Maneuvers Guide

Explore the 23 Battle Master maneuvers, their uses in combat, and how to maximize their effectiveness in different playstyles.

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. With a single swing, you can use these special skills, which are powered by superiority dice, to take control of the battlefield, strengthen your attacks, or assist your allies. This guide helps you select the best moves for your fighter by breaking down each one and highlighting the finest selections. 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. Every move gives your assaults an effect, such as increased damage or a tactical edge, which makes every battle more interesting. As you level up, you’ll acquire more moves, reaching nine at level 15, which will give you a more flexible toolkit.

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

Enhances your attack roll with a superiority die, making it ideal for opponents with strong AC. This guarantees you don't miss when you need to land a crucial hit.

Trip Attack

Gives you and your allies a melee advantage by knocking foes prone and dealing an additional die of damage. When it comes to major threats, it is revolutionary.

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 dice to Stealth or Initiative (Orange), which are both unique yet useful for unexpected strikes.
  • Bait and Switch: Swap places with an ally and boost their AC—tactical but situational (Orange).
  • Brace: Strong in confined areas, hit an oncoming enemy as a reaction with additional damage (Green).
  • Commander’s Strike: Give up an attack to let an ally strike, adding damage—great with rogues (Green).
  • Disarming Attack: Extra damage and forcing an enemy to drop an item are great compared to weapon users (Green).
  • Distracting Strike: Add damage and give advantage to an ally’s next attack—solid support (Green).
  • Evasive Footwork: While moving, turn up the air conditioning; it’s useful for evading (Green).
  • Feinting Attack: Gain advantage on your next attack with bonus damage—reliable offense (Green).
  • Goading Attack: Ideal for tanking (Green), do damage and tease an opponent to target you.
  • Grappling Strike: Grapple as a bonus action after hitting—control for melee builds (Orange).
  • Lunging Attack: Increase your damage and range; this is situational yet helpful (Orange).
  • Maneuvering Attack: Move an ally without provoking attacks, plus damage—team-friendly (Green).
  • Menacing Attack: Use the powerful control option to intimidate an enemy and add damage (Blue).
  • Parry: Reduce damage taken as a reaction—defensive gem (Green).
  • Precision Attack: For precision, you must include a die in your attack roll (Blue).
  • Pushing Attack: Shove a foe 15 feet with extra damage—great for positioning (Green).
  • Quick Toss: As a quick and versatile additional action with damage, throw a weapon or net (Blue).
  • Rally: Grant an ally temp HP based on your die + Charisma—supportive niche (Orange).
  • Riposte: Use more damage to counterattack a miss and punish enemies (Green).
  • Sweeping Attack: Hit multiple foes with one die of damage—good in crowds (Orange).
  • Tactical Assessment: Add a die to the out-of-combat utility (Orange) for Investigation, History, or Insight.
  • Trip Attack: Knock a foe prone with extra damage—top-tier control (Blue).
  • Commander’s Presence: Enhance Persuasion, Performance, or Intimidation—roleplay-oriented (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:

At level 3, start with three. At levels seven, ten, and fifteen, add more. Stay flexible by combining offensive and utility; you have plenty of fuel from your dominance dice (4 at initially, up to 6 later).

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. You can create a fighter that is exclusively yours by giving priority to the best features, such as Quick Toss’s bonus-action genius or Precision Attack’s clutch accuracy, using grades ranging from Red to Blue.

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 serves as your road map; for further information, see our build guides or frequently asked questions. Learn your moves, learn how to fight.