BR:Assault

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Assault

The Assault archetype focuses on a nearly academic approach to combat. The warrior absorbs lessons of history, theory, and artistry that combines to create a well rounded fighter of great skill and knowledge.

Assault Features
Level Feature
3rd War Tactics
7th Combat Sense
10th Additional Fight Style
15th Improved Critical
18th Warrior's Heart

War Tactics

3rd-level Assault feature

When you chose this archetype at 3rd level, you learn tactics that are fueled by special dice called Tactical Dice.

Tactics. You learn three tactics of your choice, which are detailed under “War Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic per attack.

You learn two additional tactics of your choice at 7th, 10th, and 15th level. Each time you learn new tactics, you can also replace one tactic you know with a different one.

Tactical Dice. You have four tactical dice, which are d8s. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a short or long rest.

You gain another tactical die at 7th level and one more at 15th level.

Saving Throws. Some of your tactics require your target to make a saving throw to resist the tactic’s effects. The saving throw DC is calculated as follows:

Tactic save DC = 8 + your proficiency bonus + your Strength or Agility modifier (your choice)

Combat Sense

7th-level Assault feature

Starting at 7th level, your keen sense allows you to react faster during combat. You add your tactical dice to your initiative roll, and all enemies have disadvantage against attacking you on the first round of combat.

Additional Fighting Style

10th-level Assault feature

At 10th level, you choose an additional Fighting Style. You can't choose the same Fighting Style twice.

Improved Critical

15th-level Assault feature

Beginning at 15th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Warrior's Heart

18th-level Assault feature

At 18th level, you learn how to exploit weakened targets. You can choose to heighten your combat focus, allowing you to deal more damage inverse proportionately to the enemies health.

Warrior's Heart
Enemy's Health Additional Damage
100% 1d6
99-50% 2d6
49-0% 3d6


You maintain your focus as long as you are in combat. You must complete a long rest before being able to use this feature again.

War Tactics

The tactics are presented in alphabetical order.

Cleave. When you hit a creature with a weapon attack on your turn, you can expend one tactical die to cleave your weapon, striking each creature in a 90 degree cone. If the original attack roll would hit any additional creatures, they take damage equal to the number you roll on your tactical die, divided equally between the additional creatures hit. The main target only takes the damage from your original attack.

Commander's Strike. 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 tactical die. That creature can immediately use its reaction to make one weapon attack, adding a tactical die to the attack's damage roll.

Feinting Attack. You can expend one tactical 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 tactical die to the attack's damage roll.

Lunging Attack. When you make a melee weapon attack on your turn, you can expend one tactical die to increase your reach for the attack by 5 feet. If you hit, you add the tactical die to the attack's damage roll.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to frighten the target. You add your tactical die to the attacks damage roll, and the target must make a Personality saving throw. On a failed save, it is frightened of you until the end of your next turn.

Pierce Armor. When you hit a creature that is wearing armor with a melee weapon attack, you can expend one tactical die to weaken their armor, reducing the targets AC by 1. If you hit, you add the tactical die to the attack's damage roll. You can not weaken the same armor more than once.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one tactical die to add a tactical die to the roll. You can use this tactic before or after making the attack roll, but before any effects of the attack are applied.

Riposte. When an enemy misses you with a melee attack, you can use your reaction and expend one tactical die to make a melee weapon attack against the same enemy. If you hit, add a tactical die to the attack's damage roll.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one tactical die to attempt to damage another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your tactical die. The damage is of the same type dealt for the original attack.

Uppercut. When you hit a creature with weapon attack, you can expend one tactical die to attempt to slam the target with an upward blow, knocking the target down. You add the tactical 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, it is knocked back 5 feet and falls prone.