Full Martial Table
Level | PB | Features | Maneuvers Known | Superiority Dice | ||
---|---|---|---|---|---|---|
1st | +2 | Martial Prowess | 1 | 1 | ||
2nd | +2 | 1 | 1 | |||
3rd | +2 | 1 | 2 | |||
4th | +2 | 1 | 2 | |||
5th | +3 | Improved Martial Prowess | 2 | 2 | ||
6th | +3 | 2 | 2 | |||
7th | +3 | 2 | 2 | |||
8th | +3 | 2 | 3 | |||
9th | +4 | 2 | 3 | |||
10th | +4 | 2 | 3 | |||
11th | +4 | Greater Martial Prowess | 3 | 3 | ||
12th | +4 | 3 | 3 | |||
13th | +5 | 3 | 3 | |||
14th | +5 | 3 | 3 | |||
15th | +5 | 3 | 4 | |||
16th | +5 | 3 | 4 | |||
17th | +6 | Martial Mastery | 4 | 4 | ||
18th | +6 | 4 | 4 | |||
19th | +6 | 4 | 5 | |||
20th | +6 | 4 | 5 |
Multiclassing
To determine your total number of maneuvers and superiority dice, add together your levels in barbarian, fighter, and rogue, as well as half of your levels in monk, paladin, and ranger (rounded down). Your result is your level on the Multiclassing Martial table.
Half Martial Table
Level | PB | Features | Maneuvers Known | Superiority Dice | ||
---|---|---|---|---|---|---|
1st | +2 | Martial Prowess | 1 | 1 | ||
2nd | +2 | 1 | 1 | |||
3rd | +2 | 1 | 1 | |||
4th | +2 | 1 | 1 | |||
5th | +3 | 1 | 1 | |||
6th | +3 | Improved Martial Prowess | 1 | 2 | ||
7th | +3 | 1 | 2 | |||
8th | +3 | 1 | 2 | |||
9th | +4 | 1 | 2 | |||
10th | +4 | 2 | 2 | |||
11th | +4 | 2 | 2 | |||
12th | +4 | 2 | 2 | |||
13th | +5 | 2 | 2 | |||
14th | +5 | Greater Martial Prowess | 2 | 2 | ||
15th | +5 | 2 | 2 | |||
16th | +5 | 2 | 3 | |||
17th | +6 | 2 | 3 | |||
18th | +6 | 2 | 3 | |||
19th | +6 | 2 | 3 | |||
20th | +6 | 2 | 3 |
Multiclassing Martial Table
Level | Maneuvers Known | Superiority Dice |
---|---|---|
1st | 1 | 1 |
2nd | 1 | 1 |
3rd | 1 | 2 |
4th | 1 | 2 |
5th | 2 | 2 |
6th | 2 | 2 |
7th | 2 | 2 |
8th | 2 | 3 |
9th | 2 | 3 |
10th | 2 | 3 |
11th | 3 | 3 |
12th | 3 | 3 |
13th | 3 | 3 |
14th | 3 | 3 |
15th | 3 | 4 |
16th | 3 | 4 |
17th | 4 | 4 |
18th | 4 | 4 |
19th | 4 | 5 |
20th | 4 | 5 |
Martial Prowess (by Class)
Barbarian
Martial Prowess
Superior Technique. At 1st level, you learn one maneuver of your choice from among those available (see Maneuvers), as well as gain a superiority die (the size of your superiority dice is d6). You gain additional superiority dice as you level up in this class, as shown in the Superiority Dice column on the Full Martial table.
Superiority Dice and Maneuvers. Superiority dice are used to fuel your maneuvers. When using a maneuver, a superiority die is expended. You regain your expended superiority dice when you finish a short or 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).
Improved Martial Prowess
At 5th level, your superiority die size increases to d8.
Greater Martial Prowess
At 11th level, your superiority die size increases to d10.
Martial Mastery
At 17th level, your superiority die size increases to d12.
Fighter
Martial Prowess
Superior Technique. At 1st level, you learn one maneuver of your choice from among those available (see Maneuvers), as well as gain a superiority die (the size of your superiority dice is d6). You gain additional superiority dice as you level up in this class, as shown in the Superiority Dice column on the Full Martial table.
Superiority Dice and Maneuvers. Superiority dice are used to fuel your maneuvers. When using a maneuver, a superiority die is expended. You regain your expended superiority dice when you finish a short or 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).
Improved Martial Prowess
At 5th level, your superiority die size increases to d8.
Greater Martial Prowess
At 11th level, your superiority die size increases to d10.
Martial Mastery
At 17th level, your superiority die size increases to d12.
Monk
Martial Prowess
Superior Technique. At 1st level, you learn one maneuver of your choice from among those available (see Maneuvers), as well as gain a superiority die (the size of your superiority dice is d4). You gain additional superiority dice as you level up in this class, as shown in the Superiority Dice column on the Half Martial table. Additionally, your superiority die size increases with your martial arts die size.
Superiority Dice and Maneuvers. Superiority dice are used to fuel your maneuvers. When using a maneuver, a superiority die is expended. You regain your expended superiority dice when you finish a short or 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).
Ki Fueled Maneuvers. If you have the ki feature, you can expend 2 ki points to use a maneuver without expending a superiority die.
