No, Like Seriously.
Everyone knows that in DnD 5e, martials are the dumb jocks who are big and cool at low levels, and then quickly fall by the wayside once casters start to warp reality multiple times each day. Like yeah, your level 6 battlemaster fighter who can swing a sword twice per turn and is dressed in full plate is cool, but those maneuver dice don't feel nearly as awesome as a wizard just ending an encounter with a hypnotic pattern (or avoiding it entirely with fly, major image, etc.).
The recipe for a martial character's turn usually looks something like this: Move to the nearest guy or onto the nearest high ground, maybe do something interesting with terrain if your DM gave you a fun map to play around in, and then shoot/stab whoever you've identified as the most important problem on the battlefield. Repeat until enemies are bloody and immobile. Now, this is often a symptom of bad encounter design and can be in part mitigated by making encounters happen in interesting spaces with lots of objects to be pushed over, hidden behind, dropped on enemies, etc. However, another angle to come at fixing this from is by looking at what makes spellcasters both so damn powerful and also engaging to play.
Martials are pretty fun by the numbers, they have big stacks of hit points and AC, and they put out nice and reliable damage, which can even be pretty high if you take Great Weapon Master or Sharpshooter and build well. The issue is that spellcasters also have damage, usually across many foes at once, their AC isn't that much worse (or is even better if they took an armor dip, have proficiency from being a cleric or druid, and/or have the shield spell), and they also have a ton of other options for utility both in and out of combat. So since by the numbers things are at least on the same floor of the dungeon, clearly the issue is the gap in options.
But They Don't Have To.
So how do we fix this gap in options? The option I've gone with is basically to make martials fucking sword wizards. Like, make martials the undying badasses who face down armies on their own, make them the tactical geniuses who triple the effectiveness of a fighting force, let them be the dude who builds an informant network and gathers all the necessary pieces into play to topple a nation. Give them all kinds of nonmagical (though sometimes supernatural) toys they can play with in and out of combat so that you have more options than just, "I take the Attack action and hit the bad guy twice."
The Guts and Gore.
So, I made a unified system for martials in the same vein as spellcasting unites the casters. The principle is that the effects aren't magical, though they definitely can be somewhat superhuman. As for how it works, it's essentially an ugly chimera made by pouring the mystic and warlock into a blender, then feeding the resulting paste to a battlemaster fighter and seeing what kind of abomination it mutates into. Listed below is the full set of rules you need to transform your own martials into whatever fucked up flavor of sword wizard you so desire. Also, a huge shout out to KibblesTasty and Laserllama's awesome stuff. So much of the shit below is just repurposed and recycled ideas from their homebrew.
Multiclassing and Martial Exploits
Your capacity for Martial Exploits depends fully on your combined level in all your martial classes. You determine your level for Martial Exploits, known as your Multiclass Martial level by adding together all your levels in the barbarian, fighter, monk, and rogue classes and half your levels (rounded down) in the artificer, paladin, and ranger classes.
Martial Disciplines
A martial discipline is a set of techniques and routines that you can draw on to great effect both in and out of battle by activating abilities called Martial Exploits.
At 1st level, you know one martial discipline of your choice. The Disciplines Known column of the Martial Exploits table shows the total number of disciplines you know at each Multiclass Martial level; when that number goes up for you, choose a new discipline.
In addition, when you gain a level in a class that contributes to your Multiclass Martial level, you can replace one discipline you know with a different one of your choice.
Stamina Points
Your stamina and willpower can be focused towards martial disciplines you know. This energy is represented by Stamina Points. Each martial discipline describes effects you can create with it by spending a certain number of stamina points.
The maximum number of points you have is based on your Multiclass Martial level, as shown in the Stamina Points column of the Martial Exploits table. You can never have more stamina points than shown on the table for your level. You regain all spent stamina points whenever you finish a Short or Long Rest.
Endurance Limit
Though you have a large pool of stamina that you can draw on, you can only exert yourself so hard at any one time. There is a limit on the number of stamina points you can spend to activate a martial exploit. The limit is based on your Multiclass Martial level, as shown in the Endurance Limit column of the Martial Exploits table.
Discipline Focus
You can focus your attention and practice on one of your martial disciplines to draw ongoing benefits from it. When you finish a Long Rest, you can choose one of your martial disciplines and gain its discipline focus benefit, which is detailed in that discipline's description.
