Combat Maneuvers 5e Level Up Your D&D Game!

Combat maneuvers 5e – Alright, gamers! Let’s dive headfirst into the world of D&D 5e combat maneuvers! Forget just swinging your sword, ’cause we’re talking about the real deal – grappling, shoving, disarming, the whole shebang. Combat maneuvers add a whole lotta spice to your battles, giving you the power to control the battlefield, outsmart your enemies, and basically become a tactical genius. This ain’t your grandpa’s D&D, people.

Get ready to learn how to make your fights way more interesting!

We’re gonna break down all the basics, from the core rules and mechanics to the specific moves you can pull off. We’ll explore the best ways to grapple a foe, send them flying with a well-placed shove, and even disarm those pesky weapon-wielders. Plus, we’ll check out some cool feats, abilities, and character builds that’ll turn you into a combat maneuver master.

So, grab your dice, sharpen your wits, and let’s get rolling!

Introduction to Combat Maneuvers in 5e

Combat maneuvers in Dungeons & Dragons 5th Edition (5e) provide players with options beyond simply attacking or casting spells. They represent a suite of tactical actions designed to control the battlefield, manipulate opponents, and create advantageous situations. These maneuvers are a key component of the game’s tactical depth, allowing for creative problem-solving and diverse character builds.

Core Rules and Mechanics

Combat maneuvers in 5e are primarily governed by the Strength (Athletics) and Dexterity (Acrobatics) skills. Successfully performing a maneuver often requires a skill check against a target’s skill check or saving throw.The basic mechanics of combat maneuvers are:

  • Action Economy: Most combat maneuvers require the attacker to use their action. Some maneuvers, like Shove, can be performed as part of an attack action if the attacker has the Extra Attack feature.
  • Skill Checks: The attacker makes a Strength (Athletics) check or Dexterity (Acrobatics) check. The defender resists with a Strength (Athletics) check or Dexterity (Acrobatics) check, or a relevant saving throw. The higher result wins.
  • Targeting: Maneuvers target a creature or an area, depending on the specific maneuver.
  • Specific Maneuvers: Each maneuver has specific rules and effects. For example, the Grapple maneuver restrains a target, while the Shove maneuver can push a target away or knock them prone.

Important formulas and phrases:

Maneuver Check: Strength (Athletics) or Dexterity (Acrobatics) check + relevant modifiers (e.g., proficiency bonus, ability score modifier).

Target’s Resistance: Strength (Athletics) or Dexterity (Acrobatics) check, or a relevant saving throw, + relevant modifiers.

History of Combat Maneuvers in D&D Editions

The implementation of combat maneuvers has evolved significantly across different editions of Dungeons & Dragons.The following details the evolution of combat maneuvers:

  • Early Editions (OD&D, AD&D): Combat maneuvers were present, but often less formalized than in later editions. They were typically handled through rules interpretations and DM discretion. Rules were often vague and open to interpretation.
  • 3rd Edition: 3rd Edition (3.0 and 3.5) introduced a more structured system for combat maneuvers, known as “combat maneuvers” and based on the concept of opposed attack rolls. This edition formalized several maneuvers, like Trip and Disarm, as specific actions. The introduction of the Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD) provided a more consistent framework.
  • 4th Edition: 4th Edition streamlined combat, and combat maneuvers were integrated into the core mechanics of combat, with specific powers and abilities that often triggered effects related to positioning and control.
  • 5th Edition: 5th Edition returned to a simpler system. Maneuvers are primarily skill checks, and the system is more accessible, but still offers a significant degree of tactical depth. The system is designed to be more narrative-driven and less reliant on complex calculations.

Types of Combat Maneuvers

Combat maneuvers in Dungeons & Dragons 5th Edition (5e) offer tactical options beyond simply attacking. They allow characters to control the battlefield, manipulate opponents, and create advantageous situations. Mastering these maneuvers is crucial for players and Dungeon Masters alike to create dynamic and engaging combat encounters. These maneuvers are not just special attacks; they are fundamental tools for strategic gameplay.

The Standard Combat Maneuvers

The core combat maneuvers are a set of actions available to characters during their turn. Each maneuver has specific requirements, effects, and tactical applications. These maneuvers are designed to be relatively simple to understand but provide significant strategic depth.

  • Grapple: This maneuver allows a character to physically restrain an opponent, reducing their movement speed to 0 and preventing them from taking actions that require the use of their hands.
  • Initiation: The character uses their action to make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses which ability to use).

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    Effects: If the character succeeds, the target is grappled. A grappled creature’s speed is 0, and it can’t benefit from any bonus to its speed. The grapple ends if the grappler is incapacitated or releases the target. The grapple also ends if an effect removes the grappled creature from the grappler’s reach or grasp, such as the
    -Dimension Door* spell.

  • Shove: This maneuver allows a character to push a creature away from them or knock them prone.
  • Initiation: The character uses their action to make a Strength (Athletics) check contested by the target’s Strength (Athletics) check.

    Effects: If the character succeeds, they can either push the target 5 feet away from them or knock the target prone. If the target is more than one size larger than the character, the target is immune to the shove.

  • Disarm: This maneuver forces a creature to drop an object they are holding.
  • Initiation: The character makes an attack roll against the target. If the attack hits, the character can make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses which ability to use).

    Effects: If the character succeeds, the target drops one object of the character’s choice that it’s holding. The object falls to the ground in the target’s space.

  • Help: This maneuver is a supportive action that grants advantage on an attack roll or ability check.
  • Initiation: The character uses their action to take the Help action. They must be within 5 feet of the creature they are helping.

    Effects: The helping character can grant advantage on an attack roll against one creature the character can see or grant advantage on an ability check the creature makes to perform a task. If the creature is not within 5 feet, the Help action will not be successful.

  • Ready: This maneuver allows a character to prepare for a specific trigger.
  • Initiation: The character uses their action to take the Ready action. They describe the action they will take and the trigger that will cause them to take that action.

    Effects: The character takes the readied action when the trigger occurs. If the trigger doesn’t occur before the start of the character’s next turn, the action is lost.

Combat Maneuver Table

The following table summarizes the key aspects of each standard combat maneuver. This table helps to quickly reference the action, ability check, and effects of each maneuver during gameplay.

ManeuverActionRequired Ability CheckEffects
GrappleActionStrength (Athletics) vs. Strength (Athletics) or Dexterity (Acrobatics)Target’s speed is 0, and can’t benefit from any bonus to its speed.
ShoveActionStrength (Athletics) vs. Strength (Athletics)Push target 5 feet away or knock prone (if target is no more than one size larger).
DisarmAttack ActionAttack roll, then Strength (Athletics) vs. Strength (Athletics) or Dexterity (Acrobatics)Target drops an object of the character’s choice.
HelpActionN/AGrants advantage on one attack roll or ability check for a creature within 5 feet.
ReadyActionN/APrepares a specific action to be taken when a specified trigger occurs.

