Introduction
Armor and shield, blade and bow, stealth and cunning, tactics and command—all of these are the tools of a warrior. One warrior might favor some of these assets over others, depending on training and inclination. All legendary warriors develop martial power to such an extent that their abilities are the equal of magical abilities. Such warriors are always looking for an edge or a technique that exemplifies their manner of fighting.
That's what you'll find in this document.
It's a manual of mighty deeds and wily tricks. In its pages are new features to give a martial character, along with new options to fill out your role as a barbarian, a fighter, a monk, a rogue, or some other martial combatant. Members of nonmartial classes might find an appropriate feat in these pages, but everything else is for martial characters. It is intended to expand your martial horizons in the game.
Using This Document
This document is a spiritual successor to the Martial Power series from D&D 4th Edition, providing new and improved options for martial characters to benefit from. Rather than containing any classes or subclasses, this document presents new feats, maneuvers, optional class features, and variant rules to bolster the martial character builds that already exist.
Unless stated otherwise, each option in this document is independent of the other. You can pick and choose from the new maneuvers, take inspiration from the selection of feats, or allow one or two of the new action options, all without having to worry about compatibility or interactions with other parts of the document.
Other Homebrew
You should check out my other homebrew on GM Binder or Google Drive. In particular, check out the following homebew:
- My Warlord is a take on the beloved 4th edition class of the same name. Your choice of archetype allows you to wield your Intelligence, Wisdom, or Charisma to bolster your allies in a variety of different ways.
- My Feats for Skills and Feats for Tools are mundane options that gives martials extra tricks both in and out of combat. Both are inspired by a set of Unearthed Arcana releases that never got published officially and use them as a model.
- The Warrior's Codex, made by FungalBrews, is a large supplement that contains sweeping changes to the weapon and armor systems, tons of new subclasses, rules for mounts, poisons, and other mundane equipment for martials to use, and much more.
Credits
Each piece of artwork associated with this document is taken from official D&D 4th Edition books, allowed under the Fan Content Policy of Wizards of the Coast.
Additionally, all credit goes to the creator of Duncehack for making or inspiring many of the options in this document.
General Options
This chapter includes a few extra options to round out your martial characters.
Expanded Rules
The variant, optional, and expanded rules below can be used to enhance combat for martial characters.
Action Options
This section provides new action options for combat. They can be added as a group or individually to your game.
Analyze
When you take the Attack action on your turn, you can replace one attack with an attempt to analyze one hostile creature within 30 feet of you that you can see. Make a check using a skill that is appropriate for the creature you are analyzing (see the Monster Research table on page 148 of Tasha's Cauldron of Everything for inspiration). The check can be contested against the creature's Charisma (Deception) check, or it can have a DC of 10 + the creature's class level or Challenge Rating, whichever is higher.
On a success, you learn two options from the following list (or the same option twice), or some information along these lines, as chosen by the DM (and guided by what the character is trying to study):
- One of the creature's damage resistances, immunities, or vulnerabilities.
- One of the creature's condition immunities.
- One of the creature's basic abilities or traits, such as a Breath Weapon, Magic Resistance, or Pack Tactics.
- The creature's highest or lowest ability score.
When deciding how much information you get, the DM can consider the check's degree of success or failure. For instance, you might learn a smaller amount of information if the check only fails by 1 or 2, or you might learn more information if the check succeeds by 5 or more or if you roll a 20 on the d20.
Bolster
As an action, you can target an ally you can see within 30 feet of you. The target gains temporary hit points equal to your level + your Charisma modifier (minimum of 0) if it can see or hear you. These temporary hit points disappear at the start of your next turn.
Charge
Every creature can now make a charge attack, using the mechanics presented in the Charger feat. In other words, every creature now has the Charger feat.
As an additional option, only characters of 5th level or higher can benefit from this rule.
Defend
As an action, you focus on boosting one of your defenses in order to protect yourself from harm or to shake off an effect. Until the start of your next turn, or until you are incapacitated, you have advantage on all saving throws using one ability of your choice (except Dexterity, which is already covered by the Dodge action).
Demoralize
When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. The target has advantage on this check if it has advantage on saving throws against being frightened; similarly, the target is immune to this effect if it is immune to being frightened. If your check succeeds, the target has disadvantage on all attack rolls against you until the end of your next turn.
Outmaneuver
As an action or bonus action, you can attempt to outmaneuver one creature you can see within 10 feet of you. Make an Intelligence or Charisma check (your choice) contested by the target's Intelligence or Wisdom check (target's choice). If your check succeeds, the creature can't take reactions that target you for the rest of the turn.
Tackle
If you move at least 10 feet in a straight line before attempting to grapple a creature, you can also attempt to tackle it. Roll to grapple the target as normal. On a success, you and the target also fall prone. On a failure, only you fall prone.
Throw
Using the Attack action, you can attempt to throw one creature you have grappled. If you're able to make multiple attacks with the Attack action, this throw replaces one of them.
You make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You have advantage on this check if you are larger than the creature, or disadvantage if you are smaller. Additionally, you succeed on the check automatically if the target is incapacitated.
If you succeed, you can make an improvised attack using the grappled creature. If you make a melee attack, you can choose not to end the grapple if your check succeeded by 5 or more. If you make a ranged attack, its range is 5 feet, plus a number of feet equal to 5 × your Strength modifier (minimum total of 5 feet); doing so causes the target to fall prone, but also ends the grapple.
On a hit, both the creature and the target take an amount of bludgeoning damage depending on the size of the thrown creature: 1d6 (Tiny), 2d6 (Small or Medium), 3d6 (Large), 4d6 (Huge), or 6d6 (Gargantuan), plus your Strength modifier.
Cleaving Through Creatures
Using the Cleaving Through creatures optional rule (DMG 272) no longer requires any involved creatures to be undamaged. You can also extend this rule to apply to ranged weapon attacks that pierce through or ricochet off of multiple creatures that are each within 5 feet of each other and within the original attack's range.
