How exactly would the Charger Feat work in this hypothetical situation? Suppose, I have a Warhammer with the Push Weapon Mastery and I move at least 10 feet in a straight line towards an enemy and I hit it, then I can choose an extra 1d8 of damage in addition to my normal weapon damage, and then also push it back 10' using the Push Mastery? Am I understanding that correctly, and conceivably I would be able to repeat this with extra damage on subsequent turns? Also, how would this work at level 5 once I get extra attack? If I can only do my regular Warhammer attack which would be 1d8+6 at Level 5, with an additional 1d8 damage, it would be less damage than I would get by just doing two 1d8+5 attacks via extra attack, correct? Am I understanding this correctly, or am I missing something? I'm trying to figure out whether I would want the Charger Feat, instead of Sentinel or Heavy Armor Master. I'm trying to optimize my damage output. TIA
Charger
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Improved Dash. When you take the Dash action, your Speed increases by 10 feet for that action.
Charge Attack. If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack’s damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.
With Push weapon mastery generally what you'd be looking at is:
turn 1 you charge and take the Attack action if you hit you get a +1d8, and make a second attack, you can also push them away
Enemy turn : the enemy moves up to you and attacks you
turn 2 either you move away and take an AoO from the enemy in order to charge again, or you make your first attack and hope it hits to allow you to push the enemy away and thus make a second attack a Charge that deals a 1d8 extra damage
If you want to optimize for damage your first go-to feats are Dual Wielder, Great Weapon Master, and Pole Arm Master, as well as a weapon with Vex or Cleave or Graze rather than Push
If you want to optimize for damage your first go-to feats are Dual Wielder, Great Weapon Master, and Pole Arm Master, as well as a weapon with Vex or Cleave or Graze rather than Push
I am a Level 4 sword and board Battle Master with the Dueling Fighting Style, and I have SAP- Longsword, VEX- Handaxe, PUSH- Warhammer, and TOPPLE- Trident as Weapon Masteries, so I am trying to optimize my damage based off of where I am right now and through Level 10 in a Curse of Strahd campaign. I'm trying to plan out my Feats at Level 6 and Level 8. I'm looking at things like Sentinel and The Charger Feat for one of my next 2 Feats, but I don't want t choose Charger if it does less damage than the extra attack I get at Level 5, so I am trying to figure out how/if it works with extra attack. I also have concerns about how often Sentinel will come into play.
I currently have Fey-Touched with Hunter's Mark, which adds 1d6 Force Damage to each of my attacks, which stacks with my 1d8 Battle Master Maneuver damage from Trip Attack and Feinting Attack. I have a +3 to STR and a +3 to WIS. Currently, I have 1d8+5 weapon damage (1d6+5 on Handaxe), and I can add the 1d6 Force Damage and 1d8 Battle Master Maneuver damage to it.
Sorry what? Extra Attack increases the number of attacks you get when you take the Attack action, Charger adds 1d8 to an attack you makes with the Attack action. Charger's charge is not a separate action, it is a bonus that applies if you meet the conditions:
if: you moved at least 10 ft towards the target AND if: you hit the target with an attack as part of the Attack Action AND if: you have not used the bonus from Charger already on this turn.
then: you add 1d8 to the damage of that attack OR push it 10 ft away.
It has nothing to do with how many attacks you make with the Attack Action.
If you have Extra Attack then Charger adds ~4 damage per turn that you can move to trigger the charge effect.
If you are using a weapon that deals 1d8+5 damage, then Sentinel adds ~6 damage per round that you trigger the reaction attack.
If you were to swap to a Greatsword and take Great Weapon Master, that would add ~7 damage per round every round.
Sorry what? Extra Attack increases the number of attacks you get when you take the Attack action, Charger adds 1d8 to an attack you makes with the Attack action. Charger's charge is not a separate action, it is a bonus that applies if you meet the conditions:
if: you moved at least 10 ft towards the target AND if: you hit the target with an attack as part of the Attack Action AND if: you have not used the bonus from Charger already on this turn.
then: you add 1d8 to the damage of that attack OR push it 10 ft away.
It has nothing to do with how many attacks you make with the Attack Action.
If you have Extra Attack then Charger adds ~4 damage per turn that you can move to trigger the charge effect.
