Martial Maneuvers (5e Variant Rule)

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Martial Maneuvers[edit]

This homebrew rule is intended to give the martial classes a boost in power, because as of right now, all of them are outclassed by spellcasters in 5e. Here’s a summary on how it works:

  • Full-martials (Barbarian, Fighter, Monk, and Rogue) gain access to Superiority Dice and Battle Maneuvers, but they each have their own sets of Battle Maneuvers (much like a spellcasting class’ spell list).
  • Half-martials (Paladin and Ranger) and Third-martials (College of Swords, Bladesinger, etc.) also gain access to Superiority Dice and Battle Maneuvers, but they’re abilities are limited compared to full-martials.
  • Like the Battle Master subclass, all Superiority Dice are regained upon completing a short or long rest.
  • Any Maneuver/Superiority Die-related rule has the same mechanics as the original Battlemaster subclass (not the rework at the bottom of the document).
  • Each martial class’ progression in maneuvers is different.
  • Some maneuvers replace class features.
  • You can change what maneuvers you know whenever you level up in the class that those maneuvers are from.
  • Some maneuvers are able to be used once or twice without expending superiority dice. But after using them for free, you’ll have to spend superiority dice to use them again.
  • Powerful maneuvers might cost more than one superiority die.

The specifics are listed below, sorted by class/subclass.


Starting Details and Progression (By Class)[edit]

If a subclass or class isn't here, refer to a similar class/subclass and use their details and progression.

Barbarian

Feature gained at 1st level

Barbarian maneuvers focus on dealing hefty damage to nearby opponents and improving their tankiness even further.

Barbarians start with 3 superiority dice, which are d6s (until 10th level, when they become d8s). They gain another superiority die at 8th and 16th level.

Saving throws for maneuvers with this class are calculated as follows:

Maneuver Save DC = 8 + Strength modifier + proficiency bonus

Barbarians get two maneuvers at 1st level. They learn one additional maneuver at ability score improvement levels.


Bladesinger

Feature gained at 3rd level

Bladesingers use ranger maneuvers to dodge around the battlefield.

Bladesingers start with 2 superiority dice, which are d4s (until 10th level, when they become d6s). They gain another superiority die at 14th level.

Saving Throws for maneuvers with this subclass are calculated the same as monks.

Bladesingers get one maneuver at 3rd level, and they learn one additional maneuver at 6th level.


College of Swords/Valor

Feature gained at 3rd level

Bards from the College of Swords/Valor use fighter maneuvers to enhance their martial abilities.

Bards from this college start with 2 superiority dice, which are d4s (until 10th level, when they become d6s). They gain another superiority die at 14th level.

Saving throws for maneuvers with this subclass are calculated the same as fighters.

Bards from this college get one maneuver at 3rd level, and they learn one additional maneuver at 6th level.


Fighter

Feature gained at 1st level

Fighter maneuvers are the most versatile of all, allowing for almost any kind of fighting style.

Fighters start with 3 superiority dice, which are d6s (until 10th level, when they become d8s). They gain another superiority die at 8th and 16th level.

Saving throws for maneuvers with this class are calculated as follows:

Maneuver Save DC = 8 + Strength or Dexterity modifier + proficiency bonus

Fighters get two maneuvers at 1st level, and they learn one additional maneuver at ability score improvement levels.

(The Battlemaster subclass had to be changed with the implementation of this homebrew supplement. See the bottom of this wiki page.)


Hexblade

Feature gained at 3rd level

Hexblade warlocks use fighter maneuvers to enhance their martial abilities.

Hexblade warlocks start with 2 superiority dice, which are d4s (until 10th level, when they become d6s). They gain another superiority die at 14th level.

Saving throws for maneuvers with this subclass are calculated the same as fighters.

Hexblade warlocks get one maneuver at 3rd level, and they learn one additional maneuver at 6th.


Monk

Feature gained at 1st level

Monk maneuvers focus on speed and flexibility, weaving their attacks around their opponent’s guard to find a weak point.

Monks start with 3 superiority dice, which are d6s (until 10th level, when they become d8s). They gain another superiority die at 8th and 16th level.