Grappling in 5e

Grappling is a fundamental combat maneuver in Dungeons & Dragons 5th Edition, allowing characters to physically restrain opponents. It provides tactical advantages, but also presents significant limitations. Understanding the nuances of grappling is crucial for both players and Dungeon Masters to effectively utilize this action in combat.

The Grapple Maneuver: Mechanics and Consequences

The Grapple action in 5e is a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses which ability to use). If the grappler succeeds, the target is grappled.The benefits of grappling are significant:

  • Reduced Movement: A grappled creature’s speed becomes 0, preventing it from moving away from the grappler. This effectively pins the target in place.
  • Opportunity Attack Prevention: The grappled creature cannot move, so it provokes opportunity attacks if it attempts to move out of the grappler’s reach (unless it teleports or uses a similar effect).
  • Tactical Control: Grappling allows the grappler to control the battlefield, preventing enemies from escaping, reaching allies, or maintaining advantageous positioning.

However, grappling also has drawbacks:

  • Grappler Vulnerability: The grappler’s speed is also reduced to 0, unless they have a feature that says otherwise, making them easier to target and more vulnerable to attacks, especially from ranged combatants.
  • Action Economy: The grappler must use their action to grapple, which limits their offensive options.
  • Target Resistance: The target can choose to use Dexterity (Acrobatics) instead of Strength (Athletics) to resist the grapple, making it more likely for the grapple to fail against agile opponents.

Moving a Grappled Creature

Once a creature is grappled, the grappler can move the creature along with them. The grappler’s movement is halved, and the grappled creature moves with them, remaining within the grappler’s reach. This is a powerful tactic for positioning enemies, such as dragging them into traps, away from allies, or into hazardous terrain.However, there are limitations:

  • Movement Speed: The grappler’s speed is halved. If the grappler has a speed of 30 feet, they can only move 15 feet while grappling a creature.
  • Terrain: Difficult terrain affects both the grappler and the grappled creature, further reducing their movement.
  • Size Discrepancy: A grappler can only grapple a creature that is one size larger than themselves or smaller. A Medium creature can grapple a Large or smaller creature. A Small creature can grapple a Medium or smaller creature. A Tiny creature can grapple a Small or smaller creature.

Flowchart: Grapple Process

The following flowchart details the steps involved in initiating, maintaining, and escaping a grapple. This visual aid helps clarify the sequence of events and the decisions involved.

Step 1: Initiate Grapple

Action: Grappler uses their action to attempt to grapple a target within reach.

Contested Check: Grappler makes a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice).

Success: Grappler succeeds. Target is grappled.

Failure: Grappler fails. Grapple attempt fails.

Step 2: Maintain Grapple (Each Subsequent Round)

No Action Required: The grapple is maintained automatically unless the grappler releases the target.

Target’s Options: The grappled creature can attempt to escape the grapple.

Target’s Actions: The grappled creature can attempt to escape the grapple.

Target’s Actions: The grappled creature can attempt to escape the grapple.

Escape Check: Target makes a Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice) contested by the grappler’s Strength (Athletics) check.

Escape Success: Target escapes the grapple.

Escape Failure: Target remains grappled.

Step 3: Ending the Grapple

Grappler’s Choice: The grappler can release the target at any time (no action required).

Escape Attempt Success: The target escapes the grapple by succeeding on the contested check.

Other Effects: Certain spells or effects can end the grapple (e.g.,
-Freedom of Movement* spell).

Shoving in 5e

Combat Maneuvers 5e Level Up Your D&D Game!

The Shove maneuver is a core combat action in Dungeons & Dragons 5th Edition, offering significant tactical flexibility. It allows characters to manipulate the battlefield, creating opportunities for themselves and their allies while hindering opponents. Mastery of the Shove maneuver is crucial for players seeking to control the flow of combat and maximize their effectiveness.

Applications of the Shove Maneuver for Positioning and Tactical Advantage

The Shove action is a powerful tool for controlling the battlefield and gaining tactical advantages. It allows a character to directly affect the positioning of creatures, opening up opportunities for both offense and defense.

  • Creating Space: Shoving a creature away provides distance, which can be critical for ranged attackers or spellcasters who benefit from space. Conversely, it can allow a melee character to disengage from a superior foe.
  • Denying Movement: Shoving a creature into a chokepoint or against a wall restricts their movement options, making them easier to target or preventing them from reaching a desired location.
  • Exposing Weaknesses: Positioning a creature allows for tactical advantages, such as setting up a flanking position for an ally or moving an enemy into the area of effect of a spell or trap.
  • Interrupting Actions: Shoving a creature at the right moment can disrupt their actions, potentially forcing them to reposition or lose their turn. For instance, shoving a creature attempting to cast a spell could force them to lose concentration (assuming the shove deals damage, which is a common house rule).
  • Facilitating Escape: A character can shove an enemy to create an opening for an ally to escape a dangerous situation.

Shoving a Creature Prone versus Shoving Away

The Shove action offers two distinct options, each with its own tactical implications. Choosing between shoving a creature prone and shoving them away depends on the specific circumstances and the desired outcome.

  • Shoving Prone: This option forces the target to fall to the ground, giving all attackers advantage on attack rolls against the creature. The prone creature, in turn, has disadvantage on attack rolls. However, the prone creature can only move by crawling, which reduces their speed.
  • Shoving Away: This option pushes the target a number of feet away from the attacker. The distance pushed is determined by the attacker’s Strength check versus the target’s Strength (Athletics) or Dexterity (Acrobatics) check. This is useful for creating space, separating enemies, or moving a creature into a hazard.
  • Comparison:
    • Shoving prone is best when the goal is to make a creature vulnerable to melee attacks, especially for characters with multiple attacks or abilities that benefit from advantage.
    • Shoving away is better when the goal is to create space, control movement, or move a creature into a hazard.
    • The choice between the two options should be made based on the tactical situation, the capabilities of the attacker and their allies, and the vulnerabilities of the target.

Exploiting Environmental Features with the Shove Maneuver

The Shove maneuver becomes even more potent when combined with environmental features. Clever use of the environment can turn a simple shove into a devastating tactical advantage.