If you are using a weapon that deals 1d8+5 damage, then Sentinel adds ~6 damage per round that you trigger the reaction attack.
If you were to swap to a Greatsword and take Great Weapon Master, that would add ~7 damage per round every round.
I greatly appreciate your input, but I didn't mean to insinuate that it was a separate action, if that's how it came across.
What I was trying to confirm, was at Level 5 and with the Charger Feat, while also using a Warhammer with the Push Weapon Mastery, I move 10' in a straight line and hit it with an attack and choose to add 1d8 extra damage to my first attack, using the Charger Feat. Then since I am at Level 5, I get an extra attack, so I was trying to confirm that I could choose to push the enemy back 10' by using the Push Weapon Mastery (assuming I hit with my extra attack) with my Warhammer. I wanted to make sure that the Feat wasn't something that would prevent me from being able to use my extra attack once I hit Level 5. I have Booming Blade and True Strike, which add extra damage at Level 5, but I lose out on the extra attack and yes, I know those are Cantrips, which require a Magic Action.
I've only been playing since September, so I am still learning how all of this stuff works and I don't want to choose a Feat that won't benefit me that much. I believe the Charger Feat could potentially have a lot of use, especially combined with the Push Weapon Mastery, which I have.
I've been looking at Sentinel, but my concern with Sentinel is that I won't be able to trigger it that often. In your experience, how often are you able to use that Feat?
Charger does not change anything about Extra Attack, so yes, if you attack after moving you still make 2 attacks with extra attack even if you add the charger bonus to one of those attacks. However, if you think using Push on your second weapon attack will set you up for another charge on your next turn, that's very unlikely to happen because the enemy gets a turn before your next attempt to charge and will almost certainly move back into melee with you on their turn.
For Sentinel it depends on your party, if there is only one melee character in the party is isn't worth it, but with 2 it can come up quite often, even moreso with more than that. If you want to get the most out of Sentinel as a Battlemaster, you want to take the Riposte maneuver since then enemies have the catch-22 of attacking you and likely triggering Riposte or attacking your ally and triggering Sentinel.
Charger does not change anything about Extra Attack, so yes, if you attack after moving you still make 2 attacks with extra attack even if you add the charger bonus to one of those attacks. However, if you think using Push on your second weapon attack will set you up for another charge on your next turn, that's very unlikely to happen because the enemy gets a turn before your next attempt to charge and will almost certainly move back into melee with you on their turn.
For Sentinel it depends on your party, if there is only one melee character in the party is isn't worth it, but with 2 it can come up quite often, even moreso with more than that. If you want to get the most out of Sentinel as a Battlemaster, you want to take the Riposte maneuver since then enemies have the catch-22 of attacking you and likely triggering Riposte or attacking your ally and triggering Sentinel.
In addition to my Battle Master, we have a Paladin and Barbarian as frontliners. Riposte, was one of the Maneuvers I chose, along with Trip Attack and Feinting Attack.
What I was trying to confirm, was at Level 5 and with the Charger Feat, while also using a Warhammer with the Push Weapon Mastery, I move 10' in a straight line and hit it with an attack and choose to add 1d8 extra damage to my first attack, using the Charger Feat. Then since I am at Level 5, I get an extra attack, so I was trying to confirm that I could choose to push the enemy back 10' by using the Push Weapon Mastery (assuming I hit with my extra attack) with my Warhammer. I wanted to make sure that the Feat wasn't something that would prevent me from being able to use my extra attack once I hit Level 5. I have Booming Blade and True Strike, which add extra damage at Level 5, but I lose out on the extra attack and yes, I know those are Cantrips, which require a Magic Action.
I've only been playing since September, so I am still learning how all of this stuff works and I don't want to choose a Feat that won't benefit me that much. I believe the Charger Feat could potentially have a lot of use, especially combined with the Push Weapon Mastery, which I have.
Charger requires that you use an Attack action to make the attack (so can't trigger with your cantrips or if you make a bonus action attack with a Light weapon.
Push doesn't care where your attack comes from. So feel free to hit someone with your Warhammer using Booming Blade and force them to take damage if they want to get into melee range.
