Key Takeaways
- Battle Masters in Dungeons & Dragons control the battlefield through tactical combat maneuvers and utilize maneuvers as their primary resources.
- The Battle Master subclass offers a high level of customization and is often regarded as the most choice-driven Fighter subclass.
- Different maneuvers, such as Pushing Attack and Feinting Attack, offer various advantages in combat, from positioning enemies to increasing accuracy.
As the Battle Master walks into the alley, from the shadows appear three men. The shortest of them speaks, “If you don’t want any trouble, be a good girl and hand over your coin purse. And leave that sword on your hip too.” Undaunted, the Battle Master draws the blade from its sheath and raises her shield. You can bet it won’t end well for these ruffians. They chose the wrong victim.
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In Dungeons & Dragons, Battle Masters are the pinnacle of martial achievement. They control the battlefield through deft usage of complex combat tactics, shielding themselves and their allies while simultaneously exposing the enemy. The primary resources they use to accomplish these feats are called maneuvers. Let’s see which ones you should consider.
Updated on December 4, 2024, by Alfredo Robelo: The Battle Master subclass continues to be the most picked option for fighters, giving them a much-needed complexity. With the release of the 2024 Player’s Handbook, many players are looking into becoming masters of battle themselves, so we’ve updated this article to include even more varied maneuvers.
21 Commanding Presence & Tactical Assessment
Using Superiority Die In Social Situations
Best Uses |
---|
Social Encounters |
Combining With Other Maneuvers |
You won’t always be fighting enemies in Dungeons & Dragons, even if that is where fighters mostly shine. When dealing with social scenarios, having maneuvers like Commanding Presence (adding your superiority die to Intimidation, Performance, or Persuasion checks) or Tactical Assessment (adding your superiority die to History, Investigation or Insight checks) can be a far greater aid to your party than new ways of hitting creatures in the face.
Best of all, these maneuvers combine well with others, since they fill their own unique purpose. If you like using the same combat maneuver over and over during combat scenarios, then combining it with something for social encounters will prevent you from feeling like you are making a bad choice, particularly when adding more maneuvers to your repertoire.
20 Disarming Attack
Force An Enemy To Drop An Object
Best Uses |
---|
Making Enemies Weaker |
Catching A Key Item |
Disarming Attack is a maneuver that won’t always be useful, particularly when facing giant monsters that don’t use weapons. But when fighting the evil paladin with the sword of absolute destruction, being able to force the villain to drop their precious weapon can certainly turn the tide of any battle.
Of course, you don’t have to use it only for weapons, you can force anyone that fails the Strength saving throw into dropping what they are holding. This can mean forcing a burglar into dropping the bag of holding they just stole from you, or forcing a giant into dropping the ally they just grappled with their hands.
Raise Your AC
Best Uses |
---|
Becoming A Better Tank |
Evasive Footwork is ideal for moments where you need to be more defensive than aggressive. With a bonus action, you can raise your AC as the result of a superiority die, as well as take the disengage action, making you not only immune to opportunity attacks but also becoming far tankier until your next turn.
Maneuvers like this one make Battle Master fighters be good not only at dealing damage, but at controlling the battlefield and staying in the front lines as well. You could have different fighters in your party, all of them Battle Masters, but with maneuvers so different that they feel like their own distinct classes.
18 Brace
Opportunity Attack When Creatures Approach You
Best Uses |
---|
Polearm Master replacement |
Flavor over other options |
This is like the poor man’s Polearm Master feat. It does the same thing as one of the feat’s features except it doesn’t require you to be wielding a weapon with reach, costs you a superiority die, and adds your superiority die to the damage.
Suffice it to say, you’re better off taking Polearm Master if you want to enjoy the benefits of this maneuver. After all, a weapon with reach is going to trigger someone walking into your range a lot more often anyway. Nonetheless, this is an option for players who absolutely refuse to part with their beloved greatsword, greataxe, or other non-reach weapons.
17 Rally
Give Temporary Hit Points To An Ally
Best Uses |
---|
Buff your party before a boss fight |
Shield someone close to death |
As a bonus action, Rally allows you to give temporary hit points to an ally equal to the roll on your superiority dice plus your Charisma modifier. While easily overlooked, Rally can be a great way to pad your allies hit points, making them harder to take down.
It’s also possible to use this maneuver outside of combat, take a short rest to regain your maneuvers, and then go into battle with your whole party’s life totals increased. Be advised though, temporary hit points will not revive a player who has already been knocked unconscious.
