Dragonborn Battle Master Fighter Build Guide
Combining Draconic Flight with Combat Superiority at level 3 turns you into an aerial controller, dropping enemies with Trip Attack from above.
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Why Battle Master?
The Dragonborn Battle Master Fighter is a 9/10 synergy powerhouse that directly patches the Fighter's most glaring weakness: a lack of area-of-effect damage. While most martial classes are forced to swing at one goblin at a time, your Draconic Ancestry Breath Weapon allows you to clear out hordes, saving your precious Superiority Dice for the high-threat targets.
As a Battle Master, you dictate the terms of engagement. By choosing maneuvers like Menacing Attack and Trip Attack, you transform from a standard meat shield into a tactical controller. When you add Draconic Flight to the mix, you bypass the typical frontline slog entirely. You can fly directly to the enemy backline, drop a d8 Combat Superiority die on a Menacing Attack, and completely lock down an enemy spellcaster while soaking hits with your innate Damage Resistance.
With an optimal starting array of Strength 15 and Constitution 13, you have the raw physical stats to survive in the thick of it. But it's the tactical flexibility of the Battle Master that makes this build shine. You aren't just reacting to the battlefield; you are actively molding it, combining draconic fury with unmatched martial discipline.
Battle Master Features
Combat Superiority
Level 3You have honed your martial techniques through extensive training. You learn special techniques called maneuvers that are powered by dice called Superiority Dice. Maneuvers: You learn three maneuvers of your choice from the Maneuver Options section below. Many maneuvers enhance an attack. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Whenever you learn new maneuvers, you can also replace one maneuver you know with another. Superiority Dice: You have 4 Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest. You gain additional Superiority Dice as you gain fighter levels, as shown in the Superiority Dice column of the Fighter table. Over 7th level (5 dice) and 15th level (6 dice). Saving Throws: If a maneuver requires a saving throw, the DC equals 8 + your Strength or Dexterity modifier (your choice) + your Proficiency Bonus.
Student of War
Level 3You gain proficiency with one artisan's tool of your choice, and you gain proficiency with one skill of your choice that is available to fighters at 1st level.
Know Your Enemy
Level 7As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself. If the creature has levels in the Fighter class, you learn nothing from this ability. For 1 minute, you have advantage on attack rolls against the creature, and you gain the following benefits: You have advantage on Wisdom (Insight) checks to discern the creature's alignment and state of mind. You discern if the creature is a spell caster.
Improved Combat Superiority
Level 10Your Superiority Dice increase in size from d8s to d10s.
Relentless
Level 15When you roll initiative and have no Superiority Dice remaining, you regain 1 Superiority Die.
Ultimate Combat Superiority
Level 18Your Superiority Dice increase in size from d10s to d12s.
Recommended Ability Scores
Dragonborn Traits That Benefit Battle Master Fighter
Draconic Flight
Flight provides incredible mobility, letting the Fighter reach otherwise inaccessible positions.
Draconic Ancestry
Breath Weapon provides AoE damage that martial Fighters otherwise lack.
Breath Weapon
Breath Weapon provides AoE damage that martial Fighters otherwise lack.
Damage Resistance
Built-in damage resistance reduces incoming damage, keeping your Fighter alive longer in combat.
Combat Effectiveness
| Level | HP | Melee DPR | Ranged DPR |
|---|---|---|---|
| Level 5 | 39 | 7.8 | 7.8 |
| Level 11 | 81 | 10.73 | 10.73 |
| Level 17 | 123 | 10.73 | 10.73 |
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Build Path (Levels 1-20)
Levels 1-4
Start with the Great Weapon Fighting style and grab a Halberd. At level 3, you gain Combat Superiority. This is your defining moment. Take Precision Attack, Trip Attack, and Menacing Attack. Precision Attack is mandatory for what comes next. You also gain Student of War; grab Smith's Tools to repair your own plate armor. At level 4, immediately take the Great Weapon Master feat. The -5 penalty to hit is entirely mitigated by spending a d8 on Precision Attack, turning misses into massive +10 damage swings.
Levels 5-10
Level 5 brings Extra Attack, doubling your chances to land a maneuver or letting you weave your Breath Weapon into your attack action. At level 7, Know Your Enemy allows you to analyze a target as a Bonus Action—use this round one to ensure you aren't wasting Trip Attacks on a creature with massive Strength. At level 8, take an Ability Score Improvement to bump Strength to 18. Level 10 grants Improved Combat Superiority, scaling your maneuver dice to d10s, which means harder-hitting Menacing Attacks and bigger safety nets from Precision Attack.
Levels 11-16
Level 11 is the Fighter's massive power spike: Extra Attack (2). You are now swinging three times per action, giving you immense flexibility to mix Grapples, Shoves, Breath Weapons, and Maneuvers. At level 12, take the Polearm Master feat to weaponize your Bonus Action and Reaction. Level 15 gives you Relentless; rolling initiative with zero dice means you always have at least one d10 to save your life with a Parry or land a crucial hit. Take Sentinel at level 16 to create the ultimate lockdown combo with Polearm Master.
Levels 17-20
Level 17 grants your second Action Surge, allowing for a blistering six-attack nova round. At level 18, Ultimate Combat Superiority bumps your maneuver dice to d12s. Every Trip Attack now adds a massive 1d12 to the damage roll. Finish out your ASI at level 19 by capping Strength at 20, ensuring your maneuver save DC (8 + Proficiency + STR) is as high as mathematically possible, making it nearly impossible for enemies to resist your Menacing Attack fear effects.
