The bullets reading Advanced require a second Fighting Style slot taken, plus be at least the listed (level).
The bullets reading Champion are alternate Advanced abilities available only to that Fighter subclass.
You gain a bonus +2 to attack rolls you make with ranged weapons.
Advanced (10th): if taking no movement during the round (Speed is 0 including reactions) you will critical hit on a roll of 19-20 on your first attack on your turn (can combine with Steady Aim rogue feature).
Champion (10th): Your bonus becomes +3 to attack and +2 to damage rolls you make with ranged weapons.
You gain +1 to attack rolls with longswords and they are finesse (DEX) weapons for you.
Advanced (10th): Once per turn you may combine two attacks into a leap-attack: a hit, deals an additional 2d6 damage and (if not a larger size than you) knocks prone or back 10 feet unless making a DEX save vs. 8+ your proficiency bonus + your charisma modifier.
You are proficient with improvised weapons.
In addition, you roll a 1d4 in place of the normal damage of your unarmed strikes (punch, elbow, kick, knee, head butt, etc.), and can engage in unarmed two-weapon fighting (treat as simple light weapons for this purpose only).
If grappling a creature, you can deal 1d4 bludgeoning damage at the start of each of your turn.
Advanced (10th): You gain a bonus +3 damage delivering unarmed strikes. Your grappling bludgeoning damage increases to 2d4.
Being unable to see a creature within 10 feet of you doesn’t impose disadvantage on your attack rolls, provided the creature has not successfully hidden from you.
Advanced: Range increases to 20 feet. Advantage on Perception checks not relying on sight.
You can wield a cloak in one hand as if it was a shield (+2 to AC). You can benefit from only one cloak at a time and you cannot wield a cloak and a shield at the same time.
As a Reaction vs. a missed attack against you by a creature within 5 feet that you can see, you attempt to bind its weapon. Make a DEX (Acrobatics) check, contested by the target’s (Athletics) + (STR or DEX - the target chooses) check. If your roll is higher, the cloak catches the weapon and the next attack roll with this weapon before the end of its next turn has disadvantage and cannot willingly move away from you without letting go of this weapon.
Wielding melee weapons, you gain +1 to AC while not grappled or incapacitated.
Advanced (5th): You learn to properly position to defend yourself from many attacks while wielding melee weapons by taking a defensive stance using your Bonus Action, limiting your Move to 5 ft and taking the Dodge or Disengage action. While in this stance (until the start of your next turn):
The (+1) bonus to AC increases to be your Proficiency bonus.
you can use your Reaction to either attack a creature that makes a weapon attack roll within melee weapon reach or to impose Disadvantage to an attack on another within your melee range.
Wielding only a single melee weapon, you gain a bonus +2 to damage rolls.
Advanced (5th): Using a Bonus Action to declare a specific enemy as your focus, you gain advantage on Dexterity and Charisma saving throws against that enemy and will never expose yourself to opportunity attacks from that enemy while it remains your focus in the current combat.
When you roll damage for an attack made with a (two-handed or versatile) melee weapon you are wielding with two hands, you can reroll the weapon's damage dice, but you must use the new roll.
Advanced (5th Level prerequisite ) Great Weapons Sweep:
Whenever attack roll can hit the AC of a 2nd opponent within range, you roll the weapon’s damage die (no other modifiers from strength, rage, etc) and that target takes that damage.
If using a weapon with the Cleave property, once per turn (and after rolling your attack) you may apply that damage to ALL opponents within 5 feet of the target and your weapon's reach that have an AC against which that attack will hit.
Choose INT, WIS, or CHA. When you attack with a weapon that lacks the two-handed property, you can use your chosen ability modifier, instead of STR or DEX, for the attack and damage rolls.
Additionally, when you use a maneuver that requires a target to make a saving throw to resist its effects, use DC the chosen modifier (+8 +proficiency bonus).
You are proficient with improvised weapons.
Improvised weapons deal 1d8 + STR damage of type selected by the DM. If two-handed in size, damage increases from 1d8 to 1d10. Improvised weapons may be susceptible to breaking when used.
Advanced (10th): Gain +2 to hit and +2 bonus to damage with improvised weapons.
You can draw a weapon that has the Light property as part of the attack made with the weapon. Your attacks using Light weapons deal +1 damage.
Advanced (10th): Your attacks using Light weapons deal +2 damage. Once per turn when you hit with a light weapon, you can immediately attack the same target again with the same weapon.
You may use Disengage as a Bonus Action,
Advanced (10th): You may move an additional 15 feet on your turn in combat, so long as the path re-traces locations where you previously moved on the same turn.