What I was trying to confirm, was at Level 5 and with the Charger Feat, while also using a Warhammer with the Push Weapon Mastery, I move 10' in a straight line and hit it with an attack and choose to add 1d8 extra damage to my first attack, using the Charger Feat. Then since I am at Level 5, I get an extra attack, so I was trying to confirm that I could choose to push the enemy back 10' by using the Push Weapon Mastery (assuming I hit with my extra attack) with my Warhammer. I wanted to make sure that the Feat wasn't something that would prevent me from being able to use my extra attack once I hit Level 5. I have Booming Blade and True Strike, which add extra damage at Level 5, but I lose out on the extra attack and yes, I know those are Cantrips, which require a Magic Action.
I've only been playing since September, so I am still learning how all of this stuff works and I don't want to choose a Feat that won't benefit me that much. I believe the Charger Feat could potentially have a lot of use, especially combined with the Push Weapon Mastery, which I have.
Charger requires that you use an Attack action to make the attack (so can't trigger with your cantrips or if you make a bonus action attack with a Light weapon.
Push doesn't care where your attack comes from. So feel free to hit someone with your Warhammer using Booming Blade and force them to take damage if they want to get into melee range.
I typically use my Warhammer and the Push Mastery with Booming Blade for that very reason. If they want to move and continue fighting, they're gonna have to take that 1d8 in thunder damage.
Can I combine 1d8 damage from one of my Battle Master Maneuvers like Feinting Attack or Trip Attack with Charger? If I can, then I can use Charger and then potentially knock the enemy prone with Trip Attack? And if I use my Battleaxe with the Topple Mastery, I think I'd get two chances to knock them prone. Trip Attack and Topple require two different saving throws, or else the enemy is knocked prone.
Can I combine 1d8 damage from one of my Battle Master Maneuvers like Feinting Attack or Trip Attack with Charger? If I can, then I can use Charger and then potentially knock the enemy prone with Trip Attack? And if I use my Battleaxe with the Topple Mastery, I think I'd get two chances to knock them prone. Trip Attack and Topple require two different saving throws, or else the enemy is knocked prone.
Charger requires that you attack with the Attack action.
Feinting Attack uses a Bonus Action and then requires that you hit with an attack roll (no action type required) so it works with Charger and Magic action cantrips.
Trip Attack does not use an action, just that you expend a Superiority Die when you hit with a weapon attack roll, so it works with Charger and any cantrip that uses a weapon attack. You may want to ask you GM if they will allow you to find out the result of Topple before deciding whether or not to use your Superiority Dice. Technically, if it is your turn (as opposed to an opportunity attack on your opponent's turn), I believe you get to decide the order and therefore can see if Topple succeeds first.
Can I combine 1d8 damage from one of my Battle Master Maneuvers like Feinting Attack or Trip Attack with Charger? If I can, then I can use Charger and then potentially knock the enemy prone with Trip Attack?
Trip Attack definitely, Feinting Attack... debatable but probably not. Feinting Attack requires using a Bonus Action while you are within 5ft of the target, but Charger requires you to "immediately" hit the target using the Attack Action, so my interpretation would be that: Move, Bonus Action: Feint, Action: Attack would not trigger Charger because the Attack was not immediately after moving. But, Move, Action:Attack, (no action) Trip Attack would definitely work.
Can I combine 1d8 damage from one of my Battle Master Maneuvers like Feinting Attack or Trip Attack with Charger? If I can, then I can use Charger and then potentially knock the enemy prone with Trip Attack?
Trip Attack definitely, Feinting Attack... debatable but probably not. Feinting Attack requires using a Bonus Action while you are within 5ft of the target, but Charger requires you to "immediately" hit the target using the Attack Action, so my interpretation would be that: Move, Bonus Action: Feint, Action: Attack would not trigger Charger because the Attack was not immediately after moving. But, Move, Action:Attack, (no action) Trip Attack would definitely work.
Yeah, the 5' requirement for Feinting Attack appears to prevent you from being able to use it to gain Advantage prior to the Charge Attack, unless the DM will allow you to add it once you're within' 5' of the enemy and just prior to hitting the enemy. I may try it at our table and see if I can get away with it LOL
Can I combine 1d8 damage from one of my Battle Master Maneuvers like Feinting Attack or Trip Attack with Charger? If I can, then I can use Charger and then potentially knock the enemy prone with Trip Attack?
