When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. 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 knock the target prone.
When you hit a creature with a weapon attack, you can expend a superiority die to temporarily daze the creature. Add the number rolled to the damage of the weapon attack and the creature must succeed on a Constitution saving throw or be stunned until the end of its next turn.
When you make an attack roll, you can expend a superiority die and add it to the attack roll. On a hit, the creature’s next attack has disadvantage and it cannot regain hit points until the start of your next turn
You can use an action and expend one superiority die to inject a creature with regenerative medication that temporarily enhances their agility. When you do so, a creature you can touch regains hit points equal to the superiority die roll. Additionally, until the start of your next turn, when that creature would take damage, the amount is reduced by an amount equal to your maneuver ability modifier.
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. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. If you have a free hand and are within 5 feet of the creature, you can catch the item. Otherwise, the object lands at the creature’s feet.
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.
When you make an Investigation check, you can expend a superiority die, rolling the die and adding it to the d20 roll. You can wait until after rolling the d20 before doing so, but you must decide before the GM says whether the roll succeeds or fails.
When you make an Survival check, you can expend a superiority die, rolling the die and adding it to the d20 roll. You can wait until after rolling the d20 before doing so, but you must decide before the GM says whether the roll succeeds or fails.
When you make an Insight check, you can expend a superiority die, rolling the die and adding it to the d20 roll. You can wait until after rolling the d20 before doing so, but you must decide before the GM says whether the roll succeeds or fails.
When you make an Deception check, you can expend a superiority die, rolling the die and adding it to the d20 roll. You can wait until after rolling the d20 before doing so, but you must decide before the GM says whether the roll succeeds or fails.
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.
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. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.