Amnoriath
2015-01-26, 02:36 PM
Battlemaster(rev.)
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Combat Superiority: This is like the original class feature except you only get two superiority dice. Additionally you gain advantage on Intelligence based checks to gain knowledge of an opponent's techniques/abilities in battle. If you can observe a creature for 1 minute you can choose to automatically know one of the following things.
Number of hit die and type of class levels it possesses.
The exact number of all ability scores it possesses.
How many and what kind of skills, weapons, and armor proficiencies it possesses.
Student of War: At level 7 you gain 2 superiority die and you become proficient in an Artisan's tool of your choice. You may use your maneuvers even when not initiating a directly offensive attack. This means you can use any number objects as well as any ways you are capable of which may allow you initiate a maneuver without provoking a hostile response so long as you aren't using a lethal object. You must still make an attack as normal using either your strength or dexterity and targets are allowed an Insight check against your attack roll to treat as dangerous. Finally any item you create can be specially made to deliver one maneuver you know. While you are using it any save DC's from that maneuver are increased by 2 and you may reroll your superiority die taking the better result.
Improved Combat Superiority: At level 10 you gain 2 superiority die and you may use d10's for your superiority die. At level 18 you may roll d12's instead. Additionally when you would use a superiority die for a maneuver you may roll another die of the same size to add it to the damage roll or the damage of your next attack which ever is applicable.
Master of War: At level 15 you may always roll initiative even while surprised and gain one superiority die while doing so. This becomes two at level 18. Additionally you have advantage on Wisdom based checks to observe and notice features in your environment that could be useful or hazardous in battle. If you spend one minute of time in a 5 mile spread not in battle or performing a task that requires full attention you can gain knowledge of one of the following things.
You know where all areas with difficult terrain are and whether they are hazardous or not.
You can determine the total number of creatures distinguishing friend, foe, and harmless but not what specific kind of creatures they are.
You know all locations of suitable food and water.
You can predict the weather over the next 24 hours.
Battle Vindicator: At level 18 you gain two superiority die. If you have information on a foe you are about to use your superiority die on you gain one of the following benefits. Once one of these options are used you can't use another until the beginning of your next turn.
You add 1/2 your proficiency bonus to your next damage roll.
You gain a +2 bonus to your next attack roll.
The foe has disadvantage when making a saving throw against a maneuver you make.
If you would make a successful maneuver against the foe you add 1/2 your proficiency bonus to your AC against its next attack.
Finally you may ready an action as a partial action. You may do this a number of time per short or long rest equal to an amount of times Action Surge can be used.
http://suptg.thisisnotatrueending.com/archive/8354904/images/1267507041446.jpg
Combat Superiority: This is like the original class feature except you only get two superiority dice. Additionally you gain advantage on Intelligence based checks to gain knowledge of an opponent's techniques/abilities in battle. If you can observe a creature for 1 minute you can choose to automatically know one of the following things.
Number of hit die and type of class levels it possesses.
The exact number of all ability scores it possesses.
How many and what kind of skills, weapons, and armor proficiencies it possesses.
Student of War: At level 7 you gain 2 superiority die and you become proficient in an Artisan's tool of your choice. You may use your maneuvers even when not initiating a directly offensive attack. This means you can use any number objects as well as any ways you are capable of which may allow you initiate a maneuver without provoking a hostile response so long as you aren't using a lethal object. You must still make an attack as normal using either your strength or dexterity and targets are allowed an Insight check against your attack roll to treat as dangerous. Finally any item you create can be specially made to deliver one maneuver you know. While you are using it any save DC's from that maneuver are increased by 2 and you may reroll your superiority die taking the better result.
Improved Combat Superiority: At level 10 you gain 2 superiority die and you may use d10's for your superiority die. At level 18 you may roll d12's instead. Additionally when you would use a superiority die for a maneuver you may roll another die of the same size to add it to the damage roll or the damage of your next attack which ever is applicable.
Master of War: At level 15 you may always roll initiative even while surprised and gain one superiority die while doing so. This becomes two at level 18. Additionally you have advantage on Wisdom based checks to observe and notice features in your environment that could be useful or hazardous in battle. If you spend one minute of time in a 5 mile spread not in battle or performing a task that requires full attention you can gain knowledge of one of the following things.
You know where all areas with difficult terrain are and whether they are hazardous or not.
You can determine the total number of creatures distinguishing friend, foe, and harmless but not what specific kind of creatures they are.
You know all locations of suitable food and water.
You can predict the weather over the next 24 hours.
Battle Vindicator: At level 18 you gain two superiority die. If you have information on a foe you are about to use your superiority die on you gain one of the following benefits. Once one of these options are used you can't use another until the beginning of your next turn.
You add 1/2 your proficiency bonus to your next damage roll.
You gain a +2 bonus to your next attack roll.
The foe has disadvantage when making a saving throw against a maneuver you make.
If you would make a successful maneuver against the foe you add 1/2 your proficiency bonus to your AC against its next attack.
Finally you may ready an action as a partial action. You may do this a number of time per short or long rest equal to an amount of times Action Surge can be used.