Trip Attack definitely, Feinting Attack... debatable but probably not. Feinting Attack requires using a Bonus Action while you are within 5ft of the target, but Charger requires you to "immediately" hit the target using the Attack Action, so my interpretation would be that: Move, Bonus Action: Feint, Action: Attack would not trigger Charger because the Attack was not immediately after moving. But, Move, Action:Attack, (no action) Trip Attack would definitely work.
Yeah, the 5' requirement for Feinting Attack appears to prevent you from being able to use it to gain Advantage prior to the Charge Attack, unless the DM will allow you to add it once you're within' 5' of the enemy and just prior to hitting the enemy. I may try it at our table and see if I can get away with it LOL
The problem is that you'd be breaking the movement required for Charge Attack to take the Bonus Action:
You can break up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet.
Can I combine 1d8 damage from one of my Battle Master Maneuvers like Feinting Attack or Trip Attack with Charger? If I can, then I can use Charger and then potentially knock the enemy prone with Trip Attack?
Trip Attack definitely, Feinting Attack... debatable but probably not. Feinting Attack requires using a Bonus Action while you are within 5ft of the target, but Charger requires you to "immediately" hit the target using the Attack Action, so my interpretation would be that: Move, Bonus Action: Feint, Action: Attack would not trigger Charger because the Attack was not immediately after moving. But, Move, Action:Attack, (no action) Trip Attack would definitely work.
Yeah, the 5' requirement for Feinting Attack appears to prevent you from being able to use it to gain Advantage prior to the Charge Attack, unless the DM will allow you to add it once you're within' 5' of the enemy and just prior to hitting the enemy. I may try it at our table and see if I can get away with it LOL
The problem is that you'd be breaking the movement required for Charge Attack to take the Bonus Action:
You can break up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet.
Gotcha! Thanks for the clarification. I'd say that rules out using Feinting attack with the Charger Feat.
Can I combine 1d8 damage from one of my Battle Master Maneuvers like Feinting Attack or Trip Attack with Charger? If I can, then I can use Charger and then potentially knock the enemy prone with Trip Attack?
Trip Attack definitely, Feinting Attack... debatable but probably not. Feinting Attack requires using a Bonus Action while you are within 5ft of the target, but Charger requires you to "immediately" hit the target using the Attack Action, so my interpretation would be that: Move, Bonus Action: Feint, Action: Attack would not trigger Charger because the Attack was not immediately after moving. But, Move, Action:Attack, (no action) Trip Attack would definitely work.
Yeah, the 5' requirement for Feinting Attack appears to prevent you from being able to use it to gain Advantage prior to the Charge Attack, unless the DM will allow you to add it once you're within' 5' of the enemy and just prior to hitting the enemy. I may try it at our table and see if I can get away with it LOL
The problem is that you'd be breaking the movement required for Charge Attack to take the Bonus Action:
You can break up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet.
You can break up your move, but does using a Bonus Action inherently interrupt your move? Logically, feinting should probably disrupt the momentum of the charge, but RAW, does it?
Elsewhere, we've discussed that Bonus Action can be used during an Attack action unless the Bonus Action specifies the timing. A Bonus Action with no predefined timing (such as Feinting Attack) is outside of the One Thing At A Time restriction (that only applies to Actions). If you have 2 attacks per Attack Action, you could attack once, use Feinting Attack, and Attack again.
So, how does it work with movement? Is a Bonus Action used during movement considered concurrent or interrupting?
As an aside, Feinting Attack should probably target a creature within reach to accommodate larger creatures and Reach weapons.
If you want to optimize for damage your first go-to feats are Dual Wielder, Great Weapon Master, and Pole Arm Master, as well as a weapon with Vex or Cleave or Graze rather than Push
Topple is also a good source of damage, if they fail the save everyone gets advantage while the opponent is down.
If you want to optimize for damage your first go-to feats are Dual Wielder, Great Weapon Master, and Pole Arm Master, as well as a weapon with Vex or Cleave or Graze rather than Push
Topple is also a good source of damage, if they fail the save everyone gets advantage while the opponent is down.
In fact it isn't. Topple has ~35% chance of success and it only gives advantage to other melee characters, if those melee characters are using Vex weapons then they already get advantage, if they are a vengeance or devotion paladin they already have very good chance to hit, and if they are a Barb they can already get advantage too, if they are a Monk it would be much preferable to get that enemy to fail against a stunning strike than against a topple. So maybe it's good if you have multiple STR-based Fighters, but otherwise I doubt it will really make all that much difference.
