Champion you may improve two fighting styles.

  • Archery: If at the start of your turn you are adjacent to a hostile creature your movement on your turn does not provoke opportunity attacks from that creature.
  • Defence: Your armour class increases by +1.
  • Dueling: Your +2 damage bonus increases to +5.
  • Great Weapon Fighting: If you roll a 1 or a 2, instead of re-rolling the die it is counted as if you rolled the maximum number on the rolled dice.
  • Protection: Providing protection to neighbouring allies is automatic and no longer requires your reaction.
  • Dual Wielder: While wielding a weapon in each hand you may make 2 attacks with your off hand as a bonus action.

Battle Master — Tom’s Rules


SUPERIORITY DIE — PROFICIENCY FLOOR 3rd level  ·  Tom’s Rules

If you roll a number on your superiority die that is less than your proficiency bonus you do not lose the die.


KNOW YOUR ENEMY (Tom’s Rules) 7th level  ·  Tom’s Rules

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.


GLANCING BLOW 7th level  ·  Tom’s Rules

If you make an attack using a Manoeuvre that misses, the opponent still takes damage equal to the number rolled on the superiority die.


IMPROVED MANOEUVRES 10th level  ·  Tom’s Rules

At 10th level all manoeuvres improve:

  • Commander’s Strike: Does not require a bonus action.
  • Disarming Attack: The disarmed object lands up to 10′ away in a direction of your choice.
  • Distracting Strike: You may take advantage of the distraction yourself.
  • Evasive Footwork: You add your proficiency bonus to the number rolled on the die.
  • Feinting Attack: Does not require a bonus action.
  • Goading Attack: The creature gets no saving throw.
  • Lunging Attack: The extended reach applies to all attacks with the weapon you are holding until the start of your next turn.
  • Maneuvering Attack: Your ally may move their full speed (instead of half).
  • Menacing Attack: The frightened effect applies to all your attacks until the start of your next turn.
  • Parry: Does not expend your reaction, and you may add your Strength or Dexterity modifier to the reduction.
  • Precision Attack: If you hit with this attack you also add the superiority die to the damage done.
  • Pushing Attack: If the creature makes its saving throw you may still move it 5′, and you may move it in any direction.
  • Rally: Does not cost a bonus action; affects up to 3 creatures; you can be one of the creatures.
  • Riposte: Does not take a reaction, but you only get one Riposte per turn.
  • Sweeping Attack: Both creatures take the damage including the superiority die damage.
  • Trip Attack: The prone effect applies to all your attacks until the start of your next turn.

ONE WITH STEEL 12th level  ·  Tom’s Rules

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.


RELENTLESS (Tom’s Rules) 15th level  ·  Tom’s Rules

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.