Path of the Battle Master (5e Subclass)

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Path of the Battle Master[edit]

Barbarian Path

Barbarian who follow the path of the battle master replaces the usual emotional rage, filled with hatred and anger, by a calmer, more controlled version of the rage. These barbarians enter in a state of deep concentration and cold wrath, using their enhanced senses and reflexes due to the situation of stress to fight more effective, adopting refined combat movements trained until exhaustion, to be used in this very moment.

Combat Focus

At 3rd level, you replace your rage by a state of deep and concentrated focus. You learn how to adopt battle tactics known as Maneuvers.

Maneuvers. You learn two maneuvers of your choice. Many maneuvers enhance an attack in some way. After using a maneuver, you can't use maneuvers again until the start of your next turn.
You learn two additional maneuvers of your choice at 6th, 10th, and 14th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Focus Die. You gain a focus die, which is a d6. Focus die are rolled when a maneuver is used, increasing some aspect of an attack, defense or check you make.
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 modifier.
Know Your Enemy

Starting at 6th level, you can take the Search action to look into the defenses of a creature you can see, and make a check contested by the target's Charisma (Deception) or AC (whichever is higher). On a success, you discover one of the following information about him: Strength or Constitution score, Armor Class or Current hit points.

Once you use this ability on a creature, you can't use it again on the same creature for the next 24 hours.

In addition, when you use this feature as an action, you can make a melee weapon attack using your bonus action.

Improved Focus

At 10th level, your focus die becomes a d8, and grows again to a d10 at 14th level.

Relentless Rage

Starting at 14th level, once you use a maneuver, you don't lose the ability to use it again until the start of your next turn. However, you still can use only one maneuver per attack.

Maneuvers

You can choose between the following maneuvers:

Lunging Attack. When you make a melee weapon attack on your turn, you can increase your reach for that attack by 5 feet. If you hit, you add the focus die to the attack's damage roll.
Menacing Attack. When you hit a creature with a weapon attack, you can attempt to frighten the target. You add the focus 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.
Brace. When another creature damages you with a melee attack, you can use your reaction to reduce the damage by the number you roll on your focus die + your Dexterity modifier.
Pushing Attack. When you hit a creature with a weapon attack, you can attempt to drive the target back. You add the focus 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.
Quick Toss. As a bonus action, you can make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the focus die to the weapon's damage roll.
Avenge. When a creature hit you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. If you hit, you add the focus die to the attack's damage roll.
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