For melee attacks, you can also allow attacks to cleave through creatures that aren't necessarily within the original attack's reach. For example, perhaps the original attack causes the target's corpse to fly backwards, hitting and damaging more creatures in the process. Use discretion when ruling on this, and consider requiring an attacker to expend their movement in cases that wouldn't make sense otherwise.
Flanking Revised
When a creature and at least one of its allies are adjacent to an enemy they can see and on opposite sides or corners of the enemy's space, they are flanking that enemy. While a creature is incapacitated, prone, restrained, or flanked, it is incapable of flanking. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.
A creature that is flanking another creature gains a +2 bonus to attack rolls against that creature, unless they themselves are being flanked.
At the DM's discretion, creatures that are not disadvantaged by multiple opponents due to their type (like oozes) are immune to being flanked.
Grappling and Shoving
This section provides new options for combat relating to grappling and shoving. They can be added as a group or individually to your game.
Combat Tussle
You can replace any weapon attack you make with an attempt to grapple or shove a target, rather than those made with the Attack action. This may also extend to other action options that involve similar mechanics, such as Tackle and Toss (see the Action Options section).
As an additional option, the DM may wish to prohibit grapple or shove replacement when making an opportunity attack.
Forceful Push
When you attempt to shove a creature and beat their contested check by 5 or more, you can choose to push it up to 10 feet away, rather than 5 feet.
Interpose
When a creature you aren't grappling makes an attack roll against you, you can use your reaction to attempt to interpose a creature you are grappling between you and the attack.
If the creature is unwilling, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). Unless you have two free hands, you have a -2 penalty to the roll. Additionally, you have advantage on this check if you are larger than the hostile creature, or disadvantage if you are smaller.
If you succeed, the grappled creature becomes the target of the attack instead of you.
Powerful Build
When you gain the Powerful Build trait or a similar feature, the maximum size category of creatures you can grapple or shove also increases by one. As an additional option, the DM may then impose disadvantage on checks made to grapple or shove creatures two sizes larger than you.
Rattle
When a creature grappled by you attempts to cast a spell, you can use your reaction to attempt to forcibly interrupt the casting. The target must make a Constitution saving throw with a DC of 10 + your Strength modifier. The target's spell fails and the spell slot (if any) is wasted on a failed save, and the target's spell works normally on a successful one.
Shove Aside
When you successfully shove a creature, you can move it up to 5 feet to any space within its reach, rather than directly away from you.
Yank
When a creature grappled by you attempts to make a weapon attack against a creature other than you, you can use your reaction to pull them away and make it harder for them to hit, imposing disadvantage on the attack roll.
Two-Weapon Fighting
The following variants can be used to make two-weapon fighting more viable in comparison with other weapon options. They can be added as a group or individually to your game.
Additionally, consider adding the Two-Weapon Expert feat found later in this document to your game if you wish to give dual wielders additional opportunities to invest in their style of combat.
Additional Attacks
Whenever you gain an extra attack from the Extra Attack feature, the number of attacks you can make with your second weapon whenever you engage in two-weapon fighting increases by one.
This benefit can be gated behind the Dual Wielder feat, at the DM's discretion.
Better Accuracy
If you have the fighting style for Two-Weapon Fighting, you also gain a +1 bonus to attack rolls you make while engaging in two-weapon fighting.
Damage Dice
When you engage in two-weapon fighting, you can use a d8 instead of the normal damage die for each weapon.
This benefit can be gated behind the Dual Wielder feat or the fighting style for Two-Weapon Fighting, at the DM's discretion.
Follow-Up Attacks
If you have the Extra Attack feature and engage in two-weapon fighting, when you take the Attack action and miss an attack with one of the weapons, you can follow up with an additional attack using the other weapon against the same target (no reaction required).
You can only use this ability once per turn; if you gain even more attacks from the Extra Attack feature at higher levels, the number of uses per turn increases by one whenever you reach one of those levels.
This benefit can be gated behind the Dual Wielder feat, at the DM's discretion.
No Bonus Action
When you engage in two-weapon fighting, making a bonus attack with your second weapon doesn't require a bonus action. As normal, it can only be done once on each of your turns.
This benefit can be gated behind the Dual Wielder feat or the fighting style for Two-Weapon Fighting, at the DM's discretion.
Opportunity Attacks
When you are engaging in two-weapon fighting and make an opportunity attack with one of the weapons, you can make another opportunity attack with the other weapon as part of the same reaction, but you don't add your ability modifier to the damage of the second attack, as normal.
This benefit can be gated behind the Dual Wielder feat, at the DM's discretion.
Weapon Effects
The following optional rules can be used to add extra depth to martial combat, and are inspired by the weapon properties found in The Warrior's Codex Reforged. They can be added as a group or individually to your game.
Called Shots
When you attack with a weapon that you are proficient in, you can forgo adding your proficiency bonus to the attack roll. If the attack hits, you add that proficiency bonus to the damage roll. You must decide to do this before making the attack roll. This ability can be used in conjunction with the Great Weapon Master and Sharpshooter feats.
Cavalry Charge
If you damage a creature with a melee weapon that deals piercing damage after moving at least 30 feet straight toward a target while mounted, you deal an extra 1d6 damage.
Finisher
When you damage a prone creature with a melee weapon wielded in two hands, you deal an additional d6 damage.
Prone Fighting
When you are prone and make a weapon attack with a light weapon, you do not suffer disadvantage for being prone.
Sundering
Many bludgeoning weapons crush, break, or penetrate armor. Once per turn when you attack an object or a target wearing metal armor with a melee weapon that has the heavy property and deals bludgeoning damage, you can gain a +2 bonus to the attack roll. You can also gain this bonus against creatures with thick shells, metallic hides, and other creatures at the discretion of your DM.
Feats
New and revised feat options are presented here for groups that use them.
Feat Changes
This section presents changes to existing feats.
Charger
You also gain the benefits of this feat if your mount satisfies its conditions (i.e. it takes the Dash action, and then it possibly moves up to 10 feet in a straight line).
Dungeon Delver
The following benefit is added to this feat:
- Increase your Intelligence or Wisdom by 1, to a maximum of 20.
