Combat Superiority - Strategist | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Combat Superiority - Strategist

To you, battles unfold like a game of chess. You understand that strength and speed are important in a fight, but it takes intellect and experience to knowhow best to apply them. That's where you come in.

Superiority Die

You have a number of superiority dice equal to your proficiency bonus, 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.

Maneuvers

You learn the maneuvers listed below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
MANEUVERS KNOWN
Commanders Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
Commanding Presence. When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Tactical Assessment. When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
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 or Dexterity modifier (your choice)

Feat

You gain the following feat:
Inspiring Leader
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Additionally, all units who hear your inspiring words boosts their morale.


Created by

thevigilante219.

Statblock Type

Feat

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