
Combat Superiority
When you choose this archetype at 3rd level, you
gain a set of abilities that are fueled by special dice
called superiority dice.
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 7th level and
one more at 15th level.
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. Using Superiority Dice. You can expend
superiority dice to gain a number of different
benefits: 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 hear and see you, and expend up to 2 superiority dice. That creature can immediately make one weapon attack, as a reaction action (if you spent 1 superiority die, or as a bonus action if you spent 2 superiority dice and adding your Charisma modifier to their attack roll if you spent 2 dice) and the result of one of the superiority dice roll to their damage. When one of your comrades fails a saving throw against an effect, as a reaction you can expend one superiority die to force them to make another save and they add the superiority die to the result of the new saving throw. On your turn, you can use a bonus action to shout inspiring words at one of your companions and expend one superiority die to bolster the resolve of that companion who gains temporary hit points equal to the number you roll on the superiority die + your Charisma modifier. You can spend a second superiority die to maximize the result of the first. Whenever your party is forced to make a Morale check, you can expend one superiority die to add to the result as long as you are recognized as the parties leader, and can be see or heard by at least half the members of the group making the check. Fight From the Front At 3rd level, each time you successfully damage an enemy with one of your melee weapon attacks, you regain 1d3 superiority dice. Commanding Presence Starting at 7th level, your very presence inspires those under your command. You use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Commanding Presence die, a d8. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Commanding Presence die, but must decide before the GM says whether the roll succeeds or fails. Once the Commanding Presence die is rolled, it is lost. A creature can have only one Commanding Presence die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Commanding Presence die changes when you reach certain levels in this subclass: the die becomes a d10 at 12th level, and a d12 at 17th level. Commander's Strike Starting at 10th level, you can spend an Inspiration point or superiority die to add +3d6 damage to any attack you granted that hit, or +6d6 to any attack you made that critically hit. Destined to Lead Starting at 15th level, when calculating morale you can ignore any one negative factor affecting your party's Morale if they have agreed to let you lead them. In addition, when you roll initiative you gain superiority dice equal to 3 + your Charisma modifier, but these extra superiority dice are lost at the end of the battle.