If you want to optimize for damage your first go-to feats are Dual Wielder, Great Weapon Master, and Pole Arm Master, as well as a weapon with Vex or Cleave or Graze rather than Push
Topple is also a good source of damage, if they fail the save everyone gets advantage while the opponent is down.
In fact it isn't. Topple has ~35% chance of success and it only gives advantage to other melee characters, if those melee characters are using Vex weapons then they already get advantage, if they are a vengeance or devotion paladin they already have very good chance to hit, and if they are a Barb they can already get advantage too, if they are a Monk it would be much preferable to get that enemy to fail against a stunning strike than against a topple. So maybe it's good if you have multiple STR-based Fighters, but otherwise I doubt it will really make all that much difference.
What is the chance of success if you were to say, attack with a Topple weapon, add Trip Attack to it if it hits, and then use Shield Bash from the Shield Master Feat, all on one turn? You'd get three attempts to knock an enemy prone, but I don't know how to calculate the math on that... Right now (Level 4) I have a Battleaxe with the Topple Mastery and Trip Attack, so I could get two attempts on one turn to knock an enemy prone. The save is currently 14 (8 DC + 4 from STR + 2 from Prof). I am thinking of adding Shield Master at Level 6.
You can break up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet.
You can break up your move, but does using a Bonus Action inherently interrupt your move? Logically, feinting should probably disrupt the momentum of the charge, but RAW, does it?
Yeah, it's at least how I see it.
Elsewhere, we've discussed that Bonus Action can be used during an Attack action unless the Bonus Action specifies the timing. A Bonus Action with no predefined timing (such as Feinting Attack) is outside of the One Thing At A Time restriction (that only applies to Actions). If you have 2 attacks per Attack Action, you could attack once, use Feinting Attack, and Attack again.
So, how does it work with movement? Is a Bonus Action used during movement considered concurrent or interrupting?
I think movement is broken "before and after any action, Bonus Action, or Reaction you take on the same turn" (Breaking Up Your Move)
I also think this doesn't contradict the Bonus Action rules (EDIT: they are complementary):
You choose when to take a Bonus Action during your turn unless the Bonus Action’s timing is specified. Anything that deprives you of your ability to take actions also prevents you from taking a Bonus Action.
As an exception, we know this is allowed when you take the Attack action:
Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks.
So, the way I understand the rules, this is possible if you have Extra Attacks: Attack #1, move, Bonus Action, move, Attack #2.
But not: Attack #1, take a Bonus Action while moving, Attack #2.
How exactly would the Charger Feat work in this hypothetical situation? Suppose, I have a Warhammer with the Push Weapon Mastery and I move at least 10 feet in a straight line towards an enemy and I hit it, then I can choose an extra 1d8 of damage in addition to my normal weapon damage, and then also push it back 10' using the Push Mastery? Am I understanding that correctly, and conceivably I would be able to repeat this with extra damage on subsequent turns? Also, how would this work at level 5 once I get extra attack? If I can only do my regular Warhammer attack which would be 1d8+6 at Level 5, with an additional 1d8 damage, it would be less damage than I would get by just doing two 1d8+5 attacks via extra attack, correct? Am I understanding this correctly, or am I missing something? I'm trying to figure out whether I would want the Charger Feat, instead of Sentinel or Heavy Armor Master. I'm trying to optimize my damage output. TIA
Charger
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Improved Dash. When you take the Dash action, your Speed increases by 10 feet for that action.
Charge Attack. If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack’s damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.
With Push weapon mastery generally what you'd be looking at is:
turn 1 you charge and take the Attack action if you hit you get a +1d8, and make a second attack, you can also push them away
Enemy turn : the enemy moves up to you and attacks you
turn 2 either you move away and take an AoO from the enemy in order to charge again, or you make your first attack and hope it hits to allow you to push the enemy away and thus make a second attack a Charge that deals a 1d8 extra damage
etc.. etc..