When you use your Reaction to take a Readied Action, before or after the Readied Action you can
use a Bonus Action if you did not take a Bonus Action on your prior turn.
Move up to half your Speed if you moved no more than half your Speed on your prior turn.
Advanced (10th): Taking the Attack Action on your turn, you may reserve any number of your attacks to be used as Opportunity Attack Reactions until the start of your next turn.
On your turn, you can mark one creature you can see as your ward. As long as you are wielding a shield and ward is within 5 feet, your Reaction can impose Disadvantage on one attack vs. the ward.
Advanced (10th): Wielding a shield, when you impose Disadvantage on attacks against targets other than yourself that are within 5 feet of you, those targets also gain 3/4 cover (+5 AC). Taking the Attack Action on your turn, you may reserve any number of your own attacks to be used as additional Reactions in this way until the start of your next turn.
Wielding a Versatile weapon, one-handed you gain +1 to attack rolls, while using it two-handed deals +1 damage.
Advanced (5th): Gain +1 to AC while not incapacitated or grappled and wielding a Versatile weapon with two hands.
Drawing a weapon with the Thrown property becomes part of the attack made with that weapon. Your ranged attacks using a thrown weapon deal +2 damage.
Advanced (10th): if taking no movement during the round (Speed is 0 including reactions) you will critical hit on a roll of 19-20 on your first attack on your turn (can combine with Steady Aim rogue feature).
Champion (10th): You gain a bonus +2 to attack rolls you make with thrown weapons.
While wielding two one-handed weapons:
Your ability (usually STR or DEX) bonus is now included in damage dealt by the "opposite hand" weapon.
Once per turn, you may re-attack with the "opposite weapon" as part of the Attack, without using your Bonus Action.
The Bonus Action for one additional attack can be made with either weapon, so long as that weapon did not successfully hit during your Attack Action.
Advanced (10th): the Bonus Action will make two additional attacks (one from each hand) and does not require the weapon to have missed during the Attack Action.
While wearing no armor, your AC = 10 + DEX + CON (and can still use a shield.)
Battle Masters or others may learn special combat options that employ a certain type of dice pool such as "Superiority Dice" or "Psi Dice". As these may vary, in these descriptions we refer to an "X die".
X Dice: At 2nd level, you possess two X dice, which are d4s. An X die is expended when you use it. As you increase your level, the number and size of these dice increase, as listed in the table. You regain all of your expended X dice when you finish a short or long rest.
Maneuvers: Follow the class or feat description to select a number of maneuvers. Most maneuvers enhance an attack in some way, and you can use only one maneuver per attack. If the size of your X die changes as you gain a level, you can reselect your entire list of known maneuvers.
Signature Maneuvers: If the description of your class identifies “signature maneuver” options, once per turn, when using the designated signature maneuver, the X Die described in the effect is not expended from your pool of X Dice. But when used, still counts as the one maneuver per attack, and may only be used once per turn.
Saving Throws: Many 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:
8 + your proficiency bonus + higher of STR or DEX modifier (a mind-trick may use INT instead)
Break Hold Action: When you make a Strength (Athletics) or Dexterity (Acrobatics) check to resist or escape a grapple, you can expend one X die and add the X die to the ability check.
Charge Attack: By moving 10+ feet then taking your first attack of your turn with the momentum, you gain advantage to hit and add the X die to the damage roll. (On the way you risk opportunity attacks).
Climb Giant Reaction: When a creature at least two sizes larger than you misses you with a melee attack, you can use your reaction and expend one X die to climb onto it (see the Dungeon Master's Guide for rules on climbing bigger creatures). To do so, make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check and add the X die to the roll. On a success, you move into the target's space and cling to its body.
Clinch Strike Bonus Action: When you are grappling or climbing a creature, you can expend one X die to make an unarmed strike against it as a bonus action. If the attack hits, add the X die to the attack’s damage roll. If you are grappling a target that is against a wall, you have advantage on the attack.
Commander’s Attack: When you take the Attack action on your turn, you can forgo one of your attacks 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 X die. That creature can immediately use its reaction to make one weapon attack, adding the X die to the attack’s damage roll.
Disengaging Attack: When you hit a creature with a melee weapon attack, you can expend one X die. You add the X die to the attack's damage roll and you can Disengage as a bonus action until the end of the turn.
Escaping Attack: If you hit, add the X die to the attack's damage and the target cannot make an opportunity attack on you on your turn.