  • Pushing into Hazards: Shoving a creature into a pit, a fire, or a pool of acid can inflict significant damage or status effects. For example, shoving a creature into a pit trap could cause it to fall and take damage.
  • Utilizing Terrain: Pushing a creature off a cliff or a high ledge can result in falling damage. This can be especially effective against weaker enemies or those already wounded.
  • Creating Obstacles: Shoving a creature into a narrow passage can block the path, preventing other enemies from reaching the attacker or their allies.
  • Interacting with Objects: Shoving a creature into a fragile object, such as a stack of crates or a rickety bridge, could cause it to collapse, potentially causing damage or hindering the creature’s movement.
  • Illustrative Example: Imagine a battle taking place on a ship’s deck during a storm. A character could shove an enemy towards the edge of the ship, potentially causing them to fall into the sea. The success of the shove would depend on the character’s Strength check versus the enemy’s Athletics check and the circumstances of the environment, such as the rolling of the ship or the strength of the storm.

    This exemplifies how the environment amplifies the effectiveness of the Shove maneuver.

Disarming in 5e

The Disarm maneuver in Dungeons & Dragons 5th Edition offers a tactical option for combatants seeking to control the battlefield by depriving opponents of their weapons. Unlike grappling or shoving, which focus on controlling movement, disarming aims to limit an enemy’s offensive capabilities directly. Success can significantly alter the flow of combat, forcing enemies to adapt or risk being defenseless.

Purpose and Implications of Disarming

The primary purpose of the Disarm maneuver is to remove a weapon or held item from an opponent’s grasp. This forces the target to either retrieve the item, potentially provoking opportunity attacks, or fight unarmed. The implications of a successful disarm are far-reaching.* A melee combatant loses their primary means of dealing damage, especially if they lack natural weapons or a backup weapon.

  • A ranged combatant might be forced to move closer to retrieve their weapon, exposing them to melee attacks.
  • A spellcaster relying on a component pouch or arcane focus could be hindered in casting spells.
  • The disarmed weapon can be picked up by another character, granting them an advantage or denying it to the original wielder.

Options for a Disarmed Creature

A creature that has been disarmed has several options available, each with its own tactical considerations. The choices depend on the creature’s remaining resources, the battlefield situation, and the presence of allies.* Attempt to Retrieve the Weapon: The disarmed creature can move to pick up their weapon. This might provoke opportunity attacks, but it allows them to regain their offensive capabilities.

Draw a New Weapon

If the creature has a second weapon, such as a dagger or a backup weapon, they can draw it as part of their action (or bonus action, depending on the rules). This keeps them in the fight but potentially with a less effective weapon.

Attack Unarmed

The creature can attack using their fists or other natural weapons, if they have them. Unarmed strikes typically deal less damage than weapon attacks.

Flee or Reposition

The creature can use their movement to escape or reposition themselves, seeking a more favorable position to retrieve their weapon or escape combat entirely.

Cast a Spell (if a Spellcaster)

If a spellcaster is disarmed of their arcane focus or component pouch, they may still be able to cast spells that do not require material components. This can allow them to maintain some degree of combat effectiveness.

Step-by-Step Guide to Implementing the Disarm Maneuver

Implementing the Disarm maneuver follows a specific set of rules and involves a contested check. This process is essential for understanding how to execute the maneuver effectively.

1. Action

The attacker must use their action to attempt the Disarm maneuver. This is not a standard action; it is a special action that can only be used with the optional rules for combat maneuvers.

2. Attack Roll

The attacker makes a Strength (Athletics) check or a Dexterity (Acrobatics) check against the target. The choice of which ability to use is determined by the player.

3. Contested Check

The target makes a Strength (Athletics) check or a Dexterity (Acrobatics) check, choosing the same ability as the attacker, to resist the disarm.

4. Determining Success

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If the attacker’s check result is higher than the target’s, the disarm is successful, and the target drops the weapon.

If the checks are tied, the disarm fails.

5. Weapon Placement

The dropped weapon falls to the ground in the target’s space. A creature can pick up the weapon as an object interaction.

6. Modifiers

Advantage/Disadvantage

Advantage or disadvantage on the attack roll can apply, as with any other attack.

Feats

The Battle Master Fighter’s “Maneuvering Attack” can be used in conjunction with the Disarm maneuver, adding a superiority die to the damage roll and potentially disarming the target.

Magic Items/Abilities

Certain magic items or character abilities may grant bonuses to the attack roll or the contested check. For example, a weapon with the “Disarming” property (if such a weapon existed in 5e) could grant a bonus to the disarm attempt.

Other Combat Maneuvers and Optional Rules

Beyond the core combat maneuvers of Grappling, Shoving, and Disarming, Dungeons & Dragons 5th Edition offers a selection of less frequently used or optional maneuvers. These maneuvers provide additional tactical options, allowing players and DMs to customize combat encounters. They also open the door to house rules, which can further tailor the game to a group’s preferences and playstyle.

Less Common Combat Maneuvers

These maneuvers, while included in the core rules, are often overlooked or used less frequently than Grappling and Shoving. They offer distinct tactical advantages in specific situations.

  • Overrun: This maneuver allows a creature to move through a hostile creature’s space. The attacking creature must be at least one size larger than the target. The attacker makes a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). If the attacker wins, they can move through the target’s space. If the target wins, the attacker’s movement ends.

    This is particularly useful for bypassing enemy lines or reaching a vulnerable target.

  • Trip: This maneuver attempts to knock a creature prone. The attacker makes a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). If the attacker succeeds, the target is knocked prone. This is a potent tactic as prone creatures have their speed halved and attackers gain advantage on attack rolls against them.
  • Climb onto a Bigger Creature: A creature can attempt to climb onto a larger creature. This requires a Strength (Athletics) check contested by the target’s Dexterity (Acrobatics) check. Success allows the smaller creature to climb onto the larger one, typically gaining advantages depending on the specific circumstance.

Optional Rules and House Rules

D&D 5e encourages DMs and players to modify rules to fit their group’s preferences. Combat maneuvers are a frequent area for such customization.

  • Variant: Combat Maneuver Damage: Some groups introduce damage associated with successful maneuvers, such as a small amount of bludgeoning damage from a shove or a trip. This adds another layer of tactical consideration.
  • Variant: Feat-Based Maneuvers: Some groups create or adapt feats that enhance or expand combat maneuver options. For example, a feat could grant advantage on Athletics checks for tripping or allow a disarm attempt as a bonus action.
  • Variant: Multi-Maneuver Actions: Some DMs allow a character to attempt multiple maneuvers within a single action, at the cost of disadvantage on one or more checks. This can create dynamic and unpredictable combat.
  • Variant: Critical Successes and Failures: Some groups expand on the critical hit and miss rules, adding critical successes and failures to ability checks, including those for combat maneuvers. A critical success could, for example, knock a creature prone and also deal damage, while a critical failure could lead to the attacker being knocked prone or taking damage.