As a bonus action, you can expend one stamina point to choose a different focus benefit.
You can have only one discipline focus benefit at a time, and using the focus of one discipline doesn't limit your ability to use other disciplines.
Martial Ability
Strength, Dexterity, Intelligence, Wisdom, or Charisma is your martial ability for your Martial Exploits. You use the modifier of your chosen score when setting the saving throw DC for a martial exploit or when making an attack roll with one.
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Martial DisciplinesAgile Combatant You've practiced in staying light on your feet and moving quickly around a battlefield to ensure you always are in the best position. Discipline Focus. While you are focused on this discipline and take the Dash action, the extra movement you gain equals twice your speed. Nimble Footwork (1 Stamina). As a reaction when a creature misses you with an opportunity attack, you may move up to half of your movement speed without provoking opportunity attacks. Hidden Step (1-7 Stamina; Until Short or Long Rest.). As a bonus action, you prepare yourself to move unseen, even without cover. For the duration when you are hidden, you can move 5 feet per stamina spent on this exploit in the open without revealing yourself if you end the move in a position where you are not clearly visible. Nimble Descent (1-6 Stamina; Until Short or Long Rest.). As a bonus action, you prepare yourself to land gracefully and avoid harm from falls. For the duration when you fall and aren't incapacitated, you can subtract 10 feet per stamina spent on this exploit from the fall when calculating fall damage. Agile Tumble (2 Stamina). Whenever you take the Tumble action, any opportunity attack you provoke from the target of your Tumble action before the end of your turn has disadvantage. Additionally, you have advantage on the first weapon attack against the target of your Tumble action made before the start of your next turn. Hasty Correction (2 Stamina). When you fail an ability check or saving throw that uses Dexterity, you can choose to reroll it and must use the new roll. Leap to Your Feet (2 Stamina; Until Short or Long Rest.). As a bonus action, you prepare yourself to recover quickly from being knocked down. For the duration while you are prone, standing up uses only 5 feet of your movement and does not provoke opportunity attacks. Fluid Movements (6 Stamina; 1 hour.). As an action, you advise a willing creature within 30 feet of you that can see or hear you on how best to avoid hazards. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
Battlefield CommanderYou specialize in leading from the frontlines, drilling your companions into formidable combatants and cowing your foes with dauntless bravery. Discipline Focus. While you are focused on this discipline, you and friendly creatures within 10 feet of you gain a +1 bonus to their Armor Class. You must be conscious to grant this bonus. Reposition (1 Stamina). As a bonus action, you can switch places with a conscious and willing creature within 5 feet of you without provoking opportunity attacks. Commanding Shout (2 Stamina). As a bonus action, you can shout a one-word command at a creature within 30 feet of you that can hear and understand you. The targeted creature must succeed on a Wisdom saving throw or follow the command on its next turn. The command has no effect if it is directly harmful to the target. War Cry (5 Stamina). As an action, you bellow a bloodcurdling cry in a 30-foot cone. Each creature of your choice in that area that can hear you must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened of you for 1 minute. While frightened by this exploit, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature. Recruit Mercenary (5-6 Stamina; Special.). Over the course of 1 hour, you can recruit a humanoid Mercenary from a settlement you currently occupy, provided there is a willing humanoid such as a bounty hunter, adventurer, or other sellsword available for recruitment. The recruited humanoid uses the Mercenary stat block (see below). You choose to recruit a Brute or a Scout, which determines certain traits in its stat block. The Mercenary is an ally to you and your companions. In combat, they share your initiative count, but takes their turn immediately after yours. They obey your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. The Mercenary remains in your service until you dismiss them, they abandon you, or they die. You do not regain the stamina spent on this exploit until they leave your service. You can only have one Mercenary in your service at a time. Recruiting another causes others to abandon you. Militia Training (5-7 Stamina; Until Short or Long Rest.). Over the course of 1 hour, you can train a number of creatures equal to twice the stamina spent on this exploit for battle. At the end of the 1 hour, the creatures gain a number of the following benefits equal to half the stamina spent on this exploit for the duration:
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Call To Arms
You fight at your best alongside your allies, and inspire them to ever greater exertion.
While you are focused on this discipline whenever you take the Attack action, you can forgo one of your attacks to target a creature within 30 feet of you that can see or hear you. The first time the target takes the Attack action before the start of your next turn, it can make one additional weapon attack as part of its attack action.