Evasive Move: On your Move, expend one X die, and add the number rolled to your AC until the end of current round.
Feinting Bonus Action: You can expend one X die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You gain advantage on your next attack roll against that creature this turn. If that attack hits, add the X die to the attack's damage roll.
Foe Shield Reaction: When you are grappling or climbing a creature and a different creature hits you with an attack, you can use your reaction and expend one X die to take cover behind the creature you are grappling or climbing. Roll the die and add to your Armor Class against the triggering attack. If the attack misses, the attacker must reroll the attack against the creature you are grappling.
Intercept Reaction: When a creature within 5 feet of you (other than you) is hit with an attack, you can use your reaction and expend one X die to try to redirect the attack to yourself. Make a Dexterity (Acrobatics) check add the X die to the roll, contested by the target’s attack roll. If you succeed, the attack automatically fails and the target must reroll the attack roll against you. If you are not within the attack's reach, you move the shortest possible distance to be within the attack's reach as part of your reaction.
Precision Attack: When you make a weapon attack roll against a creature, you can use a Bonus Action and add one X die to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pull from Mount Reaction: When a mounted creature misses you with a melee attack, you can use your reaction and expend one X die to try to pull the target from its mount. To do so, make a grapple check and add the X die to the roll (see the Player’s Handbook for rules on grappling). On a success, you pull the target from its mount and knock it prone on the nearest unoccupied space.
Pushing Attack: When you hit a creature with a melee attack, you can expend one X die to attempt to drive the target back. You add the X 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 push the target up to 10 feet away from you.
Side–Step Reaction: As a reaction vs. a large or smaller creature you can see that moves 15+ feet straight toward you and then hits you with a melee weapon attack on the same turn, you can expend one X die to attempt to side step the attack. Add the X die roll to your Armor Class, potentially turning the hit into a miss. If the attack misses, you move into the nearest unoccupied space and the attacker falls prone in your previous space unless it makes a Dexterity saving throw.
Size Up Attack: When you hit a creature with a melee weapon attack, you can expend one X die to attempt to get a sense of its martial prowess. You add the X die to the attack’s damage roll, and you immediately learn the creature's AC, Dexterity, Strength, and Constitution scores unless the target must makes a Charisma saving throw.
Tactical Assessment Initiative: When you make an initiative roll, you can expend one X die and add the die to the roll.
Trip Attack: When you hit a creature with a melee attack, you can expend one X die to attempt to knock the target down. You add the X die to the attack’s damage roll and if the target is Large or smaller, it must make a STR saving throw. On a failed save, you knock the target prone.
Blinding Attack. You can expend one X die to attempt to blind an opponent, attacking with disadvantage. If the attack hits, add the X die to the weapon’s damage roll, and the target must make a Constitution saving throw. On a failed save, the target is blinded until the end of your next turn.
Concussive Attack: When you hit a creature with a melee weapon attack, you can expend one X die to attempt to disrupt its concentration on a spell. You add the X die to the attack’s damage roll and, if the target is concentrating on a spell, it has disadvantage on the concentration check.
Disarming Attack: When you hit a creature with a melee attack, you can expend one X die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the X 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.
Distracting Attack: When you hit a creature with a melee attack, you can expend one X die to distract the creature, giving your allies an opening. You add the X die to the attack’s damage roll. The next attack roll against the target by (someone else) has advantage if the attack is made before the start of your next turn.
Goading Attack: When you hit a creature with a melee attack, you can expend one X die to attempt to goad the target into attacking you. You add the X die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Hamstring Reaction: When you hit a creature with an opportunity attack, expend one X die to hamper movement with its legs. You add the X die to the damage roll, and the target's speed becomes 0 for the rest of its turn unless it makes a Dexterity saving throw.
Lunging Attack: When you make a melee weapon attack on your turn, you can expend one X die to increase your reach for that attack by 5 feet or move 5 feet closer towards the target. If you hit, you add the X die to the attack's damage roll.
Parry Reaction: When another creature damages you with a melee attack, you can use your reaction and expend one X die to reduce the damage by the number you roll on your X die + your Dexterity modifier.
Quick Toss Bonus Action: As a bonus action, you can expend one X die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the X die to the weapon’s damage roll.
Riposte Reaction: When a creature misses you with a melee attack, you can use your reaction and expend one X die to make a melee weapon attack against the creature, if you hit, you add the X die to the attack's damage roll.
Running Thrown Attack: When you move at least 10 feet straight toward a target and then make a thrown weapon attack roll against it, you can expend one X die to double the normal range of your weapon for that attack and add the X die to the roll.
Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend a X die to attempt to damage another creature within reach. If the original attack can hit the second creature, it takes damage equal to your X die.
You gain proficiency with improvised weapons and gain Combat Tempering (AC = 10 + DEX mod + WIS mod) and the Fighting Style: Brawling (Body Strike). At 14th level, you automatically gain the Fighting Style: Blind Fighting.
Martial Arts: At 3rd level, your Body Strike attacks deliver your level’s X Die in damage and gain the benefits of the Dual Wielding Fighting Style, that is, the re-attack can be performed (once per turn) without using your Bonus Action and can be used in combination with a weapon with which you are proficient. An additional Body Strike can be made as a Bonus Action.
Unarmored Movement: Starting at 3rd level, your speed increases by +10 feet while wearing no armor or wielding a shield. This increases to +15 feet at 7th level, +20 feet at 10th level, and +25 feet at 14th level. At 9th level you can move across liquids without falling.
Ki Recovery: At 5th level, along with learning Extra Attack, you may regain one X Die on your turn by foregoing one extra attack, using no X dice, and taking Bonus Action to tap Ki energies.
Ki-empowered Strikes: At 6th level, while you retain at least one X die in your pool, your body strikes count as magical for the purpose of overcoming resistance/immunity to nonmagical attacks/damage.
Uncanny Dodge: At 7th level, when an Attack (d20 roll to hit) you can see hits you can use your Reaction to halve the rolled damage.
Extra Reaction: At 14th level, you can use 2 Reactions per round rather than just one.
(In addition to the (non-Weapon) Combat Maneuvers listed above.)
Deflect Missiles Reaction: You can use your Reaction to deflect a missile when hit by a physical ranged weapon attack. The damage you take from the attack is reduced by 1d10+DEX mod + your level. If the damage is reduced to 0, you can expend an X die and redirect the missile (up to 45 degrees) as part of the Reaction and make an attack (with proficiency) at range of 20 feet, long range 60 feet. Roll weapon damage and also roll your X die and take the higher of the two before applying adders.
Grappling Attack: Immediately after you hit a creature on your turn, you can expend one X die and then try to grapple the target as a bonus action. Add the X die to your STR (Athletics) check.
Propelled Leap Move: You expend one X die to leap your movement in distance in a single bound. You can also use this skill as a bonus action to stand from a prone position without provoking opportunity attacks.
Intermediate Martial Arts Maneuvers (5th Level Requirement)
Adapt Reaction: As a Reaction, spend a X die to gain effects akin to Absorb Elements. (When attacked by acid, cold, fire, lightning or thunder damage you gain resistance to that damage type until the start of your next turn. Additionally, the next successful hit you make will add your X die in that type of damage to your attack).
Agile Move: You can expend one X die and use up to 15 feet of your movement to move in a straight line. During this movement, you gain the following benefits:
You can move along a vertical surface without falling.
You can move through a hostile creature’s space, even if that creature isn't at least two sizes larger than you.
A creature’s space is not difficult terrain for you.
If you then hit a creature immediately after moving, you add the X die to the attack’s damage roll. You can’t willingly end your move in a creature's space.
Ki Blade Attack: As part of your Attack, you can spend one X die to increase your attack range to gain the Reach attribute (10 foot range attacks). All attacks have this range during your turn, but the X die bonus to damage only applies to the first hit. These blades form temporary visual distortions extending from the attacker.
Suppressed Fall Reaction: As a reaction, you can spend one X die to reduce falling damage by your level x5 HP and land standing.
Advanced Martial Arts Maneuvers (9th Level Requirement)
Deflect Magic Reaction: Beyond missile attacks, you can redirect even attacks through magical energies. When you are hit with a spell attack roll, a line spell or effect, or the Magic Missile spell, you can use your reaction to reduce the spell's damage by 2d10 + your Wisdom modifier + your monk level. When this effect is sufficient to reduce the spell's damage to 0, you can spend an X die to redirect (up to 90 degrees) the spell as to any target to within 30 feet of you, as though you cast the spell or caused the effect. If hit with the Magic Missile spell, add the damage from all darts before redirecting the total damage.
Memory Lapse Bonus Action: As a bonus action, you can expend a X die and attempt to cloud the minds of nearby creatures. Creatures of your choice within 30 feet must make an INT saving throw. On failure, you are erased from their memory and senses until either the start of your next turn, you make an attack against them, interact with them, or they succeed in a Search against DC 8 + your proficiency + your INT mod.
Thanks to various sources for these verisions, including https://radabard.com/.