Examples of Optional Rules in Action, Combat maneuvers 5e

These examples illustrate how optional rules can change the flow of gameplay.

  • Damage from a Shove: A barbarian shoves a goblin off a cliff using the optional damage rule. The shove deals 5 bludgeoning damage in addition to potentially knocking the goblin prone. This minor damage can add up over the course of the battle.
  • Feat-Enhanced Tripping: A fighter with a “Trip Specialist” feat gains advantage on their Athletics check when attempting to trip a foe. This dramatically increases their chance of success, making tripping a core part of their combat strategy.
  • Multi-Maneuver Action: A rogue attempts to both disarm and shove an enemy in a single turn, but at disadvantage on the checks. This allows for a more aggressive, multi-pronged attack, but also increases the risk of failure.

Advantages and Disadvantages of Combat Maneuvers: Combat Maneuvers 5e

Combat maneuvers in Dungeons & Dragons 5th Edition offer strategic depth beyond simple attack rolls. They provide options for controlling the battlefield, manipulating enemy positions, and hindering opponents. However, they also present risks, requiring careful consideration of their benefits and drawbacks to optimize their effectiveness. This section analyzes the advantages and disadvantages of utilizing combat maneuvers.

Advantages of Combat Maneuvers

Combat maneuvers offer significant tactical advantages, allowing players to influence the flow of combat and gain a decisive edge. These benefits extend beyond dealing direct damage, providing opportunities for battlefield control, and tactical advantages.

  • Enhanced Battlefield Control: Maneuvers like Shoving and Grappling allow characters to dictate enemy positioning. Grappling immobilizes a foe, preventing movement, while Shoving can push enemies into hazards (e.g., pits, lava) or away from allies. This control is especially potent in scenarios with environmental features. For instance, a barbarian could shove an enemy off a cliff, bypassing its defenses entirely.
  • Tactical Advantage for Allies: Certain maneuvers directly benefit allies. Grappling an enemy near a spellcaster can prevent the enemy from escaping the spell’s area of effect. Disarming an opponent removes their primary weapon, potentially negating their damage output and forcing them to use less effective attacks.
  • Versatility in Combat: Combat maneuvers provide options beyond the standard Attack action. This versatility is crucial when facing different enemy types or in varying combat situations. A character can switch from dealing damage to grappling a dangerous spellcaster, thus altering their strategy.
  • Exploiting Enemy Weaknesses: Certain maneuvers are particularly effective against specific enemy types. For example, Disarming is highly effective against enemies that rely on weapon attacks. Similarly, Shoving can be used to push ranged attackers out of position, forcing them to move closer to the melee fighters.
  • Improved Survivability: By controlling enemy movement and removing threats, combat maneuvers can indirectly improve a character’s survivability and that of their allies. A well-placed Shove can save an ally from an enemy attack.

Disadvantages and Risks of Combat Maneuvers

While advantageous, combat maneuvers also come with inherent risks that must be carefully considered before execution. Understanding these drawbacks is crucial for making informed decisions during combat.

  • Action Economy Costs: Most combat maneuvers require the user to take an action, potentially sacrificing an attack action or the use of a bonus action. This can lead to a reduction in damage output if the maneuver fails or is ineffective.
  • Saving Throws and Checks: Combat maneuvers often require the target to make a saving throw or for the user to succeed on an ability check (usually Strength (Athletics) versus Strength (Athletics) or Dexterity (Acrobatics)). Failure can result in the maneuver’s failure, wasting an action and potentially exposing the user to a counterattack.
  • Resistance and Immunity: Some creatures are resistant or immune to certain combat maneuvers. For example, creatures with the Legendary Resistance trait can automatically succeed on saving throws. Creatures of large size or bigger are often difficult to grapple or shove.
  • Opportunity Attacks: Attempting certain maneuvers, such as moving while grappling an enemy, can provoke opportunity attacks from nearby enemies. This can lead to extra damage or even death.
  • Specific Circumstances: Some maneuvers are only effective in specific circumstances. For instance, Disarming is useless against enemies that don’t rely on weapons, and Shoving is less effective in open spaces.

Strategies for Mitigating Risks and Maximizing Benefits

To minimize the risks and maximize the benefits of combat maneuvers, players can employ several strategic approaches. Careful planning and execution are key to their effective use.

  • Character Optimization: Choose a class or subclass that synergizes well with combat maneuvers. The Battle Master Fighter, for example, has features specifically designed to enhance their effectiveness. Invest in relevant ability scores (e.g., Strength for Grappling and Shoving) and take feats like the Tavern Brawler, which can improve grappling abilities.
  • Environmental Awareness: Use the environment to your advantage. Shoving enemies into hazardous terrain, or grappling them near environmental hazards, can greatly increase the maneuver’s effectiveness.
  • Teamwork and Coordination: Coordinate with allies. A rogue could use the Help action to give an ally advantage on their Strength (Athletics) check to grapple an enemy. A spellcaster could cast a spell to create advantageous conditions, such as
    -grease* to hinder enemy movement before a shove.
  • Target Selection: Prioritize targets. Grapple or Disarm the most dangerous enemies first. Shove ranged attackers out of position or off ledges.
  • Risk Assessment: Before attempting a maneuver, assess the risks. Consider the enemy’s size, abilities, and resistances. Determine whether a failed maneuver would leave the character vulnerable.
  • Use of Bonus Actions and Reactions: Utilize bonus actions and reactions to enhance maneuver effectiveness. The Battle Master Fighter’s Combat Superiority Dice can be used to add damage or other effects to a maneuver. The Sentinel feat grants the ability to make opportunity attacks that stop enemy movement, enhancing the effectiveness of grappling.

Feats and Abilities that Enhance Combat Maneuvers

Combat maneuvers 5e

Combat maneuvers in Dungeons & Dragons 5th Edition can be significantly enhanced by specific feats and class abilities. These augmentations provide characters with a tactical edge in combat, allowing them to control the battlefield, debilitate opponents, and create opportunities for their allies. Understanding these enhancements is crucial for optimizing character builds and maximizing combat effectiveness.

Feats that Directly Enhance Combat Maneuvers

Several feats directly improve a character’s ability to perform combat maneuvers. These feats often provide bonuses to related ability checks or grant additional effects when successfully executing a maneuver.

  • Grappler: This feat is specifically designed to enhance grappling. It offers two primary benefits:
    • You have advantage on attack rolls against a creature you are grappling.
    • You can use one of your attacks to try to pin a creature you are grappling. To do so, you must succeed on another Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, the creature is restrained until the grapple ends.

