Summary

The Fighter ofDungeons & Dragonseasily trumps most Classes in terms of combat versatility and superiority, thanks in part to their various Proficiencies and arsenal of combat options. However, the Battle Master Martial Archetype perhaps best represents the Fighter’s technical know-how in tactical combat. Essentially, thisD&DSubclass relies on Maneuvers to “dictate” the flow of combat.

The Battle Master has access to more than 20 Maneuvers to use in battle. However, a full Battle Master build may only choose nine Maneuvers by 20th Level, so they must pick carefully. Just which of these Maneuvers benefits players the most?

Menacing Attack

Updated on July 02, 2025 by Rhenn Taguiam:WithDungeons & Dragonscelebrating the 10th Anniversary of5th Edition, players are bound for a new Player’s Handbook that reworks a lot ofD&D’s core mechanics to fit both tabletop and digital formats. For players who want to prepare heavy-hitting Fighters for their upcoming sessions, selecting the right Battle Master Maneuevers can allow their combat commanders to secure the advantage in combat, especially against the game’s reworked fores. Among recommended Battle Master Maneuvers to take note of are attacks that force enemies to get frightened, attacks that attempt to grapple foes, and attacks that attempt to hit multiple targets at once.

Weapon Attack

Effect

1 Superiority Dice. After hitting creature with Weapon Attack, roll and add to Damage Roll. Target should make WIS Save or become Frightened until the end of the next turn

A Frightenedenemy inDungeons & Dragonswill always try to use its turn to get away from the source of its fear, and this is exactly what a Battle Master inflicts upon its victim withMenacing Attack. When squaring off against an attacker that players want to get out of their sight, they can expend a Superiority Die in an attempt to frighten it. Not only is the result added to the overall damage, the target makes a WIS Save or else they’re Frightened of the player until the end of the player’s next turn.

Grappling Attack

A successful Menacing Attack can allow the Battle Master to focus on other opponents for a turn before their enemy returns to this senses. With the right combo, an enemy frightened of the Battle Master beside them can be wide open to attacks and have no room for retaliation.

Melee Attack, Bonus Action

1 Superiority Dice. After attacking a creature, use Bonus Action to try to Grapple the target, add dice to Athletics (STR) Check

Players know that Grappling can pave the way to some of themost broken builds inDungeons & Dragons, especially for characters who know how to ensure their enemies aren’t able to leave their grasp.Grappling Strikeis a Battle Master Maneuver that helps facilitate suuch a scenario, adding more flexibility to the Action instead of just being solely allotted to Grapple.

Dungeons & Dragons 5e Players Handbook - Quick Toss

When used, players who hit a foe can spend a Superiority Dice to try and Grapple the target as a Bonus Action. The standard rules for Grappling applies, although the Superiority Dice’s result gets added to the player’s Athletics (STR) Check. At its core, this means the stronger the Battle Master’s Superiority Dice, the more potential bonuses they can get to render their enemy immobile.

Bonus Action, Ranged Attack

1 Superiority Dice. Make a Bonus Action and roll. Draw and throw a Thrown Weapon. Add the dice to the Damage Roll

As games likeBaldur’s Gate 3is showing, there’s potential inD&Dfor Thrown Weapons to providemuch-needed firepower to the Battle Master. Thanks toQuick Toss, players can draw a Thrown Weapon and make a ranged attack to throw it - all as part of a Bonus Action. Should players land a hit this way, they add one Superiority Die to the damage.

Dungeons & Dragons 5e Dungeon Masters Guide - Commander’s Strike

While a Battle Master likely has a better range of attacks when dealing with opponents up close, Quick Toss as a situational Maneuver can be helpful in emergencies. For instance, a restrained Battle Master who wants to attack can use Quick Toss to deal some damage while spending the rest of the turn trying to remove whatever is halting their movement.

Bonus Action (Player) when taking the Attack Action, Reaction (Target)

Disarming Attack - Dungeons & Dragons 5e Storm Kings Thunder

1 Superiority Dice, discard 1 Attack and use Bonus Action to command a friendly creature to strike with their Reaction. Roll dice, add result to Damage Roll

Staying true to thepremise of a Battle Master being a commander in combat,Commander’s Strikecan trade one of the character’s Attacks for the turn and use their Bonus Action to direct a nearby ally to strike. In turn, an ally within hearing range can use their Reaction to make a weapon attack, with the Battle Master able to roll one Superiority Die and its result to the damage roll upon a hit.

Lunging Attack - Dungeons & Dragons 5e Storm Kings Thunder

At higher levels, losing out on an Attack shouldn’t dent the Battle Master’s overall damage output, especially when Commander’s Strike is paired with a high-DPS ally. When close enough to a Rogue or a Monk, Commander’s Strike could potentially deal more damage to an enemy versus a Battle Master’s regular attack.

