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.  

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 level
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.  

Martial Focus

Prerequisite: 6th level
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.  

Take Cover

Prerequisite: 6th level
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.  

Warrior's Will

Prerequisite: 6th level
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.

Invigorate

Prerequisite: 10th level
While speaking, you can expend one maneuver die to invigorate a number of creatures that can hear you equal to your Proficiency Bonus. The targets gain Temporary Hit Points equal to your fighter level and have Advantage on Wisdom and Charisma saving throws until the end of your next turn.  

Volley

Prerequisite: 10th level
In place of an attack, you can expend one maneuver die to loose a volley of ammunition at a point you can see within normal range of your weapon, forcing creatures of your choice within 10 feet of that point to make a Dexterity saving throw or take damage equal to your maneuver die + your fighter level.  

Unbreakable

Prerequisite: 10th level
When you are reduced to 0 Hit Points, you can expend one maneuver die to instead change your Hit Points to a number equal to your fighter level and immediately take one action. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object actions.

Name

Prerequisite: 14th level
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Name

Prerequisite: 14th level
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Prerequisite: 14th level
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Name

Prerequisite: 18th level
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Name

Prerequisite: 18th level
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