Out of curiosity, how effective do you believe that control style of play would be without that feat?
Downside is that you forgo an attack AND your bonus action for this, as a polearm master that's 2 attacks, so likely is not worth it. Attack 1, make the enemy scared. Is it still worth it vs trip or goading or wait until 7th level? Feinting seems pointless for a TWF. Failed (bad roll on STR, was a giants sword).
Kind of a tangent, but are you starting at 1st? 0. The Battlemaster is one of the best possible Fighters. A place to discuss the latest version of Dungeons and Dragons, the fifth edition, known during the playtest as D&D Next. tldr: Killing the enemy faster is not always the best way to deal with them. But what's the third?
You can make them afraid of you, causing them to run away and attack at Disadvantage WHENEVER THEY CAN SEE YOU. You're not a proper swashbuckler if you don't have flourish. If you are using the great weapon master feat, you are going to want precision attack for sure.
What are the 3 maneuvers you would recommend to help keep my party alive? By using our Services or clicking I agree, you agree to our use of cookies.
Help support GITP's forums (and ongoing server maintenance) via Patreon, The Fighter (redesigned with more than swinging a weapon in mind, uses inspiration dice), The Thug (Hybrid Barbarian/Rogue) ver. Fold Unfold. That dragon laughing at you from 500ft away? share. Knock it out of his hands so he can't use it. Disarming Attack. I feel like I would have a hard time saying any of the battle maneuvers are bad. I've thought about BB but it doesn't really fit the character concept/backstory (half elf spurned by his high elf father because he never got the hang of magic). I see your point, but it seems the reason that worked for you was because of the Sentinel feat. Riposte. I've got Rogue 3 for Swashbuckler and Fighter 3 for Battlemaster on my DEX20 rogue, and it's time to pick maneuvers. He managed to lock two of the spiders down doing this, and with parry and second wind, soaked almost as much damage as the ranged party members' health combined. Had one of those spiders gotten its mandibles around the wizard or the ranger, hell even the monk or cleric, they'd have been spider food in two attacks. It may or may not be worth worrying about the next three (or even taking the fighter levels to get your 4th-6th best maneuvers). Large or smaller size restriction applies here as well though. You kill my father, prepare to...be disarmed!".
Goading Attack is quite good with PAM. I hereby bestow upon you a magic sword, the Sword of Corran, which will henceforth be the only thing that can permanently destroy my withered undead hand and nose. Personally I hate effects that allow saves because it seems that monsters in 5E have better saves than PCs do. My barbarian kept one grappled so range could pick it off, while the fighter kept the other two focused on attacking him like a true tank.
Precision looks like another obvious one. Right now I'm TWF, but there may be occasions when I want to use my bonus action for something other than another try--Hide, Dash, Second Wind, etc. Exactly. A place to discuss the latest version of Dungeons and Dragons, the fifth edition, known during the playtest as D&D Next. Recommended Battlemaster Maneuvers. Tripping would make more sense than Feinting--I get both attacks and one of them has a good chance of being Advantaged. By Chris Stomberg Jan 03, 2020. It's also a great maneuver to use when you just want to add on some extra damage, when you crit for instance. There is a lot more to combat than just putting out damage. Where was I? Add precision and from there only nicht and utility options are left. Commander's Strike. Battlemaster kicks in at 3rd. Grab it. If you have a rogue who regularly hits with big sneak attack damage, you can use Commander's strike to let him get a second sneak attack off if the hit lands. Your face… so full of fear. And, how long do you foresee the campaign going? My polearm battlemaster ran Precision, Trip and Distracting Strike. "I think this thing would be more powerful than the thing the rulebook allows.
I chose my first three maneuvers to match that concept: Parry, Riposte and Precision Attack. “You’re looking for an opening,” said the black knight. Ambush (UA: Class Variants 2019) Bait and Switch (UA: Class Variants 2019) Brace (UA: Class Variants 2019) Commander's Strike.
Distracting Strike does the most overall damage but is rather situational, Precision Attack is your bread and butter, and Trip Attack is a great way to prevent enemies from running away. I considered it but Unwavering Mark requires you to be within 5 feet of the target for it to work.
), (Fair warning: Tripping the bad guy right before the warlock goes is poor form.).
With the situation flexibility of polearm master and sentinel, it gets even harder to choose!
