Battle Master Maneuvers are an excellent way to build whatever kind of Fighter you want.

With plenty of options to deal extra damage, exercise some control on the battlefield, or provide some extra protection and utility for your party, there’s a lot here!

But you’re not alone if having so many shiny options leaves you with a case of “analysis paralysis.”

So today we’re looking over the various maneuvers available to you in D&D 5e. Specifically, we’ll go over each option and how it works and answer some common questions.

Let’s get right into it with this guide to Battle Master Maneuvers in D&D 5e!

Battle Master Fighter Maneuvers 5e

Maneuvers represent the special techniques and training that a martial character uses in combat.

There are currently 23 different maneuvers to choose from in total. These maneuvers generally fall into three categories: Damage, Defense, and Control/Utility.

Most of these (16 to be precise) appear under the Battle Master Fighter subclass in the 5e Player’s Handbook. However, seven new maneuvers were added in Tasha’s Cauldron of Everything.

Maneuvers are the core of the Battle Master Fighter subclass. I’d recommend also checking out my Battle Master subclass guide here if you haven’t already done so.

Battle Masters gain maneuvers as they level up. You can see how many maneuvers they get at each level shown in the table below.

Battle Master Fighter LevelManeuvers KnownNumber of Superiority DiceSuperiority Die
3 – 634d8
7 – 955d8
10 – 1475d10
15 – 1796d10

Maneuvers are powered by the Battle Master’s unique resource: Superiority Dice.

Superiority Dice are expended to use maneuvers. In many cases, these dice also add to the attack’s damage that you are applying the maneuver to.

When you learn new maneuvers at levels 7, 10, and 15, you can replace one maneuver that you already know.

This is useful if you find yourself not using a chosen maneuver as much as you had hoped or have a new combat strategy that would require different maneuvers.

With all of that covered, let’s now look at your maneuver options.


Maneuver Type: Control/Utility

There’s no downside to being able to act quicker in combat. In many cases, it can save your character’s life!

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.

This is especially worth considering if you’re going for more of a Dexterity build with your character.

Even beyond the bonus to your initiative rolls, the bonus to your Stealth checks means that you’ll be able to sneak alongside (or in place of) the party’s Rogue or Ranger.

If you plan on taking your enemies by surprise with any regularity, this is an excellent pick.

Of course, it can also be great for characters that aren’t necessarily focused on Dexterity but don’t want to risk getting stuck at the bottom of every initiative order in combat!

Bait and Switch

Maneuver Type: Defense

This maneuver is handy for outmaneuvering your foes or (more likely) for when you need to rescue an ally.

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.

This is more of a niche pick that relies on some clever positioning to pull off.

The main situation that I can see this being useful in is getting an ally that’s about to get knocked unconscious out of harm’s way.

By getting them out of an enemy’s range and giving them a (hopefully) solid boost to their armor class, it can prevent them from needing to make a new character.

Of course, you could also give yourself the AC bonus as well if you needed.

It’s not an outright BAD choice, though it is more on the situational side of things.

It makes for a great “just in case” maneuver to know (especially if your table tends to favor more strategic combats). Though you will want to instead prioritize maneuvers that you’ll get more regular use out of before considering this one.


Maneuver Type: Damage

Wanna teach enemies better than to step up to you?

Here’s how you do it!

Getting more attacks means more damage. I don’t think anybody has ever complained about their character dealing too much damage!

When a creature you can see moves into the reach you have with the melee weapon you are 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.

This is an excellent maneuver that you will be able to get A TON of use out of.

You’ll notice that it’s very similar to the Polearm Master feat, but you don’t necessarily have to be using a polearm to use it.

However, it’s probably still not a bad idea to use one if you want the extra reach to really dish out some punishment!

One important thing to be aware of with this is that this is not an attack of opportunity despite using your reaction. That means that you won’t get the additional benefits of the Sentinel feat if you chose to take that as well.

Commander’s Strike

Maneuver Type: Damage, Control/Utility

Teamwork makes the dream work, and this maneuver lets you take charge in combat to make that happen!

Working strategically with your allies, you can work together to really bring the pain on your foes.

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action 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.

