How does Battle Master Push Attack Maneuver interact with ranged weapons?

I want to create a Fighter who uses a Crossbow as his main weapon.

By RAW, you can use Maneuver with a ranged weapon as long as it’s not said that it needs a melee weapon in its description.

Thematically, I got some explanation on how some Maneuvers functions with ranged weapons. For example, the Trip Attack could be an arrow to the knee which would force the target to fall.

But I have some trouble, thematically, on how you can push someone with a ranged weapon and the Push Attack Maneuver. Is that up to my DM’s discretion?

What is the optimal way to maneuver into and out of the Healing Spirit spell to maximize healing?

The healing spirit spell states:

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.

As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

I’m wondering what the optimal way to maneuver into and out of the spell for maximized healing is. Note that the following questions already exists:

  • How does the spell Healing Spirit work?

Established there are some facts of how this sort of spell works:

  1. Creating the spell on top of a creature does not restore any hit points to them
  2. Moving the spell onto a creature with your bonus action does not restore any hit points to them
  3. You don’t need to end your turn in the healing spirit’s space, you only have to move through it.

For the purposes of this question I am not interested in class features that modify healing like the Life Domain Cleric’s Discipline of Life and Supreme Healing features or the Warlock’s Gift of the Ever-Living Ones Eldritch Invocation. I am only interested in ways to maneuver into and out of the space most effectively.

Another way to think of this is the following: What is the maximum number of times a creature can be healed by this spell per round?


Rules/Constraints:

  1. From the section on “Moving Around Other Creatures”:

    You can move through a nonhostile creature’s space. […] Remember that another creature’s space is difficult terrain for you.

    Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.

  2. This is a party of four, and they do not have any mounts available unless they summon them.

  3. You only “move into the spirit’s space” when you use your own movement to enter said space; being grappled and dragged into the space, being hurled into it by thunderwave, and being carried into it on a mount do not count.

What happens when the UA Bait and Switch maneuver is used on a grappled ally when both the user and ally are still within the grappler’s range?

This question is based on this one: What happens when the UA Bait and Switch maneuver is used on a grappled ally when the maneuver-user is out of the grappling monster's reach?


The Unearthed Arcana Class Feature Variants includes the Bait and Switch fighter maneuver (page 5), which states:

When you’re within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn’t provoke opportunity attacks […]

What happens when the Bait and Switch maneuver is used on a grappled ally when both the maneuver-user and the ally are still within grapple range of the grappling creature?

I see two possible outcomes:

  1. The maneuver-user takes the ally’s place in being grappled, and can then attempt to break out of that grapple.

  2. The ally is still grappled, but has now been possibly moved to a more beneficial position.

I am not sure which of these would happen, as normally in a grapple the grappled creature cannot ever move. (And I might be confusing myself by trying to think of how this would even work IRL.)

What happens when the new UA Bait and Switch Maneuver is used on a grappled ally?

The recent Unearthed Arcana Class Feature Variants includes the Bait and Switch Fighter Maneuver (page 5) which states:

When you’re within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn’t provoke opportunity attacks […]

The grappled condition states:

The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.

Assume a monster with a 5-foot reach is grappling an ally and the Fighter is adjacent to the ally 10-feet away. What happens if the Fighter tries to use Bait and Switch on the grappled ally?

For a picture format, F is the fighter, A the ally, and M the monster

FAM 

What are the ramifications of making the Battle Master fighter’s Commander’s Strike maneuver no longer require the Attack action?

The Battle Master fighter’s Commander’s Strike maneuver (PHB, p. 74) states:

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.

However it is currently the only maneuver that actually requires you to take the Attack action. I found this odd, and the rare times that this fact came up, I simply ignored it, allowing it to be used with any sort of attack. I have thus made the following changes as a house rule:

When you make an attack on your turn, you can forgo the attack and use a bonus action to direct one of your companions to strike […]

It would still be limited to one use per turn, as you only have one bonus action on any given turn, but perhaps there is some issue that results from this which I haven’t noticed. What are the ramifications of this change?

How does the Battle Master Fighter’s Sweeping Attack Maneuver work if you would have (dis)advantage only against the first target?

The Battle Master Fighter can choose the Sweeping Attack Maneuver which states:

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die […]

So what happens if the Fighter has (dis)advantage on the attack against the first enemy but ordinarily wouldn’t have (dis)advantage with an attack made against the second enemy, or vice-versa? Does this simply get ignored because you have to use “the original attack roll”?

An example of how this could happen:
Your first target is invisible, giving you disadvantage, but the second target is visible; ordinarily an attack against them would not have disadvantage.
For the opposite direction, attack the visible creature first.

Can someone immediately pick up their weapon after being disarmed by the Battle Master fighter’s Disarming Attack maneuver?

The Battle Master fighter’s Disarming Attack maneuver can make someone drop a weapon at their feet. The only advantage is if others want to dash away or you need to remove a reaction parry from the opponent before they get their own turn.

When the bad guy’s turn comes around, they pick it up (free interaction with an object) and go about their business.

Do I have that right?

To my understanding, you wouldn’t be able to use your own free object interaction to pick up and/or throw away their weapon (unless you have movement left over, and you’re either two sizes smaller than your opponent or you’re a halfling) because the weapon is in the enemy’s space – not yours.

Can you negate disadvantage on throwing a net by using the Lunging Attack maneuver of the Battle Master fighter?

The Battle Master fighter’s Lunging Attack maneuver (PHB, p. 74) increases reach of a weapon by 5 feet. Could you choose to increase the short range of the net from 5 feet to 10 feet? This would allow a character to attack with net at 10 feet and avoid close range disadvantage.

Do you forgo adding superiority die to the damage because there is no damage roll with a net, or does the net cause damage when using a combat maneuver?

Can the Pushing Attack Maneuver push someone upwards?

The Battle Master’s Pushing Attack can push the target up to 15 ft away from the user if the target fails their save. Ordinarily, this would mean the target is driven back 15 feet away on the ground, as with the Shove attack.

However, I was thinking of a scenario that involved two characters falling: one Battle Master and his target.

If the BM strikes his target, hits, and uses Pushing Attack, he would reasonably be able to drive the target 15 ft in any direction, because there’s no floor that anchors our mind to a horizontal surface, unlike the regular “shove” attack. In fact, pushing someone directly perpendicular to the floor in this situation is much harder than pushing someone sideways but with some up/down elevation.

Taken to the extreme, in this case, the BM could even shove the target upwards. If they hadn’t fallen more than 15 ft yet, the target could “return to safety” by being thrown back up to the platform they fell from. Pushed downwards and the target would now be falling faster than the BM.

Now, keep that falling scenario in mind as we translate the same mechanics to the BM and his target on the ground. Going back to the question: would Pushing Attack allow the BM to push someone 15ft in the air?