Recommended Feats
Great Weapon Master
Take this at level 4. The raw damage output is unparalleled, and Battle Masters are uniquely equipped to abuse it. By holding a Superiority Die in reserve for Precision Attack, you can turn a near-miss into a devastating blow, completely negating the -5 penalty to hit.
Dragon Fear
An incredible racial feat for Dragonborn. It allows you to replace your Breath Weapon with a terrifying roar. When combined with Menacing Attack, you become the ultimate fear-based controller, locking down multiple enemies in an area and then using maneuvers to punish anyone who manages to pass the save.
Polearm Master
Take this at level 12. As a Battle Master, more attacks mean more opportunities to trigger Combat Superiority. The bonus action attack gives you another chance to land a Trip Attack, and the reaction attack when enemies enter your reach pairs beautifully with Brace or Riposte.
Gear Progression
Tier 1 (Levels 1-4)
Start with Chain Mail and a Halberd. Your goal here is to save up for Splint or Plate armor as quickly as possible. Keep a few Javelins on hand for when Draconic Flight isn't an option and you need to hit something out of reach.
Tier 2 (Levels 5-10)
Acquire Plate armor to hit 18 AC. Look for a +1 Halberd to keep your attack rolls high for Great Weapon Master. A Cloak of Displacement is excellent here, stacking neatly with your innate Damage Resistance to make you incredibly difficult to kill on the frontline.
Tier 3 (Levels 11-16)
Seek out a Belt of Fire Giant Strength. This frees up your ASI slots for feats and drastically increases your Maneuver Save DC, making your Trip and Menacing attacks much more reliable. A +2 Halberd or a Flame Tongue Halberd will skyrocket your DPR.
Tier 4 (Levels 17-20)
Upgrade to a Belt of Storm Giant Strength and a +3 Halberd. Armor of Invulnerability is the ultimate defensive item, ensuring that even when enemies manage to hit your high AC, the damage is completely negligible.
Party Composition
Your primary role is a Frontline Controller. While standard Fighters are pure Strikers or Defenders, the Battle Master uses maneuvers to dictate positioning and enemy action economy. Your Breath Weapon allows you to thin out minions, leaving the heavy single-target lockdown to your halberd strikes.
You pair perfectly with a Rogue. By using Trip Attack to knock an enemy prone, you grant the Rogue advantage on their melee attacks, guaranteeing their Sneak Attack damage without them needing to Hide. You also shine alongside a Cleric or Bard casting Bane; reducing an enemy's saving throw by 1d4 makes your Menacing Attack and Trip Attack DCs incredibly deadly.
Multiclass Options
Barbarian 2 Dip
Taking two levels of Barbarian for Reckless Attack is phenomenal for a Battle Master. Constant advantage means you rarely need to spend Superiority Dice on Precision Attack, allowing you to dump all your d10s into raw damage maneuvers like Brace or Sweeping Attack. Rage also compounds beautifully with your innate Damage Resistance.
Paladin 2 Dip
If you have the Charisma for it, a two-level Paladin dip gives you Divine Smite. Because you decide to use maneuvers *after* you hit, you can wait for a critical hit, declare a Trip Attack, and pump a Divine Smite into the same swing, doubling both the d8 Smite dice and the d10 Superiority die for massive burst damage.
Common Pitfalls
- Wasting dice on low-AC targets: Don't burn a d8 on Precision Attack against a zombie. Save your Combat Superiority for high-value targets where turning a miss into a hit actually matters.
- Ignoring initiative order with Trip Attack: If you knock an enemy prone right before your party's Ranger and Wizard take their turns, you are imposing disadvantage on all their ranged spell and weapon attacks. Pay attention to the turn order.
- Forgetting Know Your Enemy: Many players forget this level 7 feature exists. Using a Bonus Action to learn a boss's AC or Strength score tells you exactly which maneuvers will fail and which will succeed.
- Hoarding Superiority Dice: You get them back on a short rest. If you finish a fight with 4 dice remaining, you left damage and control on the table. Spend them aggressively.
More Questions
Which fighting style is best for a Battle Master?
Does the Breath Weapon replace an Extra Attack?
How does Relentless work at level 15?
Should I take Brace or Riposte?
Strengths & Weaknesses
Strengths
- ♦ Battle Master grants Combat Superiority at level 3
- ♦ High hit points for frontline durability
- ♦ Strong species-class synergy enhances core abilities
- ♦ Strong melee damage output
- ♦ Good armor class and initiative
Weaknesses
- ♦ Low Wisdom — vulnerable to common saving throws
- ♦ Limited ranged and magical options without multiclassing
- ♦ No Darkvision — may need light sources in dungeons
Pro Tips
Always hold one Superiority Die for Precision Attack when using Great Weapon Master.
Use your Bonus Action for Know Your Enemy to check an enemy's Strength before using Trip Attack.
Combine Draconic Flight with a Halberd to attack ground targets while remaining out of their 5-foot reach.
Student of War grants artisan's tools; use Smith's Tools to roleplay repairing your party's gear.
Coordinate with your Rogue: a successful Trip Attack grants them guaranteed Sneak Attack advantage.
Other Fighter Subclasses for Dragonborn
Other Races for Battle Master Fighter
Frequently Asked Questions
Is Battle Master a good subclass for Dragonborn Fighter?
What makes Battle Master different from other Fighter subclasses?
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