


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. If you hit, you add the superiority die to the attack's damage roll. 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 feet. Add the superiority die to your Strength (Athletics) check. Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. If that attack hits, add the superiority die to the attack's damage roll. You have advantage on your next attack roll against that creature this turn. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. You add the superiority die to the attack's damage roll. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. On a failed save, it drops the object you choose. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. 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. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. 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. If the attack hits, add the superiority die to the weapon's damage roll. When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. This movement doesn't provoke opportunity attacks. When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
