The Martial Compendium 5E

by Baelrog

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Complete Warrior 5E
Designed by u/Baelrog_
Art: John Anthony Di Giovanni

Table of Content


Document Version 0.5 (WIP)

Designer notes

The Tome of Battle, The Book of Nine Swords (ToB) was my favorite players supplement for 3.5E. With the introduction of strikes, boosts, counters and stances the martial classes suddenly felt way more heroic and exciting to play. After a long D&D hiatus, I came back to 5E. I was surprised and quite disappointed to learn that WotC didn't introduce similar mechanics to the core martial classes in 5E. After playing several campaigns, our playgroup shared an opinion disappointment with regards to martial classes; they were lacking exciting combat options, especially mid to high level. This inspired me to try and redesign the martial classes with a similar philosophy to the original 3.5 ToB. Soon after I started the project in October 2022, the first One D&D playtest was released. Over the months as more One D&D playtests released, I decided to take certain elements and incorporate them in this redesign.


Note that the Monk is also part of the Warrior group, but its redesign still a work in progress.

Feat Redesign

These classes and rules should be used together with the The Feat Compendium. This contains a redesign of the traditional Feat system, which includes modal feats with so-called subfeatures you can choose from. For example, the new Fighting Styles refer to these subfeatures.

Art: Greg Rutkowski

The Barbarian

As a Barbarian, you gain the following class features.

Hit Points

Hit Dice: 1d12 per Barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier

Proficiencies & Training

Armor Training: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Strength, Constitution
Skills: Choose two skills from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Tools: None

Brutal Superiority

You learn certain special combat abilities referred to as maneuvers, which in turn are fueled by your Stamina.

Maneuvers: Maneuvers are powerful combat abilities that expend Stamina to typically enhance an attack in some way, or provide another type of powerful benefit. As you gain this class feature, you learn two maneuvers from the Brutal, Martial or Warcry groups. As you gain additional class levels, your learn additional maneuvers as shown in the Barbarian table. To execute an attack maneuver you must be proficient with any weapon used in conjunction with it. You can only use one maneuver per turn. When you gain a level in this class, you can replace one maneuver you know with a different one.

Stamina: You start with two Stamina. At later levels, the amount of Stamina you have available is based on to the proficiency bonus gained from levels in classes belonging to the Warrior Group. You can expend Stamina to fuel maneuvers and certain other features. Each time you roll initiative, or take a Short or Long Rest, you regain all your expended Stamina.

Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength modifier (see List of Maneuvers section).

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a Rage as a Bonus Action. While raging, you gain the following benefits if you aren't wearing Heavy Armor:

  • You have advantage on Strength checks and saving throws.
  • You have resistance to Bludgeoning, Piercing, and Slashing damage.
  • When you deal damage with a weapon or unarmed strike using Strength, you gain a bonus to the damage equal to your Rage Damage.
  • You can't cast spells, or concentrate while Raging.
Art: Antonio J. Manzanedo
The Barbarian
Level Proficiency
Bonus
Features Rages Rage
Damage
Maneuvers
Known
1st +2 Brutal Superiority, Rage, Unarmored Defense 2 +2 2
2nd +2 Reckless Attack, Tribal Tradition 2 +2 2
3rd +2 Primal Path 3 +2 2
4th +2 Feat 3 +2 3
5th +3 Extra Attack, Fast Movement 3 +3 3
6th +3 Primal Path Feature 4 +3 4
7th +3 Primal Instinct 4 +3 4
8th +3 Feat 4 +3 5
9th +4 Savage Critical 4 +4 5
10th +4 Primal Path Feature 4 +4 5
11th +4 Brute Force 4 +4 5
12th +4 Feat 4 +4 6
13th +5 Undying Rage 5 +5 6
14th +5 Primal Path Feature 5 +5 6
15th +5 Seething Fury 5 +5 6
16th +5 Feat 5 +5 7
17th +6 Undeniable Strength 6 +6 7
18th +6 Primal Path Feature 6 +6 7
19th +6 Feat 6 +6 8
20th +6 Primal Might 6 +6 8

Your Rage lasts for up to 10 minutes. It ends early if you are knocked unconscious. You can also end your Rage on your turn as a Bonus action.

You start with two uses of Rage, which increases as you gain levels in Barbarian. You regain all expended uses when you finish a Long Rest.

Unarmoured Defence

While you are not wearing any armor, you gain a natural armor bonus to your AC equal to your Constitution modifier. You can use a shield and still gain this benefit.

Tribal Tradition

At 2nd level, your tribes ancient traditions have thought you how to use channel your strength in unconventional ways. Choose one of the following to gain:

  • Barbaric Stature. You may use your Strength modifier in place of your Charisma modifier when making Intimidation skills checks.

  • Shamanic Visions. You may use your Strength modifier in place of the default modifier when making Animal Handling and Nature skills checks.

  • Hunter-Gatherer. You may use your Strength modifier in place of your Wisdom modifier when making Perception and Survival skills checks.

Reckless Attack

Also at 2nd level, you can throw aside all concern for defense to attack with ferocity. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that same time.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th levels.






























Feat

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you gain a feat of your choice.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action.

Fast Movement

Your speed increases by 10 feet while you aren’t wearing Heavy Armor.