Grappler
When you successfully pin a creature you are grappling, you aren't restrained. Instead, your speed becomes 0 for the duration.
Great Weapon Master
When you use the last benefit to augment an attack, you only suffer a -3 penalty to the attack roll, and you only gain a +6 bonus to the attack's damage if you hit.
Martial Adept
This feat grants two superiority dice, rather than just one.
Savage Attacker
You excel at delivering death to your enemies as swiftly as possible. You gain the following benefits, instead of the ones listed in the Player's Handbook:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- When you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
- When you miss with a melee weapon attack, you can use your reaction to reroll the attack roll and to take the second result. Once you use this ability, you can't do so again until you finish a short or long rest.
Sentinel
You excel at protecting your allies in combat by drawing fire to yourself. You gain the following benefits, instead of the ones listed in the Player's Handbook:
- When you take the Dodge action, you also gain temporary hit points equal to your Constitution modifier + half your level, which lasts until the start of your next turn.
- As a bonus action, you can enter a protective stance until the start of your next turn. For the duration, you can force any attack targeted at an ally within your reach to target you instead, even if you would normally be outside of its range or reach.
Sharpshooter
When you use the last benefit to augment an attack, you only suffer a -3 penalty to the attack roll, and you only gain a +6 bonus to the attack's damage if you hit.
Shield Master
The first benefit of the feat now reads:
- As a bonus action on your turn, you can attempt to shove a creature within 5 feet of you with your shield.
New Feats
New feats are presented here in alphabetical order.
Bulwark
The defensive uses of your shield can be extended to your allies as well. You gain the following benefits while you are wielding a shield:
- Each ally within 5 feet of you that doesn't have this feat gains half cover while you aren't incapacitated or prone.
- When you move on your turn, you can allow an ally within 5 feet of you that isn't incapacitated and doesn't have a speed of 0 to accompany you. The chosen ally can move with you (no action required), staying within 5 feet of you when possible, but you can't move more than half your speed during the turn.
Light Armor Master
Prerequisite: Proficiency with light armor
You have practiced moving in light armor to gain the following benefits:
- Increase your Dexterity by 1, to a maximum of 20.
- Your speed increases by 5 feet while you aren't wearing medium or heavy armor.
- Once on each of your turns, you can choose for a 5-foot portion of your movement to not provoke opportunity attacks.
Opportunist
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- Creatures also provoke opportunity attacks from you when they make an attack against a target other than you (and that target doesn't have this feat) and when they stand up from being prone.
- When you hit a creature with an opportunity attack, you can also move up to 5 feet without provoking opportunity attacks yourself.
Pugilist
You become a master of unarmed combat, granting you the following benefits:
- You gain a +1 bonus to damage rolls you make with your unarmed strikes.
- Whenever you have advantage on a melee attack roll you make with an unarmed strike and hit, you can automatically grapple or shove the target (your choice) if the lower of the two d20 rolls would also hit the target.
- When you make an opportunity attack with your unarmed strikes, you have advantage on the attack roll.
- You do not have disadvantage on attack rolls made for your unarmed strikes while prone.
Two-Weapon Expert
You gain new techniques that you can use while fighting with two weapons, granting you the following benefits while engaging in two-weapon fighting:
- Checks and saves you make to avoid being disarmed of the weapons have advantage.
- If you don't take the Attack, Cast a Spell, or Ready action on your turn, you can use your bonus action to make an attack with one of the weapons.
- As part of the Attack action on your turn, you can also sweep your weapons around in a whirling cyclone of death, dealing damage to any number of creatures and objects within your reach. Each target takes damage equal to the weapon's ability modifier, and the damage type is chosen from among those that can be dealt by your weapons.
Unarmored Defense
You have learned to defend yourself without the use of armor, granting you the following benefits:
- Increase your Constitution, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- While you are wearing no armor and not wielding a shield, your AC equals 11 + the modifier of the ability increased by this feat.
Unarmored Master
Prerequisite: Unarmored Defense feat or feature
Armor serves only to hold you back. You gain the following benefits while you are benefiting from your Unarmored Defense:
- Your walking speed increases by 10 feet, and you gain a climbing speed and a swimming speed equal to your walking speed.
- When you fail a Dexterity saving throw, you can use your reaction to reroll the save and take the second result.
- You have advantage on checks made to avoid or escape being grappled.
Unstoppable
You can push people around with ease, but moving you requires monumental effort. You gain the following benefits:
- Increase your Strength or Constitution by 1, to a maximum of 20.
- When you win an ability contest to shove a creature or to avoid being shoved by a creature, you can choose to push that creature up to 5 feet away from you (no reaction required).
- When you are subjected to an effect that would move you, knock you prone, or both, you can use your reaction to be neither moved nor knocked prone.
Martial Practices
Beyond the exploits for which they're famed, martial heroes can push the bounds of what is possible for ordinary mortals by mastering challenging techniques called martial practices. Using these rare methods, an adventurer can tame any beast, lift any object, and even fake death itself. Although martial practices approach what's possible with spells, they exist wholly in the realm of martial power.
A martial practice is similar to a ritual spell. To use a martial practice, you must learn it and perform it. The component costs sometimes include hit dice. After you finish performing a practice, you gain its benefit.
Acquiring a Practice
You can only learn martial practices if you are a barbarian, fighter, monk, or rogue. The DM may also allow other classes to acquire them if they have access to the Fighting Style feature (e.g. the paladin and ranger).
You learn martial practices based on your character level, or your combined class levels in each elgible class described above if you are a multiclass character. The DM may let it simply scale with your character level even if you have some levels in non-martial classes, however (e.g. you are a fighter that took one level in warlock). You learn one martial practice at 1st level, and you learn another one at 5th, 11th, and 17th levels. When you level up, you can replace one practice you know with a different one, if the DM gives you permission.
You can also learn the rudiments of martial practices from a skilled warrior who already knows it. Getting them to teach it to you may require you to complete a task or adventure for them, at the DM's discretion.
Reading a Practice
The entries below break down the different parts of a martial practice's description.
