Advanced Tactics

Advanced Tactics are moves you can perform by expending a Tactical Die. Your Tactical Die replenish on a short rest. Effects that require a saving throw use your Tactical DC, which is equal to 8+your proficiency bonus+your strength or dexterity modifier.

For Advanced Tactics, you may choose any from the http://dnd5e.wikidot.com/fighter:battle-master:maneuvers list, and from this list:

https://preview.redd.it/chly7qzk1tl81.jpg?width=640&crop=smart&auto=webp&s=b22cf59a1952865e62eedd88bf3b10e0e0af368b

https://preview.redd.it/7w2bzrzk1tl81.jpg?width=640&crop=smart&auto=webp&s=9698626b4512be1660bf947625525e2ab43f32f2

### Advanced Tactics:

*Blinding Dash:*

You roll your Tactical Die and add the result multiplied by 10 ft to your base movement and dash speed until the end of your next turn. Opportunity Attacks are made against you with disadvantage while this effect is active and you do not suffer from the penalties of difficult terrain. The turn after using this you cannot willingly move.

*Hitless Blow:*

Make an unarmed strike and add the roll of the Tactical Die to your damage roll. The range of this strike is increased by 5 ft and inflicts thunder damage rather than bludgeoning damage. The target must make a Con save against your Tactical DC or be deafened for 1 minute.

*Long Shot:*

Make a ranged weapon attack roll and add the Tactical Die to the damage roll. The normal and long range of your weapon attack are both increased by a number of ft equal to 30 times the Tactical Die.

*Ambush Strike:*

You can use your action to make yourself appear dead to prepare for a devastating counter-attack on investigating creatures. Roll a Deception (int/cha) check with your Tactical Die added to the roll, determining how difficult it is to discern you are not dead. You can remain like this for up to 1 hour. At any point if a creature that doesn't know you are alive comes within range, you can use your reaction to make a weapon attack against them, adding the Tactical Die to the attack and damage rolls, and the target is Surprised.

Alternatively, you can use this skill to hide yourself and lie in wait like a snake ready to strike, replacing the Deception check with Stealth (dex).

*Springboard:*

As a reaction to an ally intending to attack a creature, you may aid it by launching them into the air. You can launch your ally up to 15 ft in height and distance, potentially landing them in striking range of an enemy. The first attack made by your ally after being launched adds your Tactical Die to its damage roll, and if the attack is made against a huge or larger creature it is made with advantage.

*Living Weapon:*

You use your action to attempt to grapple a creature of the same size category as you or smaller, adding your Tactical Die to your athletics roll. On a success, you grab it by its leg and wield the creature as a weapon. On each of its turns, the grappled creature can attempt to break free against your grapple DC with the added Tactical Die. This creature is considered an improvised weapon so you are not proficient with it unless you have a feature that grants you that proficiency.

Medium Creature: Two-Handed, Heavy. 1d10+str bludgeoning damage.

Small Creature: Versatile, Heavy (1d6/1d8+str bludgeoning damage), Thrown (10/20 ft, 1d6)

Tiny Creature: Versatile, (1d4, 1d6+str bludgeoning damage), Thrown (20/30 ft, 1d4)

If you use the grappled creature to attack another creature or object and it is not willing, damage is divided between the two. Using the grappled creature to strike a solid surface such as the ground or a brick wall will inflict the full damage on the grappled creature. If the grappled creature is *willing*, it can use its action to prepare an attack as a reaction for when you use it to attack, adding its melee strike damage to your attack roll, inflicting no damage to the grappled creature.