Contenuto
This section presents three features that multiple martial classes can access simultaneously.
Combat Superiority is a catch-all feature you can add to any and all martial classes if you feel that they need more interesting things to do with their attacks.
Spellsword Maneuvers is a feature for artificers, paladins, rangers, and any other half casters in your game that allow them to expend spell slots to convert them to superiority dice.
Martial Techniques is a different feature for half-casters that replaces spellcasting entirely. This allows for character builds such as a nonmagical ranger or holy knight that focus only on their martial prowess.
Combat Superiority
3rd-level and higher martial optional feature
You learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers
You know two maneuvers, which are chosen from the list of maneuvers available to the fighter's Battle Master archetype. You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice
You gain two superiority dice, which are d6s. 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 5th, 11th, and 17th level
Saving Throws
If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Martial Techniques
2nd-level half-caster optional feature (alternative to Spellcasting)
You learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers
You learn four maneuvers of your choice, which are chosen from the list of maneuvers available to the fighter's Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th level. Each time you learn a new maneuver, 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 9th level and one more at 17th level
Saving Throws
If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Spellsword Maneuvers
3rd-level and higher half-caster optional feature
You learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers
You know two maneuvers, which are chosen from the list of maneuvers available to the fighter's Battle Master archetype. You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice
On your turn, you can expend a spellslot (no action required) to gain one or more superiority dice, which are d8s. You gain one die per level of the spell slot, to amaximum of five dice. Any unexpended dice go away when you finish a long rest.
Saving Throws
If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).