First time poster here. I was looking at some of the new maneuvers available with Tasha's, and I want to check out my understanding of how Quick Toss would work.
As I read it, a sword and board Battlemaster with Quick Toss could make their usual sword attacks, drop the sword (no object interaction), use Quick Toss as a bonus action and then pick the sword back up (object interaction, so uses the Free Action). Moreover, the Quick Toss attack would be with the primary hand, so ability score modifiers apply to attack and damage even without Two Weapon Fighting, and you get the superiority die added to the damage roll. Rinse and repeat, extra attack every turn, (so long as you have a bonus action available) until your bandolier of daggers/hand axes/javelins or superiority dice run out, and you can use a shield.
Edited to add: I forgot that making a ranged attack while in close combat imposes disadvantage, which make this a lot less attractive. In fact, I wonder what use case would be compelling.
Your understanding is correct. Quick Toss works best before closing into melee range, or combined with Thrown Weapon Fighting if you want to keep your distance. You can also use it on turns where you need to dodge or disengage, since it lets you make an attack as a bonus action with no strings attached (unlike two-weapon fighting which requires attacking.)
Thanks, that makes sense. I suppose you could attack with the sword, move out of melee combat (potentially inviting attacks of opportunities) and use Quick Toss without having disadvantage imposed. Imagine a high AC sword and board Battlemaster with Riposte, Evasive Footwork and Quick Toss. Melee attack with sword (Action), Evasive Footwork to withdraw (Move), Riposte a missed attack of opportunity (Reaction), drop sword, Quick Toss (Bonus Action), pick up sword (Free action). If they don't close with you on their turn, you could do the Quick Toss before moving to close with them on your next turn.
Assuming you have Extra Attack (two attacks), you would get, potentially, four attacks with two superiority dice added to damage, in a single turn. If you are facing a single combatant, all of those attacks could be on that combatant. You wouldn't even need to use Evasive Footwork if you trust your AC.
How about this: 20 STR Dwarven Battlemaster, Dueling Fighting Style, wielding Handaxe and Shield. Handaxe Melee Attack (Menacing Attack), Handaxe Melee Attack (Menacing again or Distracting Strike), Move out of reach, Reaction Riposte (if AoO, possibly at disadvantage, misses), Bonus Action Handaxe Quick Toss, Free Action draw another Handaxe.
Each successful melee hit would do 1d6+1d8+5+2 and a successful toss would do 1d6+1d8+5, for a possible 4d6+4d8+26 per turn, with no cheesy weapon drop. If the Menacing attack works, the opponent is Frightened and so can't close with you on their turn and all their attacks and ability checks are are at a disadvantage so long as they can see you. If the Distracting Strike works, the next attack against the target by an ally gets advantage. You do burn four superiority dice though. You can substitute Javelins for Handaxes, which have better range and allow you to use the Quiver of Elhonna to store them.
Now substitute a Dwarven Thrower for the Handaxe....
Quick toss has really cool interactions with the net. It basically negates the nets biggest down side as throwing it only takes the entire action, bonus action, or reaction when using one. Any Battle Master with sharpshooter, crossbow mastery, or Archery fighting style benefit greatly from restraining things that get within 15 feet as a bonus action.
You give up a superiority die and the damage a javelin or handaxe would do in its place, but it's definitely a compelling option to use with this Manuver.
Quick toss has really cool interactions with the net. It basically negates the nets biggest down side as throwing it only takes the entire action, bonus action, or reaction when using one. Any Battle Master with sharpshooter, crossbow mastery, or Archery fighting style benefit greatly from restraining things that get within 15 feet as a bonus action.
You give up a superiority die and the damage a javelin or handaxe would do in its place, but it's definitely a compelling option to use with this Manuver.
You need sharpshooter, crossbow mastery, or gunner to throw a net without Disadvantage, and crossbow mastery provides its own bonus action, but if you made a sharpshooter/gunner Battle Master, there'd be no opportunity cost to throwing the net - you'd basically be using your maneuver to simulate the Samurai trick, and Samurai already make excellent sharpshooter/gunners.
Giving up the superiority die damage depends entirely on your DM, as WOTC has never clarified what Damage "-" means, and there are multiple possible answers; a popular one is forcing damage to 0 no matter how much it is, but I've also encountered "sets untyped damage to 0" (so e.g. Hex's necrotic damage works with it). Make sure to clarify with your DM how they want to handle nets interacting with abilities that add damage, like this one.
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Hi there,
First time poster here. I was looking at some of the new maneuvers available with Tasha's, and I want to check out my understanding of how Quick Toss would work.
