What is This Document?
You might notice a similar theme to the Eldritch Invocations gained by Warlocks at 2nd level; this is intentional, and that feature works as the core framework for this expansion. Unlike Warlocks however, the ability to choose Martial Talents is gained by Barbarians, Fighters, and Monks at 1st Level. This means that through their entire play experience, players who choose these classes will have fun and unique ways to keep up with the versatility of casters and it makes a party without any casters a bit easier to handle for the party in question.
Like all the other 5th Edition Dungeons & Dragons homebrew I make, this document is intended to be used with my revised classes, which you can find on my GM Binder Profile. You can use this with the core classes at your discretion, but there will be some talents - namely related to Power Attack, a feature that Barbarians, Fighters, and Rogues get in my Revised class documents - that will be rendered unusable if you don't use my revisions.
Martial Talents Table
Barbarian, Fighter, or Monk Level | Talents Known |
---|---|
1st | 1 |
2nd | 2 |
3rd | 2 |
4th | 2 |
5th | 3 |
6th | 3 |
7th | 3 |
8th | 4 |
9th | 4 |
10th | 4 |
11th | 5 |
12th | 5 |
13th | 5 |
14th | 6 |
15th | 6 |
16th | 6 |
17th | 7 |
18th | 7 |
19th | 7 |
20th | 8 |
New Class Feature: Martial Talents
Martial Talents
1st-level Barbarian, Fighter, and Monk feature.
In your pursuit of the martial arts, you have learned to master specific fields or abilities, special techniques that grant you further prowess as a warrior.
At 1st level, you gain a single Martial Talent of your choice. A list of the available options can be found in this document. When you gain certain levels in this class, you gain additional Talent of your choice, as shown in the Talent Known column of the table above. Unless a Talent explicitly states that you may take it more than once, you may only choose each Talent once.
Additionally, when you gain a level in this class, you can choose one of the Talents you know and replace it with another Talent that you could learn at that level.
If a Martial Talent has prerequisites, the character must meet them to learn it. They can learn the Talent at the same time that they meet its prerequisites. A level prerequisite refers to your level in this class.
Martial Talents and Multiclassing
When using the Multiclassing variant rule, a character can only benefit from the Martial Talents feature once, similarly to Unarmored Defense or Extra Attack; for example, a Fighter 5/Monk 3 would know 3 Martial Talents, not 5.
General Talents
Arcane Sight
Prerequisites(s): Proficient in the Arcana skill
You can cast detect magic at will, without expending a spell slot.
Blademaster
Prerequisites(s): 5th level, Proficiency with at least one Martial Weapon.
Select one type of martial weapon with which you are proficient. While you are wielding this weapon, it counts as magical for the purpose of piercing resistance and immunity.
Duel of Honor
Prerequisites(s): Proficient in the Deception or Intimidation Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast compelled duel at 1st level once without using a spell slot. You can't do so again until you finish a long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
Elemental Protection
Prerequisites(s): 5th level, Constitution 18 or higher.
You can cast absorb elements at 1st level once without using a spell slot. You can't do so again until you finish a long rest.
Expert
Prerequisites(s): N/A
You gain expertise in a Skill or Tool with which you gained proficiency from your Class. Expertise means that you double your profociency bonus when you make an ability check using this skill or tool. This talent can be taken up to two times, and you must choose a different skill or tool to benefit from this Talent for each.
Giantslayer
Prerequisites(s): N/A
You gain a climbing speed equal to your walking speed if you don't already have it, and you can use it to scale creatures that are at least one size larger than you. At the start of each of your turns while you are climbing this creature, you must make a Strength (Athletics) skill check contested by a Strength (Athletics) skill check from the creature you are climbing.
While you are climbing a creature in this way, you have advantage on your melee attack rolls against it while that creature has disadvantage on attacks against you. The creature you are climbing has advantage on a Strength (Athletics) Skill Check made to grapple you while you are climbing it.
Mighty Blows
Prerequisites(s): 10th level, Strength or Dexterity 18
Once per turn, when you deal damage with a Melee Weapon Attack or Unarmed Strike, you can deal extra damage equal to your Proficiency Bonus.
Mythical Charm
Prerequisites(s): Proficient in the Persuasion Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast charm person at 1st level once without using a spell slot. You can't do so again until you finish a long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
Scathing Words
Prerequisites(s): Proficient in the Intimidation Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast silvery barbs (SCC) at 1st level once without using a spell slot. You can't do so again until you finish a long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent). You cannot give the advantage granted by this spell to yourself.
Superhuman Leap
Prerequisites(s): Proficient in the Athletics skill.
Your jumping distance and height are tripled, and if you would land within 5 feet of a creature you can force that creature to make a Dexterity saving throw against 8 + your Strength modifier + your proficiency bonus or take 1d6 Bludgeoning damage for every 10 feet you fell vertically onto them.
Superhuman Strength
Prerequisites(s): Proficient in the Athletics skill.
The amount of weight you can carry, push, pull, and lift is doubled.