This is best used if you have a hard-hitting ally in position to strike. By that, I specifically mean a Paladin that’s ready with a Divine Smite or a Rogue in position for a Sneak Attack.

(Remember: Rogues get their Sneak Attack once per turn, not per round which means they’ll be VERY happy you took this!)

If you’ve got an ally that can help you take advantage of this maneuver, this is an incredibly powerful option. Used well, it’s easily worth the cost of a superiority die, attack, and a bonus action.

Otherwise, you can skip this one and focus on improving your own damage output.

Commanding Presence

Maneuver Type: Control/Utility

It feels a bit funny to call this a “maneuver.”

But, either way, it gives you a unique use of your precious superiority dice.

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.

There’s a bit of a “glass half-full or half-empty” way to look at this maneuver.

On one hand, this can help you get around a (likely) low Charisma without needing to lose focus on your more important ability scores.

But on the other hand…

There are plenty of classes in 5e that rely on investing in their Charisma score. (Bards, Paladins, Sorcerers, Warlocks, many Rogues and Clerics…)

Because of that, Fighters don’t commonly find themselves in the “Face” role of the party. Situations where you’ll actually get use out of this are rare in most instances.

Related: Party Composition and Character Roles in D&D 5e

Disarming Attack

Maneuver Type: Damage, Control/Utility

Is an enemy swinging a weapon at you or hiding behind a shield? Maybe they’ve got their hands on an item that they might need a little bit of “convincing” to let go of.

Well, nothing is as convincing as a well-placed 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.

In concept, this is a great maneuver that gives a double-whammy of extra damage and some handy combat control.

After all, a quick way to get an enemy to stand down is to take their weapon away!

Well, usually anyway…

If you do successfully disarm an enemy, you’ll need to make sure that you move the item away from them ASAP. (Remember: they’ll be able to pick it back up as a free action otherwise!)

This can be troublesome if you’re attacking an enemy at range.

You can make them drop their bow or arcane focus. However, if they’re too far away for you to get to them, they’ll just pick it right back up.

But with many enemies, that’s kind of a big “if”.

There are a ton of enemies that don’t wield weapons. Furthermore, many enemies that do wield weapons will have less trouble with Strength saving throws.

This isn’t a useless or “trap” option, but it is deceptively situational.

Distracting Strike

Maneuver Type: Damage

Look behind you! There’s a distraction!

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.

Much like Commander’s Strike, Distracting Strike is excellent for setting up a combo with a heavy-hitting ally. As before, Sneak Attacks and Divine Smites move right to the front of the line!

Of course, this also comes with the added benefit of adding extra damage from your Superiority Die to the attack.

Just make sure that you’re coordinating well with your team when you use this.

Ideally, you’ve got a Rogue or Paladin ready to pounce on the distracted foe. You’ll want to make sure your other allies deal with other targets in the meantime unless they’ve got a heavy-hitting trick up their sleeve.

If your group is good at working together, this is a great option to consider!

Recommended: Mastering the Fighter’s Action Surge in D&D 5e

Evasive Footwork

Maneuver Type: Defense

You can’t hurt what you can’t hit!

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

If the AC bonus lasted longer, this would be good. However, the bonus (large as it may be) ends when you stop moving.

So, this is generally going to be best for not getting smacked by enemy opportunity attacks. But that then begs the question of why not just take the Disengage action instead?

Sure this will let you still use your action for other things. But situations where it’s worth the Superiority Die are going to be far and few between.

Feinting Attack

Maneuver Type: Damage

Made you flinch!

Bobbing and weaving to fake out your opponent, this maneuver is a great way to really hit your foes where it hurts.

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.

Whether you’re dealing with a heavily armored enemy or just need to absolutely make sure your attack hits, Feinting Attack is a great maneuver to have in your repertoire.

The biggest thing to be aware of with this maneuver is actually how addictive it can be.

In those critical moments, it’s excellent to have. But if you use this too much, you’ll be eating up your bonus action and will very quickly burn through your superiority dice.

Not that anyone can really blame you, though. Gaining advantage PLUS piling on some extra damage to the attack is hard to resist!

