Maneuvers

Effect

Maneuvers are powerful attacks that use superiority dice.

Requirements

Lvl 3 Battle Master

Maneuvers is a Feature in Baldur's Gate 3. Maneuvers include a number of Actions and Features that can be adopted as a Battle Master. Features provide unique abilities that are inherent to a Character's Race, Class, Background selected. These may vary greatly, from allowing you to equip certain Weapons or pieces of Armor with Proficiency, to add your Proficiency Bonus to certain Saving Throws.

 

Maneuvers Information

Maneuvers are powerful attacks that use superiority dice.

 

How to unlock Maneuvers

Maneuvers can be acquired by:

 

Maneuvers Tips & Notes

  • Notes & Tips go here

 

 

All Traits and Features in Baldur's Gate 3
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(Lightning)  ♦  Draconic Ancestry: Copper (Acid)  ♦  Draconic Ancestry: Gold (Fire)  ♦  Draconic Ancestry: Green (Poison)  ♦  Draconic Ancestry: Red (Fire)  ♦  Draconic Ancestry: Silver (Cold)  ♦  Draconic Ancestry: White (Cold)  ♦  Draconic Resilience  ♦  Draconic Resilience: Armour Class  ♦  Draconic Resilience: Hit Points  ♦  Dragon Ancestry: Red (Fire)  ♦  Dread Ambusher  ♦  Dreadful Word  ♦  Drow Weapon Training  ♦  Dual Wielder (Feature)  ♦  Dual Wielder Bonus Armour Class  ♦  Dueling  ♦  Duelling  ♦  Duergar Magic  ♦  Duergar Resilience  ♦  Dungeon Delver Perception  ♦  Dungeon Delver Resist Traps  ♦  Dwarven Armour Training  ♦  Dwarven Combat Training  ♦  Dwarven Resilience  ♦  Dwarven Toughness  ♦  Eagle Heart  ♦  Eldritch Invocations  ♦  Eldritch Strike  ♦  Elemental Adept: Acid  ♦  Elemental Adept: Cold  ♦  Elemental Adept: Fire  ♦  Elemental Adept: Lightning  ♦  Elemental Adept: Thunder  ♦  Elemental Affinity: Damage  ♦  Elemental Affinity: Resistance  ♦  Elk 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Storm: Resistance  ♦  Heat Convergence  ♦  Heavy Armour Proficiency  ♦  Hellish Resistance  ♦  Horde Breaker  ♦  Human Versatility  ♦  Hunter's Prey  ♦  Illithid Expertise  ♦  Illithid Powers  ♦  Illusion Savant  ♦  Illusory Self  ♦  Improved Abjuration  ♦  Improved Bardic Inspiration  ♦  Improved Combat Superiority  ♦  Improved Critical  ♦  Improved Critical Hit  ♦  Improved Divine Smite  ♦  Improved Elemental Casting  ♦  Improved Extra Attack  ♦  Improved Unarmoured Movement  ♦  Improved Warding Flare  ♦  Improved Warlock Spell Slot  ♦  Improved Wild Strike  ♦  Indomitable  ♦  Infectious Greed  ♦  Infectious Madness  ♦  Infernal Evasion  ♦  Instinctive Charm  ♦  Intelligence Saving Throw Proficiency  ♦  Inured to Undeath  ♦  Iron Mind  ♦  Jack of all Trades  ♦  Javelin Proficiency  ♦  Keen Senses  ♦  Keeper of the Veil  ♦  Ki  ♦  Ki-Empowered Strikes  ♦  Land's Stride: Difficult Terrain  ♦  Lay on Hands Charge  ♦  Lay on Hands Charges  ♦  Level 3 Spell Slots Unlocked  ♦  Lifedrinker  ♦  Light Armour Proficiency  ♦  Light Crossbow Proficiency  ♦  Light Hammer Proficiency  ♦  Light Sensitivity  ♦  Longbow Proficiency  ♦  Longsword Proficiency  ♦  Luck of the Far Realms  ♦  Lucky  ♦  Mace Proficiency  ♦  Mage Breaker  ♦  Mage Hand Legerdemain  ♦  Mage Slayer Attack Caster  ♦  Mage Slayer Break Concentration  ♦  Mage Slayer Saving Throw Advantage  ♦  Magic Awareness  ♦  Magic Initiate: Bard (Feature)  ♦  Magic Initiate: Cleric (Feature)  ♦  Magic Initiate: Druid (Feature)  ♦  Magic Initiate: Sorcerer (Feature)  ♦  Magic Initiate: Warlock (Feature)  ♦  Magic Initiate: Wizard (Feature)  ♦  Magic Resistance  ♦  Magical Ambush  ♦  Magical Secrets  ♦  Malleable Illusions  ♦  Manifestation