Below are the Maneuvers available to a fighter. If a Maneuver would require a creature to make a saving throw or check, your Maneuver DC equals 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus.
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##### Ambush
When you make a [[Abilities & Skills#Stealth|Stealth]] check or an [[Order of Combat#Initiative 🛠|initiative roll]], you can expend one [[Fighter#Superiority Dice|Superiority Die]] and add the die to the roll, provided you aren’t [[Conditions#Stunned|stunned]], [[Conditions#Unconscious|unconscious]] or [[Conditions#Dying 🛠|dying]].
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##### Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one [[Fighter#Superiority Dice|Superiority Die]] and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t [[Conditions#Stunned|stunned]] or [[Conditions#Prone|prone]]. This movement doesn’t provoke [[Making an Attack#Opportunity Attacks|opportunity attacks]]. Roll the spent [[Fighter#Superiority Dice|Superiority Die]]; Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
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##### Brace
When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one [[Fighter#Superiority Dice|Superiority Die]] and make one attack against the creature, using that weapon. If the attack hits, add the [[Fighter#Superiority Dice|Superiority Die]] to the weapon’s damage roll.
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##### Commander’s Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one [[Fighter#Superiority Dice|Superiority Die]]. That creature can immediately uses its reaction to make one weapon attack, adding the [[Fighter#Superiority Dice|Superiority Die]] to the attack’s damage roll.
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##### Commanding Presence
When you make a [[Abilities & Skills#Intimidation|Intimidation]], a [[Abilities & Skills#Performance|Performance]], or a [[Abilities & Skills#Persuasion|Persuasion]] check, you can expend one [[Fighter#Superiority Dice|Superiority Die]] and add the [[Fighter#Superiority Dice|Superiority Die]] to the check.
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##### Disarming Attack
When you hit a creature with a melee attack, you can expend one [[Fighter#Superiority Dice|Superiority Die]] to attempt to [[Making an Attack#Disarming 🛠|disarm]] the target, forcing it to drop one item of your choice that it’s holding. Make an attack roll, contested by the target's Strength or Dexterity check (they choose). If you win the contest, roll the expended [[Fighter#Superiority Dice|Superiority Die]]; the target takes that much damage and drops the item it's holding.
Follow all other rules for [[Making an Attack#Disarming 🛠|disarming]] a creature, including size differences and how the object is being held.
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##### Distracting Strike
When you hit a creature with a weapon attack, you can expend one [[Fighter#Superiority Dice|Superiority Die]] to distract the creature, giving your allies an opening. You add the [[Fighter#Superiority Dice|Superiority Die]] to the attack’s damage roll. The next attack roll against the target by an attacker other than you has [[Abilities & Skills#Advantage & Disadvantage|advantage]] if the attack is made before the start of your next turn.
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##### Evasive Footwork
Before you move on your turn, you can expend one [[Fighter#Superiority Dice|Superiority Die]], rolling the die and adding the number rolled to your AC until you stop moving.
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##### Feinting Attack
You can expend one [[Fighter#Superiority Dice|Superiority Die]] and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on your next attack roll against that creature this turn. If that attack hits, add the [[Fighter#Superiority Dice|Superiority Die]] to the attack’s damage roll.
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##### Goading Attack
When you hit a creature with a weapon attack, you can expend one [[Fighter#Superiority Dice|Superiority Die]] to attempt to goad the target into attacking you. You add the [[Fighter#Superiority Dice|Superiority Die]] to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on all attack rolls against targets other than you until the end of your next turn.
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##### Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one [[Fighter#Superiority Dice|Superiority Die]] and then try to [[Making an Attack#Grapple 🛠|grapple]] the target as a bonus action. Add the [[Fighter#Superiority Dice|Superiority Die]] to your Strength check.
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##### Lunging Attack
When you make a melee weapon attack on your turn, you can expend one [[Fighter#Superiority Dice|Superiority Die]] to increase your reach for that attack by 5 feet. If you hit, you add the [[Fighter#Superiority Dice|Superiority Die]] to the attack’s damage roll.
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##### Menacing Attack
When you hit a creature with a weapon attack, you can expend one [[Fighter#Superiority Dice|Superiority Die]] to attempt to frighten the target. You add the [[Fighter#Superiority Dice|Superiority Die]] to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is [[Conditions#Frightened|frightened]] of you until the end of your next turn.
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##### Parry
When another creature damages you with a melee attack, you can use your reaction and expend one [[Fighter#Superiority Dice|Superiority Die]] to reduce the damage by the number you roll on your [[Fighter#Superiority Dice|Superiority Die]] + the Strength or Dexterity modifier of the weapon you're wielding.
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##### Pushing Attack
When you hit a creature with a melee attack, you can expend one [[Fighter#Superiority Dice|Superiority Die]] to attempt to drive the target back. You add the [[Fighter#Superiority Dice|Superiority Die]] to the attack’s damage roll, and if the target is one size larger than you or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
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##### Quick Toss
As a bonus action, you can expend one [[Fighter#Superiority Dice|Superiority Die]] and make a ranged attack with a weapon that has the [[Armour & Weapons#Thrown|thrown]] property. If you hit, add the [[Fighter#Superiority Dice|Superiority Die]] to the weapon’s damage roll.
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##### Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one [[Fighter#Superiority Dice|Superiority Die]] to make a melee weapon attack against the creature. If you hit, you add the [[Fighter#Superiority Dice|Superiority Die]] to the attack’s damage roll.
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##### Shifting Attack
When you hit a creature with a weapon attack, you can expend one [[Fighter#Superiority Dice|Superiority Die]] to shift one of your comrades into a more advantageous position. You add the [[Fighter#Superiority Dice|Superiority Die]] to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking [[Making an Attack#Opportunity Attacks|opportunity attacks]] from the target of your attack.
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##### Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one [[Fighter#Superiority Dice|Superiority Die]] to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your [[Fighter#Superiority Dice|Superiority Die]]. The damage is of the same type dealt by the original attack.
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##### Tactical Assessment
When you make an [[Abilities & Skills#Investigation|Investigation]], [[Abilities & Skills#Lore|Lore]] or an [[Abilities & Skills#Insight|Insight]] check, you can expend one [[Fighter#Superiority Dice|Superiority Die]] and add the [[Fighter#Superiority Dice|Superiority Die]] to the ability check.
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##### Trip Attack
When you hit a creature with a melee attack, you can expend one [[Fighter#Superiority Dice|Superiority Die]] to attempt to knock the target down. You add the [[Fighter#Superiority Dice|Superiority Die]] to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target [[Conditions#Prone|prone]].