If you're mainly using ranged weapons, some good maneuver options to choose include: DIsarming Attack, Distracting Strike, Menacing Attack, Pushing Attack, and Trip Attack. These all work with ranged attacks and provide good control options.
The Fighter Subclass depend on your playstyle preference. I like the Battlemaster's different Maneuvers for various reasons, Menacing Attack, Precision Attack, Trip Attack, Pushing Attack etc..depending on what you want for your character and what weapon you use.
The single best maneuver for a ranged Battlemaster is Trip. Against a pedestrian target it cuts the target's movenent in half on their next turn as they try to get up, gives advantage to any defender within 5' of that target; and against flying foes, it means they take potentially massive falling damage if they don't have the ability to hover. If that Battlemaster has the ability to make ranged attacks in melee without disadvantage, then Trip would allow that ranged Battlemaster to gain advantage if within 5' as well.
Disarm is almost useless unless used against a flying foe (since 5e has made it too easy to pick up weapons), but against something flying, causing them to drop a weapon can take them out of the fight for a while.
Pushing especially if combined with a weapon mastery that gives a knock-back or slow can be brutal for a foe to overcome.
I would add Goading Attack to the list of top 3 or 4. Goad someone at range, so they can't easily get to you or attack you, means they have disadvantage on their attacks and many creatures have poor Wisdom saves.
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Playing D&D since 1982
Have played every version of the game since Basic (Red Box Set), except that abomination sometimes called 4e.
If you want to add in some teamwork, you can take Commander's Strike. This lets an ally make an attack as a reaction, which is pretty amazing for the Rogue in your party who can add their Sneak Attack damage to that attack. You will be your Rogue's new best friend.
The Fighter Subclass depend on your playstyle preference. I like the Battlemaster's different Maneuvers for various reasons, Menacing Attack, Precision Attack, Trip Attack, Pushing Attack etc..depending on what you want for your character and what weapon you use.
Due tp archery. it would be a bow.
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For the Battlemaster subclass that has the archery fighting style
What are the first three options that should be picked?
Then what should the next options be?
Or would a better subclass, should be chosen?
If you're mainly using ranged weapons, some good maneuver options to choose include: DIsarming Attack, Distracting Strike, Menacing Attack, Pushing Attack, and Trip Attack. These all work with ranged attacks and provide good control options.
pronouns: he/she/they
The Fighter Subclass depend on your playstyle preference. I like the Battlemaster's different Maneuvers for various reasons, Menacing Attack, Precision Attack, Trip Attack, Pushing Attack etc..depending on what you want for your character and what weapon you use.
The single best maneuver for a ranged Battlemaster is Trip. Against a pedestrian target it cuts the target's movenent in half on their next turn as they try to get up, gives advantage to any defender within 5' of that target; and against flying foes, it means they take potentially massive falling damage if they don't have the ability to hover. If that Battlemaster has the ability to make ranged attacks in melee without disadvantage, then Trip would allow that ranged Battlemaster to gain advantage if within 5' as well.
Disarm is almost useless unless used against a flying foe (since 5e has made it too easy to pick up weapons), but against something flying, causing them to drop a weapon can take them out of the fight for a while.
Pushing especially if combined with a weapon mastery that gives a knock-back or slow can be brutal for a foe to overcome.
I would add Goading Attack to the list of top 3 or 4. Goad someone at range, so they can't easily get to you or attack you, means they have disadvantage on their attacks and many creatures have poor Wisdom saves.
Playing D&D since 1982
Have played every version of the game since Basic (Red Box Set), except that abomination sometimes called 4e.
If you want to add in some teamwork, you can take Commander's Strike. This lets an ally make an attack as a reaction, which is pretty amazing for the Rogue in your party who can add their Sneak Attack damage to that attack. You will be your Rogue's new best friend.
Due tp archery. it would be a bow.