of Body  ♦  Manifestation of Mind  ♦  Manifestation of Soul  ♦  Manoeuvring Attack  ♦  Martial Archetypes  ♦  Martial Arts Bonus Unarmed Strike  ♦  Martial Arts Deft Strikes  ♦  Martial Arts Dextrous Attacks  ♦  Martial Prodigy  ♦  Martial Weapon Proficiency  ♦  Mask of Many Faces  ♦  Mask of the Wild  ♦  Medium Armour Proficiency  ♦  Melee Attack Bonus -5  ♦  Melee Damage Bonus +10  ♦  Menacing  ♦  Menacing Attack  ♦  Metamagic  ♦  Metamagic: Careful Spell  ♦  Metamagic: Distant Spell  ♦  Metamagic: Extended Spell  ♦  Metamagic: Heightened Spell  ♦  Metamagic: Quickened Spell  ♦  Metamagic: Subtle Spell  ♦  Metamagic: Twinned Spell  ♦  Mindless Rage  ♦  Minions of Chaos  ♦  Minor Alchemy  ♦  Minor Conjuration  ♦  Mire the Mind  ♦  Misty Escape  ♦  Mobile Evade Difficult Terrain  ♦  Mobile Evade Opportunity Attack  ♦  Morninglord's Radiance  ♦  Mortal Reminder  ♦  Multiattack Defence  ♦  Multiattack: Wounded Target  ♦  Musical Instrument Proficiency  ♦  Mystic Arcanum  ♦  Natural Explorer  ♦  Naturally Stealthy  ♦  Nature's Step  ♦  Nature's Ward  ♦  Necromancy Savant  ♦  Oath of Devotion Tenets  ♦  Oath of the Ancients Tenets  ♦  Oath of Vengeance Tenets  ♦  One with Shadows (Feature)  ♦  Open Hand Technique  ♦  Otherworldly Leap  ♦  Pact Boon  ♦  Pact of the Chain  ♦  Perfect Sentry  ♦  Performance Proficiency  ♦  Perilous Stakes  ♦  Permanently Armed  ♦  Polearm Master Bonus Attack  ♦  Polearm Master Opportunity Attack  ♦  Portent  ♦  Potent Cantrip  ♦  Potent Spellcasting  ♦  Precision Attack  ♦  Primal Strike  ♦  Projected Ward  ♦  Protection  ♦  Psionic Backlash  ♦  Psionic Dominance  ♦  Psionic Fortitude  ♦  Purity of Body  ♦  Pushing Attack  ♦  Quarterstaff Proficiency  ♦  Rage  ♦  Rage: Bear Heart  ♦  Rage: Eagle Heart  ♦  Rage: Elk Heart  ♦  Rage: Tiger Heart  ♦  Rage: Wolf Heart  ♦  Rally (Feature)  ♦  Ranger Knight  ♦  Rapier Proficiency  ♦  Relentless Avenger  ♦  Relentless Endurance  ♦  Relentless Rage  ♦  Reliable Talent  ♦  Remarkable Athlete  ♦  Remarkable Athlete: Jump  ♦  Remarkable Athlete: Proficiency  ♦  Repelling Blast  ♦  Resilient Charisma  ♦  Resilient Constitution  ♦  Resilient Dexterity  ♦  Resilient Intelligence  ♦  Resilient Strength  ♦  Resilient Wisdom  ♦  Riposte  ♦  Ritual 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Darkvision  ♦  Superiority Dice  ♦  Sweeping Attack  ♦  Symbiotic Entity  ♦  Tempestuous Magic  ♦  The Third Eye  ♦  Thief of Five Fates  ♦  Thought Shield: Psychic Reflection  ♦  Thought Shield: Psychic Resistance  ♦  Thunderbolt Strike  ♦  Tides of Chaos  ♦  Tiger Heart  ♦  Tranquility  ♦  Transmutation Savant  ♦  Trip Attack  ♦  Two-Weapon Fighting  ♦  Two-Weapon Fighting Style  ♦  Umbral Sight  ♦  Unarmored Defense  ♦  Unarmored Movement  ♦  Unarmoured Defence  ♦  Unarmoured Movement  ♦  Uncanny Dodge  ♦  Undead Fortitude  ♦  Undead Thralls  ♦  Undead Thralls: Additional Undead  ♦  Undead Thralls: Better Summons  ♦  Underdark (Feature)  ♦  Unstable Backlash  ♦  Urban Tracker  ♦  Vampire Ascendant  ♦  Vampire Regeneration  ♦  War Caster Concentration  ♦  War Caster Opportunity Spell  ♦  War Magic  ♦  War Priest  ♦  Warding Flare  ♦  Warhammer Proficiency  ♦  Warlock Spell Slot Gained  ♦  Warlock Spell Slots  ♦  Wasteland Wanderer: Cold  ♦  Wasteland Wanderer: Fire  ♦  Wasteland Wanderer: Poison  ♦  Weakened Constitution  ♦  Web Walker  ♦  Whispers of the Grave  ♦  Wholeness of Body  ♦  Wild Magic (Feature)  ♦  Wild Shape  ♦  Wild Strike  ♦  Wild Surge  ♦  Wisdom Saving Throw Proficiency  ♦  Wolf Heart  ♦  Wrath of the Storm

