Do you wish martial classes had cool abilities with various effects that had cooler names than “Swing My Sword”? Maybe you want a little bit of utility, like spells but not magic? Then check out our new handbook for Battle Master Fighter. With the power of Martial Maneuvers, this subclass can be so many different things. That amount of choice can be quite overwhelming but we’ve gone ahead and not only ranked the maneuvers in our traditional RPGBOT colors and stars, but created groups that work well together to help you get the most out of your Battle Master Fighter. So go ahead, give it a read.
DnD 5e – New Battle Master Fighter Handbook
September 20, 2022
Hello!
Love your guides and really appreciate your analysis! It helped me a lot building my characters, thanks for that. Regarding the battle maneuvers I would value Quick Toss higher than just orange as it gives that sweet bonus attack action. You pointed out that‘s only useful for two-handed melee weapon users, but it also works wonderful for old school Archers with a bow who dislike „crossbow expert“ just because of the flavor (like me). Right now I play a Gloom Stalker / Battle Master with a long bow and have a couple of choices for my bonus action, but tossing that dagger as an extra is always nice and it comes up every other round of combat. And when the DM laughs out after your last regular damage roll starting „Guess how much HP that baddie has lef…“ shouting „Bonus action: Quick Toss!“ is just gold.
An orange rating is for exactly those situational cases. Quick Toss isn’t good enough to do it every turn and it’s unlikely to have a major tactical impact if used on its own (though you may be able to accomplish some shenanigans with nets). You might finish off low-HP enemies, but you can’t guarantee that that will happen.