When you hit a creature with a weapon attack, one ally within 60 feet of you that can see or hear you can use their reaction to make a single weapon attack against the same creature.
As a bonus action, choose one creature that you can see within 5 feet of you. Until the start of your next turn, the next ally to attack the target does so with advantage, and on a hit inflicts 1d6 extra damage of the attack's type per stamina spent on this exploit.
As a bonus action, you prepare to help your allies stand fast against mental attacks. For the duration whenever you take the Attack action, you can forgo one of your attacks to target a creature within 30 feet of you that can see or hear you. Until the start of your next turn, the target gains a bonus to its Intelligence, Wisdom, or Charisma saving throws. This bonus equals your proficiency bonus.
Over the course of 1 minute, you can give an inspiring speech to a number of creatures that can hear you equal to the stamina spent on this exploit. For the duration, each creature gains temporary hit points equal to the stamina spent on this exploit at the start of each of their turns.
As an action, you prepare your allies to maintain their current position against their foes. For the duration, you and each ally within 30 feet of you that can see or hear you gains the benefit of half cover and has advantage on saving throws against being charmed, frightened, or moved against your will.
Charming Presence
As a skilled socialite and speaker, you're well prepared to navigate situations without having to resort to violence.
While you are focused on this discipline you have advantage on Charisma (Persuasion) and Charisma (Deception) checks.
When you fail an ability check or saving throw that uses Charisma, you can choose to reroll it and must use the new roll.
As an action, you grab the attention of one creature within 60 feet of you that can see and hear you. That creature must make a Charisma saving throw. On a failed saving throw, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.
As an action, you can incite violence in one creature within 30 feet of you that can hear you. That creature must succeed on a Wisdom saving throw or take 2d4 psychic damage per stamina spent on this exploit and use its reaction to make a melee weapon attack against a creature of your choice within its reach.
As an action, you can attempt to soothe the emotions of any creature within 30 feet of you that can hear and understand you. Each creature must succeed on a Charisma saving throw or for the duration, it becomes indifferent toward creatures of your choice that it is currently hostile toward. This indifference ends for a target if you or your companions do anything harmful to it or if it witnesses its allies being harmed. When the exploit ends any affected creatures become hostile again. Additionally while a creature is affected by this exploit, you can suppress any effect causing it to be frightened. When this exploit ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
If you spend at least 1 minute observing or interacting with a creature, you can force it to make a Charisma saving throw. On a failure you learn a number of the following details equal to half the stamina spent on this exploit:
- You learn the creature's creature type or types.
- You learn the creature's alignment.
- You learn a one-word summary of the creature's emotional state.
- You learn the creature's Intelligence, Wisdom, or Charisma score.
- You learn if the creature's mood or behavior is affected by a spell or magical effect.
Experimental Medicine
Through a combination of stimulants, medicinal herbs, and brewed tonics, you embolden yourelf and your allies even in dire circumstances.
While you are focused on this discipline, you have advantage on death saving throws, and if you roll a 19 or 20 on a death saving throw, you regain 1 hit point.
As
an action, you treat one creature within 5 feet of you with poultices
and medicines to end one disease or condition afflicting it. The
condition can be blinded, deafened, paralyzed, or poisoned.
As an action, you treat one creature within 5 feet of you with tonics to allow it to face fear head-on. For the duration while the target is frightened, it gains a bonus to its armor class equal to half the stamina spent on this exploit, and does not have disadvantage on attack rolls.
As an action, you treat one creature within 5 feet of you with stimulants to enhance its precision and ferocity. For the duration, attack rolls against the target have disadvantage, and it gains a bonus to its attack rolls equal to half the stamina spent on this exploit.
As an action, you treat one creature within 5 feet of you with stimulants that inspire strength in the face of death. For the duration while the target is below half of its hit point maximum, it gains a bonus to its weapon damage rolls equal the stamina spent on this exploit.
As an action, you treat one creature within 5 feet of you with tonics to mitigate the effects of poison. For the duration, the target has resistance to poison and necrotic damage, and while it is poisoned, it has advantage on saving throws and regains a number of hit points equal to half the stamina spent on this exploit at the start of each of its turns.
Huskarl
You prioritize keeping your allies safe, even at the cost of your own wellbeing.