Superhuman Swimmer
Prerequisites(s): Proficient in the Athletics skill.
You can hold your breath for three times as long, and you gain a swimming speed equal to your walking speed if you do not already have one.
Worldly Warrior
Prerequisite(s): Intelligence 14 or higher.
You can speak, read and write two additional languages of your choice.
Barbarian Talents
Barbaric Speed
Prerequisite(s): 10th level, Dexterity 16 or higher.
You gain 5 extra feet of movement. You gain 5 more feet of movement at 15th and 20th level.
Furious Might
Prerequisite(s): Strength 16 or higher.
You count as one size larger for the purpose of grappling and lifting. At 9th level, this increases to two sizes larger. At 15th level, this increases to three sizes larger. While raging, increase the sizes larger you are granted by this feature by one size.
Hard Landing
Prerequisite(s): Constitution 14 or higher.
You halve any falling damage you take. At 10th level, you reduce any damage you would take from falling to 0.
Merciless Rage
Prerequisite(s): 5th level, Strength 18 or higher.
When you deal damage while raging, you can use your reaction to deal additional damage equal to your Proficiency Bonus. You may only deal this additional damage once per rage.
Pincer Strike
Prerequisites(s): 10th level, Strength 18 or higher, Two-Weapon Fighting Fighting Style, Twin Strikes Martial talent
When you engage in two-weapon fighting using two of the same type of weapon and make a Power Attack with the weapon in your primary hand, you can use your Reaction to strike with your offhand weapon as if it gained the bonus from Power Attack. You must finish a Long Rest to use this talent again.
Resistant Rage
Prerequisite(s): Constitution 16 or higher.
Choose one damage type other than Psychic or Force. You gain resistance to that damage type while Raging.
Silver Fists
Prerequisites(s): 5th level, Unarmed Fighting Style
Your Unarmed Strikes count as magical for the purpose of piercing resistance and immunity.
Spellbane Fury
Prerequisites(s): Constitution 16
When you take damage from a spell that targets you while raging, you can use your reaction to force the caster to make a Constitution saving throw against 8 + your Strength modifier + your proficiency bonus. On a failure, they take your Proficiency bonus in the same damage they dealt to you. This damage ignores resistance and immunity.
Spellslayer
Prerequisites(s): 10th level, Spellbane Fury talent
While raging, you have advantage on Wisdom and Intelligence saving throws made against spell effects.
Twin Strikes
Prerequisites(s): Two-Weapon Fighting Fighting Style
When you engage in two-weapon fighting using two of the same type of weapon, you deal +1 damage with both weapons.
Fighter Talents
Bonded Focus
Prerequisites(s): 3rd level, Eldritch Knight Archetype
Any Bonded Weapon you use is also a spellcasting forcus for your Eldritch Knight spells.
Carnie
Prerequisites(s): Thrown Weapon Fighting Fighting Style
The ranges of any weapon you use with the Thrown property are doubled when you throw that weapon.
Hard Landing
Prerequisite(s): Constitution 14 or higher.
You halve any falling damage you take. At 10th level, you reduce any damage you would take from falling to 0.
Lead the Charge
Prerequisites(s): 3rd level, Banneret Archetype
If you miss with an Attack on your turn and an allied creature that can see you is within 15 feet of you, you can re-roll that attack once and must use the new result. You must finish a Long Rest to use this feature again.
Pincer Strike
Prerequisites(s): 10th level, Strength 18 or higher, Two-Weapon Fighting Fighting Style, Twin Strikes Martial talent
When you engage in two-weapon fighting using two of the same type of weapon and make a Power Attack with the weapon in your primary hand, you can use your Reaction to strike with your offhand weapon as if it gained the bonus from Power Attack. You must finish a Long Rest to use this talent again.
Precision Shot
Prerequisites(s): Archery Fighting Style
When you use your Power Attack feature with a weapon that benefits from the Archery fighting style, you can take a penalty to damage equal to your proficiency bonus to gain a bonus to your attack roll equal to your proficiency bonus instead of the normal penalty and bonus, and you score a critical hit on a 19 or 20.
Psychic Surge
Prerequisites(s): 3rd level, Psi Warrior Archetype
If you roll the maximum value on a Psionic Energy die, you do not expend that die. You may use this talent a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long
Quickdraw Strike
Prerequisites(s): 3rd level, Samurai Archetype
When you draw a melee weapon that lacks the two-handed, heavy, or special properties, you can use your reaction to make an attack against a creature within 5 feet of you that you can see.
Reliable Maneuvers
Prerequisites(s): 2nd level
If you roll a 1 on your maneuver die, you may re-roll that die once and must take the new result. You must finish a Long Rest to use this feature again.
Runic Understanding
Prerequisites(s): 3rd level, Rune Knight Archetype
You can read all writing.
Silver Fists
Prerequisites(s): 5th level, Unarmed Fighting Style
Your Unarmed Strikes count as magical for the purpose of piercing resistance and immunity.