Goading Attack

Maneuver Type: Damage, Control/Utility

Whether you’re serving as the party’s tank or just need to get an enemy to attack you instead of a squishier ally, Goading Attack is a maneuver to have!

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.

There aren’t many features and effects in D&D 5e that work as a “taunt” mechanic. This can make it very difficult to keep enemies’ attention on you instead of attacking allies with a lower armor class.

But that’s where this maneuver comes in.

Not only are you getting to add some extra damage to your attack, but the enemy will also be penalized for attacking anyone that’s not you!

Exactly how useful the Goading Attack maneuver is depends on your party composition though.

If you’ve got a strong front line, enemies will likely be focusing on you anyway which makes this less useful.

But if you’ve got a party that’s squishier or tends to hang out toward the back of the formation, this becomes an excellent option.

Grappling Strike

Maneuver Type: Control/Utility

Especially if you’re going up against a particularly agile enemy, sometimes it might be worth it to pin them down.

In those situations, it’s time for a 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.

Add the superiority die to your Strength (Athletics) check.

I have mixed feelings about grappling in 5e. In most cases, I’d say that this maneuver isn’t worth the slot you’re giving up to learn it.

The obvious exception is if you’re building your character around grappling enemies.

In those cases, this becomes mandatory. It’s a good idea to also pick up the Tavern Brawler feat and the Unarmed Fighting Style as well.

Lunging Attack

Maneuver Type: Damage, Control/Utility

Got an enemy that’s just slightly too far away for you to hit? Make a Lunging Attack and knock that smile off their face!

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet.

If you hit, you add the superiority die to the attack’s damage roll.

This is a straightforward maneuver. You get some extra damage and an extra 5 feet of range on the attack.

Arguments can be made for using this with weapons like glaives, halberds, or whips. It can be even further improved with a feat like Sentinel.

But situations where you truly need this will be rare. 5 feet of reach on a single attack isn’t really good enough to justify spending a superiority die on.

Considering the Fighter’s role in the party, you shouldn’t have difficulty getting in range of your enemies.

If you can’t, that’s when it’s time to throw an axe or pull out a crossbow.

Maneuvering Attack

Maneuver Type: Damage, Control/Utility

Combat isn’t just about throwing out as much damage as possible. You and your allies’ positioning is also incredibly important!

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.

If you need to rescue an ally from a bad situation in a pinch, this can be useful. Though it’s not necessarily the best option available to you.

Generally speaking, you will get much better use out of something like Menacing Attack instead.

Which, as it just so happens, we’re talking about next!

Menacing Attack

Maneuver Type: Damage, Control/Utility

Problem: an enemy isn’t scared of you yet.

Solution: give them a reason to be.

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.

Few things can shut an enemy down like frightening them.

While they’re frightened of you, they’ll have disadvantage on their ability checks and attack rolls while you’re within their line of sight. Furthermore, they can’t move closer to you.

Used cleverly, this gives you some excellent control over the battlefield. You’ll be able to isolate and punish a high-priority enemy while also taking pressure off of your allies.

The only downside to this maneuver is that it won’t be as effective against enemies who resist or are immune to fear effects.

But that’s only a small concern.

Regardless, this is an excellent maneuver that you should absolutely consider.


Maneuver Type: Defense

You know what they say: “prevention is better than cure.”

As it just so happens, the same is true when it comes to damage!

Rather than worrying about having to get patched up by your party’s healer, why not just use a maneuver to reduce the damage in the first place?

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 Dexterity modifier.

This is best if you’ve built your character around Dexterity rather than Strength. For a Dexterity-based Battle Master, this is quite likely the most important maneuver that you could take.

If you’re building your character around Strength, this is still a decent option. Unless you chose to completely dump your Dexterity score, anyway.

Just keep in mind that this won’t be as effective once you reach the higher levels. Your superiority dice only scale so far, so don’t be afraid to swap this out once it’s not working for you anymore.

Recommended: Ranking EVERY Fighter Subclass in D&D 5e!

Precision Attack

Maneuver Type: Damage, Control/Utility

Few things in D&D are as disappointing as just barely missing with an attack. To be so close though yet so far…

But with some technique, you can get around that unfortunate situation!