Includes the following: Dude, you can knock a guy prone to get advantage on the rest of your attacks against them. With advantage I hit the majority of the time and get an extra d8 of damage. Next, use the ability that adds my hit die to my ac while I move and run away with it. Battlemaster is great for a group that enjoys tactical combat, especially close-quarters combat with a lot of squishy party members. I'm hoping to hit level 3 with my polearm master in our next session and was thinking about what battlemaster maneuvers to take. Am I missing something about these maneuvers, or are they as garbage as they seem? Success. Dressed in jet-black armor with a horned, skull-faced helm and wielding a gleaming steel sword, she looked like a demon made flesh.
Well, that's why I was asking, because I wasn't sure if it would be better or if it would be worse.
It's a similar combo with grappling and shoving someone prone after controlling the grapple. Below is a list of 12 of the best maneuver options for this build and by the time you reach 15th level and take the Martial Adept feat, you will be able to select all but one of them- while being able to spend 7 superiority dice per short rest! I have a follow-up question: my group allows UA, so if you had a choice between the Knight archetype and the Battlemaster, which would you choose?
At 3rd level I find the save to be too low (DC 13 Str saving throw) so it makes it unreliable. Anyone have experience playing this build and what maneuvers are the best? Pushing attack is great for maneuvering enemies into another position without giving up a weapon attack.
This can set up situations where enemies desperately want to close with you, but have to eat an Attack of Opportunity in order to do so. Attack 2, make the enemy drop his enchanted 2 handed sword. You can also talk to your DM about using the half-elf variant from SCAG. We are a … Best Battlemaster Maneuvers for Polearm Sentinel.
Yeah, well my imaginary friend taught me how to shoot fireballs. I planned to get the Defensive Duelist feat later, and how this would combine with my maneuvers went like this:- You spend a limited resource to inconvenience an enemy for one turn. I just don't understand the point of most of these maneuvers. Something interesting I tried to do the other day. A Character Sheet a ddendum specifically for Battlemaster Fighters to keep track of class features and maneuvers.. Just as an FYI, you can use your bonus action attack first with PAM to trip your opponents. Useful for preparing enemies for mage AOE, or shoving them off a cliff/into a pit/river/etc... Feinting attack, and Precision attack are great if you're having problems connecting with high AC targets. Some maneuvers may be stronger than others in certain situations, but focus on the ones that suit your character best.
The maneuvers create a wonderful symphony between formulae and narrative fiction. I vote Disarming strike. However, there are some that can be used to control the battlefield and help direct combat.
Personally I prefer Cavalier for Polearm Sentinel. I think the Riposte maneuver is one of the main highlights of being a Battle master!
Why isn't it an option too?". ), it has fantastic utility, and it goes far beyond “I walk up and Attack” that Fighters normally do. This sheet is a form-fillable PDF that follows the style and theme of other classic WOTC 5th edition products. I'll use the standard CharOp color rankings: Red is a really bad option - you're almost always better off choosing something else. In your example the swashbuckler can't gain sneak attack unless they have advantage on the roll or an ally walks up. It betrays to me every move you will make.” Her opponent, goaded by her words, roared i… That being said, trip isn't as good when you're using a polearm, because you have disadvantage against prone enemies if you're more than 5' away. Ah yes, precision.
The maneuvers a Battle Master selects is a reflection of their own personality and combat style. Dungeons & Dragons: 10 Best Battle Master Maneuvers, Ranked. I think picking one or the other to give you options for how you use your reaction for situations where you won't get the movement one to go off. The OP might as well ask the question "Why should I attack things with a sword when I can just fireball the whole room whenever I want.".
You can never go wrong with riposte, trip, and precision, but I can definitely see the appeal of goading attack for the control. I expect I'll use almost all my Superiority dice there. Item interaction, pick up his sword.
Unless you select a martial feat, I can't think of any other ways to get reaction attacks on demand like that through any of the regular classes. A rogue or Paladin ready to unleash their burst damage can profit from having advantage. I'm playing a tanky battleaxe and shield Battlemaster Fighter. In 1 turn I would get 2 attacks and cause the enemy to resort to punching my half orc barbarian friend. Riposte is a great way to use up your reaction (if enemies aren't provoking opportunity attacks for you) to get extra damage on enemies that are trying to hit you. You can build it in almost any way you want (though many maneuvers are melee-centric!