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Manoeuvres: Difference between revisions

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'''Manoeuvres''' are a set of Passive Features available to {{Class|Battle Master}} at Level 3 or those who have taken the {{SAI|Martial Adept}} feat. They are powerful attacks that use superiority dice, a resource that recovers on a [[Short Rest]] or [[Long Rest]].
'''Manoeuvres''' are a set of Passive Features available to [[Battle Master]] Fighter at Level 3 or those who have taken the {{SAI|Martial Adept}} feat. They are powerful attacks that use superiority dice, a resource that recovers on a [[Short Rest]] or [[Long Rest]].


=== Save DC ===
=== Save DC ===
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*{{SAI|Trip Attack (Ranged)|w=40}}
*{{SAI|Trip Attack (Ranged)|w=40}}
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== Other sources of manoeuvres ==
Some items have Manoeuvres as special weapon actions. These do not cost {{resource|supdie|forceplural=yes}}.
* {{MdRarityItem|Bonespike Helmet}} - {{MdSAI|Menacing Attack (Melee)}}
* {{MdRarityItem|Ravengard's Scourger}}, {{MdRarityItem|Duke Ravengard's Longsword}} - {{MdSAI|Commander's Strike}}
* {{MdRarityItem|Titanstring Bow}} - {{MdSAI|Pushing Attack (Ranged)}}
== Things that affect manoeuvres ==
* {{MdRarityItem|Gauntlets of the Warmaster}}


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[[Category:Class features]]
[[Category:Class features]]

Latest revision as of 15:39, 29 July 2024

Manoeuvres are a set of Passive Features available to Battle Master Fighter at Level 3 or those who have taken the Martial Adept Martial Adept feat. They are powerful attacks that use superiority dice, a resource that recovers on a Short Rest or Long Rest.

Save DC[edit | edit source]

  • If the manoeuvre requires a save DC, that DC is 8 + your Proficiency Modifier + your Strength or Dexterity modifier, whichever is higher.

List of Manoeuvres[edit | edit source]

Manoeuvres Description Grants
Commander's Strike Expend one attack from your attack action and a bonus action to direct an ally to strike a foe. The ally uses their reaction to make a weapon attack on their turn.
Disarming Attack Spend a superiority die to make an attack that deals an additional 1d8 damage and possibly forces the target to drop the weapons they are holding.
Distracting Strike Distract Distract your target, giving your allies Advantage on their next Attack Roll against the target.
Evasive Footwork You can evade attacks by imposing Disadvantage on melee attacks against you for a round.
Feinting Attack Use both your action and bonus action on a turn to attack a target with Advantage and deal an addition 1d8 damage.
Goading Attack Deal an additional 1d8 and attempt to goad the target attacking you. Target receives Disadvantage on attacking any other creature.
Manoeuvring Attack Spend a superiority die to make an attack that deals an additional 1d8 damage. On a hit, select which friendly creature will gain half its movement speed. It will not provoke attacks of opportunity.
Menacing Attack Spend a superiority die to make an attack that deals an additional 1d8 damage and possibly Frightens the target.
Precision Attack Spend a Superiority Die and add its result to an Attack Roll.
Pushing Attack Spend a superiority die to make an attack that deals an additional 1d8 damage and possibly pushes the target back 4.5m.
Rally Expend a superiority die to grant an ally 8 temporary hit points, bolstering their resolve.
Riposte When a hostile creature misses you with a melee attack, expend a superiority die to retaliate with a powerful attack that deals an additional 1d8 damage.
Sweeping Attack Swing your weapon in a rapid, sweeping arc to attack multiple enemies at once. Roll you superiority die for damage.
Trip Attack Spend a superiority die to make an attack that deals an additional 1d8 damage and possibly knocks the target Prone Prone.
The target must be Large or smaller.

Other sources of manoeuvres[edit | edit source]

Some items have Manoeuvres as special weapon actions. These do not cost Superiority Dice.

Things that affect manoeuvres[edit | edit source]