Key Proficiency. This entry gives one or more skill or tool proficiencies; you must be trained in at least one of them to learn and use the practice. If the practice has you make an ability check, you add your proficiency in this skill or tool to the total.
If a practice has more than one key proficiency, you choose which one to use.
Activation Time. Performing a martial practice takes a specific amount of time to complete.
Component Cost. This entry gives the number of hit dice or gold pieces gold (or both) required to perform the practice.
Duration. A martial practice's effects usually last at least 10 minutes. This entry tells you how long the practice's effects last.
Effects. The remaining text details the benefit you gain when you finish performing the practice uninterrupted.
Making a Practice
As a DM, you may find that the sample practices in the next section don't fit what you're looking for, or that a player wants to make a custom one for their character. If you want to make your own martial practice below, consider the design points below:
- Martial practices are typically comparable to ritual spells. They might take a shorter amount of time to activate, but they might have a hit die cost (see below), and the effect itself might be less powerful than what a ritual spell can do.
- Hit dice are used as a component cost to deter constant spamming and to create a choice between out of combat healing and some extra utility during the adventuring day. Gold is only usually a cost if the practice requires the use of external materials or other resources.
Sample Practices
The martial practices below are presented in alphabetical order.
Beast Tamer
Your hands and voice soothe a beast so that it will treat you as a friend.
- Key Proficiency: Animal Handling
- Activation Time: 5 minutes
- Component Cost: 1 hit die
- Duration: Varies
You tame a nonhostile beast within 10 feet of you. If the beast is hostile, the DM may let you tame it with a successful ability check against a DC of their choice. When tamed, the beast is charmed by you for a number of hours equal to your character level. If you or one of your companions harms the beast, the condition ends.
While the beast is charmed, the beast is a willing mount for you and your companions. Additionally, through sounds and gestures, you and the beast can communicate simple ideas with each other, such as emotions, simple requests, and warnings of nearby danger.
Decipher Script
You might not know the language, but with some time and effort, you can decipher the meaning of any writing.
- Key Proficiency: History or Investigation
- Activation Time: 10 minutes
- Component Cost: 1 hit die
- Duration: Instantaneous
You learn the meaning of any written text you study, even if you are not fluent in its language. You must examine the words for the entire time, after which you understand the gist of whatever the text says. You also make an Intelligence check, and if your result is 25 or higher, you can read the text as if you were fluent in the language. Each use of this martial practice allows you to examine about one page of writing or an equivalent amount of text.
Fake Death
You slow your breathing and heartbeat so you appear to be dead.
- Key Proficiency: Athletics or Deception
- Activation Time: 10 minutes
- Component Cost: 1 hit die
- Duration: 24 hours
You enter a deep trance that slows your heartbeat and breathing to become almost imperceptible. While in this state, you appear unconscious or dead, but you are aware of your surroundings. You can emerge from the trance early as a bonus action. Make a Constitution or Charisma check; other creatures perceive you as dead unless they succeed on a Wisdom (Insight) or Wisdom (Medicine) check against a DC equal to your roll.
Quick Aid
With a few words and a couple of shiny coins, you can acquire help almost anywhere at any time.
- Key Proficiency: Intimidation, Performance, or Persuasion
- Activation Time: 1 minute
- Component Cost: 10 gp + 1 hit die
- Duration: 10 minutes
While in a settlement with creatures that aren't hostile to you, you can secure the aid of a few creatures for a time. The number of creatures that aid you is equal to your character level. These creatures can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave you early if they are endangered or abused.
When you use this practice, make a Charisma check. On a 15 or higher, the duration increases to 1 hour.
Speech Without Words
No language barrier can keep you from communicating.
- Key Proficiency: Insight or Persuasion
- Activation Time: 5 minutes
- Component Cost: None
- Duration: 10 minutes
Through pantomime, you communicate with a nonhostile creature you can see, even if it does not speak your language. The creature must have an Intelligence score of 4 or higher. You can communicate simple ideas and concepts, such as figuring out where a monster went, where someone might find fresh water, if there's a safe place to camp, and so on. Conveying complex ideas might require one or more ability checks, at the DM's discretion.
Temporary Fix
A few tools and a bit of time are all you need to make a device work again.
- Key Proficiency: Tinker's Tools
- Activation Time: 10 minutes
- Component Cost: 1 hit die
- Duration: 24 hours
You repair a single mundane object that can fit within a 10-foot cube. The object functions for the practice's duration. After that time, the object returns to its prior state.
Uncanny Strength
You can dig deep within yourself to find the strength you need.
- Key Proficiency: Athletics
- Activation Time: 5 minutes
- Component Cost: 1 hit die
- Duration: 10 minutes
You call upon hidden reserves to gain a boost to your strength. For the duration, you as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and you gain a +5 bonus to all Strength checks.
Warded Campsite
You arrange tripwires, traps, and other devices so that you and your allies will know when an intruder approaches your campsite.
- Key Proficiency: Thieves' Tools
- Activation Time: 30 minutes
- Component Cost: None
- Duration: 8 hours
You ward an area no larger than 50 feet on a side. Whenever a creature enters the area, you and your allies within the area are awakened and cannot be surprised. You can designate any specific creatures that are able to move freely through the warded area without waking up sleeping allies.
Maneuvers Expanded
This section provides new maneuvers, as well as new ways for characters to acquire those maneuvers.
New Maneuvers
If you have access to maneuvers, the following maneuvers can be added to the list of options available to you. Maneuvers are made available by features like the Combat Superiority class feature, the Superior Technique fighting style, and the Martial Adept feat.
Break Free
When you start your turn while grappled or restrained, you can expend one superiority die and use a bonus action to immediately attempt to break free from each effect causing those conditions. Roll the superiority die and add the number rolled to the check or saving throw for each effect.
Crippling Attack
When you hit a creature with a weapon attack, you can expend one superiority die to temporarily cripple the target. You add the superiority die to the attack's damage roll, and until the end of your next turn, the target can't take reactions and has its speed halved.