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll.

You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

This is easily one of the best maneuvers that you could learn.

It works great with any build, though it’s especially helpful for getting the most out of feats like Sharpshooter and Great Weapon Master.

Take the -5 penalty to your attack in exchange for dealing extra damage with those feats. If you need, you can still throw a superiority die to potentially turn a miss into a hit!

It is a bit of a tough choice between this and Feinting Attack, though.

While Precision Attack doesn’t add extra damage, it does come with the benefit of being able to use it AFTER you’ve rolled the attack.

As combat goes on (or if you used the Battle Master’s Know Your Enemy feature), you’ll likely have a good idea of what your enemy’s AC is. That lets you make a more informed decision about whether or not to use your precious superiority dice.

Additionally, Precision Attack works beyond a 5-foot range and won’t take your Bonus Action.

While it’s not strictly “better” than the advantage you gain with Feinting Attack, it’s a strong option. Though honestly, both are pretty awesome.

Pushing Attack

Maneuver Type: Damage, Control/Utility

Whether you need a bit of elbow room or are trying to break an enemy’s grapple, Pushing Attack can be handy to have.

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.

If you’ve built your character around Strength, you probably won’t need this as much. Shoving an enemy should be fine.

For Dexterity builds, however, this becomes more appealing.

While this is certainly more of a situational maneuver, there are benefits to being able to knock enemies 15 feet back.

Most notably, this can be used to push them into hazards (like traps or lava) or off of a ledge where they’ll get to deal with some (hopefully) gnarly falling damage.

Of course, you could also use this to push them closer to your party’s raging Barbarian or Smite-happy Paladin than they might prefer to be.

Though, as I mentioned, it can also be useful for breaking enemy grapples or as a way to reposition yourself without having to take the Disengage action.

Despite Pushing Attack’s situational nature, it is one that I still like from a strategic point of view.

Quick Toss

Maneuver Type: Damage

Got an enemy that’s trying to make a getaway or outmaneuvering you with their flying speed?

Time to start throwing things!

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.

Fighters who use two-handed weapons will get the best use out of this. It’s great for things like throwing a net at an enemy to restrain them and then following up with your halberd or greatsword with advantage.

Though, of course, yeet-ing an axe or dagger at an enemy that thinks it’s safely managed to get out of your reach is also always fun.

If you’re using the classic sword and shield, though, things get a little… weird…

Technically, you can drop your sword (Free Action), use Quick Toss to throw a dagger/axe/whatever (Bonus Action), then pick your weapon back up (Free Action.)

Though that is admittedly kind of cheesy, despite being in line with the Rules As Written (RAW).

As for those who prefer dual wielding, you can pretty much skip this entirely.

I won’t say this is a terrible maneuver, but it is more on the “situational” side of things.

The big exception to that opinion is something like I described with a net and two-handed weapon. In cases like that, pick up Sharpshooter to get better use out of your net.

Oh, and one more thing…

Keep in mind that this maneuver is realistically more for characters who don’t typically rely on throwing weapons. If you’ve built your character around using throwing weapons, you should be fine with the Thrown Weapon Fighting Style.


Maneuver Type: Defense

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions.

When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

I’m a big fan of Rally, especially at the lower levels where your hit points tend to disappear CONSIDERABLY faster.

Temporary hit points mean you or your ally will be able to take more damage without having to start eating into the healer’s spell slots or making death saving throws.

You will want to check out my article that covers how temporary hit points work though. It’s a mechanic that people often find confusing, despite how useful they are!

Once you start hitting the mid-levels this will become less useful, so you might look at swapping it out then. But when traversing the particularly dangerous early levels, Rally is great to have!


Maneuver Type: Damage

With a quick riposte, this maneuver is your chance to turn the tables on an enemy. While they expected to hit you, you’ll be the one rolling damage instead!

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.

A superiority die and reaction for an extra attack is a great trade.

Of course, you’ll be using this all the time if you’ve got a reasonably high armor class.

Unless you’ve got something like the Sentinel feat that might make it more tempting to wait for an attack of opportunity, you can (and probably should) use this every round!

