Maneuvers of War v1.0.1 #
- When you gain this feature at 3rd Level pick three Maneuvers from the Maneuver List to learn.
- Additionally, you gain two more maneuvers at 7th, 10th, and 15th Level, & can replace one Maneuver with another option from the Maneuver List per level.
- You can only use one Maneuver per attack.
- You gain four d8 Superiority Dice, Superiority Dice are expended when used in maneuver. You regain all Superiority Dice on a Short or Long Rest, and you gain one additional Superiority Die at 7th, and 15th Level.
- Maneuvers that require a Saving Throw have a DC of 8 + your Proficiency Bonus + the Ability Modifier used in the Attack.
- Starting at 17th Level once per turn, when you use a maneuver, you can roll 1d8 and use the number rolled instead of expending a Superiority Die.
- See Battle Master Subclass Changes/Compensation: M-Archetype Warlord
Maneuver List: #
Name | Effect |
---|---|
Ambush | When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated, you can additionally add the result to an ally’s roll as well. |
Bait and Switch | When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. |
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. |
Commander’s Strike | 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 Superiority Die. That Creature can immediately use its Reaction to make one weapon attack, adding the Superiority Die to the Attack’s Damage Roll. |
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. |
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. |
Evasive Footwork | As a Bonus Action, you can expend one Superiority Die and take the Disengage Action. You also roll the die and add the number rolled to your AC until the start of your next turn. |
Feinting 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. |
Goading Attack | When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority 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. |
Grappling Strike | Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. |
Lunging Attack | As a Bonus Action, you can expend one Superiority Die and take the Dash Action. If you move at least 5 feet in a straight line immediately before hitting with a Melee Attack as part of the Attack Action on this turn, you can add the Superiority Die to the Attack’s Damage Roll. |
Maneuvering Attack | 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. |
Menacing Attack | When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. |
Parry | When another creature damages you with a melee attack, you can use your Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die + your Strength or Dexterity Modifier (your choice). |
Precision Attack | When you miss a weapon attack roll against a Creature, you can expend one Superiority Die to add it to the roll to hit. |
Pushing Attack | When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. 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 push the target up to 15 feet away from you. |
Quick Toss | As a bonus action, you can expend one superiority 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 superiority die to the weapon’s damage roll. |
Rally | As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That Creature gains Temporary Hit Points equal to the Superiority Die roll + half your Fighter Level (rounded down). |
Riposte | When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll. |
Sweeping Attack | When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose 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 superiority die. The damage is of the same type dealt by the original attack. |
Tactical Assessment | When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check. |
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. |