Battle Master

To a Battle Master, combat is both an art and a science, something whose mastery lies in the realm of the mind as well as the body. They take a holistic approach to battle, seeking to excel is all aspects of war- tactics, the history of war, physical prowess, and even subjects such as weaponsmithing and calligraphy.

Archetype Advantages

Combat Superiority: You gain maneuvers that are fueled by a special kind of die called a superiority die.
You learn three maneuvers at level 3, and an additional two maneuvers each at levels 7, 10 and 15. Every time you learn new maneuvers, you may elect to replace an old maneuver with a new one. You may use one maneuver per attack (not attack action, but the individual attack), although not all maneuvers enhance attacks.
You start with four superiority dice, which are d8s. A superiority die is expended when you use it, but you regain all expended superiority dice during a short or long rest. You gain one additional superiority die at level 7 and again at level 15.
Some of your maneuvers require the target to make a saving throw. The saving throw DC is calculated using your proficiency bonus and your choice of your Strength or Dexterity modifier.
Student of War: At 3rd level you gain proficiency with on type of artisan's tools.
Know your Enemy: Starting at 7th level, if you spend one minute observing a creature outside of combat, you can glean some information about it's capabilities. The DM tells you i the creature is you superior, equal, or inferior in regard to two of the following characteristics of your choice: Strength, Dexterity, Constitution, Armour Class, current hit points, total class levels, or Fighter class levels. The DM may choose to give you more information at their discretion, and this ability can only be used once per creature.
Improved Combat Superiority: At level 10, your superiority dice become d10s. At 18th level, they become d12s.
Relentless: At 15th level, if your roll initiative and have no superiority dice remaining, you immediately regain one superiority die.

Maneuvers

Commander's Strike: When you take the Attack action, you may forgo one of your attacks to order an ally to attack. That ally make use it's Reaction to immediately make a weapon attack, adding your superiority die to the attack's damage.
Disarming Attack: When you hit a creature with a weapon attack, you may spend one superiority die to attempt to disarm it. Add your superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, the creature drops an object of your choice, which lands at the creature's feet.
Distracting Strike: When you hit a creature a weapon attack, you may spend one superior die to distract the creature, giving your allies an opening. Add your superiority die to the attack's damage roll. The next attack made by someone other than you against that creature has advantage. This effect expires on your next turn.
Evasive Footwork: When you move, you can expend one superiority die, adding it to your AC until you stop moving.
Feinting Attack: You can expend one superiority die and use a bonus action to feint, choosing one creature within 5' of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add your superiority die to the attack's damage roll.
Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad your target into attacking you. Add your superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls on targets other than you until the end of your next turn.
Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5'. If you hit, add the superiorty die to the attack's damage roll.
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 that attack's damage roll, and choose an ally that can see or hear you. That ally can use it's Reaction to move up to half it's speed without provoking opportunity attacks from your target.
Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add your superiority die to the attack's damage roll and the target must make a Wisdom saving throw. On a failed save, the target is frightened of you (as per the condition) until your next turn.
Parry: When another creature damages you with an attack, you may reduce the damage by a total equal to your superiority die result plus your Dexterity modifier.
Precision Attack: When you make a weapon attack roll against a creature, you may add a superiority die to your attack roll. This maneuver make be used after an attack is rolled, but before effects of the attack roll are applied.
Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority 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 back up to 15' away from you.
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 hear or see you. That creature gains temporary hit points equal to your superiority die + Charisma modifier.
Riposte: When a creature missed you with a melee attack, you can use your Reaction and expend one superiority die to make a melee weapon attack against your attacker. If you hit, you add the superiority die to your damage roll.
Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature within 5' of your initial target. If the result on your original attack roll would hit the second creature, it takes damage equal to the result of your superiority die. The damage is the same type dealt by your original attack.
Trip Attack: When you hit a creature with a weapon attack, you can spend one superiority die to attempt to knock the target down. You add the superiority 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, the target becomes prone (as per the condition).

Battle Master

D&D: The Worth of Steel NoMoshing