    This feat significantly improves the effectiveness of grappling, allowing characters to deal more damage and potentially incapacitate their opponents. The ability to pin a creature, rendering it restrained, is a powerful control option.

  • Tavern Brawler: This feat is a general combat-focused feat that provides bonuses to both unarmed strikes and grappling. Its benefits include:
    • You gain a +1 bonus to Strength or Constitution (your choice).
    • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
    • When you grapple a creature, you can deal 1d4 bludgeoning damage to the creature.

    Tavern Brawler makes characters more effective grapplers, allowing them to initiate grapples more easily and deal additional damage while grappling.

  • Athlete: While not directly focused on combat maneuvers, the Athlete feat offers benefits that indirectly improve their effectiveness. It provides:
    • You increase your Strength or Dexterity by 1, to a maximum of 20.
    • When you are prone, standing up uses only 5 feet of your movement.
    • Climbing doesn’t cost you extra movement.
    • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

    The Strength and Dexterity increase helps with Strength (Athletics) and Dexterity (Acrobatics) checks used in combat maneuvers. The ability to stand up quickly from prone can be beneficial when being knocked prone by a shove.

Class Abilities that Interact with Combat Maneuvers

Several character classes and subclasses have abilities that interact with combat maneuvers, granting additional bonuses, effects, or specialized techniques.

  • Barbarian: The Barbarian class, especially subclasses like the Path of the Totem Warrior or the Path of the Zealot, can utilize combat maneuvers effectively.
    • Reckless Attack: Barbarians can use Reckless Attack to gain advantage on attack rolls, increasing their chances of succeeding on Strength (Athletics) checks for grappling or shoving.
    • Brutal Critical: While not directly related to maneuvers, the increased critical hit damage from Brutal Critical can be combined with advantage from grappling or other maneuvers to deal significant damage.
  • Battle Master Fighter: The Battle Master subclass is designed to excel in combat maneuvers.
    • Maneuvers: Battle Masters gain access to a variety of maneuvers that directly enhance their combat prowess, including:
      • Trip Attack: When you hit a creature with an attack, you can expend one superiority die to attempt to knock the target prone. You add the superiority die to the attack’s damage roll.

        The target must succeed on a Strength saving throw or be knocked prone.

      • Pushing Attack: When you hit a creature with an attack, you can expend one superiority die to attempt to push the target. You add the superiority die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
      • Grappling Strike: When you hit a creature with an attack, you can expend one superiority die to attempt to grapple the target. You add the superiority die to the attack’s damage roll. The target must succeed on a Strength saving throw or be grappled.
    • Superiority Dice: The Battle Master’s superiority dice fuel their maneuvers, allowing them to use these abilities multiple times per short rest.
  • Rogue (Thug/Mastermind): Rogues can leverage combat maneuvers to set up sneak attacks.
    • Steady Aim: Rogues can gain advantage on attack rolls to gain a sneak attack.
    • Help Action: Rogues can use the Help action to grant an ally advantage on attack rolls against a creature, by providing a distraction or grappling an enemy.

Combining Feats and Abilities for Optimal Results

Combining feats and class abilities can create highly effective characters who specialize in combat maneuvers.

  • Example: Grappling Barbarian/Battle Master Fighter:
    • Feats: Grappler and Tavern Brawler.
    • Class Features: Reckless Attack (Barbarian), Trip Attack/Pushing Attack/Grappling Strike (Battle Master).
    • Tactics: The character can use Reckless Attack to gain advantage on attack rolls, increasing the chance of succeeding on Strength (Athletics) checks for grappling. The character can then use Grappling Strike to grapple a target and use Tavern Brawler to deal extra damage. Simultaneously, the character can use Trip Attack or Pushing Attack to knock other enemies prone or push them away, controlling the battlefield and creating opportunities for allies.

      The Grappler feat further enhances the grappling capabilities, while the Battle Master maneuvers provide additional tactical options.

  • Example: Grappling Fighter with Sentinel:
    • Feats: Grappler and Sentinel.
    • Class Features: Fighting Style (e.g., Protection), Action Surge.
    • Tactics: The character can grapple an enemy with Grappler, providing advantage on attack rolls against the grappled creature. If the grappled creature tries to move away, the Sentinel feat allows the character to make an opportunity attack and potentially stop the creature’s movement. If the grappled creature attacks an ally, the Protection fighting style can be used to impose disadvantage on the attack.

      This combination allows the fighter to effectively control enemies, protect allies, and create tactical advantages.

Combat Maneuvers in Different Combat Scenarios

Combat maneuvers in Dungeons & Dragons 5th Edition (5e) offer tactical flexibility, but their effectiveness drastically changes depending on the environment and the number of opponents. Understanding these situational nuances is crucial for optimizing their use and maximizing their impact on the battlefield. This section explores how to adapt combat maneuver strategies across various combat scenarios, including open fields, confined spaces, and encounters involving multiple enemies.

Combat Maneuvers in Open Field Battles

Open field battles provide the most maneuverability, allowing for greater freedom of movement and strategic positioning. The expansive terrain offers opportunities to exploit the benefits of certain maneuvers while mitigating their drawbacks.In an open field scenario, consider the following:

  • Grappling for Control: Grappling becomes highly effective for controlling key targets. Dragging a grappled foe away from allies or towards hazards is easier in an open space. A Strength-based character, like a Barbarian or a Fighter, can grapple a powerful enemy and then move them into a difficult terrain, such as a patch of thorny bushes or a zone affected by a spell like
    -cloudkill*, significantly hindering their movement and offensive capabilities.

  • Shoving for Positioning: Shoving an enemy prone allows for easier attacks with advantage for melee combatants, and it’s particularly useful when combined with ranged attacks from allies. Pushing an enemy back, perhaps towards a chasm or a cliff, can create immediate tactical advantages, even leading to a character’s instant demise.
  • Disarming for Disruption: Disarming can be employed strategically to reduce an opponent’s offensive capabilities, forcing them to spend actions retrieving their weapon. This is especially effective against enemies reliant on melee weapons, and when allies can capitalize on the disarmed foe’s disadvantage.
  • Leveraging Terrain: Use the environment. If the battlefield includes natural obstacles like trees or boulders, maneuvers can be used to push or drag enemies behind them, providing cover and tactical advantage.
  • Example: A fighter grapples a heavily armored knight, dragging him 30 feet across the open field. The fighter then uses their remaining movement to position themselves behind a large boulder, partially obscuring the knight from the ranged attacks of a nearby archer. This creates a difficult situation for the knight, who must either waste actions attempting to get free or be exposed to ranged attacks.