If you want to optimize for damage your first go-to feats are Dual Wielder, Great Weapon Master, and Pole Arm Master, as well as a weapon with Vex or Cleave or Graze rather than Push
I am a Level 4 sword and board Battle Master with the Dueling Fighting Style, and I have SAP- Longsword, VEX- Handaxe, PUSH- Warhammer, and TOPPLE- Trident as Weapon Masteries, so I am trying to optimize my damage based off of where I am right now and through Level 10 in a Curse of Strahd campaign. I'm trying to plan out my Feats at Level 6 and Level 8. I'm looking at things like Sentinel and The Charger Feat for one of my next 2 Feats, but I don't want t choose Charger if it does less damage than the extra attack I get at Level 5, so I am trying to figure out how/if it works with extra attack. I also have concerns about how often Sentinel will come into play.
I currently have Fey-Touched with Hunter's Mark, which adds 1d6 Force Damage to each of my attacks, which stacks with my 1d8 Battle Master Maneuver damage from Trip Attack and Feinting Attack. I have a +3 to STR and a +3 to WIS. Currently, I have 1d8+5 weapon damage (1d6+5 on Handaxe), and I can add the 1d6 Force Damage and 1d8 Battle Master Maneuver damage to it.
Sorry what? Extra Attack increases the number of attacks you get when you take the Attack action, Charger adds 1d8 to an attack you makes with the Attack action. Charger's charge is not a separate action, it is a bonus that applies if you meet the conditions:
if: you moved at least 10 ft towards the target
AND if: you hit the target with an attack as part of the Attack Action
AND if: you have not used the bonus from Charger already on this turn.
then: you add 1d8 to the damage of that attack OR push it 10 ft away.
It has nothing to do with how many attacks you make with the Attack Action.
If you have Extra Attack then Charger adds ~4 damage per turn that you can move to trigger the charge effect.
If you are using a weapon that deals 1d8+5 damage, then Sentinel adds ~6 damage per round that you trigger the reaction attack.
If you were to swap to a Greatsword and take Great Weapon Master, that would add ~7 damage per round every round.
I greatly appreciate your input, but I didn't mean to insinuate that it was a separate action, if that's how it came across.
What I was trying to confirm, was at Level 5 and with the Charger Feat, while also using a Warhammer with the Push Weapon Mastery, I move 10' in a straight line and hit it with an attack and choose to add 1d8 extra damage to my first attack, using the Charger Feat. Then since I am at Level 5, I get an extra attack, so I was trying to confirm that I could choose to push the enemy back 10' by using the Push Weapon Mastery (assuming I hit with my extra attack) with my Warhammer. I wanted to make sure that the Feat wasn't something that would prevent me from being able to use my extra attack once I hit Level 5. I have Booming Blade and True Strike, which add extra damage at Level 5, but I lose out on the extra attack and yes, I know those are Cantrips, which require a Magic Action.
I've only been playing since September, so I am still learning how all of this stuff works and I don't want to choose a Feat that won't benefit me that much. I believe the Charger Feat could potentially have a lot of use, especially combined with the Push Weapon Mastery, which I have.
I've been looking at Sentinel, but my concern with Sentinel is that I won't be able to trigger it that often. In your experience, how often are you able to use that Feat?
Charger does not change anything about Extra Attack, so yes, if you attack after moving you still make 2 attacks with extra attack even if you add the charger bonus to one of those attacks. However, if you think using Push on your second weapon attack will set you up for another charge on your next turn, that's very unlikely to happen because the enemy gets a turn before your next attempt to charge and will almost certainly move back into melee with you on their turn.
For Sentinel it depends on your party, if there is only one melee character in the party is isn't worth it, but with 2 it can come up quite often, even moreso with more than that. If you want to get the most out of Sentinel as a Battlemaster, you want to take the Riposte maneuver since then enemies have the catch-22 of attacking you and likely triggering Riposte or attacking your ally and triggering Sentinel.
In addition to my Battle Master, we have a Paladin and Barbarian as frontliners. Riposte, was one of the Maneuvers I chose, along with Trip Attack and Feinting Attack.
Charger requires that you use an Attack action to make the attack (so can't trigger with your cantrips or if you make a bonus action attack with a Light weapon.
Push doesn't care where your attack comes from. So feel free to hit someone with your Warhammer using Booming Blade and force them to take damage if they want to get into melee range.
How to add Tooltips.
I typically use my Warhammer and the Push Mastery with Booming Blade for that very reason. If they want to move and continue fighting, they're gonna have to take that 1d8 in thunder damage.