While you are focused on this discipline and you take the Dodge action, you can grant one ally you can see within 5 feet of you the same benefits.
As a bonus action, you prepare to direct your allies to safer locations. For the duration whenever you take the Attack action, you can forgo one of your attacks to target a creature within 30 feet of you that can see or hear you. The target's speed increased by an amount equal to five times the stamina spent on this exploit until the start of your next turn.
As a bonus action, you prepare to help your allies exert themselves to greater extremes. For the duration whenever you take the Attack action, you can forgo one of your attacks to target a creature within 30 feet of you that can see or hear you. Until the start of your next turn, the target gains a bonus to its Strength, Dexterity, or Constitution saving throws. This bonus equals your proficiency bonus.
Over the course of 10 minutes, you can study a room you currently occupy. At the end of the 10 minutes, you gain knowledge about a number of the following equal to half the stamina spent on this exploit:
- You learn of the presence of one trap in the area, and a general nature of the danger posed by the trap. A trap, for the purpose of this exploit, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable.
- You learn of the presence of one spell or magical effect in the area, and a general nature of the effect of the magic.
- You learn of the presence of one secret compartment, door, or passageway.
- You learn of one recent significant event which occurred within a number of days equal to the stamina spent on this exploit.
As a bonus action, you prepare to help your allies resist harmful effects. For the duration whenever you take the Attack action, you can forgo one of your attacks to target a creature within 30 feet of you that can see or hear you. That target can immediately repeat a saving throw against one effect that allows it to make a saving throw against the effect at the start or end of each of its turns.
As a bonus action you sound a war cry, and a number of allies equal to the stamina spent on this exploit within 60 feet of you who can see or hear you can use their reaction to move up to their movement speeds without provoking opportunity attacks.
When you fall unconscious as a result of reaching 0 hit points, you can grant each of your allies within 60 feet of you that can see or hear you 2d6 temporary hit points per two stamina spent on this exploit, and their movement speed on their next turn is increased by 5 feet per stamina spent on this exploit.
Juggernaut
By keeping yourself grounded and using your momentum as a weapon, you can batter and daze your foes.
While
you are focused on this discipline if you move at least 10 feet in a
straight line right before attacking a creature and you hit it with the
attack, that target must succeed on a Strength saving throw or be pushed up to 5 feet away from you and knocked prone.
Whenever you take the overrun action, any opportunity attack you provoke from the target of your overrun action before the end of your turn has disadvantage. Additionally, you can move the target 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you fail an ability check or saving throw that uses Strength, you can choose to reroll it and must use the new roll.
As a bonus action, you prepare yourself to shove aside your foes with each strike. For the duration when you hit a creature with an attack, you can push that creature up to 5 feet in a straight line away from you.
Whenever you take the Attack action, you can forgo one of your attacks to force a creature within 5
feet of you to make a Strength saving throw. On a failed saving throw,
you lift the target into the air, and can carry them up to half of your
movement speed before slamming them into the ground, dealing 1d10 bludgeoning damage per stamina spent on this exploit and knocking them prone in a space within 5 feet of you. On a successful save, a creature takes half as much damage and isn't knocked prone.
As an action you push outwards, and each hostile creature within 5 feet of you must make a Strength saving throw. On a failed saving throw, a creature takes 2d4 bludgeoning damage per stamina spent on this exploit and is pushed up to 5 feet away from you per stamina spent on this exploit. On a successful save, a creature takes half as much damage and isn't pushed.
When you damage a creature with a weapon attack, you can force that creature to make a Constitution saving throw. On a failed saving throw, the creature is stunned for one minute. On a successful save, the creature has disadvantage on the first ability check or saving throw it makes before the end of its next turn that uses Intelligence or Wisdom. An affected target may repeat the saving throw at the end of each of its turns, ending the effect on a success.
Marksman
You specialize in striking down your foes with deadly precision, and excel in the use of ranged weapons.
While you are focused on this discipline when you make a ranged attack with a thrown weapon, its short and long range are doubled.
When you damage a creature with a weapon attack, you can force that creature to make a Dexterity saving throw. On a failed saving throw, the target's speed is halved until the end of its next turn and on its next turn it can take either an action or a bonus action, but not both. On a successful save, the creature is unable to take reactions until the end of its next turn and it has disadvantage on the first Dexterity saving throw it makes before the end of its next turn. An affected target may repeat the saving throw at the end of each of its turns, ending the effect on a success.