Defensive Roll
When you make a Dexterity saving throw, you can use your reaction and expend one superiority die to add it to the save. You can use this maneuver before or after making the save, but before any consequences of the roll take effect. After the effect occurs, you can then move up to half your speed as part of the same reaction.
Fast Footwork
Replaces Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until the start of your next turn or until you become unable to move.
Glancing Blow
When you miss a target with a weapon attack that isn't a critical miss, you can expend one superiority die to deal a glancing blow to the target. The target takes damage equal to the number you roll on your superiority die, and the damage type is chosen from among those that can be dealt by your weapon.
Great Fortitude
When you make a saving throw against disease, exhaustion, poison, or being paralyzed or stunned, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the save, but before any consequences of the roll take effect.
Great Leap
When you make a high or long jump, you can expend one superiority die, rolling the die and adding the number rolled plus your proficiency bonus to the distance you cover. This extra distance costs you no movement and does not provoke opportunity attacks.
Iron Will
When you make a saving throw against being charmed or frightened, or against taking psychic damage, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the save, but before any consequences of the roll take effect.
Knock Away
When you attempt to shove a creature, you can expend one superiority die and add it to your Strength (Athletics) check. You can then attempt to push another creature within 5 feet of the original target as part of the same motion. If your original check beats the creature's contested check, you successfully shove the second creature as well.
Monster Expert
When you make an ability check to gain information about one or more hostile creatures you can see, you can expend one superiority die and add the superiority die to the ability check.
Spring Attack
When you take the Disengage or Dodge action on your turn, you can use your bonus action to expend one superiority die and make a single weapon attack. If you hit, add the superiority die to the attack's damage roll.
Survivalist
When you make an Intelligence (Nature), a Wisdom (Animal Handling), or a Wisdom (Survival) check, you can expend one superiority die and add the superiority die to the ability check.
Accessing Maneuvers
The following sections provide optional class features that you can use to give any martial character access to maneuvers. None of them rely on the others to function, but some of them may be coupled together to create a new gameplay experience that works for your table.
General Features
This section presents three features that multiple martial classes can access simultaneously.
Combat Superiority is a catch-all feature you can add to any and all martial classes if you feel that they need more interesting things to do with their attacks.
Spellsword Maneuvers is a feature for artificers, paladins, rangers, and any other half casters in your game that allow them to expend spell slots to convert them to superiority dice.
Martial Techniques is a different feature for half-casters that replaces spellcasting entirely. This allows for character builds such as a nonmagical ranger or holy knight that focus only on their martial prowess.
Combat Superiority
3rd-level and higher martial optional feature
You learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You know two maneuvers, which are chosen from the list of maneuvers available to the fighter's Battle Master archetype. You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. You gain two superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 5th, 11th, and 17th level.
Saving Throws. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Martial Techniques
2nd-level half-caster optional feature (alternative to Spellcasting)
You learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn four maneuvers of your choice, which are chosen from the list of maneuvers available to the fighter's Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 9th level and one more at 17th level.
Saving Throws. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Spellsword Maneuvers
3rd-level and higher half-caster optional feature
You learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You know two maneuvers, which are chosen from the list of maneuvers available to the fighter's Battle Master archetype. You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. On your turn, you can expend a spell slot (no action required) to gain one or more superiority dice, which are d8s. You gain one die per level of the spell slot, to a maximum of five dice. Any unexpended dice go away when you finish a long rest.
Saving Throws. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Class-Specific Features
This section presents ways of getting maneuvers that are unique to each class. Each one has multiple differences compared to the others, but they all are tailored to their respective classes. Most of them are fueled by a class resource and thus only add versatility and not necessarily raw power.
Battle Ferocity is a barbarian feature that lets you choose to gain one or more superiority dice from Reckless Attack, rather than advantage.
Combat Expertise is a fighter feature that grants fighters a scaling pool of superiority dice, which may be appealing to those that think the base class lacks enough features to properly shine.
Ki Maneuvers is a monk feature that lets you spend ki points to fuel your maneuvers.
Roguish Exploits is a rogue feature that lets you sacrifice Sneak Attack dice to fuel your maneuvers.
Battle Ferocity
3rd-level barbarian optional feature (adds to Reckless Attack)
You learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You know two maneuvers, which are chosen from the list of maneuvers available to the fighter's Battle Master archetype. You learn one additional maneuver of your choice at 6th, 10th, and 14th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. Instead of having a pool of superiority dice, your maneuvers are fueled by sheer anger and reckless abandon. When you use your Reckless Attack feature in combat, you can forgo gaining advantage on attack rolls to instead gain one superiority die, a d6, which you can use any time before the start of your next turn. This die becomes a d8 at 9th level and a d10 at 15th level. Starting at 5th level, you gain two dice from this feature rather than one. You then three dice at 11th level and four dice at 17th level.
Saving Throws. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength modifier.
Combat Expertise
3rd-level fighter optional feature
You learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice from among those available to the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. You have two superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and again at 15th level. Additionally, your superiority dice become d8s at 10th level and become d10s at 18th level.
Saving Throws. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Archetype Maneuvers (Optional). When you choose your martial archetype at 3rd level, you learn one additional maneuver based on the archetype you chose, as shown in the table below. For homebrew archetypes, the DM may choose a list of possible maneuvers that best fits the archetype.
Archetype Maneuvers
Archetype | Maneuver Learned |
---|---|
Arcane Archer | Evasive Footwork, Precision Attack, or Pushing Attack |
Banneret | Commander's Strike, Maneuvering Attack, or Rally |
Cavalier | Lunging Attack, Maneuvering Attack, or Parry |
Champion | Any maneuver of your choice |
Echo Knight | Evasive Footwork, Feinting Attack, or Lunging Attack |
Eldritch Knight | Distracting Strike, Menacing Attack, or Pushing Attack |
Psi Knight | Distracting Strike, Lunging Attack, or Pushing Attack |
Rune Knight | Menacing Attack, Pushing Attack, or Trip Attack |
Samurai | Evasive Footwork, Feinting Attack, or Riposte |
Ki Maneuvers
3rd-level monk optional feature
You learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn two maneuvers of your choice from among those available to the fighter's Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice at 6th, 11th, and 17th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. Instead of having a pool of superiority dice, you can use a maneuver by spending 1 ki point. If the maneuver has you roll a superiority die, you roll a Martial Arts die instead.
