The logic is questionable and GWF is already a fantastic style without this benefit. A 20-sided die or “D20” is the most important one to get. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your … Being fairly new to Roll20, I'm not too familiar with the API and how it works, but maybe it's because of our DM? "Trait 0" (the first trait in the list) is a generic trait called "Maneuvers / Superiority Dice" with 4 Uses.  Traits 1 through 3 are the actual maneuvers (Commander's Strike, Goading Attack, Riposte) with 0 Uses. Mearls has made it quite clear that they are usually speaking as a DM and not as a designer, though. Now just round it out by strapping on plate armor, carrying a few javelins, and a shield for those enemies you can’t get to just yet! The spell-less ranger makes use of those I think, but I don't know how much or how many. Anyway, I've created four features/traits: one with 4 uses, called "Maneuvers/Superiority Dice" that I can click to track how many times I've used a maneuver prior to a Long Rest. that ally can do substantially more damage such as a sneak attack or inflict a condition like the monk’s stunning fist ability. You could invert the numbers if you wanted to be more adept at dexterity saving throws versus wisdom, since dexterity is one of the most targeted spell saving throws, particularly for area of effect spells (and this build is going to predispose you toward being near party members), but on the other hand, failed wisdom saving throws could have you paralyzed, running away from the fight, or even worse, turning all of your combat effectiveness against your own party! By RAW, you get to re-roll the superiority dice, as well as other stuff like smite damage, magic item bonus damage, or really any damage boost that comes in the form of a die. I do not have any Roll20 macros set up -- only the two provided to us by our DM. Of course I had to look this up. So I guess it already knows to calculate the proficiency bonus, etc. (Well, until later, for testing.) But I'll go have to read a bunch of the RAW to find out for myself. For the purposes of this build your optimal options would be to either choose variant human for the feat or half-orc for the additional damage die on critical hits from Savage Attacks and their capacity to not lie-down on the job the first time they take a hard hit thanks to Relentless Endurance. Certain fighter archetypes (and one Ranger variant) gain Superiority Dice—which begin as But Kryx has confirmed via PM that this is the only way, so I'll just set up the additional Trait to track my pool of superiority dice. YMMV You should be careful with vocabulary. Call me out on it if you see it. It does post both traits, which can be overkill at times and fill up the chat. Thanks in advance for helping me. The most universally useful maneuvers for this build are going to be trip attack, riposte, and precision attack. It's not automated, but it's really fast and easy. Superiority dice are an additional d8 that are typical added to damage rolls, increase to d10 at 10th level, and d12 at 18th level when you use a battlemaster maneuver. In our group we do red = HPs on everyone. Superiority Dice. You regain all of your expended superiority dice when you finish a short or long rest. When Ryan Friant isn't sharing his thoughts on RPGs, he makes sculptures and illustrations that can be found at, Backing Your First Kickstarter & What It's All About. ... You decide to use the superiority dice after you've successfully hit. I believe that RAI is that all die are rerolled. Not really responsible to make a character based on supplement that you don't personally have access to, a quick google should find what you're looking for. This allows you to link it to your token radial menu circle and adjust on the fly. (Well, until later, for testing.) Kevin said: If your GM is using the Shaped Companion script, and if you set it up to automatically call the Superiority Dice macro within the maneuver, it auto decrements.

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