When you make a ranged weapon attack, you can choose to make it a trick shot. This weapon attack ignores half cover and three-quarters cover provided there is a surface it can richochet off of, and if the attack would have disadvantage, it does not. On a hit, the attack inflicts an additional 1d6 damage of the attack's type per two stamian spent on this exploit.
As an action, you loose a flurry of ranged attacks at a point you can see within the short range of your weapon. Each creature within 5 feet of that point must make a Dexterity saving throw. A target takes 1d6 piercing or bludgeoning damage per stamina spent on this exploit on a failed save, or half as much damage on a successful one.
As an action you can make one ranged weapon attack against each creature within 30 feet of you.
As a bonus action, you make two ranged weapon attacks. For the duration on each of your turns, you can use a bonus action to make two additional ranged weapon attacks.
Master at Arms
You understand the importance of caring for your equipment and encouraging your allies to valor in combat.
While you are focused on this discipline whenever you take the Attack action, you can forgo one of your attacks to target a creature within 30 feet of you that can see or hear you. The first time the target makes an attack roll before the start of your next turn, it gains a bonus to the roll equal to your proficiency bonus.
As a bonus action, you prepare yourself to harry and distract foes while they are surrounded. For the duration while you are flanking a creature, you and your allies gain a +3 bonus to your melee attacks against the creature, instead of the normal +2 bonus.
As a bonus action, you prepare yourself to guide your allies in their attacks. For the duration whenever a creature within 5 feet of you makes an attack against a creature you can see, you can use your reaction to grant it advantage on its attack roll.
Whenever you finish a short or long rest, you can choose to temper one weapon that does not have a bonus to attack or damage rolls. Until the end of your next long rest, that weapon gains a bonus to its attack and damage rolls equal to half the stamina spent on this exploit.
As a bonus action you call out a word of encouragement, one ally within 30 feet of you who can see or hear you gains 2d6 temporary hit points per stamina spent on this exploit. Additionally, they gain advantage on the next saving throw they make within 1 minute.
When you roll initiative, you and your allies can use their reactions to move up to their speed without provoking opportunity attacks. Additionally on your first turn in combat your movement speed is doubled.
Overwhelming Assault
You specialize in overwhelming your foes with powerful assaults, whether on your own or alongside your allies.
While you are focused on this discipline when you make a melee weapon attack, you may inflict damage equal to your proficiency bonus of the weapon's type to each other creature of your choice within 5 feet of the original target who the attack roll would also hit.
Whenever you take the Attack action, you can forgo one of your attacks to perform a lunging strike in a line 15 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 1d8 bludgeoning or piercing damage per stamina spent on this exploit on a failed saving throw, or half as much damage on a success.
When you damage a creature with a weapon attack, you can force that creature to make a Constitution saving throw. On a failed saving throw, any attack roll against the targeted creature has advantage and the target has disadvantage on Dexterity saving throws for 1 minute. On a successful save, the creature is unable to take reactions until the end of its next turn and the first attack roll made against it before the end of its next turn has advantage. An affected target may repeat the saving throw at the end of each of its turns, ending the effect on a success.
As an action you can make one melee weapon attack against each creature within your reach, dealing an extra 1d6 damage per two stamina spent on this exploit on a hit.
As an action, you prepare yourself to overwhelm the defenses of your foes. For the duration, your weapon attacks ignore resistances to their damage, and treat immunity to their damage as resistance.
As
an action, you choose a willing creature within 30 feet of you that can
see or hear you. For the duration, the target's speed is doubled, it
gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and
it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Relentless Nature
You have honed your talents towards constantly pressing the advantage against foes, and never letting them get a chance to catch their breath.
While you are focused on this discipline you have advantage on initiative rolls.
When you make a melee attack, you can extend your melee reach by 5 feet per stamina spent on this exploit.
As a bonus action, you prepare yourself to ensure you always land at least a glancing blow on your foes. For the duration whenever you miss with a weapon attack, you can deal damage equal to the stamina spent on this exploit of the weapon's type to the target of the attack.