Saving throws for maneuvers with this class are calculated as follows:

Maneuver Save DC = 8 + Dexterity modifier + proficiency bonus

Monks get two maneuvers at 1st level, and they learn one additional maneuver at ability score improvement levels.


Paladin

Feature gained at 2nd level

Paladin maneuvers, much like barbarian maneuvers, focus on hitting hard.

Paladins start with 3 superiority dice, which are d4s (until 10th level, when they become d6s). They gain another superiority die at 12th level.

Saving throws for maneuvers with this class are calculated the same as barbarians.

Paladins get two maneuvers at 2nd level, and they learn one additional maneuver at 8th and 16th level.


Ranger

Feature gained at 2nd level

Ranger maneuvers share the same versatility that Fighter maneuvers have, but with a smaller selection.

Rangers start with 3 superiority dice, which are d4s (until 10th level, when they become d6s). They gain another superiority die at 12th level.

Saving throws for maneuvers with this class are calculated the same as fighters.

Rangers get two maneuvers at 2nd level, and they learn one additional maneuver at 8th and 16th level.

Rogue

Feature gained at 1st level

Rogue maneuvers are similar to monk maneuvers, however they also have other options to enhance their sneak attacks and stealthiness.

Rogues start with 3 superiority dice, which are d6s (until 10th level, when they become d8s). They gain another superiority die at 8th and 16th level.

Saving throws for maneuvers with this class are calculated as follows:

Maneuver Save DC = 8 + Dexterity modifier + proficiency bonus

Rogues get two maneuvers at 1st level. They learn one additional maneuver at 4th, 8th, 12th, 16th, and 19th level.

War Domain

Feature gained at 3rd level

Clerics in the War Domain use barbarian maneuvers to deliver hefty blows to the heathens.

War domain clerics start with 2 superiority dice, which are d4s (until 10th level, when they become d6s). They gain another superiority die at 14th level.

Saving throws for maneuvers with this subclass are calculated the same as barbarians.

War Domain clerics get one maneuver at 3rd level, and they learn one additional maneuver at 6th level.

Maneuver Lists[edit]

(Sorted by class)

(Side note: Some of these maneuvers came from the Hyrule campaign setting's tunic subclass. All homebrew maneuvers are described further below.)

Barbarian[edit]

  • Adrenaline
  • Bonk
  • Brace
  • Dash Attack
  • Ending Blow
  • Forceful Slam
  • Gigaton Slam
  • Goading Attack
  • Grappling Strike
  • Jump Attack
  • Menacing Attack
  • Never-Ending Rage
  • Primal Roar
  • Pushing Attack
  • Quick Toss
  • Rock Breaker
  • Shield Bash
  • Spin Attack
  • Undying Fortitude
  • Whirlwind Spin Attack


Fighter[edit]

  • Adrenaline
  • Ambush
  • Back Slice
  • Bait and Switch
  • Bonk
  • Block Missiles
  • Brace
  • Clean Slice
  • Commander's Strike
  • Commanding Presence
  • Dash Attack
  • Dashing Surge
  • Disarming Attack
  • Distracting Strike
  • Ending Blow
  • Escape Artist
  • Evasive Footwork
  • Feinting Attack
  • Flurry Rush
  • Front-Back Attack
  • Goading Attack
  • Grappling Strike
  • Helm Splitter
  • Jump Attack
  • Lunging Attack
  • Maneuvering Attack
  • Menacing Attack
  • Mortal Draw
  • Octaslash
  • Parry
  • Perfect Dodge
  • Polearm Flight
  • Precision Attack
  • Pushing Attack
  • Quick Toss
  • Rally
  • Reflex
  • Ricocheting Attack
  • Riposte
  • Rock Breaker
  • Roll
  • Shield Bash
  • Side Step
  • Spin Attack (replaces “Sweeping Attack”)
  • Tactical Assessment
  • Trip Attack
  • Triple Shot
  • Undying Fortitude
  • Up Thrust
  • Whirlwind Spin Attack
  • Will
  • Wind Slash
  • Withdraw


Monk[edit]

