Combat Superiority
At 1st level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are chosen from the list of maneuvers available, listed on the end of the class description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice as you gain levels in this class, as shown on the Maneuvers column on the Combatant table.
Superiority Dice. You fuel your maneuvers with superiority dice, which are d8s. A superiority die is expended when you use it. You have a number of superiority die equal to your proficiency bonus. You regain all of your expended superiority dice when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Combatant Type
At 3rd level you gain a subclass. Pick from; Juggernaut, Defender, or Quick Attacker. This Subclass grants you features at 3rd, 7th, 10th, 14th, 17th, and 20th level.
Quick Attacker
These attacks stack with the extra attack feature.
Blade Walls
At 3rd level you can attack faster. Whenever you take the Attack action on your turn using a weapon that lacks the heavy property, you can make one additional attack with the same weapon using your bonus action. This additional attack doesn't add any modifiers to the damage roll.
When engaged in two weapon fighting, you can make a second attack as part of your bonus action. This second attack doesn't add any modifiers to the damage.
Extra Attack
Beginning at 5th level, you can attack twice, rather than once, when you take the Attack action.
Feature: Mind If I Ask You A Few Questions
Your position (or former position) as a special investigator commands a certain degree of respect and can be used to open doors. Within the nation whose military you serve, if you request the opportunity to ask questions of people, including officials, reclusive wizards, powerful merchants or the haughtiest of priests, they and their retainers will generally be inclined to grant the request. The more reasonable you make the request sound, the more likely it will be granted. This does not mean that people will answer questions happily, fully or honestly, or be positively inclined towards you, merely that they or their representatives will meet with you and hear and potentially answer questions pertinent to the topic you are investigating.
Anthropomorphic Speech. The experiments have given you the ability to communicate with your associated animal. You can cast speak with animals with this trait. Once you cast this spell, you can't cast it again with this trait until you finish a long rest. When you use this version of speak with animals, you can only communicate with the animal which you derive your traits from. So a kitzune would only be able to communicate with foxes, for example.
Digger. You have a burrowing speed of 20 feet.
Sniffer. Wolves and dogs have keen noses. You have advantage in Wisdom (Survival) checks using your nose.
Puppy Eyes. You may use an action to appeal to a creature's better side by looking forlorn and sad with big cute eyes. The targeted creature must be able to see your face clearly. They must succeed a Charisma saving throw or all attack rolls they make against you have disadvantage until the end of their next turn. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier. You must complete a short or long rest before using this trait again.
Maneuvers:
Commanding Presence
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.
Disarming Attack
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. The object lands at its feet.
Trip Attack
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.
Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. 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.
Brace
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. If the attack hits, add the superiority die to the weapon's damage roll.
Features & Traits