Yes. You can use sneak attack once per turn. Commander’s strike would mean it is happening on someone else’s turn. So you could sneak attack on both your turn and and the battlemaster’s turn (if he uses commander’s strike on you) just fine.
If you're a dual wielding Battlemaster - the Rogue might not do more damage than you - because you would have to give up both 1 extra attack and your bonus action attack. So you're giving the rogue 1 attack but you're losing 2.
I don't read it that way. It seems that you do need to take the attack action, but then only use one of your attacks granted by that action to use the CS maneuver. Your other attacks, and the dual wielding bonus attack are still available.
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 superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
I don't read it that way. It seems that you do need to take the attack action, but then only use one of your attacks granted by that action to use the CS maneuver. Your other attacks, and the dual wielding bonus attack are still available.
It's in the first sentence:
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.
You are basically using your Bonus Action to give one of your companions one of your Extra Attacks. So you do lose both.
Let's look at the math, then. And since every experiment needs controls, let's lay them out:
All attacks are assumed to hit have a +4 ability modifier to damage.
The characters are both at 5th level to account for the fighter's Extra Attack feature.
The fighter's chosen Fighting Style is Two-Weapon Fighting to add their ability modifier to their off-hand damage.
The bonus damage from the fighter's Superiority Die is not being added to the attacks because a single maneuver is zero-sum.
The default weapons a fighter can dual wield with only deal 1d6 damage, so they're giving up two attacks that deal 7 (1d6 + 4) damage. If we're being generous, we could average that out to about 15 (2d6 + 8) damage. If we allow for the Dual Wielder feat, then the two attacks can average out to 17 (2d8 + 8) damage.
Conversely, the rogue at 5th level has +3d6 from Sneak Attack. With a similar weapon, they're rolling an average of 18 (4d6 + 4) damage. With a rapier, longbow, or light crossbow it goes up to...19 (1d8 + 3d6 + 3) damage.
And the gap only continues to widen as they each gain in levels.
That is why I said 'might' do less. You have to factor in hit chance. While on average hit chance will affect both characters equally - the Superiority Dice are a consumable and finite resource - so hit chance will absolutely affect them.
If you give the Rogue a Commander's Strike and they miss - you've lost a lot of damage potential - and crucially: that Superiority Die did absolutely nothing. If you instead chose to use it for yourself - on a Trip Attack for example (or other similar maneuver) you're guaranteed the damage because you can decide to use it after hitting - and you're more likely to land a hit with two attacks than the Rogue is with 1.
So it's not really as simple as it may seem - at least in tier1-2 play. By tier 3+ the Rogue will absolutely hands down see better use of a Commander's Strike, but early on - maybe not.
Maybe not an ideal third level choice then, unless going for the two handed / sword and board route.
Are you kidding?! This is a supremely valuable maneuver, if not the most valuable. Let's say you finish an enemy with your first attack but another enemy is out of range for your 2nd. However, your rogue or ranger is in a great location to let loose an arrow and put a lot of damage on them. That can be the difference between the enemy surviving another round and the party not surviving.
I've been in this exact instance: My battlemaster fighter finished a fire salamander with his first attack. Enemy red dragon was in the air out of melee, but the rogue inquisitive in the party was hidden from cunning action on his turn. I sacrificed my 2nd attack and bonus action, rogue inquisitive hit the red dragon for a critical and did something like 60 damage and killed it right before its turn.
Teamwork makes the dream work, my dude. It's not just about how much DPS you can do. It's about the party surviving and succeeding.
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If a battlemaster uses commanders strike to initiate a rogue to make an attack, does the rogues sneak attack get added?
I would assume it should, but understand it might not if the rogue had already used their sneak attack on their turn.
Yes.
You can use sneak attack once per turn. Commander’s strike would mean it is happening on someone else’s turn. So you could sneak attack on both your turn and and the battlemaster’s turn (if he uses commander’s strike on you) just fine.
Omg. A Battlemaster that actually helps his teammates?!? You are a legend man, much respect.
They will do more damage than I would , so its selfish really :)
If you're a dual wielding Battlemaster - the Rogue might not do more damage than you - because you would have to give up both 1 extra attack and your bonus action attack. So you're giving the rogue 1 attack but you're losing 2.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
I don't read it that way. It seems that you do need to take the attack action, but then only use one of your attacks granted by that action to use the CS maneuver. Your other attacks, and the dual wielding bonus attack are still available.
More Interesting Lock Picking Rules
It's in the first sentence:
You are basically using your Bonus Action to give one of your companions one of your Extra Attacks. So you do lose both.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
D'oh! How did I miss that?
More Interesting Lock Picking Rules
Blimey, I'd missed that too!
Maybe not an ideal third level choice then, unless going for the two handed / sword and board route.
Let's look at the math, then. And since every experiment needs controls, let's lay them out:
The default weapons a fighter can dual wield with only deal 1d6 damage, so they're giving up two attacks that deal 7 (1d6 + 4) damage. If we're being generous, we could average that out to about 15 (2d6 + 8) damage. If we allow for the Dual Wielder feat, then the two attacks can average out to 17 (2d8 + 8) damage.
Conversely, the rogue at 5th level has +3d6 from Sneak Attack. With a similar weapon, they're rolling an average of 18 (4d6 + 4) damage. With a rapier, longbow, or light crossbow it goes up to...19 (1d8 + 3d6 + 3) damage.
And the gap only continues to widen as they each gain in levels.
That is why I said 'might' do less. You have to factor in hit chance. While on average hit chance will affect both characters equally - the Superiority Dice are a consumable and finite resource - so hit chance will absolutely affect them.
If you give the Rogue a Commander's Strike and they miss - you've lost a lot of damage potential - and crucially: that Superiority Die did absolutely nothing. If you instead chose to use it for yourself - on a Trip Attack for example (or other similar maneuver) you're guaranteed the damage because you can decide to use it after hitting - and you're more likely to land a hit with two attacks than the Rogue is with 1.
So it's not really as simple as it may seem - at least in tier1-2 play. By tier 3+ the Rogue will absolutely hands down see better use of a Commander's Strike, but early on - maybe not.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
Are you kidding?! This is a supremely valuable maneuver, if not the most valuable. Let's say you finish an enemy with your first attack but another enemy is out of range for your 2nd. However, your rogue or ranger is in a great location to let loose an arrow and put a lot of damage on them. That can be the difference between the enemy surviving another round and the party not surviving.
I've been in this exact instance: My battlemaster fighter finished a fire salamander with his first attack. Enemy red dragon was in the air out of melee, but the rogue inquisitive in the party was hidden from cunning action on his turn. I sacrificed my 2nd attack and bonus action, rogue inquisitive hit the red dragon for a critical and did something like 60 damage and killed it right before its turn.
Teamwork makes the dream work, my dude. It's not just about how much DPS you can do. It's about the party surviving and succeeding.