Battle Master
Battle Masters are tacticians, duelists, and field commanders who approach combat like a living equation. Whether raised in an academy, trained by a war guild, or self-taught through blood and trial, they harness discipline and timing to control the battlefield with skill and strategy, not just brute strength.
(3rd Level)
Combat Superiority
You learn to read the battlefield and strike with precision using tactical maneuvers.
- You gain 3 Superiority Dice, which are d8s.
- You can use only one maneuver per attack, unless otherwise stated.
- You regain all expended dice when you finish a short or long rest.
At higher levels, your Superiority Dice increase:
- 6th Level: 4 dice
- 10th Level: 5 dice
- 14th Level: 6 dice
You also learn 3 maneuvers of your choice from the Battle Master Maneuvers list (see below). You learn 1 more at 6th, 10th, and 14th level (for a total of 6 maneuvers).
Superiority Dice represent your mental edge—timing, leverage, prediction, and control.
Maneuver Options
Choose from the following list. Many use your reaction, bonus action, or modify your Attack action:
Offensive
- Precision Attack: Add the superiority die to the attack roll (after rolling, before knowing the result).
- Trip Attack: Force a Strength save (DC = 8 + prof + Str/Dex mod on fail, target is knocked prone.
- Disarming Strike: Target must make a Strength save or drop an item of your choice.
- Menacing Strike: Target must make a Wisdom save or become frightened until your next turn ends.
Defensive
- Parry: When damaged by a melee attack, reduce damage by the die + Dex mod (reaction).
- Evasive Footwork: Add the die to your AC until the end of your turn (no action).
- Brace: When a creature enters your reach, spend a die to make a melee attack as a reaction.
Support/Control
- Commander’s Strike: Use your bonus action to let an ally within 5 ft make a weapon attack using their reaction (they add your superiority die to damage).
- Rally: Choose an ally within 30 feet—they gain temp HP equal to your superiority die + Charisma mod.
- Pushing Attack: On hit, target makes a Strength save or is pushed 15 feet away.
(6th Level)
Strategic Clarity
You read movement, anticipate strikes, and react with masterful timing.
- You gain Proficiency in Wisdom or Intelligence saving throws (your choice).
- Once per short or long rest, when you roll initiative, you regain 1 Superiority Die.
- You can now use two different maneuvers in a single round (but still only one per attack).
(10th Level)
Fighting Mind
Your tactics sharpen under pressure.
- Your Superiority Dice become d10s.
- When you roll initiative and have no Superiority Dice, you regain 2 instead of 1.
- When you use a maneuver and miss the attack, you may choose not to expend the die (once per round).
(14th Level)
Battlefield Mastery
You move with absolute command over timing, presence, and tempo.
- You can now use a maneuver on each of your attacks during your Attack action (limit: 1 maneuver per attack).
- Once per turn, when you expend a Superiority Die, you can roll it twice and choose either result.
- Your Superiority Dice become d12s.
Summary Table
Level | Feature(s) |
---|---|
3 | Combat Superiority (3d8), 3 maneuvers |
6 | +1 die (4d8), +1 maneuver, Strategic Clarity |
10 | +1 die (5d10), +1 maneuver, Fighting Mind |
14 | +1 die (6d12), +1 maneuver, Battlefield Mastery |
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