 




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    • Anonymous

      Commander's Strike - Meh. It let's you make an ally do one attack on your turn for your bonus action and a superiority die (in addition to the main action it costs to make the attack), which is a steep cost. It would be a tiny bit better if it wasn't tied to an attack and you could just use your bonus action + superiority die to command an ally's attack then make your attacks separately.

      Disarming Attack - Great. Absolutely cheeses plenty of encounters throughout the game.

      Distracting Strike - Entirely outclassed by trip attack unless you have a full team of archers and spellcasters with no melee characters that can benefit from trip attack. If you are playing that kind of team, you shouldn't bother playing a battle master fighter in the first place.

      Evasive Footwork - Terrible. I think this only works until the end of your turn and is used specifically to avoid opportunity attacks. If you're playing a fighter, you shouldn't be running away from enemies. Even if it lasted until your next round, it still wouldn't be worth using anyway.

      Feinting Attack - Mid and expensive. Also outclassed by trip attack when you have extra attack at levels 5 and 11. Costs your action, bonus action, and superiority die. If you're not using your bonus action for literally anything else, this is fine, but otherwise, there are far more efficient options.

      Goading Attack - Decent. Better on a dex/ranged battle master that can duck behind cover after goading an enemy to prevent them from attacking you.

      Maneuvering Attack - Extremely niche. If you are going a full level 11/12 battle master, this might be a nice thing to have in case one of your allies is in a terrible position because you'll have more maneuvers than you need but don't choose this at level 3. Similarly to commander's strike, I wish it wasn't tied to an attack but at least this one doesn't cost your bonus action.

      Menacing Attack - Devastating for melee-only enemies. Great option in general for locking down an enemy.

      Precision Attack - Good if you don't have 20 in str or dex. Can be very good in certain situations but most of the time, this is just unnecessary. Doesn't increase damage.

      Pushing Attack - Often more of an hindrance than a benefit. Knocking an enemy off a cliff is great and all but knocking an enemy away from you on your own turn otherwise is just a bad thing. You are a fighter, the enemy should WANT to get away from you. If this had the option to yank enemies towards you instead with a ranged attack, I'd like it a bit more for the versatility.

      Rally - Essentially a bad healing word. Doesn't benefit from magic items that buff healing but can revive a downed teammate with 1 hp + 8 temp hp. It's okay if you don't have a main healer, but... just get a main healer instead...

      Riposte - Just unnecessary. It lets you attack out of turn and possibly kill somebody that would otherwise continue attacking you but it's mediocre. If you like the look of this, you'll love the polearm master feat instead.

      Sweeping Attack - Absolute garbage. The way it should work is it should allow you to attack 2 enemies in front of you with your full damage for the cost of a superiority die. Instead, you only do 1d8 or 1d10 damage. Even if you think there might be a situation where you need to finish off some extremely low health enemies right in front of you, it's just not even worth picking. Deserves a rework.

      Trip Attack - Absolute must have no matter what. It gives you and your allies advantage on all attacks on the target until the enemy's next turn where they stand up. Also cuts their movement speed in half. You will want to pay attention to the turn order with this though. You don't want to use this on an enemy that is about to have their turn come up unless you can finish them off. Synergizes with extra attack because you can knock them prone with your first attack, then get free advantage on your next attacks on the same turn. If you trip attack, then action surge, you get 5 attacks with advantage at level 11 fighter. Even if you don't finish them off yourself, your allies ALSO get advantage. The only downside is that they have to be within 3 meters of the target to get this advantage but there is no downside if they aren't within range. This is what I meant when I said some of the other options were outclassed. Knocking an enemy prone is also guaranteed to break their concentration which can be useful sometimes (but you're probably just going to kill them in one turn anyway so probably not).

      • Anonymous

        Could you combine Sweeping attack + Disarming attack + Precision attack all in one strike?
        Or like Sweeping + Disarming + Trip?

        • Anonymous

          I dunno dude, my maneuvers DC scales with INT instead STR or DEX . When I put on wrapped headband I get +3 in log, and without I get -1 for my 8 int fighter. Funny, that was the case in pathfinder iirc.

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