21 New Battle Master Maneuvers

21 New Battle Master Maneuvers

Whenever a new book comes out, the wizards and clerics and sorcerers all squeal in delight and seek out what new spells they have access to. The fighter, however, languishes. They might get a new subclass, but what about Battle Master Maneuvers? Those are kind of like spells, why can’t there be more of them?

Today, we are sharing 21 new Battle Master Maneuvers! As a heads up, many of these aren’t like normal Maneuvers as some require multiple Superiority Dice to activate, while others have a specific Fighter level requirement as the character unlocks stronger Maneuvers the stronger they get.

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21 New Battle Master Maneuvers

Battering Winds

As an Action, you swing your weapon in a powerful arc and expend a Superiority Die. A ripple of air blasts out in a 15-foot cone from you, forcing each creature in the area to make a Dexterity Saving Throw (DC = 8 + your Dexterity or Strength modifier + Proficiency Bonus). On a failed save, it takes bludgeoning damage equal to a roll of your Superiority Die plus your Dexterity or Strength modifier. On a successful save, it takes half as much damage.

You can expend additional Superiority Dice, up to half your Proficiency Bonus (rounded down), when taking this Action. If you do so, roll all expended Superiority Dice to determine damage and increase the cone’s size by 10 feet per Superiority Die expended.

Blink Blade

Requirement 7th Level Fighter or Higher
As an Action, you can expend a Superiority Die and teleport to an unoccupied location that is up to half your Speed away. If you expend a second Superiority Die as part of this Action, you can make a Melee Attack after you teleport and add both Superiority Dice expended to the attack’s damage.

Bloody Finisher

If you reduce a creature, that is not a construct or undead, to 0 Hit Points, you can use a Reaction to expend a Superiority Die and shower the battlefield in blood. Enemy creatures, that are not a construct or undead, within 15 feet of your target that can see this display must make a Wisdom Saving Throw (DC = 8 + Strength or Dexterity modifier + Proficiency Bonus) or have the Frightened condition for 1 minute. A Frightened target can repeat the save at the end of each of its turns, ending the effect on a success.

At 10th level, this affects enemy creatures within 30 feet of the target, and at 18th level, this affects enemy creatures within 60 feet of the target.

Double Strike

Requirement 7th Level Fighter or higher
When you take the Attack action, you can expend a Superiority Die and make an additional attack. If you hit, add the Superiority Die to the attack’s damage.

Dousing Strike

If you hit a creature with an Attack Roll, you can expend a Superiority Die and the target can not take Opportunity Attacks until the start of your next turn.

Feigned Opening

As an Action, you can expend a Superiority Die and trick a creature into thinking it can make an Opportunity Attack against you. If the target uses its Reaction to make an Opportunity Attack, roll the Superiority Die and add the total to your AC for the attack. If the Opportunity Attack misses, you can make a Melee Attack against the target. If the target doesn’t make an Opportunity Attack, you regain your Superiority Die.

If you expend two Superiority Dice, you can instead use a Bonus Action to activate this maneuver, however you only add a single Superiority Die to your AC.

Grappling Strike

If you hit a creature with a Melee Attack and deal damage, you can expend a Superiority Die and the target has the Grappled condition as you grab it. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it. Roll your Superiority Die and add its total to the Escape DC of your grapple.

Gruesome Strike

Requirement 7th Level Fighter or higher
When you roll damage for an attack, you can expend two Superiority Dice and roll a single Superiority Die. If any dice you rolled for damage is lower than your Superiority Die, you treat those dice as if they rolled the maximum on their die (i.e. 4 on a d4, 6 on a d6, etc) or the number you rolled on your Superiority Die, whichever is lower. You then add your Superiority Die to the attack’s total damage.

Healing Surge

If you are the target of a spell that restores Hit Points, like the Cure Wounds spell, you can expend a Superiority Die and roll the die. You regain additional Hit Points equal to the total of your roll.

Incredible Leaper

When you attempt a High Jump or Long Jump, you can expend a Superiority Die to increase the distance you jump. Roll your Superiority Die and add its total to the height or length you can jump. This additional distance from your Superiority Die doesn’t count against your movement this turn.

Insurmountable Endurance

Requirement 17th Level Fighter or higher
As a Bonus Action, you can expend a Superiority Die and strengthen your body. Until the start of your next turn, you have Resistance to Bludgeoning, Piercing, and Slashing damage. You can expend additional Superiority Dice, gaining an additional damage type of your choice for each Superiority Die you expend, such as Fire or Psychic, that you gain Resistance to.

Invigorating Strikes

Requirement 10th Level Fighter or higher
If you take the Attack action, you can expend two Superiority Dice. Each time you hit an enemy during this Attack action, you roll a single Superiority Die and gain Hit Points equal to the roll.

Ironmind

When you make an Intelligence, Wisdom, or Charisma Saving Throw, you can expend one Superiority Die and add that die to the roll.

Lightning Attack

As an Action, you can expend a Superiority Die and throw a weapon with the Thrown property in a 5-foot wide Line that is as Long as the weapon’s normal range. Each creature in the Line must make a Dexterity Saving Throw (DC = 8 + your Strength or Dexterity modifier + Proficiency Bonus). On a failed save, the target takes the weapon’s normal damage plus your Superiority Die. On a success, the target takes half as much damage. The weapon lands on the ground at the end of its normal range.

Lingering Wound

Requirement 10th Level Fighter or higher
When you roll damage for an attack, you can expend a Superiority Die, roll it, and add its total to the damage. If the target is a creature, and isn’t a construct or undead, it continues to bleed from its wound and takes damage equal to your Superiority Die at the start of each of its turns until it receives healing or if a creature uses an Action to staunch its wound. Additional uses of this ability against the same target does not increase the damage from its wounds.

Pierce Hide

If you hit a target with an Attack Roll, you can expend a Superiority Die. You ignore the target’s Resistance, if any, for the attack’s damage and you add the Superiority Die roll to the attack’s damage.

Plummeting Strike

If you are falling, you can expend a Superiority Die and use your Reaction to make a Melee Attack against a creature adjacent to where you are landing. If you hit the target, the target takes additional damage equal to the damage you would take from falling the distance, i.e. if you fell 20 feet, you take 2d6 bludgeoning damage from the fall and the target takes additional damage from your attack equal to that amount. Regardless of how much damage you take from falling, you land on your feet.

Rapid Striker

If you take the Attack action, you can expend a Superiority Die as you strike with a frenzy. Add the Superiority Die to the damage of each of your attack’s from the Attack action. In addition, you leave yourself open to attack and all creatures have Advantage on Attack Rolls against you until the start of your next turn.

Reactive Striker

If you have used your Reaction, and a creature would ordinarily provoke an Opportunity Attack with its movement, you can expend a Superiority Die to and make an Opportunity Attack against the triggering creature. Add the Superiority Die to the attack’s damage on a hit.

Thunderous Strike

When you hit a creature with an Attack Roll using a weapon or Unarmed Strike, you can expend one Superiority Die to strike with a thunderous burst. Choose another creature within 5 feet of the original target, you deal Thunder damage equal to the number you roll on your Superiority Die. In addition, the original target and the other creature has the Deafened condition until the end of its next turn.

Wobble

When you hit a creature with a Melee Attack Roll using a weapon or an Unarmed Strike, you can expend a Superiority Die to attempt to knock it off balance. Add the Superiority Die to the attack's damage, and the target’s Speed is reduced to 0 until the end of its next turn.


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Header Image: Tome of Battle (2008) by Wizards of the Coast / Beth Trott

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