As a bonus action, you prepare yourself to constantly press the advantage against a single target. For the duration whenever you hit a creature with a weapon attack, you gain a +1 bonus to your subsequent damage rolls against that creature, to a maximum number equal to the stamina spent on this exploit. This bonus returns to 0 if you miss the creature with an attack, attack a different creature, or if your turn ends and you haven't attacked the creature.
When you fail an ability check or saving throw that uses Wisdom, you can choose to reroll it and must use the new roll.
As a bonus action, you prepare yourself to strike relentlessly, even while your focus is elsewhere. For the duration when you take an action other than the Attack action or Cast a Spell action, you can make one weapon attack as a bonus action.
Spirit of Exploration
You're well versed in the dangers of the wilds and how best to navigate them, and can apply those acquired skills in any situation.
While you are focused on this discipline and you succeed on a Wisdom (Survival) check to track a creature, you gain additional knowledge about three of the following details:
- You learn the creature's creature type or types.
- You learn the creature's travel pace.
- You learn if the creature has a speed other than it's walking speed.
- You learn the creature's Strength, Dexterity, or Constitution score.
- You learn if the creature is injured and if it is above or below half of its hit point maximum.
When you fail an ability check or saving throw that uses Constitution, you can choose to reroll it and must use the new roll.
Over the course of 1 hour, you can study a settlement you currently occupy. At the end of the hour, you gain knowledge about a number of the following equal to half the stamina spent on this exploit:
- You learn of one active faction or faction outpost in the area.
- You learn of any prominent buildings, gathering places, or cultural sites in the area.
- You learn of one powerful politician, military leader, or other faction leader in the area.
- You learn of one significant loyalty, belief, or fear of the local populace.
- You learn of one recent significant event which occurred within a number of weeks equal to the stamina spent on this exploit.
Over the course of ten minutes, you can restore 2d6 hit points per stamina spent on this exploit to a creature of your choice within 5 feet of you and reduce its exhaustion level by one.
Over the course of 1 minute, you can construct a barricade within 30 feet of you. The barricade is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
The barricade can have any shape you desire, though it can't occupy the same space as a creature or object. The barricade doesn't need to be vertical or rest on any firm foundation. It must, however, be solidly supported by an existing surface. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can shape the barricade to create crenellations, battlements, and so on.
The barricade is an object that can be damaged. Each panel has AC equal to 12 + the stamina spent on this exploit and hit points equal to 5 times the stamina spent on this exploit per 3 inches of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.
Over the course of 10 minutes, you can study the wilderness around yourself and prepare to travel. At the end of the 10 minutes, you gain a number of the following effects equal to half the stamina spent on this exploit:
- You predict what the weather will be at your location for the next 24 hours.
- You acclimate yourself to the climate. For the next 24 hours you have advantage on saving throws made against extreme cold and extreme heat.
- You discern where best to find food and water. For the next 24 hours you gain a +5 bonus to Wisdom (Survival) checks you make to search for food.
- You regain one expended Hit Die.
Strategist
You always have a plan, and use it to guide your allies to success.
While you are focused on this discipline when you take the Help action, increase the range of the Help action by 20 feet. Additionally, when you take the Help action, you can choose to grant the creature advantage on the next saving throw it makes before the start of your next turn - provided you are proficient in the saving throw - instead of granting it advantage on an ability check.
When you fail an ability check or saving throw that uses Intelligence, you can choose to reroll it and must use the new roll.
As a bonus action, you prepare to solve problems in way often considered out of the ordinary. For the duration whenever you take the Attack action, you can forgo one of your attacks to target a creature within 30 feet of you that can see or hear you. The target can immediately take the Help, Hide, Search, or Use an Object action.
When you roll initiative, you can immediately take the Ready action. The chosen action can only be one of the following actions: Dodge, Help, Hide, Search, or Use an Object.
As a bonus action, you prepare to guide the efforts of your allies. Choose one skill or set of tools with which you have proficiency. For the duration whenever an ally you can see within 10 feet of you makes an ability check using the chosen skill or tool, you can use your reaction to allow your ally to substitute your bonus to the ability check for their own.
When you roll initiative, you can swap the initiatives of a number of allied creatures within 60 feet of you that can see or hear you to a maximum number equal to half the stamina spent on this exploit.
Over the course of 1 hour, you can contact an informant from a settlement you currently occupy and arrange a meeting. The informant will not aid you in combat or risk its life for you, but it will loyally gather information, rumors, news and secrets on topics of your choice from the settlement for you. You can ask the informant up to five questions. You receive a correct answer to the question, to the best of the informant's knowledge.