  • Aikido Throw
  • Ambush
  • Bait and Switch
  • Bonk
  • Brace
  • Clean Slice
  • Dash Attack
  • Disarming Strike
  • Distracting Strike
  • Escape Artist
  • Evasive Footwork
  • Feinting Attack
  • Flurry Rush
  • Hurricane of Blows
  • Jump Attack
  • Paralyzing Strike
  • Parry
  • Perfect Dodge
  • Polearm Flight
  • Precision Attack
  • Quick Meditation
  • Quick Toss
  • Reflex
  • Ricocheting Attack
  • Riposte
  • Roll
  • Side Step
  • Trip Attack


Paladin[edit]

  • Adrenaline
  • Bonk
  • Brace
  • Block Missiles
  • Commander’s Strike
  • Commanding Presence
  • Distracting Strike
  • Ending Blow
  • Forceful Slam
  • Front-Back Attack
  • Goading Attack
  • Jump Attack
  • Lunging Attack
  • Menacing Attack
  • Mortal Draw
  • Pushing Attack
  • Rally
  • Rock Breaker
  • Spin Attack
  • Tactical Assessment
  • Undying Fortitude
  • Will


Ranger[edit]

  • Ambush
  • Back Slice
  • Bait and Switch
  • Bonk
  • Block Missiles
  • Brace
  • Dash Attack
  • Disarming Attack
  • Distracting Strike
  • Escape Artist
  • Evasive Footwork
  • Feinting Attack
  • Flurry Rush
  • Front-Back Attack
  • Helm Splitter
  • Maneuvering Attack
  • Parry
  • Perfect Dodge
  • Polearm Flight
  • Precision Attack
  • Quick Toss
  • Reflex
  • Riposte
  • Roll
  • Side Step
  • Tactical Assessment
  • Trip Attack
  • Triple Shot
  • Up Thrust
  • Wind Slash
  • Withdraw


Rogue[edit]

  • Ambush
  • Back Slice
  • Bait and Switch
  • Bonk
  • Dash Attack
  • Ending Blow
  • Escape Artist
  • Evasive Footwork
  • Feinting Attack
  • Perfect Dodge
  • Precision Attack
  • Quick Toss
  • Quick Coat
  • Reflex
  • Riposte
  • Roll
  • Side Step
  • Sudden Death
  • Trip Attack
  • Up Thrust
  • Withdraw


Maneuver Details[edit]

Sorted alphabetically; If you do not meet the prerequisite for a maneuver, you cannot learn it. If the prerequisite requires you to know a previous maneuver, you must have it learned to get the new maneuver.

Adrenaline

Barbarian, Fighter, Paladin

You experience a rush of adrenaline. As a bonus action, you can expend a superiority die to gain one of the following benefits:

  • You gain a bonus to the next Strength-based ability check or saving throw you make equal to the number rolled on your superiority die. You can use this benefit as a reaction and you must use this benefit within 1 minute of spending the superiority die.
  • You gain a bonus to the next Constitution saving throw you make equal to the number rolled on your superiority die. You can use this benefit as a reaction and you must use this benefit within 1 minute of spending the superiority die.
  • Your movement speeds and jumping distances are doubled until the end of your turn.
  • You are treated as one size larger for the amount you can push, drag, and lift. This benefit lasts for 1 minute.
  • You make one weapon attack. The weapon’s damage is replaced with your superiority die.


Aikido Throw

Monk

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to attempt to grapple the creature. If you succeed, you can throw the creature up to 10 feet away from you in any direction. The creature takes damage equal to your martial arts die + the number you roll on your superiority die.


Back Slice

Fighter, Ranger, Rogue

You can use this maneuver as part of a weapon attack before you make the attack roll by expending one superiority die. On a hit against an armored creature, the target’s armor (excluding magical armor, natural armor, or a shield) suffers a cumulative -1 penalty. Armor reduced to an AC of 10 (or 10 + Dexterity modifier) is destroyed. Regardless of what creature is hit, your attack still inflicts damage as normal, and it also gains a bonus equal to the number rolled on your superiority die.


Bonk

Barbarian, Fighter, Monk, Paladin, Ranger, Rogue

You can expend a superiority die to use this maneuver whenever you make a melee weapon attack that deals bludgeoning damage, but before you land the hit. On a hit, the target (if it was a creature) takes additional damage equal to the number rolled on your superiority die and becomes dizzy until the end of your next turn. While dizzy, a creature has disadvantage on all attack rolls, ability checks, and saving throws.