1 Superiority Dice. Add roll to Weapon Attack. When hitting enemy with a Weapon Attack. Enemy does STR Save to drop a weapon of their choosing.

Pushing Attack - Dungeons & Dragons 5e Dungeon of the Mad Mage

Unless one is aMonk inDungeons & Dragons, unarmed strikes won’t do as much damage to opponents compared to moments when one is wielding a weapon. This caveat makesDisarming Attackan effective way of debilitating enemy mobs, mainly when Battle Masters use this on pesky opponents. Disarming Attack activates upon hitting an opponent with a weapon attack, wherein players can expend a Superiority Die to add to their damage roll while also forcing the target to make a Strength Save. Upon failure, that opponent drops an object of the player’s choosing.

Depending on the level, a Battle Master could potentially expend all their Superiority Die to make as many as four opponents drop their weapons. This can give a lot of openings for other teammates to take advantage of an enemy’s lowered DPS.

Tactical Assessment

Melee Weapon Attack

1 Superiority Dice. Roll when making a Melee Weapon Attack. Extend attack’s reach by 5ft., then add result to Damage Roll

Most Battle Masters inD&Dfight in melee range due to the nature of theirbase Fighter Class, making it rather difficult to hit opponents at mid-range unless they have Reach Weapons such as Spears and Glaives. However,Lunging Attackcan give players a much-needed upgrade on their attacking capabilities, requiring a Superiority Die in exchange for giving them a 5-foot range extension while adding its results to the damage roll.

Rally in Dungeons and Dragons

When used by a typical melee fighter, the 10-foot attack range can give Battle Masters the opportunity to protect adjacent allies from much further threats. Moreover, using Reach Weapons such as Glaives can give Battle Masters the benefit of safety as they don’t have to move as much to secure an attack at mid-range.

1 Superiority Dice. After hitting target, roll dice and add to Damage Roll. If target is Large or smaller, make a STR Save or be pushed 15ft. away

Bait and Switch in Dungeons and Dragons

Withthe Charger Feat, aD&Dcharacter can Dash towards an opponent to either make an attack or shove them away. However, Battle Masters can get an improved version of this Feat withPushing Attack, where a Superiority Die is added to the damage roll while making a Strength Save against being pushed. Failing this pushes them away from the Battle Master as far as 15 feet, giving the Battle Master and their allies room to outmaneuver them.

At its core, Pushing Attack becomes a decent substitute for the Charger Feat, as this “reverses” the ability’s steps without the cost of an entire Feat. This means players can replace their Charger Feat with a more useful ability, especially for players who want to min-max their character’s overall combat style.

Investigation (INT), History (INT), Insight (WIS) Check

1 Superiority Dice. Roll and add the result to the above check

Sometimes, the Battle Master is not only useful inside combat but also outside of it, especially when assessing strategies and tactics of war - perfect forD&DFighters with a military background. This is reflected inTactical Assessment, one of the more useful non-combat utility Maneuvers in the Battle Master’s arsenal.

When activated, Tactical Assessment can have the Battle Master roll a Superiority Die and add the result to an Ability Check, provided that said check is related to Investigation (Intelligence), History (Intelligence), and Insight (Wisdom). This is a great supplement to Battle Master builds withD&DBackgrounds attached to law enforcement.

Reaction, Melee Attack

1 Superiority Dice. A friendly companion who can see or hear the player gets Superiority Dice Roll + CHA Mod Temp HP

As one of the Maneuvers highlighting the motivating nature of the Battle Master as an archetype inD&D,Rallyis a great way for a Battle Master to give emergency healing to their allies. This is perfect for players who love tactical combat encounters, especially inonlineD&Dcampaigns.

When used, Rally will have the Battle Master roll a Superiority Dice. They can use the result of the roll (plus the player’s Charisma Modifier) as Temporary HP which they can bestow to a target of their choosing. This can serve as emergency healing to an ally in need, such as the team’s original healer, or provide extra survivability to an NPC that players need to protect as part of their mission.

Has already moved at least 5ft. Movement

1 Superiority Dice, switch places with a creature within 5ft. without provoking Opportunity Attacks. Roll the dice, the result is added to the AC of the player or target until the start of the player’s next turn

As the name implies,Bait and Switchallows Battle Masters not just to feint an attack but make a strategic displacement that practically repositions members of the team for free.

To do this, the Battle Master Fighter ofD&Dmust be within five (5) feet of a target creature. They can spend a Superiority Die to switch places with the said creature, provided the creature is willing and the Battle Master still has at least five-feet worth of movement to spend. Not only that, but the creature used in the Bait and Switch receives an AC boost equal to the number on the Superiority Dice until the Battle Master starts their next turn.