There isn’t a ton to go on about with this maneuver, but that doesn’t take away from how excellent it is!

It’s a toss-up between this and Brace, but you should absolutely have at least one of them.

Sweeping Attack

Maneuver Type: Damage

When you’ve got multiple enemies trying to surround you, why not try hitting more than one with your 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.

With Sweeping Attack, you’re splitting your damage between enemies. Enemy 1 is taking damage from the damage roll itself while Enemy 2 will be taking damage equal to the superiority die’s result.

Personally, I’m not such a fan of splitting the damage this way.

In most cases, it’s best to focus on one enemy at a time so that you can quickly reduce the amount of incoming damage they’re dishing out.

With that in mind, this then mostly shines for when the initial attack would reduce an enemy to zero hit points and you want to deal extra damage to the enemy next to them.

But why spend a maneuver and superiority die on that?

You’ll get better use out of something like the Great Weapon Master feat if cleaving through multiple enemies is your thing. Or even if you pick up the Green Flame Blade cantrip.

If you do take Sweeping Attack, know that it’s not a long-term maneuver.

You might get some decent use out of this in the early levels, but it will stop feeling useful pretty quickly.

Tactical Assessment

Maneuver Type: Control/Utility

Tactical Assessment works similarly to the Commanding Presence maneuver that we already covered. However, we’re now getting a bonus to some mental skills instead of Charisma ones.

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.

You can probably make arguments for this, but it honestly feels like a waste to me.

These are not skills that Fighters generally need to worry about. Insight might be a slight exception, but still not worth taking this over.

Using a maneuver slot to learn this and superiority dice to use it just seems like an odd choice.

Maneuvers are incredibly valuable and your superiority dice are precious resources for you. You can do much better than this.

Trip Attack

Maneuver Type: Control/Utility

We finally come to a personal favorite maneuver (and a staple choice): 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.

The short version is: “take this.”

But let’s talk a bit more about why this is so awesome…

When an enemy is prone, attacks made against them from within 5 feet are made at advantage.

Even beyond the rest of the attacks that you have on your own turn, this means that your melee allies are able to move in and quickly dogpile the downed foe.

If the enemy tries to fight back without standing back up (which uses half of their movement), their attacks will be at disadvantage.

Oh, and don’t forget the extra damage from the superiority die.

The penalty for an enemy failing their Strength save against this is incredibly high.

Also, note that you can also use this if you’re a Ranged Fighter. You might be able to knock down a high-priority enemy for your melee buddies to dogpile on while you then move to shooting arrows/bolts at a different target.

(If you are using a ranged weapon, just make sure that the last attack you’re making against an enemy is the one you use Trip Attack on. Otherwise, your follow-up shots will be at disadvantage against the prone enemy!)

Related: Ranged Combat in D&D 5e Explained

What Are the Best Maneuvers for Battle Masters?

Ok, so we’ve gone over all of the maneuvers available to you, but maybe you’re still feeling stuck.

You should certainly feel free to try different maneuvers and see what works best for you, your group, and your character concept.

However, there are definitely some standout options.

  • Ambush – Bonus to initiative is very nice, Especially great for DEX-focused characters.
  • Brace – Punishing enemies that move in too close greatly increases your damage output.
  • Commander’s Strike and Distracting Strike – Top picks if you have a heavy-hitter that can follow up such as a Paladin’s Divine Smite or Rogue’s Sneak Attack.
  • Menacing Attack – Frightening enemies can absolutely shut them down while also giving you some great battlefield control.
  • Parry – Vital if you’re based on Dexterity, though still decent if you’re Strength-based.
  • Precision Attack – Hands-down a must-pick option that’s too good to pass up.
  • Riposte – Much like Brace, it’s a great way to increase your damage output. If you’ve got a high AC, you’ll absolutely want to take this.
  • Trip Attack – Another one that’s too good to pass up. Nobody wants to be knocked prone in combat. Let your enemies learn why.

If absolutely forced to choose a top 3, I’d say you can’t go wrong with Trip Attack, Precision Attack, and either Brace or Riposte.

Battle Master Fighter Maneuvers – FAQs

Before we wrap up this article, I want to answer some common questions that people have about Battle Master Maneuvers in D&D 5e.

