The following maneuvers are available to the Battle Master archetype of the fighter class.
New Maneuver; The Art of Battle. The flair and style of your attacks are undeniable, when you make a weapon attack on your turn you may expend one of your superiority die, adding the your Charisma bonus to your to hit and the superiority die roll + your Charisma bonus to the damage roll for the attack.
New Maneuver; Blood on the Sand. When you hit a creature with a weapon attack, you can expend one superiority die perform a flourish ending with an attempt to make an additional strike. Choose a target, which may be the same as your initial attack or another within your reach, then roll a Charisma (Perform) check against the creature's armor class. If you are successful, you deal damage normally for your weapon and add the roll of your superiority die to the damage.
New Maneuver; Blood, Sweat, and Cheers. A brilliantly executed attack reinvigorates you, knowing such will bring you accolades and honor. When you hit a creature with a melee weapon attack you can expend a superiority die. You add the superiority die roll + your Charisma modifier to the attacks damage and gain a number of temporary hit points equal to the die roll + your Charisma modifier.
New Maneuver; Covered in Glory. You can make dazzlingly brazen attacks without leaving true openings in your defense. When you hit a creature with a melee weapon attack, you can expend one superiority die. You add the superiority die to the attack's damage roll and may add your Charisma bonus to your Armor Class until the beginning of your next turn.
New Feat; Bloody Showman
Prerequisite: Charisma 13 or higher and proficiency in the Perform skill.
You have trained to perform before crowds in gladiatorial games, learning to use dramatic maneuvers to gain their approval.
New Maneuver; The Art of Battle. The flair and style of your attacks are undeniable, when you make a weapon attack on your turn you may expend one of your superiority die, adding the your Charisma bonus to your to hit and the superiority die roll + your Charisma bonus to the damage roll for the attack.
New Maneuver; Blood on the Sand. When you hit a creature with a weapon attack, you can expend one superiority die perform a flourish ending with an attempt to make an additional strike. Choose a target, which may be the same as your initial attack or another within your reach, then roll a Charisma (Perform) check against the creature's armor class. If you are successful, you deal damage normally for your weapon and add the roll of your superiority die to the damage.
New Maneuver; Blood, Sweat, and Cheers. A brilliantly executed attack reinvigorates you, knowing such will bring you accolades and honor. When you hit a creature with a melee weapon attack you can expend a superiority die. You add the superiority die roll + your Charisma modifier to the attacks damage and gain a number of temporary hit points equal to the die roll + your Charisma modifier.
New Maneuver; Covered in Glory. You can make dazzlingly brazen attacks without leaving true openings in your defense. When you hit a creature with a melee weapon attack, you can expend one superiority die. You add the superiority die to the attack's damage roll and may add your Charisma bonus to your Armor Class until the beginning of your next turn.
New Feat; Bloody Showman
Prerequisite: Charisma 13 or higher and proficiency in the Perform skill.
You have trained to perform before crowds in gladiatorial games, learning to use dramatic maneuvers to gain their approval.
- You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. 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).
New Feat; For the Crowd
The art of the gladiator is to use dramatic moves to defeat their foes and, more importantly, impress their audience.
- After you use a maneuver from the Battle Master archetype you may make a Charisma(Perform) check against DC 20 as a bonus action. If you are successful you regain a superiority die. You may not attempt to use this ability after that maneuver again until you finish a short or long rest.
House Rule; Commander's Strike On your turn you can use a bonus action to direct one of your companions to strike. When you do so, chose a friendly creature who can see or hear you and expend on superiority die. Roll a Charisma (Persuasion) check against a DC of 15 and, if successful, that creature can immediately make one weapon attack, adding the superiority die to the attack's damage roll.
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