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Breath Weapon

  • casting time 1 Action
  • range

  • components
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You can use your action to exhale destructive energy in a small area. When you use your breath weapon, all creatures in the area must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one.

The DC is 13.

Trip Attack

  • casting time
  • range

  • components
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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.

The DC is 13.

Fighter Maneauver

Commanding Presence

  • casting time
  • range

  • components
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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.

Fighter Maneauver

Rally

  • casting time bonus action
  • range

  • components
  • duration

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 see or hear you. That creature gains temporary hit points equal to the superiority die roll (1d8) + your Charisma modifier (3).

The temporary hit points last until they are depleted, until the creature finishes a short rest or until you use this feature again.

Fighter Maneauver

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