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The Fighter: All About The Combat Superiority Feature

The Combat Superiority Feature is a very intricate and detailed ability for Fighters who acquired the Battle Master Specialization at level 3. 

For more about the Battle Master Specialization, I wrote a detailed article for level 5 Fighters that describes the beginning abilities in general detail. 

This article aims to answer any questions regarding the Combat Superiority Feature specifically. 

What is the Combat Superiority Feature? 

Combat Superiority is an ability chosen by the Fighter at level 3. Specifically, this allows you the use of dice called Superiority Dice. You also start with choosing 3 maneuvers from a list of numerous options. These maneuvers enhance your Fighter’s attack in some way. 

Additional Maneuvers can be added at higher levels, of which I have organized below: 

  • 3rd level: You can use three maneuvers. 
  • 7th level: You can use five maneuvers. 
  • 10th level: You can use seven maneuvers. 
  • 15th level: You can use nine maneuvers. 

Regarding Superiority Dice, the number you start out with varies with the level of your Fighter, which I organized below:

  • 3rd level: You have four Superiority Dice
  • 7th level: You have five Superiority Dice
  • 15th level: You have six Superiority Dice
A Superiority Die equals one d8.

A Superiority Die equals one d8. 

What Are The Rules For Maneuvers? 

Maneuvers are only used in conjunction with an attack roll, a damage roll, a reaction, or even movement. You can use only one maneuver per attack. 

From the list of maneuvers available in the Player’s Handbook (PHB), your Fighter can only know a certain number determined by your Fighter level, as seen above. So make a wise decision when picking your maneuver! 

All available maneuvers require the Fighter to expend one Superiority Die for use. This means a maneuver can only be performed if you have an available Superiority Die (For example, level 3 Fighters can have four Superiority Dice, so they can only do four maneuvers before resting).

Your Superiority Dice can be recharged. The Fighter needs to complete a short or long rest. 

Sometimes, maneuvers require your target to make a saving throw. The saving throw Difficulty Class (DC) is calculated as follows: 

  • 8 + Fighter Proficiency + Strength or Dexterity Modifiers. (Fighter’s Choice) 

The Full List of Maneuvers Available (PHB):

The maneuvers are presented in alphabetical order.

Commander’s Strike: 

  • When attacking, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike instead! Make sure they can see and hear you. 
  • The friendly creature you choose can use its reaction to make one weapon attack!
  • Additionally, you will add the number from the Superiority Die to your friend’s damage roll. 

Disarming Attack: 

  • When a creature is hit with a weapon attack, you can attempt to disarm your target of any item it holds!
  • The target must make a Strength Saving Throw; if it fails, the object drops to its feet. 
  • Whether or not the disarm attempt is successful, you can add the Superiority Die to your attack’s damage roll. 

Distracting Strike: 

  • When a creature is hit with a weapon attack, you can distract the creature for your allies to take advantage of! 
  • Whenever your target is attacked by somebody else, that attacker gets an advantage on the attack roll. 
  • The effect ends at the start of your next turn. 
  • You can add the Superiority Die to your attack’s damage roll. 

Evasive Footwork: 

  • When you move, you can add your Superiority Die’s number to your Armor Class (AC) until you stop moving. 

Feinting Attack: 

  • You can choose one creature within 5 feet of you and get an advantage on your next attack roll! 
  • If the attack hits, add the Superiority Die to the attack’s damage roll. 
  • This effect is lost if not used on the same turn you activate it. 

Goading Attack: 

  • When you hit a creature with a weapon attack, you can goad your target into attacking you! 
  • The target must make a Wisdom Saving Throw; if it fails, they have a disadvantage on all attack rolls against targets other than you. 
  • This effect ends after the Fighter’s next turn. 
  • Whether or not the goad attempt is successful, you can add the Superiority Die to your attack’s damage roll. 

Lunging Attack: 

  • When making a melee weapon attack on a target, you can increase your attack’s reach by 5 feet! 
  • If your attack hits, you can add the Superiority Die to the damage roll. 