Unbreakable
By mastering defensive techniques, you can hold up under fire and withstand punishment that others could only dream of.
While you are focused on this discipline any damage you take is reduced by your proficiency bonus.
As a bonus action, you can focus on defending yourself from multiple attacks at once. For the duration, you gain a bonus to your AC for each hostile creature within 5 feet of you, to a maximum bonus equal to the stamina spent on this exploit.
As a bonus action, you can focus your energy on recovering from your injuries. When you activate this exploit, and at the start of each of your turns for the duration, you regain 2d6 hit points per two stamina spent on this exploit.
As a reaction when you are forced to make a saving throw, you can gain a bonus to the saving throw equal to the stamina spent on this exploit and gain 3 temporary hit points per stamina spent on this exploit.
At the start of your turn, you may activate Legendary Deflection. For the duration, you gain the benefits of the Dodge action and gain a bonus to your Armor Class equal to your proficiency bonus. Additionally, as a reaction when you would be hit by an attack, you can force the attack to miss instead.
When you have 0 hit points, you can choose if you fall unconscious. If you choose to remain conscious, you still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. You may choose to fall unconscious at any time while at 0 hit points (no action required).
Uncanny Luck
No matter how dire a situation seems, things always seem to work out in your favor.
While you are focused on this discipline and you roll a 20 on an attack roll, ability check, or saving throw, you and each ally within 30 feet of you that can see or hear you gains temporary hit points equal to twice your proficiency bonus.
As a bonus action, you prepare yourself to either succeed or fail spectacularly. For the duration when you make an attack roll, ability check, or saving throw and do not have advantage or disadvantage on the roll, you can choose to roll with emphasis. If you do so, roll two d20s when you make the roll, and use the die whose result is furthest from 10. If the dice are equally far from 10, use the higher die.
As a bonus action, you prepare yourself to roll the dice of fate. For the duration when you make an attack roll, ability check, or saving throw you are proficient in, you can choose to add a Proficiency Die to the roll instead of your proficiency bonus.
When you roll initiative, you can create a number of the following effects equal to half the stamina spent on this exploit:
- You can create two 20-foot-radius areas of difficult terrain centered on points within 60 feet of you.
- You can grant advantage to the first attack roll made by each of your allies before the end of their first turn.
- You can heavily obscure one 5-foot-radius sphere centered on a point within 60 feet of you.
- You can impose disadvantage on the initiative roll of one hostile creature.
- You can impose vulnerability to all damage on one object that isn't being worn or carried or structure within 60 feet of you. If the object or structure is Huge or larger, you impose the vulnerability to all damage on a 10-foot-cube portion of it.
- You can lightly obscure five 5-foot-radius spheres centered on points within 60 feet of you.
When you hit an enemy with an attack, you can choose to make the attack a critical hit.
Underhanded Tactics
Your expertise is in spotting the weaknesses of your foes and taking full advantage to ensure you always have the upper hand.
While you are focused on this discipline and you hit a creature with a weapon attack, it has disadvantage on the first attack roll it makes before the end of its next turn.
As a bonus action whenever you hit a creature with a weapon attack, you can attempt to Disarm the creature.
As an action you can modify a lock, latch, or other locking mechanism, provided you have thieves' tools and can touch the lock. Choose one of the following effects:
- The DC to pick the lock increases or decreases by 5.
- You install a needle in the lock that triggers whenever a creature attempts to open the lock without a key. When a creature triggers the needle, it must succeed on a Dexterity saving throw or take 2d6 piercing damage.
- You jam the lock, rendering it unable to open by nonmagical means until a creature spends 1 minute to make a successful Dexterity (Thieves' Tools) check. Additionally, the DC to force or break the lock increases by 5.
- You render the lock silent, or cause it to emit a sound audible from as far away as 300 feet whenever it is opened without a key.
Over the course of 1 minute, you can construct obscurement for an area with a radius of up to 30 feet. For the duration, creatures have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks to detect creatures and objects within the obscured radius.
When you damage a creature with a weapon attack, you can force that creature to make a Constitution saving throw. On a failed saving throw, the creature is poisoned for one minute. On a successful save, the creature's speed is halved and it has disadvantage on the first ability check it makes before the end of its next turn. An affected target may repeat the saving throw at the end of each of its turns, ending the effect on a success.