Combat Maneuvers in Confined Spaces

Confined spaces, such as dungeons, corridors, or small rooms, significantly alter the utility of combat maneuvers. Limited space restricts movement, potentially increasing the risk of getting caught in the crossfire or blocking allies.Here’s how combat maneuvers function within confined spaces:

  • Grappling and Blocking: Grappling an enemy in a narrow corridor can effectively block their movement and potentially prevent them from reaching other allies. This can create a choke point, forcing the enemy to focus on breaking the grapple. However, grappling also restricts the grappler’s own movement.
  • Shoving and Obstruction: Shoving an enemy can be used to push them into a wall, creating a disadvantage for subsequent attacks. In a crowded room, shoving can also push enemies into other creatures, potentially causing a domino effect, though this depends on the specific rules interpretation.
  • Disarming in Close Quarters: Disarming can be highly effective in a confined space, especially against melee-focused opponents. Removing a weapon limits their offensive options, creating an opportunity for a decisive advantage.
  • Environmental Hazards: Utilize environmental hazards within the confined space. Shoving an enemy into a pit trap or a patch of fire, if present, can instantly eliminate or severely hinder them.
  • Example: A rogue and a fighter are in a narrow corridor. The rogue successfully disarms a hobgoblin, forcing it to drop its greatsword. The fighter then grapples the hobgoblin, pinning it against the wall, preventing it from retrieving its weapon or attacking the rogue.

Adapting Combat Maneuver Strategies When Facing Multiple Opponents

Facing multiple opponents requires a shift in tactics, emphasizing crowd control, target prioritization, and maximizing action economy.Here are considerations when facing multiple opponents:

  • Target Prioritization: Identify the most dangerous threats first. Grapple spellcasters to prevent them from casting spells, or disarm weapon-wielding enemies to reduce their damage output.
  • Area Control: Use maneuvers to control the flow of combat. Shoving enemies away from allies or into a position where they can be engaged by multiple characters is crucial.
  • Action Economy: Be mindful of action economy. Even if a maneuver fails, the attempt can still force the enemy to react, possibly making them waste an action.
  • Teamwork: Coordinate with allies. A successful grapple by one character can set up an opportunity for others to attack with advantage.
  • Example: A group of adventurers is fighting three goblins. The fighter uses their action to grapple one goblin, preventing it from attacking the wizard. The rogue then uses their action to shove a second goblin prone, giving the party advantage on attacks against it. The wizard then targets the remaining goblin with a damaging spell, eliminating it from combat.

Countering Combat Maneuvers

Understanding how to defend against and escape combat maneuvers is crucial for survival in Dungeons & Dragons 5th Edition. Knowing the vulnerabilities of these actions and how to exploit them can turn the tide of battle, allowing characters to escape precarious situations or even turn the tables on their attackers. This section delves into the specifics of defending against and countering various combat maneuvers, providing players with the knowledge to stay in the fight.

Defending Against Grappling

Defending against a grapple involves preventing the attacker from successfully grabbing the character or escaping once the grapple is initiated. The key is understanding the mechanics: a successful grapple requires the attacker to make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check.To avoid being grappled, the most direct approach is to increase the character’s chances of winning the contested check.

This can be achieved in several ways:

  • High Strength or Dexterity: A character with a high Strength score has a significant advantage in the Athletics check, while a high Dexterity score boosts the Acrobatics check.
  • Proficiency in Athletics or Acrobatics: Proficiency bonus is added to the relevant skill check, providing a substantial edge.
  • Advantage on the Check: Various spells, abilities, and conditions can grant advantage on Strength (Athletics) or Dexterity (Acrobatics) checks, greatly increasing the odds of success. For example, the
    -Guidance* cantrip provides a +1d4 bonus to an ability check.
  • Using Spells: Spells like
    -Freedom of Movement* eliminate the effects of difficult terrain and magical restraints, making it easier to escape a grapple.

If the grapple is successful, the character is grappled, and their speed is reduced to 0. Escaping the grapple requires another contested Strength (Athletics) or Dexterity (Acrobatics) check, which can be improved in the same ways as avoiding the grapple in the first place.

Avoiding Being Shoved

Being shoved can result in the character being knocked prone or pushed away, both of which can be tactically disadvantageous. Similar to grappling, avoiding being shoved involves winning a contested Strength (Athletics) check.To prevent being shoved:

  • High Strength: A high Strength score improves the Athletics check, increasing the chances of resisting the shove.
  • Proficiency in Athletics: Proficiency bonus adds a significant advantage to the check.
  • Advantage on the Check: Spells or abilities that grant advantage on Strength (Athletics) checks are highly beneficial.
  • Size Matters: Larger creatures often have an advantage when it comes to resisting shoves due to their size and mass. A creature of Large size or bigger has a natural advantage in these checks.

If shoved, the character is either pushed 5 feet away or knocked prone. To mitigate the effects:

  • Strategic Positioning: Position the character near walls or obstacles to limit the distance they can be pushed.
  • Prepared Actions: Use the Ready action to prepare to move out of the way or take other defensive actions if the shove is anticipated.

Tips and Tricks for Countering Specific Combat Maneuvers

Effective combat maneuver counters depend on the specific maneuver being used.

  • Grappling:
    • Use the Disengage action: This allows a character to move away from a grappled foe without provoking an opportunity attack.
    • Use spells or abilities that break grapples: Spells like
      -Freedom of Movement* provide an escape. A barbarian’s Rage can grant advantage on Strength checks.
    • Attack the grappler: If the grappler is distracted or damaged, the grapple may be broken.
  • Shoving:
    • Maintain distance: Keeping a safe distance from the attacker can prevent them from getting close enough to shove.
    • Use difficult terrain: Difficult terrain can hinder the attacker’s movement and reduce the effectiveness of a shove.
    • Ready an action: Readying an action to move out of the way or attack the attacker if they approach can be effective.
  • Disarming:
    • Use a different weapon: If disarmed of the primary weapon, switch to a backup weapon or a weapon that is more difficult to disarm.
    • Use the
      -Shield* spell:
      This spell grants a +5 bonus to AC, making it harder for the attacker to hit and potentially disarm.
    • Use a reach weapon: Reach weapons allow characters to attack from a distance, reducing the attacker’s chances of disarming.
  • Other Maneuvers:
    • Trip: Maintain balance or use the
      -Shield* spell to avoid being knocked prone.
    • Feint: Use the Help action to grant advantage on an ally’s attack against the foe.