Paladin
Martial Prowess
Superior Technique. At 1st level, you learn one maneuver of your choice from among those available (see Maneuvers), as well as gain a superiority die (the size of your superiority dice is d4). You gain additional superiority dice as you level up in this class, as shown in the Superiority Dice column on the Half Martial table.
Superiority Dice and Maneuvers. Superiority dice are used to fuel your maneuvers. When using a maneuver, a superiority die is expended. You regain your expended superiority dice when you finish a short or 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).
Improved Martial Prowess
At 6th level, your superiority die size increases to d6.
Greater Martial Prowess
At 14th level, your superiority die size increases to d8.
Ranger
Martial Prowess
Superior Technique. At 1st level, you learn one maneuver of your choice from among those available (see Maneuvers), as well as gain a superiority die (the size of your superiority dice is d4). You gain additional superiority dice as you level up in this class, as shown in the Superiority Dice column on the Half Martial table.
Superiority Dice and Maneuvers. Superiority dice are used to fuel your maneuvers. When using a maneuver, a superiority die is expended. You regain your expended superiority dice when you finish a short or 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).
Improved Martial Prowess
At 6th level, your superiority die size increases to d6.
Greater Martial Prowess
At 14th level, your superiority die size increases to d8.
Rogue
Martial Prowess
Superior Technique. At 1st level, you learn one maneuver of your choice from among those available (see Maneuvers), as well as gain a superiority die (the size of your superiority dice is d6). You gain additional superiority dice as you level up in this class, as shown in the Superiority Dice column on the Half Martial table.
Superiority Dice and Maneuvers. Superiority dice are used to fuel your maneuvers. When using a maneuver, a superiority die is expended. You regain your expended superiority dice when you finish a short or 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).
Improved Martial Prowess
At 5th level, you gain an additional superiority die. This does not count against your total number provided in the Superiority Dice column.
Greater Martial Prowess
At 11th level, you gain an additional superiority die. This does not count against your total number provided in the Superiority Dice column.
Martial Mastery
At 17th level, you gain an additional superiority die. This does not count against your total number provided in the Superiority Dice column.
Maneuvers
Note: All maneuvers require the martial prowess feature. Taking a maneuver by fulfilling the spell prerequisite means knowing the spell.
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
Bait and Switch
When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Banishing Strike
Prerequisite: a 5th-level spell slot, as well as Eldritch Knight or Banishing Smite
You can cast banishing smite once without expending a spell slot.
You can't cast the spell in this way again until you finish a long rest, or use a 5th-level spell slot or higher to do so.
Blinding Strike
Prerequisite: a 3rd-level spell slot, Blinding Smite
You can cast blinding smite once without expending a spell slot.
You can't cast the spell in this way again until you finish a long rest, or use a 3rd-level spell slot or higher to do so.
Brace
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
Branding Strike
Prerequisite: a 2nd-level spell slot, as well as Arcane Archer, Eldritch Knight, or Branding Smite
You can cast branding smite once without expending a spell slot.
You can't cast the spell in this way again until you finish a long rest, or use a 2nd-level spell slot or higher to do so.
Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.
The advantage is lost if not used on the turn you gain it.
Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Quick Toss
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Searing Strike
Prerequisite: Eldritch Knight or Searing Smite
You can cast searing smite once without expending a spell slot.
You can't cast the spell in this way again until you finish a long rest, or use a 1st-level spell slot or higher to do so.
Staggering Strike
Prerequisite: a 4th-level spell slot, as well as Eldritch Knight or Staggering Smite
You can cast staggering smite once without expending a spell slot.
You can't cast the spell in this way again until you finish a long rest, or use a 4th-level spell slot or higher to do so.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Thunderous Strike
Prerequisite: Eldritch Knight or Thunderous Smite
You can cast thunderous smite once without expending a spell slot.
You can't cast the spell in this way again until you finish a long rest, or use a 1st-level spell slot or higher to do so.
Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters but also to characters who have a special feature like the Superior Technique fighting style or the Martial Adept feat.
Wrathful Strike
Prerequisite: Eldritch Knight or Wrathful Smite
You can cast wrathful smite once without expending a spell slot.
You can't cast the spell in this way again until you finish a long rest, or use a 1st-level spell slot or higher to do so.
Reworks
Battle Master Fighter
The following is a change to official content:
- Saving throws imposed by maneuvers become 10 + your Strength or Dexterity modifier (your choice).
- You receive one less maneuver at 3rd, 7th, 10th and 15th level.
- At 18th level, you acquire an additional maneuver, and, at the start of a combat where you have no superiority dice, you gain 2 superiority dice.
Rulings
- Sneak Attack cannot be activated while using a maneuver that activates as part of the attack. However, it does not conflict with maneuvers that activate as part of the character's movement or bonus action (i.e. Feinting Attack).
Links to Other Homebrews
Note: They're all on GMBinder.
Other Martial Brews
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Martial Class Maneuvers, by Nion
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Martial Talents, by Smug Coffee Man
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Martial Power, by badooga
Other brews by me
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Altered 5e Ranger: a variation on the 5e PHB ranger
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5e Background: House of Fools: a background revolving around playing cards.
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5e Psion: the UA mystic may be too much, but I think it has good ideas.