Maneuvers Guide

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Maneuvers Guide

Introduction to Battle Master Maneuvers

Maneuvers are the heart of the Battle Master 5e subclass in Dungeons & Dragons, turning a basic fighter into a tactical powerhouse. Powered by superiority dice, these special abilities let you control the battlefield, boost your attacks, or support your allies—all with a single swing. This guide breaks down every maneuver, highlights the best picks, and helps you choose the right ones for your fighter. Whether you’re new to the subclass or refining your build, you’ll find everything you need to master combat here.

What Are Battle Master Maneuvers?

Maneuvers are unique combat techniques you unlock at level 3 as a Battle Master. You start with 3, choosing from a pool of 23, and use superiority dice (d8s at first, scaling to d12s) to activate them. Each maneuver adds an effect—like extra damage or a tactical advantage—to your attacks, making every fight dynamic. You’ll gain more maneuvers as you level, up to 9 by level 15, giving you a versatile arsenal.

What Are the Best Battle Master Maneuvers?

Not all maneuvers are created equal—some stand out for their power and versatility. Here are three of the best, rated highly for their impact:

Precision Attack

Adds a superiority die to your attack roll, perfect for high-AC foes. When you need to land a critical hit, this ensures you don’t miss.

Trip Attack

Knocks enemies prone while dealing an extra die of damage, granting melee advantage to you and your allies. It’s a game-changer against big threats.

Quick Toss

Throws a net or weapon as a bonus action, restraining targets or adding damage. Pair it with a net to lock down enemies fast.

Complete Battle Master Maneuvers List

Here’s a rundown of all 23 maneuvers, including their effects and ratings (Red = situational, Orange = decent, Green = good, Blue = great). Use this to plan your fighter’s toolkit:

  • Ambush: Add a die to initiative or Stealth—niche but handy for surprise attacks (Orange).
  • Bait and Switch: Swap places with an ally and boost their AC—tactical but situational (Orange).
  • Brace: Hit an approaching foe as a reaction with extra damage—strong in tight spaces (Green).
  • Commander’s Strike: Give up an attack to let an ally strike, adding damage—great with rogues (Green).
  • Disarming Attack: Force a foe to drop an item, plus extra damage—excellent vs. weapon users (Green).
  • Distracting Strike: Add damage and give advantage to an ally’s next attack—solid support (Green).
  • Evasive Footwork: Boost your AC while moving—good for dodging (Green).
  • Feinting Attack: Gain advantage on your next attack with bonus damage—reliable offense (Green).
  • Goading Attack: Deal damage and taunt a foe to target you—perfect for tanking (Green).
  • Grappling Strike: Grapple as a bonus action after hitting—control for melee builds (Orange).
  • Lunging Attack: Extend your reach and deal extra damage—situational but useful (Orange).
  • Maneuvering Attack: Move an ally without provoking attacks, plus damage—team-friendly (Green).
  • Menacing Attack: Add damage and frighten a foe—strong control option (Blue).
  • Parry: Reduce damage taken as a reaction—defensive gem (Green).
  • Precision Attack: Add a die to your attack roll—must-have for accuracy (Blue).
  • Pushing Attack: Shove a foe 15 feet with extra damage—great for positioning (Green).
  • Quick Toss: Throw a weapon or net as a bonus action with damage—versatile and fast (Blue).
  • Rally: Grant an ally temp HP based on your die + Charisma—supportive niche (Orange).
  • Riposte: Counterattack a miss with extra damage—punishes foes (Green).
  • Sweeping Attack: Hit multiple foes with one die of damage—good in crowds (Orange).
  • Tactical Assessment: Add a die to Investigation, History, or Insight—out-of-combat utility (Orange).
  • Trip Attack: Knock a foe prone with extra damage—top-tier control (Blue).
  • Commander’s Presence: Boost Intimidation, Performance, or Persuasion—roleplay-focused (Orange).

 

Here’s a quick reference table for some highlights:

 

Maneuver

Effect

Rating

Precision Attack

+1d8 to attack roll

Blue

Trip Attack

Knock prone +1d8 damage

Blue

Disarming Attack

Drop item +1d8 damage

Green

Quick Toss

Bonus action throw +1d8 damage

Blue

Menacing Attack

+1d8 damage, frighten foe

Blue

How to Choose Your Maneuvers?

Picking the right maneuvers depends on your role:

Start with 3 at level 3, and add more at levels 7, 10, and 15. Mix offense and utility to stay adaptable—your superiority dice (4 at first, up to 6 later) give you plenty of fuel.

Tips for Using Maneuvers Effectively

These tricks make your maneuvers hit harder and smarter.

Why Maneuvers Matter?

Maneuvers elevate the Battle Master above basic fighters. They’re not just extra damage—they’re options. You can disarm a boss, trip a horde, or toss a net to stop a retreat. With ratings from Red to Blue, you can prioritize the best—like Precision Attack’s clutch accuracy or Quick Toss’s bonus-action brilliance—and build a fighter that’s uniquely yours.

Get Started with Maneuvers

Ready to wield these maneuvers? Pick your favorites, pair them with your weapon and feats, and take control of combat. This guide is your roadmap—dive deeper with our build guides or FAQ for more insights. Master your maneuvers, master the fight.