If you still have a question that I haven’t addressed in this article, feel free to leave a comment below and I’m happy to help you out!

Can Other Characters Get Maneuvers?

Maneuvers are a core part of the Battle Master Fighter subclass.

However, other characters can get access to maneuvers by taking the Superior Technique Fighting Style or the Martial Adept feat.

Of course, it’s also common for martial characters to pick up a few levels in the Battle Master Fighter (or vice-versa) to mix maneuvers with unique class features.

Do Superiority Dice Double on Critical Hits?

Yes. When you land a critical hit against an enemy, you’re doubling ALL of the damage dice that you roll.

Because this includes your Superiority Dice, you’ll likely want to use a maneuver that adds damage even if you weren’t originally planning on doing so!

For example:

Gurrok the Menacing swings his glaive at the enemy Ogre and rolls a natural 20.

Normally, Gurrok would be dealing 1d10 + his STR modifier for damage. However, the critical hit bumps this up to 2d10 + his STR modifier.

Let’s say Gurrok is level 5 which means that his Superiority Dice are d8s. Using a maneuver like Trip Attack would normally add 1d8 to the damage.

But since this is a critical hit, the damage from the superiority dice also doubled. So Gurrok decides to spend a superiority die and use Trip Attack as well.

This means that Gurrok’s total damage roll will be: 2d10 + 2d8 + STR!


Can Battle Masters Change Maneuvers?

Battle Masters are able to change their chosen maneuvers.

At levels 7, 10, and 15, Battle Masters learn two new maneuvers. They can replace one maneuver that they know with a different one at each of these levels.

Can You Use 2 Maneuvers at Once?

You can only apply one maneuver to an attack. However, you can use multiple maneuvers in a round if you have the superiority dice to do so.

So, let’s check back on our good friend Gurrok the Menacing.

Fighting an enemy Hobgoblin on top of a castle’s ramparts, Gurrok has decided that he wants to knock the enemy down and then send him flying off of the ramparts and into the moat below.

However, Gurrok can only use maneuver per attack.

So, he spends a superiority die and uses the Trip Attack maneuver with his first attack. The Hobgoblin is now knocked prone on the ground.

Winding up for his second attack, Gurrok prepares to invent the game of Hobgoblin Hockey.

Gurrok spends another superiority die for his Pushing Attack maneuver and swings his glaive again. The Hobgoblin is knocked 15 feet away, launches off of the ramparts, and falls into the crocodile-infested moat below.

Can You Use Battle Master Maneuvers with Spells?

No. Battle Master Maneuvers cannot be used with spells.

This is because they are used with weapon attacks as specified in the maneuver’s description.

Spell attacks, whether melee (like Thorn Whip or Shocking Grasp) or ranged (like Fire Bolt or Chromatic Orb), are therefore excluded.

However, there are some slight exceptions.

You could use Feinting Attack to then give yourself advantage on your next attack roll. This could be either a melee or spell attack as the maneuver does not specify that it must be a weapon attack.

Popular spell options that players like to combine with maneuvers are Booming Blade and Green Flame Blade.

You are able to use maneuvers while attacking an enemy with Booming Blade, though not all of them work this way.

Maneuvers like Precision Attack and Trip Attack say “when you make a weapon attack roll” and “when you hit a creature with a weapon attack” respectively as requirements to use that maneuver.

But this is also honestly a huge point of contention since the rules as written are a bit unclear in this specific circumstance.

I say that BB and GFB can work with maneuvers that don’t specifically require your Attack action (like Commander’s Strike). Though, as always, you should double-check with your DM to make sure that they’re cool with it.

Can You Use Battle Master Maneuvers with Unarmed Strikes?

Yes, Battle Master Maneuvers can be used with unarmed strikes.

Despite not using a weapon, unarmed strikes still count as melee weapon attacks for the purpose of the rules.

This was confirmed by Jeremy Crawford on Twitter.

Conclusion – Battle Master Maneuvers


This was a huge article with a lot to cover, but I hope you’ve found it helpful. As always, feel free to leave a comment if you have any questions that I didn’t cover!

Until next time!