Block Missiles

Fighter, Paladin, Ranger

While you are wielding a shield or melee weapon and are damaged by a ranged weapon attack, you can expend one superiority die to use this maneuver as a reaction to reduce the damage by an amount equal to your Dexterity modifier plus the number rolled on your superiority die. If your shield is a magic item, you can also reduce the damage of a ranged spell attack in the same way.


Clean Slice

Fighter, Monk | Prerequisite: 14th level

As an action, you can expend any amount of superiority dice (minimum of 1) to make a single, powerful attack against a target within reach. When you make the attack roll, you treat the target’s AC as 10. On a hit, the attack deals additional damage equal to three times the sum of the numbers rolled on your superiority dice. You must be wielding a sword that deals slashing damage to use this maneuver.


Dash Attack

Barbarian, Fighter, Monk, Ranger, Rogue

When you use your action to dash, you can expend one superiority die as a bonus action to make one melee weapon attack or one shove attempt. If you move at least 10 feet straight towards the target of your attack before making the attack roll or the Strength (Athletics) check, you gain advantage on it. If you hit, you deal additional damage equal to the number rolled on your superiority die.


Dashing Surge

Fighter | Prerequisite: Action Surge feature

When you use your Action Surge feature, you can expend a superiority die to immediately move up to your walking speed without using movement. You cannot use this maneuver if you used the dash action on the same turn.


Ending Blow

Barbarian, Fighter, Paladin, Rogue

As an action, you can expend one superiority die to make one weapon attack against a prone creature you can see within 10 feet of you. You don't make an attack roll; instead, you treat the d20 as if it had landed on 20.


Escape Artist

Fighter, Monk, Ranger, Rogue

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to avoid having your speed reduced, to avoid or end being grappled, or to avoid or end being restrained, you can expend one superiority die to gain a bonus to that check equal to the number rolled on your superiority die.


Flurry Rush

Fighter, Monk, Ranger | Prerequisite: 14th level, Riposte maneuver

You must know the Riposte maneuver to use this maneuver. When a creature misses you with a melee weapon attack, you can use your reaction and expend two superiority dice to immediately make an amount of attacks against them equal to your SStrength or Dexterity modifier (whichever is higher).


Forceful Slam

Barbarian, Paladin

You expend one superiority die to jump into the air and slam your weapon downwards, creating a shockwave. Every creature within 10 feet of you must succeed on a Strength saving throw. On a failed save, a creature takes bludgeoning damage equal to an amount of your superiority dice equal to your proficiency bonus and is launched 10 feet away from you (Ex: If your proficiency bonus is +3 and your superiority die is a d6, the amount of damage dealt is 3d6). On a successful save, a creature takes half damage and isn’t launched. All Small or smaller unattended objects are launched 10 feet away from you.

This maneuver deals twice as much damage against objects and structures.


Front-Back Attack

Fighter, Paladin, Ranger

When you make a melee weapon attack, you can use your bonus action and expend a superiority die to immediately make another attack. The target of this second attack must not be within 5 feet of the target of the first attack to use this maneuver. The second attack deals additional damage equal to the number rolled on your superiority die.


Gigaton Slam

Barbarian | Prerequisite 14th level, Forceful Slam maneuver

As an action, you can expend two superiority dice to slam the ground with enough force to cause the ground to shake. You must know the Forceful Slam maneuver to use this maneuver. Every creature within 30 feet of you must succeed on a Strength saving throw. On a failed save, a creature takes bludgeoning damage equal to an amount of your superiority dice equal to your proficiency bonus times 2 and is launched 30 feet away from you (Ex: If your proficiency bonus is +3 and your superiority die is a d6, the amount of damage dealt is 6d6). If a creature is launched into an obstacle, it takes additional bludgeoning damage equal to 1d6 for every 10 feet it traveled. On a successful save, a creature takes half damage and is launched half the distance. All Medium or smaller unattended objects are launched 30 feet away from you.

This maneuver deals twice as much damage against objects and structures.


Helm Splitter

Fighter, Ranger

You can expend a superiority die to use this maneuver as part of a melee weapon attack you make against a creature. Regardless of whether or not you hit the target, you can move to any space within 5 feet of it without provoking an opportunity attack. You expend movement to move as normal, but you ignore any difficult terrain in your way. If you do hit the creature, they take additional damage equal to the number rolled on your superiority die.