16 Bait And Switch
Swap Places With An Ally
Best Uses |
---|
Protect a party member |
Remove a party member from melee range |
Buff your AC or that of an ally |
The Bait and Switch Maneuver might be situational, but it is a handy ability for defense if you need to quickly switch positions with any creature, friend or foe, within five feet. The trick is that the creature has to be willing to switch places with you, so it makes more sense to use this with a friendly target.
When you roll your superiority die, the resulting number can be used as an AC bonus for you or your target. This pairs nicely with other Maneuvers like Goading Attack or Menacing Attack that also emphasize the defensive Battle Master build.
15 Pushing Attack
Send Enemies Flying
Best Uses |
---|
Knock enemies into environmental hazards or traps |
Knock enemies out of opportunity attack range of your allies |
Pushing attack is great because it gives you some say in where your opponent strikes next by allowing you to position them. Furthermore, the superiority die you roll when using this ability is added to the damage of your attack. Its drawback is that your target must first fail a strength saving throw before you are able to push them 15 feet.
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However, there are many battlefields where a precarious ledge, pool of acid, or otherwise harmful location exists. Throwing your enemies into harm’s way is not only a great tactic, but it’s also a very rewarding use of game mechanics that will take the dangers your dungeon master has laid out for you and turn them against his minions.
14 Goading Attack
Force Creatures To Attack Only You
Best Uses |
---|
Protect your allies at your own expense |
Stop enemies from killing downed allies |
This maneuver allows you to protect your allies by offering yourself as the target of your foe’s ire. The Fighter class is among the characters that are the hardest to take down, so it is often best for everyone if you are the one being attacked. The target must make a Wisdom saving throw. If they fail, their attacks have a disadvantage against anyone other than you until your next turn.
This maneuver functions much like the taunt action prevalent in many other games, nearly forcing the opponent to attack you instead of your allies. If the idea behind your character is to become the shield that defends your loved ones, Goading Attack is the perfect choice for you.
13 Menacing Attack
Frighten Creatures You Hit
Best Uses |
---|
Frighten a powerful enemy |
Prevent a melee attacker from attacking |
Though it functions differently, it could be said that Menacing Attack is a strictly better goading attack. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. If they fail, they suffer the Frightened condition until the end of your next turn. A creature that is frightened has Disadvantage on all attacks and ability checks and cannot willfully move closer to the source of its fear as long as that source remains in its sight.
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That being said, there are a plethora of creatures you will face in Dungeons & Dragons that have immunity to the frightened condition. In other words, Menacing Attack will not work against them. Goading Attack is more reliable even though Menacing Attack is technically better.
12 Parry
Reduce Damage Taken
Best Uses |
---|
Reduce incoming damage |
Save yourself from lethal damage |
Parry can be used to reduce the hit points dealt by your opponent during combat. It’s a defensive ability and therefore gets less attention because of the lack of drama involved, but being able to mitigate damage of any kind is a nice trick.
When you take a hit that deals damage, you can use your reaction to Parry, which means you roll your superiority die and add it to your Dexterity bonus. Subtract the result from the original amount of hit points. What Parry lacks in flair it makes up for in practicality.
11 Distracting Strike
Give Advantage To Your Allies When Attacking
Best Uses |
---|
Let your teammates shine |
Critical hit fishing |
Distracting strike allows you to, once again, add your superiority die to your attack’s damage roll. Beyond that, it gives the next ally who attacks the creature advantage on their attack roll as long as they attack before your next turn.
Distracting strike becomes even more appealing when you consider that advantage can make your allies’ abilities easier to use, for example, the rogue’s sneak attack. Lastly, granting advantage gives your friends a greater chance of scoring a critical hit, which will double their overall damage.
10 Quick Toss
Throw Weapons As A Bonus Action
Best Uses |
---|
Midrange build that uses thrown weapons |
The Quick Toss maneuver allows you to use a thrown weapon in melee combat. If you have a dagger, a dart, or even something bigger like a dagger or ax that’s meant to be thrown, you can use it as a close combat weapon.
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That’s a handy ability even if you have to use up a bonus action to use it. Drawing the weapon is also a part of the attack and doesn’t require a separate action though most dungeon masters forget about this rule anyway.
9 Feinting Attack
Gain Advantage On Your Next Attack
Best Uses |
---|
Increase your accuracy |
Used alongside Great Weapon Master |
Why give Advantage to someone else when you can make better use of it yourself? If that’s the question you’ve been asking, then the Feinting Attack Maneuver is what you’ll want. It costs a bonus action in addition to your superiority die to use, but the result is advantage on your next attack.
