While I think most of the Battlemaster maneuvers are decent, I think a few of them could use some touch ups to bring them in line with the powerful ones. So here are some updates.
Commander's Strike: Same as before but "add your superiority die +your intelligence modifier (min 0) to the damage."
--I think the original manuever is pretty good but similar to Rally its good to give the "smart, tactical" fighter at least one mechanical benefit to use with his Int. This makes the manuever one of the highest damage ones, but considering how much you give up for it...and the fact we want to encourage teamwork or individual glory, it seems fitting.
Evasive Footwork: Change to: "Expend one superiority dice, roll the dice and add the result to your AC until the end of your turn".
--This change gives mostly the same benefit but cleans it up for certain circumstances. For example a fighter can move, make an attack, and move again...maintaining the bonus. Or if there are any actions that happen to draw an OA for some other reason, the fighter still gets the bonus. Its probably still a bit too weak in most cases (I think most fighters would just take Parry) but it broadens its use slightly.
Lunging Attack: add "increase reach by 10. You can use this maneuver while using another maneuver".
--Right now Lunging Attack is very niche compared to other abilities. This gives it a unique niche, it is the only "nova" maneuver in the game, and by allowing the reach to work with other maneuvers gives it a little bit more versatility. And now with a +10 reach it gets a few more options on when to use it. This one I am a bit torn on, frankly most people will probably use it for the ability to put 2 superiority dice worth of damage on the same target instead of the reach, but at least the versatility option is there.
Distracting Strike / Maneuvering Strike: Combine the maneuvers into a new one. "When you hit a creature with a weapon attack, you can expend one superiority dice to maneuver one of your comrades into an 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 OA from the target. Before the start of your next turn, they have advantage on its next attack roll on the target.
--Both of these maneuver do similar things but both tend to be a bit niche. This makes a general "get my friend in position for a big attack" against the bad.
Sweeping Attack: Add in "add your superiority die to your weapon damage, and then choose another creature within 5 feet..."
--So now sweeping attack does damage both to your target, and to another creature. So this gives the maximum damage bonus for 1 superiority die (its doubled). This makes sense as this manuever only applies damage (it literally does nothing else) and damage spread out is weaker in Dnd than focused damage in most cases.
Commander's Strike: Same as before but "add your superiority die +your intelligence modifier (min 0) to the damage."
--I think the original manuever is pretty good but similar to Rally its good to give the "smart, tactical" fighter at least one mechanical benefit to use with his Int. This makes the manuever one of the highest damage ones, but considering how much you give up for it...and the fact we want to encourage teamwork or individual glory, it seems fitting.
Evasive Footwork: Change to: "Expend one superiority dice, roll the dice and add the result to your AC until the end of your turn".
--This change gives mostly the same benefit but cleans it up for certain circumstances. For example a fighter can move, make an attack, and move again...maintaining the bonus. Or if there are any actions that happen to draw an OA for some other reason, the fighter still gets the bonus. Its probably still a bit too weak in most cases (I think most fighters would just take Parry) but it broadens its use slightly.
Lunging Attack: add "increase reach by 10. You can use this maneuver while using another maneuver".
--Right now Lunging Attack is very niche compared to other abilities. This gives it a unique niche, it is the only "nova" maneuver in the game, and by allowing the reach to work with other maneuvers gives it a little bit more versatility. And now with a +10 reach it gets a few more options on when to use it. This one I am a bit torn on, frankly most people will probably use it for the ability to put 2 superiority dice worth of damage on the same target instead of the reach, but at least the versatility option is there.
Distracting Strike / Maneuvering Strike: Combine the maneuvers into a new one. "When you hit a creature with a weapon attack, you can expend one superiority dice to maneuver one of your comrades into an 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 OA from the target. Before the start of your next turn, they have advantage on its next attack roll on the target.
--Both of these maneuver do similar things but both tend to be a bit niche. This makes a general "get my friend in position for a big attack" against the bad.
Sweeping Attack: Add in "add your superiority die to your weapon damage, and then choose another creature within 5 feet..."
--So now sweeping attack does damage both to your target, and to another creature. So this gives the maximum damage bonus for 1 superiority die (its doubled). This makes sense as this manuever only applies damage (it literally does nothing else) and damage spread out is weaker in Dnd than focused damage in most cases.
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