Hurricane of Blows

Monk | Prerequisite: 14th level

As an action, you can expend two superiority dice to unleash countless attacks against any creatures within reach. You make an amount of melee or ranged attacks equal to your Dexterity modifier plus your proficiency bonus. The attacks can be split up amongst any creatures within your reach. If the last hit is successful, it deals additional damage equal to the sum of the numbers rolled on your superiority dice.


Jump Attack

Barbarian, Fighter, Paladin

Once per turn, you expend a superiority die to use this maneuver when you make a melee weapon attack as part of your attack action. You add the weapon's damage dice to the attack a second time, and the attack gains a bonus equal to the number you roll on your superiority die. These extra damage dice are not multiplied on a critical hit, but are maximized on a called shot.


Mortal Draw

Fighter, Paladin | Prerequisite: 14th level, Ending Blow maneuver

To learn this maneuver, you must already know the Ending Blow maneuver. As an action, you can expend two superiority dice to perform an Ending Blow on any creature within 10 feet of you, regardless of whether or not it is prone. You do not need to see the target. You can draw or sheathe a weapon as part of using this technique. Immediately after you use this action, you are incapacitated until the start of your next turn.


Never-Ending Rage

Barbarian

As a reaction whenever your rage would end, you can expend a superiority die to extend the rage’s duration by a minute. The rage can still end early if you fall unconscious, aren’t attacked by a hostile creature, etc.


Octaslash

Fighter | Prerequisite: 14th level

As an action, you can expend two superiority dice to make one melee weapon attack against any creature or object as if your weapon had a reach of 30 feet. On a hit, you teleport to a space adjacent to that creature. Instead of your weapon's normal damage, you roll your attack's damage eight times and sum the damage against the target. (For example, if you are attacking with a shortsword and you have a Dexterity score of 14, your attack would deal 8d6 + 16 piercing damage.) This damage ignores any damage resistance or immunity.

Once you hit with this maneuver, you must complete a long rest before you can use it again, regardless of how many superiority dice you have left.


Paralyzing Strike

Monk | Prerequisite: Stunning Strike feature

When you use your Stunning Strike feature, you can choose to expend a superiority die in place of ki points. If you do, the damage dealt increases by the number rolled on the superiority die and if the target fails the Constitution saving throw, they are paralyzed (rather than stunned).


Perfect Dodge

Fighter, Monk, Ranger, Rogue | Prerequisite: 14th level, Riposte maneuver

To learn this maneuver, you must already know the Riposte maneuver. You can expend one superiority die to use this maneuver as a bonus action to impose disadvantage on all attack rolls against you until the start of your next turn. The first time you use Riposte before the start of your next turn, you have advantage on the attack roll, and any hit from this Riposte is treated as a critical hit.


Polearm Flight

Fighter, Monk, Ranger

As an action, you can expend one superiority die to gain a flying speed equal to your walking speed. You must be wielding a polearm (glaive, halberd, quarterstaff, or spear) to use this maneuver.

This flight is achieved by rapidly spinning your polearm above you to generate enough lift to fly.


Primal Roar

Barbarian

You let out a ferocious roar. As an action, you can expend a superiority die to force every creature of your choice that you can see within 60 feet of you to make a Wisdom saving throw. Any creature that cannot hear you automatically saves. On a failed save, a creature becomes paralyzed with fright (frightened and restrained) until the start of your next turn.

Additionally, your next weapon attack gains a bonus to its damage equal to the number rolled on your superiority die.

You can only use this maneuver if you’re raging.


Quick Coat

Rogue

You speedily coat a weapon you’re holding with poison. You must have a vial of poison in hand to use this maneuver. You can use your bonus action to coat the weapon you’re holding with poison. Doing so doesn’t cost any superiority dice.

Alternatively, you can choose to enhance the poison that you’re coating the weapon with. As a bonus action, you can expend one superiority die to coat the weapon you’re holding with poison and enhance it with the same bonus action. The next attack you hit with the coated weapon deals additional poison damage equal to the number you roll on your superiority die, and the DC for any saving throws caused by the poison increases by the same amount.