Can I combine 1d8 damage from one of my Battle Master Maneuvers like Feinting Attack or Trip Attack with Charger? If I can, then I can use Charger and then potentially knock the enemy prone with Trip Attack? And if I use my Battleaxe with the Topple Mastery, I think I'd get two chances to knock them prone. Trip Attack and Topple require two different saving throws, or else the enemy is knocked prone.
Charger requires that you attack with the Attack action.
Feinting Attack uses a Bonus Action and then requires that you hit with an attack roll (no action type required) so it works with Charger and Magic action cantrips.
Trip Attack does not use an action, just that you expend a Superiority Die when you hit with a weapon attack roll, so it works with Charger and any cantrip that uses a weapon attack. You may want to ask you GM if they will allow you to find out the result of Topple before deciding whether or not to use your Superiority Dice. Technically, if it is your turn (as opposed to an opportunity attack on your opponent's turn), I believe you get to decide the order and therefore can see if Topple succeeds first.
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Trip Attack definitely, Feinting Attack... debatable but probably not. Feinting Attack requires using a Bonus Action while you are within 5ft of the target, but Charger requires you to "immediately" hit the target using the Attack Action, so my interpretation would be that: Move, Bonus Action: Feint, Action: Attack would not trigger Charger because the Attack was not immediately after moving. But, Move, Action:Attack, (no action) Trip Attack would definitely work.
Yeah, the 5' requirement for Feinting Attack appears to prevent you from being able to use it to gain Advantage prior to the Charge Attack, unless the DM will allow you to add it once you're within' 5' of the enemy and just prior to hitting the enemy. I may try it at our table and see if I can get away with it LOL
The problem is that you'd be breaking the movement required for Charge Attack to take the Bonus Action:
Gotcha! Thanks for the clarification. I'd say that rules out using Feinting attack with the Charger Feat.
You can break up your move, but does using a Bonus Action inherently interrupt your move? Logically, feinting should probably disrupt the momentum of the charge, but RAW, does it?
Elsewhere, we've discussed that Bonus Action can be used during an Attack action unless the Bonus Action specifies the timing. A Bonus Action with no predefined timing (such as Feinting Attack) is outside of the One Thing At A Time restriction (that only applies to Actions). If you have 2 attacks per Attack Action, you could attack once, use Feinting Attack, and Attack again.
So, how does it work with movement? Is a Bonus Action used during movement considered concurrent or interrupting?
As an aside, Feinting Attack should probably target a creature within reach to accommodate larger creatures and Reach weapons.
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Topple is also a good source of damage, if they fail the save everyone gets advantage while the opponent is down.
In fact it isn't. Topple has ~35% chance of success and it only gives advantage to other melee characters, if those melee characters are using Vex weapons then they already get advantage, if they are a vengeance or devotion paladin they already have very good chance to hit, and if they are a Barb they can already get advantage too, if they are a Monk it would be much preferable to get that enemy to fail against a stunning strike than against a topple. So maybe it's good if you have multiple STR-based Fighters, but otherwise I doubt it will really make all that much difference.
What is the chance of success if you were to say, attack with a Topple weapon, add Trip Attack to it if it hits, and then use Shield Bash from the Shield Master Feat, all on one turn? You'd get three attempts to knock an enemy prone, but I don't know how to calculate the math on that... Right now (Level 4) I have a Battleaxe with the Topple Mastery and Trip Attack, so I could get two attempts on one turn to knock an enemy prone. The save is currently 14 (8 DC + 4 from STR + 2 from Prof). I am thinking of adding Shield Master at Level 6.
Yeah, it's at least how I see it.
I agree with this point (thread where we discussed a Bonus Action in the Middle: Nick debate SOLVED - Rules & Game Mechanics)
I think movement is broken "before and after any action, Bonus Action, or Reaction you take on the same turn" (Breaking Up Your Move)
I also think this doesn't contradict the Bonus Action rules (EDIT: they are complementary):
As an exception, we know this is allowed when you take the Attack action:
So, the way I understand the rules, this is possible if you have Extra Attacks: Attack #1, move, Bonus Action, move, Attack #2.
But not: Attack #1, take a Bonus Action while moving, Attack #2.
PS. Not sure if this should be a separate thread.