The superiority die is added to the damage. This maneuver is especially great when combined with feats that increase your damage at the cost of accuracy, such as Great Weapon Master, since it accommodates for the penalty you have applied to your attack.
8 Lunging Attack
Extend Your Reach
Best Uses |
---|
Pair with a reach weapon |
This ability is used to increase your reach with your weapon by five feet. That alone makes it a huge advantage for your character. A superiority die is used to extend your reach for a single turn. That roll is added to the damage, provided that you hit your target. Fighters already using a reach weapon can hit a creature from 15 feet away which is pretty impressive for a melee weapon.
In the 2024 Player’s Handbook, the maneuver changes to allow you to dash as a bonus action, not increasing your reach, but allowing you to catch people further away regardless. If you move at least five feet when dashing in this way, you still get the additional damage from expending a superiority die.
7 Sweeping Attack
Hit Two Creatures With A Single Attack
Best Uses |
---|
Against many weak enemies |
The Sweeping Attack is the D&D version of cleave, which allows your attack to hit more than one opponent in the same turn. You need to use one roll of your superiority die to damage another creature within a five-foot radius.
If you succeed in hitting the first creature, you also succeed in hitting the second equal to whatever you rolled with your superiority die. It counts as the same type of damage, whether it’s piercing, slashing, or bludgeoning, plus whatever magical bonuses your weapon might have.
6 Commander’s Strike
Make Allies Attack
Best Uses |
---|
Combo with allies |
Use your leftover attacks when slaying a creature |
Sure, this maneuver costs one of your attacks and your bonus action to be used. That’s asking a lot just to let one of your allies attack instead of you. However, the right party composition can make devastating use of this maneuver.
For instance, Rogues can trigger their sneak attack a second time in a round through this maneuver. Other melee characters with a feat like crusher that allows them to push enemies might be able to knock someone off a cliff or into a pit of lava with this added attack. Commander’s strike is begging for your party to come up with cool combos. It deserves a high spot on this list for that reason alone.
5 Ambush
Improved Stealth And Initiative Rolls
Best Uses |
---|
Kill enemies before they get a turn |
Turn a stealth failure into a success |
Any intermediate player in Dungeons & Dragons knows that rolling a high initiative is a huge boon in almost all combat scenarios. The chance to go before your opponents allows you to potentially kill an enemy before they get a turn or take advantage of superior battlefield positioning.
Ambush lets you add your superiority die to your initiative roll, giving you that extra edge when you need it. Additionally, you can also use this maneuver to buff up any stealth rolls you make. This is more of a niche usage case, but it comes up more often than you might think.
4 Precision Attack
Add A Superiority Die To The Attack Roll
Best Uses |
---|
Ensuring attacks hit |
Avoid wasting a superiority die |
Feinting attack may give you Advantage, but Precision Attack makes it so that your superiority die is added directly to your attack roll. What makes it really superb though, is your ability to decide to use it after the attack roll is made.
Whereas you may waste a superiority die with feinting attack by giving yourself Advantage on an attack roll that was destined to hit, Precision Attack allows you to take an attack you already know will miss and turn it into a hit. It is worth noting that this maneuver does not add your superiority die to the attack’s damage, like most others. But that’s a cost well worth paying to ensure your attack lands.
3 Maneuvering Attack
Move Allies When You Land A Hit
Best Uses |
---|
Better battlefield positioning |
Avoiding opportunity attacks |
Maneuvering attack is interesting because, although it may be one of the best maneuvers, it is rarely selected. When you hit with a weapon attack, you may use Maneuvering Attack to roll your superiority die and add it to the attack’s damage. What’s amazing about Maneuvering Attack is that it then allows an ally to use their reaction and move up to 15 feet without provoking opportunity attacks from the target of your attack.
This maneuver is a saving grace for any friend whose life has been put in danger. It’s the only maneuver available to Battle Masters that could prevent a character’s death. In the archetypal Dungeons & Dragons party, this truly is the main function of the Fighter class, to protect your friends by putting your own life on the line.
2 Trip Attack
Knock Enemies Prone
Best Uses |
---|
Crowd control |
Knocking down flying opponents |
Providing advantage to melee attackers |
Speaking of advantage, Trip Attack is capable of granting it to more than one ally given that those allies are attacking from melee range. You will add your superiority die to the attack’s damage. The target then must make a Strength saving throw. If they fail, they are knocked prone.
The Prone condition makes it to where all melee attacks have advantage against the enemy at the cost of ranged attacks suffering disadvantage. The enemy also must use half of their movement to stand back up. In the right situation, Trip Attack is a more effective distracting strike, if less reliable.
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