Saving Throws. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals your ki save DC.
Roguish Exploits
3rd-level and higher rogue optional feature
You learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn two maneuvers of your choice from among those available to the fighter's Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice at 6th, 9th, 13th, and 17th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. Instead of having a pool of superiority dice, you draw from the damage dice used by your Sneak Attack feature. At any point on your turn where you haven't used your Sneak Attack feature yet, you can choose to subtract 2d6 from your Sneak Attack dice pool, as long as it has at least 2d6 dice remaining in it, which lasts until the start of your next turn. You then gain a single superiority die, a d6, which can be expended to use a maneuver before it disappears at the start of your turn.
As an additional option, the DM may grant you a single superiority die, a d6, which is meant to be used on maneuvers outside of combat or the normal turn order. You regain this die after you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Other Variants
This section lists miscellaneous rules that relate to the use of maneuvers.
Action Options
One approach is to transform maneuvers into weaker action options that anyone can take, rather than making a bunch of features that grant access to maneuvers. Here are a few examples:
Goading Attack. When you hit a creature with a melee weapon attack with advantage on the attack roll, you can impose disadvantage on the next attack roll the target makes against a creature other than you before the end of your next turn.
Lunging Attack. When you make a melee weapon attack roll that doesn't have disadvantage, you can increase your reach for that attack by 5 feet. When you do so, you suffer disadvantage on the attack roll.
Menacing Attack. See the Demoralize action option earlier in this document.
Rally. See the Bolster action option earlier in this document.
Riposte. When a creature misses you with a melee weapon attack with disadvantage on the attack roll, you can use your reaction to make one melee weapon attack against the creature.
Maneuver Variants
Especially when using optional features that grant maneuver access to many different classes, you may have to make a few tweaks so that things run smoothly. This section provides suggestions for such tweaks, which can be made for all characters or on a per-class basis.
Alternative Recharge. Instead of recharging on a short or long rest, the DM can choose one of the following recharge options for superiority dice, which are listed in order from least powerful to most powerful:
- You regain all expended dice whenever you roll initiative.
- You regain all expended dice as an action.
- You regain one expended die at the start of each of your turns.
- You regain all expended dice at the start of each of your turns.
Note that this option is geared more towards the general Combat Superiority feature detailed earlier in this section.
No Goading Attack. Goading Attack is very similar to what the Cavalier does with its 3rd-level feature. While the two do synergize with each other, you may wish to remove Goading Attack when using this variant so that the Cavalier's main combat ability isn't just available to everyone.
Relentless. Starting at 18th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Removed Damage. Other than the Commander's Strike maneuver, maneuvers no longer add a superiority die to the damage of a single attack. This option is primarily meant for the fighter class, reducing multiclass abuse with Combat Expertise while also not increasing the class's damage output per round.
Prepared Maneuvers
Instead of knowing a set list of maneuvers, you prepare the list of maneuvers that are available for you to use whenever you finish a long rest, choosing from the overall list of maneuvers. When you do so, you choose a number of maneuvers equal to the amount you would have normally learned without this variant.
Optional Class Features
You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a member of your particular class. Unlike the features in the Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.
Barbarian
A barbarian has access to the following features.
Savage Leaps
1st-level barbarian optional feature (adds to Rage)
While you are raging, your jump distance is tripled.
Primal Conditioning
3rd-level barbarian optional feature (adds to Rage)
While you are raging, you have advantage on all Wisdom checks.
Primal Expert
9th-level and higher barbarian optional feature
Your connection to nature has bolstered your ability to perform certain activities. Choose one of the following benefits, and then choose another one at 13th and 17th level.
Druidic Rituals
Choose two spells from the following list: animal messenger, detect magic, locate animals or plants, or speak with animals. You can cast the chosen spells as rituals. Wisdom is your spellcasting ability for them.
Primal Wrath
Your carrying capacity (including maximum load and maximum lift) is doubled, and it doubles again while you are raging. Additionally, your attacks deal double damage to objects and structures.
Skill Training
Choose one skill. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill.
In addition, you gain proficiency in one tool of your choice.
Reading the Subtitles
Note that features that say "replaces" or "enhances" in their subtitles are intended as fixes or balance changes, while features that say "alternative to" or "adds [options] to" exist as thematic abilities that can be used to add flavor to a character or as character customization options that are equal in power to the base features. In general, talk to your DM to see which features you may choose from or have access to at a given level, as appropriate for your character and the setting you are playing in.
Primal Path Improvements
The following features add to or modify certain subclass features for this class.
Sustained by Rage
3rd-level Berserker optional feature (enhances Frenzy)
While you are raging, you do not suffer any of the ill effects of exhaustion. The effects return when your rage ends.
Unbridled Rage
6th-level Berserker optional feature (enhances Mindless Rage)
You can't be paralyzed, petrified, or stunned while raging. You can enter rage even if you are paralyzed, petrified, or stunned, and the effects from any of those conditions are suspended for the duration of the rage (no action required).
Fighter
A fighter has access to the following features.
Battle Fervor
2nd-level fighter optional feature (alternative to Action Surge)
In combat, you gain an additional action on each of your turns. That action can be used only to take the Attack (one grapple or shove only), Disengage, Help, Search, or Use an Object action. If you are using the Action Options presented in the Dungeon Master's Guide, you can also use this feature to take the Climb onto a Bigger Creature, Overrun, Shove Aside, or Tumble action.
You can use this additional action a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.
Starting at 17th level, when you roll initiative, you can immediately move up to your speed and take one of the actions listed earlier in this feature.
Show of Skill
5th-level fighter optional feature
You blend your martial talent with the softer skills needed to navigate the world. If you are holding a weapon when you make a check using the Acrobatics, Athletics, Intimidation, or Performance skill, you gain a bonus to the roll equal to half your proficiency bonus. You use your weapon to assist in your check, such as pole vaulting with a staff, using your sword to aid your balance, or menacing an enemy with your bloodied flail.