When you damage a creature with a weapon attack, you can force that creature to make a Constitution saving throw. On a failed saving throw, the creature suffers a deep wound for one minute. While wounded in this way, a creature's speed is halved and it takes 2d4 damage of the attack's type per stamina spent on this exploit at the start of each of its turns. On a successful save, the creature's speed is halved and it has disadvantage on Constitution saving throws it makes to maintain its concentration until the end of its next turn. An affected target may repeat the saving throw at the end of each of its turns, ending the effect on a success.
As an action, you can learn a number of the following details equal to half the stamina spent on this exploit about a creature you can see within 60 feet of you: Armor Class, Highest Saving Throw Bonus, Lowest Saving Throw Bonus, One Condition Immunity, One Damage Immunity, One Damage Resistance, or One Damage Vulnerability.
Vigilant Sentry
You've practiced holding your ground and making it difficult for enemies to pass by without a fight.
While you are focused on this discipline the area within your reach is difficult terrain for hostile creatures.
As a reaction when a creature moves 5 or more feet within your reach, you can make an opportunity attack against the creature.
As a bonus action, you prepare yourself to hamper the movement of your foes. For the duration when you hit a creature with an attack, its movement speed is reduced by 5 feet until the end of your next turn.
As an action, you bellow a war cry, and each hostile creature within 15 feet of you that can see or hear you must make a Wisdom saving throw. On a failed saving throw, a creature takes 2d4 thunder damage per stamina spent on this exploit and is frightened of you until the end of its next turn. On a successful save, a creature takes half as much damage and has disadvantage on the first attack it makes before the end of its next turn.
When you damage a creature with a weapon attack, you can force that creature to make a Constitution saving throw. On a failed saving throw, the creature is paralyzed for one minute. On a successful save, the creature has disadvantage on the first ability check or saving throw it makes before the end of its next turn that uses Strength or Dexterity. An affected target may repeat the saving throw at the end of each of its turns, ending the effect on a success.
Will to Power
Through rigorous mental training, you seek to overcome the weaknesses of your body.
While you are focused on this discipline, you don't need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.
As part of your movement, you jump 10 feet per stamina spent on this exploit.
As an action, you focus yourself on protecting your mind from attacks. For the duration, you have resistance to psychic damage and advantage on Wisdom saving throws.
As an action, you focus yourself to detect even the unseen. For the duration, you gain blindsight with a range of five feet per stamina spent on this exploit.
As an action, you focus your willpower on pushing past the effects of your injuries. For the duration, you gain resistance to one damage type of your choice.
As an action, you focus your willpower on maximizing your endurance and martial prowess. For the duration, you gain the following benefits:
- You gain 40 temporary hit points. If any of these remain when the exploit ends, they are lost.
- You have advantage on attack rolls that you make with simple and martial weapons.
- When you hit a target with a weapon attack, it takes extra damage equal to the stamina spent on this exploit.
Wrestling Specialist
By taking advantage of leverage and getting inside of your opponent's reach, you use their own size as a weapon.
While you are focused on this discipline you gain proficiency with improvised weapons, and you do not have disadvantage on attacks with heavy weapons if you are a Small creature. Additionally, when you make an attack with a weapon with which you are proficient that deals bludgeoning, piercing, or slashing damage, you can choose to inflict any of the other damage types.
As a bonus action, you prepare yourself to break free from anything that would restrain you. For the duration you have advantage on Strength and Dexterity checks and saving throws to avoid or escape from being grappled or restrained.
As a bonus action, you prepare yourself to fight while pressed against your foes. For the duration while you are grappling or being grappled by a creature, you have advantage on attack rolls against the creature.
As a bonus action, you prepare yourself to cling onto your foes. For the duration you may take the Climb onto a Bigger Creature action as a bonus action, so long as the target is at least one size larger than you.
As a bonus action, you prepare yourself to move heavier weights than you normally could. For the duration you count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and for the purpose of grappling.
As a bonus action, you prepare to use your foes to defend yourself. For the duration while you are grappling a creature, you gain the benefits of half-cover from spell and weapon attacks, and as a reaction when a creature targets you with an attack, you can force a creature you have grappled to become the target of the attack instead.
When you miss with an attack, you can choose to hit instead.
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