Tactical Applications of Combat Maneuvers

Combat maneuvers in Dungeons & Dragons 5th Edition are not just offensive tools; they are powerful tactical elements that can fundamentally alter the battlefield, dictating the flow of combat and creating significant advantages for the user. Mastering these maneuvers requires understanding how to leverage them for control, positioning, and disruption. A strategically employed grapple, shove, or disarm can turn the tide of a fight, allowing a party to control enemy movement, isolate threats, and dictate the tempo of the encounter.

Controlling the Battlefield with Combat Maneuvers

Combat maneuvers, when used effectively, allow players to exert considerable control over the battlefield, influencing enemy movement and positioning. This control can be crucial for mitigating threats, protecting vulnerable allies, and setting up advantageous attacks.

  • Grappling: Grappling, in particular, is a cornerstone of battlefield control. By successfully grappling a creature, a character reduces its speed to zero, effectively pinning it in place. This is especially effective against melee combatants, preventing them from reaching vulnerable party members. A grappled creature can only use its action to attempt to escape the grapple, severely limiting its offensive options.

  • Shoving: Shoving is another vital tool for battlefield control. The shove action allows a character to push a creature either 5 feet away (potentially out of melee range or into a hazard) or prone. Knocking a creature prone provides advantage on attack rolls against it and gives the creature disadvantage on its attack rolls. This can be devastating against melee attackers, and it also opens up opportunities for ranged attackers to deal more damage.

  • Combining Maneuvers: The true power of battlefield control comes from combining maneuvers. For example, a character could grapple an enemy, move with them, and then shove them prone, creating a powerful combination that controls the enemy’s position and vulnerability.

Creating Advantageous Positioning Using Combat Maneuvers

Positioning is paramount in D&D 5e, and combat maneuvers are instrumental in creating advantageous scenarios for a party. Proper positioning can maximize damage output, minimize incoming damage, and control the flow of combat.

  • Flanking: Shoving an enemy can move them into a flanking position, granting advantage on attack rolls for melee allies. This significantly increases damage potential.
  • Creating Choke Points: Grappling enemies can effectively create choke points, restricting enemy movement and funneling them into specific areas. This can be used to isolate threats or create defensive perimeters.
  • Targeting Vulnerable Creatures: By shoving a creature into a hazard (e.g., a pit, a burning surface, or a cloud of poison), a character can inflict extra damage or conditions. This requires careful consideration of the environment and enemy placement.
  • Strategic Retreats: Shoving an enemy away from a retreating ally can buy precious time for escape or repositioning.

Disrupting Enemy Strategies with Combat Maneuvers

Combat maneuvers are powerful tools for disrupting enemy plans and strategies. A well-timed maneuver can completely throw off an enemy’s tactics, creating openings for the party to exploit.

  • Disarming: Disarming an enemy can remove their weapon, forcing them to either pick it up (using an action) or fight unarmed. This significantly reduces their damage output and can create an opportunity for a tactical advantage.
  • Preventing Spellcasting: Grappling or shoving a spellcaster can disrupt their ability to cast spells, particularly those with somatic components. Preventing a key spell can be the difference between victory and defeat.
  • Breaking Formations: Shoving enemies can break up enemy formations, separating them and making them more vulnerable to individual attacks. This is particularly effective against tightly packed groups.
  • Interrupting Movement: Grappling or shoving an enemy can interrupt their planned movement, preventing them from reaching a desired location or attacking a specific target.

Monsters and Combat Maneuvers

Monsters in Dungeons & Dragons 5th Edition (5e) frequently employ combat maneuvers, making understanding their application crucial for players. Recognizing which monsters utilize these tactics, and how, significantly impacts combat strategies and survivability. This section explores monster examples, player strategies, and adjustments to tactics based on monster abilities.

Examples of Monsters Utilizing Combat Maneuvers

Many monsters are designed to use combat maneuvers, reflecting their natural abilities or tactical intelligence. These maneuvers can drastically alter the flow of combat.

  • Giant Spider: Giant Spiders commonly utilize grappling with their webs and bite attacks. Their webs can restrain creatures, making them easy targets for follow-up attacks. A key element is the spider’s ability to climb, allowing it to move around and position itself advantageously.
  • Ogre: Ogres frequently employ shoving. Their powerful builds allow them to push creatures away, potentially off cliffs or into hazardous areas. Their simple tactics focus on maximizing damage and controlling the battlefield.
  • Griffon: Griffons are aerial predators that use both grappling and shoving. They might grapple a target and then fly upward, dropping the creature for massive falling damage. This strategy highlights the effectiveness of combining maneuvers with environment manipulation.
  • Mind Flayer: Mind Flayers use a variety of combat maneuvers, including grappling and telekinetic shoving. Their psychic abilities and high intelligence make them particularly dangerous. They might grapple a target and then use their intellect devourer ability to consume their brain, which is an extremely effective tactic.
  • Purple Worm: The Purple Worm uses a swallow ability that is effectively a grapple combined with an attack. Once swallowed, a creature takes ongoing damage and is effectively out of the fight until freed. This exemplifies a maneuver used to remove targets from combat.

Player Strategies When Facing Maneuver-Oriented Monsters

Players can adopt specific strategies to mitigate the threat posed by monsters that rely on combat maneuvers. These strategies require a combination of awareness, preparation, and tactical flexibility.

  • Awareness of Monster Abilities: Before a fight, players should research the monsters they are facing. Knowing which maneuvers a monster is likely to use allows for proactive planning.
  • Positioning and Terrain Control: Players can use terrain to their advantage. Standing near cliffs, chasms, or hazards increases the risk of being shoved or grappled into a dangerous situation. Conversely, advantageous positioning can limit the monster’s options.
  • Counter-Maneuvering: Players should be prepared to use their own combat maneuvers. Readying actions to shove or grapple back can disrupt the monster’s plans.
  • Action Economy Management: Recognizing that grappling or other maneuvers can limit actions is vital. Consider effects that reduce the monster’s ability to attack multiple targets.
  • Buffs and Debuffs: Spells and abilities that grant advantage on Strength (Athletics) checks (used for grappling and shoving) or impose disadvantage on the monster’s checks are incredibly valuable.
  • Equipment and Feats: Equipping items that enhance defenses against grapples or that increase your Strength (Athletics) skill, or taking feats such as the Athlete feat can make a significant difference.

Adjusting Tactics Based on Monster Abilities

Specific monster abilities can necessitate immediate adjustments to combat tactics. The following examples highlight how players should adapt.