Quick Meditation

Monk

You can use your action and expend a superiority die to calm yourself for a brief moment. You regain an amount of ki points equal to the number rolled on your superiority die. Additionally any effect causing you to be charmed or frightened is suppressed for the next minute. If those effects last longer than the minute, they resume afterwards.


Reflex

Fighter, Monk, Ranger, Rogue

Immediately before you make a Dexterity saving throw, you can expend a superiority die to gain a bonus to that saving throw equal to the number rolled on the die.


Ricocheting Attack

Fighter, Ranger

As an action, you can expend one superiority die to move up to an unoccupied space next to a creature that you can see within 20 feet of you, without using any movement. This movement does not provoke opportunity attacks. You then can make one melee attack roll against the creature. On a hit, you deal additional damage equal to the number rolled on your superiority die. Furthermore, if you have any attacks remaining (e.g. Extra Attack), you can then “bounce” from that creature to another unoccupied space next to a creature you can see within 20 feet of the original creature and repeat the same attack against them. You repeat this process until you run out of attacks or you run out of targets. Any attack after the first one does not gain any bonus to its damage.


Rock Breaker

Barbarian, Fighter, Paladin | Prerequisite: Some form of magic, such as wild magic or spellcasting, 14th level

You can expend a superiority die to use this maneuver when you hit with a weapon attack that deals bludgeoning, piercing, or slashing damage. Instead of that damage type, the weapon deals force damage. This damage is doubled against objects or structures. The damage also gains a bonus equal to the number rolled on your superiority die.


Roll

Fighter, Monk, Ranger, Rogue

As part of your movement, you can use this technique to increase your walking speed by 20 feet until the end of your turn. If you also use the dash action, this increase doubles to 40 feet.

You can use this maneuver an amount of times equal to your proficiency bonus. You regain all expended uses after finishing a short or long rest. Alternatively, you can expend a superiority die to use it again.


Side Step

Fighter, Monk, Ranger, Rogue

Whenever you are subjected to an attack or harmful effect that goes in a line (the lightning bolt spell, a dragon’s breath weapon, etc.), you can expend a superiority die and add the number rolled to your AC or saving throw (whichever is applicable). If the attack misses (or you succeed on the saving throw), you move 10 feet perpendicular to the line without provoking opportunity attacks.


Shield Bash

Barbarian, Fighter, Paladin

You can expend one superiority die to use this maneuver to perform a shield bash in place of one attack you would make as part of your attack action, but only if you are wielding a shield. Make a melee attack roll including your proficiency bonus against any creature within 5 feet of you. On a hit, you deal damage equal to the number rolled on your superiority die and the target cannot take reactions until the start of its next turn.


Spin Attack

Barbarian, Fighter, Paladin

You can expend a superiority die to attack all creatures within your reach in a spinning attack. As an action, you make one melee weapon attack roll against every creature within your weapon’s reach. On a hit, you deal your normal weapon’s damage + the number you roll on your superiority die.

Alternatively, you can expend one superiority die to charge up a spin attack. As an action, you can start charging. While charging, your movement speeds are reduced to 0, you can’t gain any benefits to your speeds, and you are incapacitated. At the start of your next turn, you can use your action to unleash the spin attack. If you don’t unleash it at the start of your turn, the charge is lost. When unleashed, make one melee weapon attack roll against every creature within twice your weapon’s reach. On a hit, you deal your normal weapon’s damage + twice the number you roll on your superiority die.


Sudden Death

Rogue | Prerequisite: 14th level

By expending two superiority dice, you can bring a creature’s swift demise. You can use this maneuver whenever you land a sneak attack. The damage dealt by your sneak attack gains a bonus equal to the sum of the rolls of your superiority dice times your proficiency bonus. After using this maneuver, you must finish a long rest to use it again, regardless of how many superiority dice you have remaining.


Triple Shot

Fighter, Ranger

As an action, you can expend a superiority die to make three attacks at once with a ranged weapon. The attacks each must be on different targets, and all of the targets must be within 10 feet of each other. On a hit, a target takes your normal weapon’s damage plus the number rolled on your superiority die.


Undying Fortitude

Barbarian, Fighter, Paladin

When you make a death saving throw, you can expend a superiority die to add a bonus to your death save equal to the number rolled on the superiority die. If this would bring the total roll for the death saving throw to 20 or above, you are brought back to consciousness with 1 hit point.