Additional Fighting Styles
6th-level and higher fighter optional feature (replaces extra Ability Score Improvements)
Your style of fighting broadens. At 6th level and again at 14th level, you can choose an additional option from the Fighting Style feature you gain at 1st level.
Legendary Resistance
9th-level and higher fighter optional feature (replaces Indomitable)
If you fail a saving throw, you can choose to succeed on it instead (no reaction required). If you use this feature on a death saving throw, it counts as rolling a 15 on the d20.
Once you use this feature, you can't use it again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Mundane Expert
9th-level and higher fighter optional feature
Your experiences as a fighter have improved your proficiency in certain mundane activities. Choose one of the following benefits, and then choose another one at 13th and 17th level.
Endless Stamina
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
In addition, you have advantage on saving throws against exhaustion, and whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Remarkable Athlete
You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Skill Training
Choose one skill. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill.
In addition, you gain proficiency in one tool of your choice.
Resolving Vigor
9th-level and higher fighter optional feature (alternative to Indomitable, adds to Second Wind)
Your Second Wind feature grows in power as you gain levels in this class.
Starting at 9th level, when you use your Second Wind, your exhaustion level, if any, is decreased by 1. Any poison affecting you also immediately ends.
Starting at 13th level, you can use your Second Wind even if you are incapacitated. When you do so, the effect causing that condition immediately ends on yourself, but you only regain half as many hit points.
Starting at 17th level, you can use your Second Wind twice between rests.
Martial Archetype Improvements
The following features add to or modify certain subclass features for this class.
Brutish Durability
7th-level Champion optional feature (replaces Remarkable Athlete)
Your toughness allows you to shrug off assaults that would devastate others. Whenever you make a saving throw, roll 1d4 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.
Spellweaver
7th-level Eldritch Knight optional feature (replaces War Magic)
Once on each of your turns when you take the Attack action, you can cast a wizard cantrip in place of one of your attacks.
Monk
A monk has access to the following features.
Martial Combatant
The following section lists a collection of optional features that expand the thematic space monks reside in with respect to their martial prowess.
Asian Representation and the Martial Arts
Please read Asian Representation and the Martial Arts. In particular, its discussion of the monk class in 5e and some of its arbitrary restrictions inspired the creation of the optional features listed here.
Armored Warrior
1st-level monk optional feature (alternative to Unarmored Defense)
You gain proficiency in light armor, medium armor, and shields. Wearing such armor or wielding a shield does not interfere with Martial Arts or other monk features that normally require you to be unarmored.
Battle Hardened
1st-level monk optional feature
Your hit dice are d10s, rather than d8s. Your hit points at 1st level are 10 + your Constitution modifier, and your hit points at higher levels are 1d10 (or 6) + your Constitution modifier per Monk level after 1st.
Rapid Strikes
1st-level and higher monk optional feature (replaces Flurry of Blows and the third benefit of Martial Arts)
Your monk weapons and unarmed strikes count as light weapons for the purpose of two-weapon fighting. Additionally, when you engage in two-weapon fighting and make an unarmed strike as your second attack, you can add your ability modifier to the damage roll.
At 2nd level, instead of gaining the Flurry of Blows feature, you gain the ability detailed below.
Centered Flurry. After making an extra unarmed strike using the Martial Arts feature, you can spend 1 ki point to make a second unarmed strike using the same bonus action. You can only use this feature once per turn.
If your table uses a variant to remove the bonus action requirement from two-weapon fighting (as detailed earlier in this document), using this ability costs its own bonus action.
Strength of Body
1st-level monk optional feature
Any monk feature that requires you to use or add your Dexterity modifier when rolling dice can now use your Strength modifier instead.
Weapons Expert
1st-level monk optional feature (enhances Martial Arts)
You gain proficiency in all martial weapons. All weapons, including improvised ones, count as monk weapons for you.
As an additional variant, you can restrict the first benefit of Martial Arts to not apply to weapons with the heavy or special properties, while still counting them as monk weapons in every other regard.
Enlightened Knowledge
2nd-level monk optional feature
You can add half your proficiency bonus, rounded down, to any Intelligence or Wisdom check you make that doesn't already use your proficiency bonus.
Ki Features
When you gain the Ki feature at 2nd level, you also gain access to the following features, some of which cost ki points.
Careful Stride
2nd-level monk optional feature (replaces Step of the Wind)
You can take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Grasp the Wind
3rd-level monk optional feature
When you are forcibly moved 5 feet or more by a creature, you can use your reaction to instead move to an unoccupied space of your choice within that same distance. This movement doesn't provoke opportunity attacks. You can't use this feature if your speed is 0.
Stance of Power
4th-level monk optional feature
As a bonus action, you can spend 2 ki points to brace yourself against incoming attacks. You gain temporary hit points equal to half your monk level plus your Strength or Wisdom modifier (your choice), which lasts for 1 minute.
Mind Over Body
2nd-level monk optional feature
You can use your Wisdom modifier in place of your Strength modifier when making Strength checks or saving throws.
Deflect Blows
3rd-level monk optional feature (alternative to Deflect Missiles)
You can use your reaction to parry your opponent when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength or Dexterity modifier + half your monk level. If you reduce the damage to 0 and the target is Large or smaller, you can spend 1 ki to force the target to make a Strength saving throw. On a failed save, you can either push the target up to 10 feet away from you in a straight line or to knock it prone. Starting at 11th level, you can use this ability on Huge or smaller creatures, and Medium and smaller creatures have disadvantage on the save.
Deflect Magic
3rd-level monk optional feature (alternative to Deflect Missiles)
You can use your reaction to deflect or catch the projectile or beam when you are hit by a ranged spell attack or a ranged spell that targets only you. When you do so, the damage you take from the spell is reduced by 1d10 + your Wisdom modifier + your monk level.