Thrown Weapon Mastery
Prerequisites(s): 10th level, 18 Strength or Dexterity, Thrown Weapon Fighting Fighting Style, Carnie talent
When you throw a weapon with the Thrown property, you can throw a Dagger at the same creature as a reaction provided you have one on your person.
Twin Strikes
Prerequisites(s): Two-Weapon Fighting Fighting Style
When you engage in two-weapon fighting using two of the same type of weapon, you deal +1 damage with both weapons.
Unarmored Defense
Prerequisite(s): N/A
When not wearing armor, your AC is calculated as 10 + your Strength Modifier + your Charisma modifier. You can use a shield and still gain this benefit.
Monk Talents
Carnie
Prerequisites(s): Thrown Weapon Fighting Fighting Style
The ranges of any weapon you use with the Thrown property are doubled when you throw that weapon.
Dual Spear Strike
Prerequisites(s): 3rd level
When you would deal damage with an Unarmed Strike, you can forgo dealing damage to force the target to make a Dexterity saving throw against your Ki Save DC. On a failed save, the target is blinded until the end of its next turn.
Enhanced Four Elements
Prerequisites(s): 3rd level, Way of The Four Elements
When you learn a cantrip as part of this archetype, you learn an additional cantrip from the list below. Wisdom is your spellcasting modifier for these cantrips.
Subclass Cantrip | talent Cantrip |
---|---|
Control Flames | Fire Bolt |
Gust | Air Burst (SCoC) |
Mold Earth | Thunderclap |
Shape Water | Water Whip (SCoC) |
*Indicates a new Cantrip located in this document.
Flowing River
Prerequisites(s): 3rd level
When you take the attack action on your turn, you can spend 1 ki as part of that action to move 15 feet. You must end this move closer to the enemy you attacked than you started.
Green Dragon's Fang
Prerequisites(s): 5th level, Way of the Ascendant Dragon
When you would deal Poison damage with an Unarmed Strike using your Dragon Disciple feature, you can forgo dealing damage to force the target of the attack to make a Constitution saving throw against your Ki Save DC. On a failure, the target is poisoned until the end of its next turn.
Judo
Prerequisites(s): Proficiency in Athletics
When you deal damage with an Unarmed Strike, you can use a Bonus Action to grapple the creature you dealt damage to. During every turn after, you can use your Bonus Action while grappling that creature to deal one roll of your Monk Die as damage to that creature.
Kiai
Prerequisites(s): 5th level
When you take the attack action on your turn, you can spend 1 ki to replace one attack you make with a special Ki burst. All creatures within a 10-foot radius of you that you choose must succeed on a Strength saving throw against your Ki save DC or be pushed back 10 feet in a straight line. At 17th level, the radius of this talent increases to 30 feet.
Ki Flight
Prerequisites(s): 10th level, Wisdom 18
As a Bonus Action, you can spend 3 Ki to gain a flying speed equal to your walking speed for 1 minute. You may use this talent a number of times equal to your Proficiency Bonus, and regain all expended uses at the end of a Long Rest.
Merciful Grace
Prerequisites(s): 3rd level, Way of Mercy
You know the Spare the Dying cantrip and may cast it as a bonus action or replace one of your Unarmed Strikes from your Flurry of Blows feature with a casting of this cantrip.
Radiant Light
Prerequisites(s): 3rd level, Way of The Sun Soul
You know the Light and Word of Radiance Cantrips. Wisdom is your spellcasting modifier for these cantrips.
Shadow Sight
Prerequisites(s): 3rd level, Way of the Shadow
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Twin Fist Strike
Prerequisites(s): 3rd level
When you deal damage with an Unarmed Strike, you can spend 1 Ki to force the target of the attack to make a Strength saving throw against your Ki Save DC. On a failure, the creature is pushed back a number of feet equal to 5 x your proficiency bonus.
Thrown Weapon Mastery
Prerequisites(s): 10th level, 18 Strength or Dexterity, Thrown Weapon Fighting Fighting Style, Carnie talent
When you throw a weapon with the Thrown property, you can throw a Dagger at the same creature as a reaction provided you have one on your person.
Shocking Strike
Prerequisites(s): 3rd level, Way of the Open Hand
You learn the Shocking Grasp cantrip. Wisdom is your spellcasting modifier for this cantrip. Additionally, when you deal damage with this cantrip or an Unarmed Strike, you can spend 1 Ki to force the target to make a Constitution Saving Throw against your Ki Save DC or drop anything it is holding and is unable to hold anything in its hands until the start of your next turn.
Credits
Art (In Order)
Other
Additions: Me, SmugCoffeeMan
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This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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Changelog
1.01
- Tweaked Superhuman Strength to fit with the effect of Powerful Build.
1.02
- Gave Monk Superior Power Attack. This is because it now has Power Attack on my Revised Monk.
- Removed Nimble Movement, as that became a core Revised Monk feature.
1.03
- Removed all Superior Power Attack options, as Power Attack now scales with Proficiency Bonus.
- Removed Air Burst, as it's now in Smug's Compendium of Changes.
1.04
- Changed the Water WOT4E cantrip to Water Whip from my Compendium of Changes.