  • Resistance to Grappling: If a monster has advantage on saving throws against being grappled or automatically escapes grapples, players should avoid grappling altogether. Instead, they might focus on other maneuvers or damage-dealing tactics.
  • Vulnerability to Shoving: If a monster is vulnerable to being shoved, players should focus on this maneuver, particularly if the environment provides opportunities for falling damage or other hazards.
  • Multiattack with Maneuvers: Monsters that can grapple and attack multiple times in a single turn require careful target prioritization. Focus on eliminating the immediate threat or protecting vulnerable party members.
  • Special Abilities That Interact with Maneuvers: Some monsters have abilities that specifically interact with combat maneuvers. For example, a monster that can teleport away from grapples requires a different approach than one that is easily held. Consider the following:
    • Example: A creature with the ability to teleport after being grappled. Players should focus on dealing as much damage as possible during the brief window of opportunity or use other control effects.

Advanced Tactics and Strategies

Combat maneuvers 5e

Mastering combat maneuvers in Dungeons & Dragons 5th Edition goes beyond simply knowing the rules. True tactical advantage is gained by combining maneuvers, integrating them with spells and other abilities, and adapting strategies to the ever-changing battlefield. This section delves into these advanced techniques, providing players and Dungeon Masters with the tools to elevate their combat prowess.

Combining Multiple Combat Maneuvers

Effective combat often requires a sequence of maneuvers, creating synergistic effects that overwhelm opponents. The key is to anticipate the battlefield and capitalize on opportunities.

  • The Grapple-Shove Combo: This classic combination is highly effective. A character first attempts to grapple a target, restricting its movement. On the subsequent turn, the character can shove the grappled creature, forcing it to prone. A prone creature has its speed reduced to 0, making it easier to keep it grappled. This is particularly potent against melee attackers, giving the grappler and their allies advantage on attacks against the prone target.

  • The Disarm-Grapple Combination: This tactic focuses on disabling a weapon-wielding opponent. First, disarm the target, forcing them to drop their weapon. Then, grapple them to prevent them from retrieving it or drawing another. This is highly effective against martial classes.
  • The Trip-Shove Combo: Another powerful combination. First, a character uses the shove action to knock a creature prone. Then, on a subsequent turn, they can use the shove action to move the prone creature, forcing it to crawl. This can be used to control the battlefield and position enemies for allies.
  • The Grapple-Disarm-Shove Sequence: This is a more complex, but devastating sequence. First, grapple the target. Then, disarm them. Finally, shove them prone. This leaves the target weaponless, unable to move easily, and vulnerable to attacks.

Using Combat Maneuvers in Conjunction with Spells and Other Abilities

The true power of combat maneuvers emerges when combined with spells and class features. This synergy creates devastating results.

  • Grappling and Control Spells: A grappled creature is often vulnerable to area-of-effect spells. For example, a wizard could grapple a creature and then cast
    -Cloudkill*, trapping the creature within the deadly area. Similarly, spells like
    -Hold Person* or
    -Entangle* become more effective when used in conjunction with grappling.
  • Shoving and Battlefield Control Spells: Shoving a creature into a
    -Fireball* or a
    -Wall of Fire* can significantly increase the damage they take. The
    -Thunderwave* spell can be used to shove multiple enemies away.
  • Disarming and Debuff Spells: Disarming a creature can be followed up with spells that limit their attack options.
    -Blindness/Deafness* can make them less effective in melee combat.
  • Combining with Class Features: Fighters with the Battle Master subclass have maneuvers that can enhance grappling, shoving, and disarming, allowing them to impose conditions like prone, reducing movement, or inflicting additional damage. Rogues can use the
    -Cunning Action* to grapple and then disengage, avoiding attacks.
  • Example: The “Lockdown” Strategy: A Barbarian grapples a target. A Wizard casts
    -Web* to further restrict movement. A Rogue uses their bonus action to hide, gaining advantage on attacks against the restrained target. The Fighter uses their action to make multiple attacks with advantage.

Advanced Strategies for Adapting to Different Combat Situations

The ability to adapt is crucial in combat. Players should be prepared to alter their tactics based on the environment, the enemy, and the overall objectives.

  • Against Ranged Combatants: Use the shove action to force enemies to move and break their line of sight. Grapple ranged attackers to neutralize their ranged attacks. Use cover to your advantage.
  • Against Melee Combatants: Focus on grappling and shoving to control the battlefield. Use the disarm action to reduce their offensive capabilities.
  • Against Large Creatures: Consider the terrain. Use the shove action to force them into difficult terrain. Grapple them to limit their movement and keep them from reaching your allies. Remember that some large creatures have advantage on Strength checks and saving throws, so you might need to rely on teamwork.
  • Using the Environment: Shove enemies into hazards, such as pits, lava, or traps. Use the terrain to your advantage, such as grappling an enemy and dragging them into difficult terrain.
  • Teamwork and Coordination: Coordinate with allies to set up synergistic combinations. For example, a cleric can use
    -Bless* to improve attack rolls and saving throws, while a fighter focuses on grappling and shoving.
  • Prioritizing Targets: Identify the most dangerous threats and focus on controlling or eliminating them first. This could mean disarming a powerful spellcaster, grappling a high-damage melee attacker, or shoving a group of archers into cover.

Last Recap

DnD 5e: Which Battle Master Maneuvers Are the Best?

So, there you have it, folks! Combat maneuvers 5e are your secret weapon for leveling up your D&D game. From controlling the battlefield to outsmarting your opponents, these moves open up a whole new world of tactical possibilities. Whether you’re a seasoned player or a newbie, mastering combat maneuvers will make your fights way more dynamic and fun. Now go forth, experiment with these techniques, and dominate those dungeons!

FAQ

Can I use a combat maneuver as part of an Attack action?

Yep! Most combat maneuvers, like Shove and Grapple, can be used instead of one of your attacks. So, you can attack, then try to shove someone, all in one turn.

What happens if I fail the ability check for a combat maneuver?

You just… fail. The maneuver doesn’t happen, and you’ve wasted your action. Try again next turn, or try something else!

Can I use combat maneuvers on huge or larger creatures?

It depends! Some maneuvers, like Grapple, have size limitations. Check the specific maneuver’s description to see if it works on larger creatures. Usually, you can’t grapple a Colossal creature, for example.

Are there any classes that are particularly good at combat maneuvers?

Absolutely! Barbarians, Fighters (especially Battle Masters), and even some Rogues are fantastic at combat maneuvers. They often have features or feats that boost their effectiveness.

What’s the best way to deal with someone using combat maneuvers against me?

Preparedness is key! Have a plan to escape a grapple (like using your action to try to escape), or try to stay out of range of shoving attacks. Consider feats like the “Athlete” feat for increased mobility and better escapes.