If you reduce the damage to 0, you can catch the spell if you have at least one hand free. If you catch a spell in this way, you can spend 1 ki point to make a ranged spell attack (range 60 feet) with the magic you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your spellcasting capabilities, and you use your Wisdom modifier for the attack roll. The damage of the attack is equal to your Martial Arts die + your Wisdom modifier, and its damage type is the same as that of the original spell.
Ki-Inhibiting Strikes
5th-level monk optional feature (replaces Stunning Strike)
You can interfere with the flow of ki in an opponent's body in various ways. When you hit a creature with a melee weapon attack, you can spend 1 ki point to use one of the following abilities.
Dazing Strike
You overload the target's mind, disrupting its ability to take actions. The target must succeed on a Constitution or Wisdom saving throw (your choice) or be dazed until the end of your next turn.
While dazed, the creature can't take reactions, and on its turn, it can use either an action or a bonus action, not both; in addition, regardless of its abilities or magic items, the creature can't make more than one melee or ranged attack during its turn, and it can't concentrate on spells or other effects that require it. A creature is immune to being dazed if it is also immune to being stunned.
Isolating Strike
You overload the target's senses and prevent them from functioning properly. The target must succeed on a Constitution or Wisdom saving throw (your choice) or become blinded and deafened until the end of your next turn.
Restraining Strike
You overload the target's joints and muscles, preventing it from moving. The target must succeed on a Dexterity or Constitution saving throw (your choice) or be restrained until the end of your next turn.
Unfaltering Soul
7th-level monk optional feature (alternative to Stillness of Mind)
If you are incapacitated at the start of your turn and have at least 1 hit point, you can use this feature to immediately end the effect causing that condition on yourself (no reaction required). Once you do so, using this feature again costs 2 ki points until you finish a short or long rest.
Ki Upgrades
The features below upgrade your existing ki features as you level up in this class.
Wind Walker
9th-level monk optional feature (enhances Step of the Wind)
When you use Step of the Wind, you can forfeit up to half of your movement to instead fly the distance you forfeited. You fall if you end your flight in the air and nothing else is holding you aloft.
Effortless Deflection
11th-level monk optional feature (enhances Deflect Missiles)
Using Deflect Missiles no longer requires your reaction.
Diamond Body
13th-level monk optional feature (enhances Patient Defense)
When you use Patient Defense, you also gain resistance to one damage type of your choice until the start of your next turn.
Extra Attack (2)
11th-level monk optional feature (enhances Extra Attack)
You can attack three times whenever you take the Attack action on your turn.
Spider Technique
15th-level monk optional feature (adds to Unarmored Movement)
You gain the ability to move upside down along ceilings while leaving your hands free on your turn without falling during the move.
Ki Magic
18th-level monk optional feature (alternative to Empty Body)
Your mastery over ki grants you limited spellcasting abilities. You have five special spell points that fuel this spellcasting, and you regain all expended points when you finish a long rest. Any spell cast using this ability is cast at its lowest level, uses your ki save DC as its spell save DC, and does not require any material components.
With this feature, you can cast dispel magic (costs 2 points), feign death (1 point), freedom of movement (2 points), gentle repose (1 point), lesser restoration (2 points), protection from poison (1 point), or see invisibility (1 point).
Perfect Soul
20th-level monk optional feature (replaces Perfect Self)
You have become a living paragon of discipline and focus. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.
Ranger
A ranger has access to the following features.
Deft Explorer
The features below assume the use of the Deft Explorer optional class feature from Tasha's Cauldron of Everything.
Hunter's Quarry
1st-level ranger optional feature (replaces Favored Enemy and the hunter's mark spell, works with Foe Slayer)
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute (no concentration required). If the target drops to 0 hit points before this effect ends, you can mark a new creature for the remainder of the duration after hitting them with an attack roll on a subsequent turn.
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Poultices
3rd-level and higher ranger optional feature (alternative to Primeval Awareness)
You can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).
When using this feature, consider also using the optional features detailed below.
Natural Antivenom
9th-level ranger optional feature
You have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.
Remarkable Athlete
10th-level ranger optional feature (alternative to Tireless)
You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Wilderness Survivor
13th-level ranger optional feature
You can use one of your poultices to reduce the exhaustion level of the creature you are applying it to by 1, in addition to its other effects. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Natural Predator
8th-level ranger optional feature (alternative to Land's Stride)
Your wilderness survival skills allow you to get the jump on your opponents. You have advantage on initiative rolls, and on checks made to track creatures or against being lost while traveling. In addition, when you roll initiative and aren't surprised, you can move up to half your speed without provoking opportunity attacks.
Ultimate Slayer
20th-level ranger optional feature (replaces Foe Slayer)
You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Ranger Archetype Improvements
The following features add to or modify certain subclass features for this class.
Combat Training
7th-level Beast Master optional feature (replaces Exceptional Training)
Once on each of your turns when your beast companion doesn’t attack, you can command it to take the Dash, Disengage, Help, Search, or Use an Object action on its turn (no action required).
In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Beastly Coordination
15th-level Beast Master optional feature (alternative to Share Spells)
When an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack's damage against it.
Rogue
A rogue has access to the following features.
Blunt Force
1st-level rogue optional feature (adds to Sneak Attack)
Your Sneak Attack can be used on attacks made with any simple melee weapon that you are wielding in one hand.
Canny Quickstep
5th-level rogue optional feature (alternative to Uncanny Dodge)
After an attack hits or misses you, you can use your reaction to move up to half your speed without provoking opportunity attacks.
Extra Attack
5th-level rogue optional feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Mental Gymnastics
15th-level rogue optional feature (enhances Slippery Mind)
If you are already proficient in Wisdom saving throws when you gain the Slippery Mind feature, you instead gain proficiency in Charisma saves.
Additionally, you are immune to being charmed, and your thoughts can’t be read by magic or other means unless you allow it.
Roguish Archetype Improvements
The following features add to or modify certain subclass features for this class.
First Strike
3rd-level Assassin optional feature (enhances Assassinate)
If you hit a creature with a weapon attack on your first turn of combat, you can choose to make the hit a critical hit. Once you do so, you cannot do so again until you finish a long rest.