Maneuvering Attack: 

  • When hitting a target with a weapon attack, you can help maneuver one ally that can see or hear you! 
  • The affected ally can use its reaction to move half its movement speed without triggering opportunity attacks from the target you attacked! 
  • You can add the Superiority Die to your attack’s damage roll. 

Menacing Attack: 

  • When hitting a target with a weapon attack, you can attempt to frighten them! 
  • The target must make a Wisdom Saving Throw; if it fails, they are frightened of you. 
  • This effect ends after the Fighter’s next turn. 
  • Whether or not the menace attempt is successful, you can add the Superiority Die to your attack’s damage roll. 

Parry: 

  • When you are hit with a melee attack, you can use a reaction and reduce the incoming damage! 
  • The damage is reduced by calculating the roll of your Superiority Die + Dexterity Modifier. 

Precision Attack:

  • When you attempt to attack a target, you can help guarantee your attack will hit! 
  • The number of the Superiority Die is added to your attack roll. 
  • This can be done before or after the attack roll is made. 

Pushing Attack: 

  • When you hit a target with a weapon attack, you can push them back up to 15 feet away! 
  • The target must make a Strength saving throw if it is large or smaller.
  • Whether or not the push attempt is successful, you can add the Superiority Die to your attack’s damage roll. 

Rally: 

  • You can use a bonus action to bolster the health of one ally!
  • Your ally gains temporary Hit Points (HP) equal to the Superiority Die roll + Charisma Modifier. 

Riposte: 

  • When your attacker misses you with a melee attack, you can use a reaction to do a melee attack against the creature! 
  • If your Riposte hits, you can add the Superiority Die to the attack’s damage roll. 

Sweeping Attack: 

  • When you hit a target with a melee attack, you can choose another target within 5 feet of it and damage it, too! 
  • Remember that if the original attack roll exceeds the 2nd creature’s AC, it only takes damage equal to the number rolled on the Superiority Die
  • The damage type is the same type dealt by the original attack. 

Trip Attack: 

  • When you hit a creature with a weapon attack, you can trip them, making them prone!
  • The target must make a Strength saving throw if it is large or smaller.
  • Whether or not the trip attempt is successful, you can add the Superiority Die to your attack’s damage roll. 

Why Fighters Should Use The Combat Superiority Feature:

This feature is exceptionally beneficial for Fighters who want to strategize with their teammates and control the battles they find themselves in. Even at level 3, using three of these maneuvers can make your Fighter a superpower against most enemies they face. –And with higher levels, your Fighter will become a menace with even more maneuvers to deploy. 

My personal favorite maneuvers are: 

Commander’s Strike: Knowing that the Fighter has multiple attacks means you can share the glory with your friends when using this unique maneuver. It’s also great for completing a player’s strategy that may have failed because of a failed attack roll on their turn. It’s an excellent ability already, but combined with the extra damage dealt with the additional d8, it makes this a must-have.

Disarming Attack: Having the control to dictate what weapon your enemy is allowed to hold is powerful. You can utterly destroy magical opponents that rely on spellcasting wands and staffs. Another scenario this could be useful for is when your party is busy stopping a thief in their tracks and for item retrieval in general. 

Maneuvering Attack: Again, being able to control the battle is everything in D&D. Allowing an ally to get into a great attacking position or out of a precarious one is very useful. 

Parry: Being able to stop or at least reduce a mighty blow from an enemy is great for so many situations. Whether you are low on HP or want to show off with great roleplay, this is one game-changing maneuver. 

Trip Attack: Depending on initiative and how the round goes, placing an enemy into a prone condition automatically means an advantage for everyone willing to attack that enemy. Besides, being able to embarrass your foes is undoubtedly worthy for a Fighter to show their enemies that they are serious. 

Now You Know All About The Superiority Feature For Fighters. 

I certainly hope you enjoyed the article. Having written this, I definitely have a new respect for the Fighter class. The abilities afforded to those with the Superiority Feature match the name it has been given. It’s just straight-up superior. 

What are your favorite Superiority Feature maneuvers for the Fighter? Is there anything I missed that I should expand on? 

Either way, thank you so much for reading. 


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