As I read it, a sword and board Battlemaster with Quick Toss could make their usual sword attacks, drop the sword (no object interaction), use Quick Toss as a bonus action and then pick the sword back up (object interaction, so uses the Free Action). Moreover, the Quick Toss attack would be with the primary hand, so ability score modifiers apply to attack and damage even without Two Weapon Fighting, and you get the superiority die added to the damage roll. Rinse and repeat, extra attack every turn, (so long as you have a bonus action available) until your bandolier of daggers/hand axes/javelins or superiority dice run out, and you can use a shield.
Edited to add: I forgot that making a ranged attack while in close combat imposes disadvantage, which make this a lot less attractive. In fact, I wonder what use case would be compelling.
Have I got that right?
Thanks in advance,
MAN
Your understanding is correct. Quick Toss works best before closing into melee range, or combined with Thrown Weapon Fighting if you want to keep your distance. You can also use it on turns where you need to dodge or disengage, since it lets you make an attack as a bonus action with no strings attached (unlike two-weapon fighting which requires attacking.)
The Forum Infestation (TM)
Thanks, that makes sense. I suppose you could attack with the sword, move out of melee combat (potentially inviting attacks of opportunities) and use Quick Toss without having disadvantage imposed. Imagine a high AC sword and board Battlemaster with Riposte, Evasive Footwork and Quick Toss. Melee attack with sword (Action), Evasive Footwork to withdraw (Move), Riposte a missed attack of opportunity (Reaction), drop sword, Quick Toss (Bonus Action), pick up sword (Free action). If they don't close with you on their turn, you could do the Quick Toss before moving to close with them on your next turn.
Assuming you have Extra Attack (two attacks), you would get, potentially, four attacks with two superiority dice added to damage, in a single turn. If you are facing a single combatant, all of those attacks could be on that combatant. You wouldn't even need to use Evasive Footwork if you trust your AC.
MAN
Just hope your DM doesn't decide that sometimes when you drop your weapon it skids along the floor a little bit ;-)
I don't think I will try it myself. I am a munchkin, but not that much of a munchkin!
If you don’t have any move left, and drop an opponent, then throw something at a different target. An edge case, but it could happen.
Very true. I would think of it as a cheesy manoeuvre too :)
Although I'd love to see it used in a swamp.
How about this: 20 STR Dwarven Battlemaster, Dueling Fighting Style, wielding Handaxe and Shield. Handaxe Melee Attack (Menacing Attack), Handaxe Melee Attack (Menacing again or Distracting Strike), Move out of reach, Reaction Riposte (if AoO, possibly at disadvantage, misses), Bonus Action Handaxe Quick Toss, Free Action draw another Handaxe.
Each successful melee hit would do 1d6+1d8+5+2 and a successful toss would do 1d6+1d8+5, for a possible 4d6+4d8+26 per turn, with no cheesy weapon drop. If the Menacing attack works, the opponent is Frightened and so can't close with you on their turn and all their attacks and ability checks are are at a disadvantage so long as they can see you. If the Distracting Strike works, the next attack against the target by an ally gets advantage. You do burn four superiority dice though. You can substitute Javelins for Handaxes, which have better range and allow you to use the Quiver of Elhonna to store them.
Now substitute a Dwarven Thrower for the Handaxe....
Edit - Crawford says Dueling applies to thrown melee weapons, so add another 2 damage.
Quick toss has really cool interactions with the net. It basically negates the nets biggest down side as throwing it only takes the entire action, bonus action, or reaction when using one. Any Battle Master with sharpshooter, crossbow mastery, or Archery fighting style benefit greatly from restraining things that get within 15 feet as a bonus action.
You give up a superiority die and the damage a javelin or handaxe would do in its place, but it's definitely a compelling option to use with this Manuver.
You need sharpshooter, crossbow mastery, or gunner to throw a net without Disadvantage, and crossbow mastery provides its own bonus action, but if you made a sharpshooter/gunner Battle Master, there'd be no opportunity cost to throwing the net - you'd basically be using your maneuver to simulate the Samurai trick, and Samurai already make excellent sharpshooter/gunners.
Giving up the superiority die damage depends entirely on your DM, as WOTC has never clarified what Damage "-" means, and there are multiple possible answers; a popular one is forcing damage to 0 no matter how much it is, but I've also encountered "sets untyped damage to 0" (so e.g. Hex's necrotic damage works with it). Make sure to clarify with your DM how they want to handle nets interacting with abilities that add damage, like this one.