Up Thrust

Fighter, Ranger, Rogue

You can expend one superiority die to use this maneuver as part of a melee weapon attack made against a creature that is currently flying, or physically above you. The reach of your attack increases by 5 feet, and you gain advantage on the attack roll. Additionally, the damage for your attack gains a bonus equal to the number rolled on your superiority die.


Whirlwind Spin Attack

Barbarian, Fighter | Prerequisite: 14th level, Spin Attack maneuver

To learn this maneuver, you must already know the Spin Attack maneuver. As a single action, you can expend a superiority die to perform the Spin Attack maneuver three times. You can move between any of these spin attacks as you would normally be able to move. On a turn you use this technique, your movement does not provoke opportunity attacks. At the end of this turn, you are stunned until the start of your next turn.


Will

Fighter, Paladin

Immediately before you make a Wisdom or Charisma saving throw, you can expend a superiority die to use this maneuver to gain a bonus to that saving throw equal to the number rolled on the superiority die.


Wind Slash

Fighter, Ranger

By slashing with perfect technique, you can create an edge of cutting wind with your blade to hit foes from afar. When you take the attack action, you can expend one superiority die to replace one of your attacks with this special attack. Make a melee weapon attack with your weapon. Your weapon’s reach is 60 feet for this attack. On a hit, you deal slashing damage equal to an amount of your superiority dice equal to your proficiency bonus (Ex: d6 superiority die and +3 proficiency bonus = 3d6 slashing damage). You must be wielding a sword that deals slashing damage to use this maneuver.


Withdraw

Fighter, Ranger, Rogue

You can use this maneuver as a bonus action. Once used, your movement does not provoke opportunity attacks for the rest of your turn. Doing so doesn’t cost any superiority dice for the first two times it’s used. Afterward, it costs one superiority die for each use. The free uses are regained upon completing a short or long rest.

Feats[edit]

There are a few homebrew feats that were created to go with this homebrew rule. They are listed below (alphabetically).


Energy Conserver

Prerequisite: ability to use one or more maneuvers

You’ve become quite efficient at conserving your unused energy for later use. You gain the following benefits:

  • Your Constitution score increases by 1.
  • Whenever you fail a maneuver (if no one takes any damage from an attack, you miss the hit, you fail the saving throw even with the bonus, etc.), the superiority die that was used isn’t wasted.


Maneuver Specialist

Prerequisite: ability to use one or more maneuvers

You master one of your maneuvers and are able to perform it with ease. Choose one of your maneuvers. You gain the following benefits:

  • The chosen maneuver can be used once without expending a superiority die. After that, you must spend superiority dice as normal. You may use this feature again after finishing a long rest..
  • Whenever you use the chosen maneuver, you treat your superiority die as a size larger (Ex: d6 → d8 → d10 → d12 → 2d6, etc.).

You can take this feat up to two times.

Reactive

Prerequisite: the ability to use at least one maneuver that requires a reaction to use

You’ve honed your reaction time to an unmatched level with your maneuvers. You gain the following benefits:

  • Your Strength or Dexterity score increases by 1.
  • You can take an extra reaction once per round. This reaction can only be used to use one of your maneuvers.
  • When you use a maneuver with this feat, your superiority die is treated as one die size larger for that maneuver.

Vessel of Stamina

Prerequisite: ability to use one or more maneuvers

Your endurance has improved dramatically. You gain the following benefits:

  • Your Constitution score increases by 1.
  • You gain another superiority die. It’s the same size as the rest of your superiority dice.

Fighter: Battlemaster Changes[edit]

Since this supplement makes every martial a “battlemaster”, some changes needed to be made to how the original subclass gains maneuvers and superiority dice. See below:

Maneuvers

You learn an extra maneuver when you choose this subclass at 3rd level. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you level up, you can change what maneuvers you have selected.

Superiority Dice

You gain an additional superiority die. All your superiority dice from the fighter class become d8s. You gain additional superiority dice as per the original subclass.

Surging Stamina

Optional Feature

Starting at 3rd level, when you use your Action Surge, you can use the extra action to regain a superiority die instead.

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