Primal Instinct

At 7th level, your instincts have become so honed that you can sense danger, providing you with the following benefits:

  • You have Advantage on Initiative rolls and Dexterity saving throws, unless you have the Incapacitated condition.
  • When you see a creature that has a CR of three or more than your character level, you can instinctively sense that the creature is dangerous.

Savage Critical

At 9th level, when you score a critical hit with an attack using Strength, the target takes extra damage equal to your Barbarian level.






























Brute Force

At 11th level, when you have Advantage on a Strength skill check, Saving Throw, or an attack roll using Strength, you can reroll one of the dice once.

Undying Rage

At 13th level, your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.

Each time you use this feature after the first, the DC increases by 5. When you finish a Short Rest or Long Rest, the DC resets to 10.

Seething Fury

At 15th level, when you roll Initiative you regain one use of Rage, and you may choose to immediately enter Rage.

Undeniable Strength

At 17th level, if your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.

Primal Might

Beginning at 20th level, you embody primal power. Your Strength and Constitution scores increase by 4, and their maximum is now 30.

Art: Justin Sweet

Path of the Beast

Barbarians who walk the Path of the Beast draw their rage from a bestial presence coursing through their blood, causing physical transformations when they draw on its power. The source of this power might be a primal spirit, the touch of lycanthropy, or descent from a shapeshifter.

Beast Within

Starting at 3rd level, when you enter your Rage, you undergo a bestial transformation that lasts for as long as your Rage. You manifest one of the following features (your choice):

  • Bite: You gain a bite attack, which is a natural weapon. Your bite attack deals 1d10 Piercing damage. Once on each of your turns when you hit a creature no more than one size category larger than you with your bite, you can attempt to Grapple the creature as a Bonus Action.

  • Claws: Your hands transform in razor-sharp claws, which you can use as natural weapons if the hand is empty. Your claws deal 1d8 Slashing damage. Your claws count as Light melee Slashing weapons, and if both hands are free it is considered as two-weapon fighting.

  • Hide: You add half your Rage Bonus to the natural armor bonus granted by your Barbarian Unarmoured Defense.


At 6th level you can manifest two features when entering Rage, and at 10th level you manifest all three.

Bestial Senses

Also at 3rd level, your natural senses are enhanced. You have Advantage on Perception and Survival check made to track creatures. In addition, you can track creatures while traveling at a fast pace.

Predatory Movement

At 6th level, your movements becomes akin to those of natural predators, granting you the following benefits:

  • You may make Stealth checks as Strength checks, and can move stealthily while traveling at a normal pace.
  • You gain a Climb Speed is equal to your Speed. You can freely climb difficult surfaces, including upside down on ceilings.

Pack Hunter

At 10th level, you have Advantage on attack rolls against a creature if at least one of your allies is within 5 feet of that creature. An ally must be conscious to provide this benefit.

In addition, you and each ally within 10 feet of you has Advantage on Stealth checks made to move silently.

Evolved Form

Starting at 14th level, your transformation evolves. When you enter Rage, you also manifest one of the following features:

  • Feeding Frenzy: When u hit using your Bite attack, you regain Hit Points equal to your Constitution modifier, with a minimum of 1.

  • Rake and Tear: Once per turn, when your two Claw attacks hit a target in succession, you may make an extra claw attack against that target using your Bonus Action.

  • Thick Fur: While raging, you have resistance to Cold, Fire, and Lightning damage.

Apex Predator

At 18th level, your transformation becomes complete. From now on when you Rage, you manifest all three features from Evolved Form, instead of having to choose one.

Art: Christopher Moeller

Path of the Berserker

For some barbarians, rage is a means to an end – that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Berserking

Starting at 3rd level, you enter a frenzied state when you Rage.

Frenzy. While Raging, you gain the effects of Reckless Attack on each of your turns, and you can make a single melee attack as a Bonus Action against a creature adjacent to you. However, whenever you miss with that attack, the creature you missed may use its Reaction to make a melee attack against you.

Barter in Blood. When you reduce an enemy to 0 hit points while Raging, you may choose to either regain a spent Hit Dice or expend a Hit Dice to immediately regain Hit Points. You can use this feature a number of times equal to your Rage Damage bonus, and you regain all expended uses when you finish a Long Rest.

Mindless Rage

At 6th level, while Raging, you gain resistance to Psychic damage and can’t be Charmed or Frightened. If you are Charmed or Frightened when you enter your Rage, those conditions end.

Reckless Abandon

Starting at 10th level, when a creature within 5 feet of you hits you with an attack, that creature provokes an Opportunity attack from you.

Gratuitous Violence

At 14th level, when u use your Barter in Blood feature, you may rip your foe apart in a display of gruesome violence, instilling fear in those around you.

Enemies within 30 feet of the slain creature that can see it must succeed a Wisdom saving throw or become Frightened of you for 1 minute. The Frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. The DC is equal to 8 + your Proficiency Bonus + your Strength modifier.

Flawless Savagery

Starting at 18th level, you can make Opportunity attacks without using your Reaction.

Art: BaViPower

Path of the Slayer

Even among the Barbarian tribes, Slayers are known for their hulking stature and the monstrous weapons they wield with seeming ease. Their colossal arms are often relics of giants or trophies from vanquished beasts, and symbolize their dominance on the battlefield. With unparalleled might, the Slayer cleaves through armies with howling swings, leaving behind a trail of terror and devastation wherever he treads.

Granite Grip

Starting at 3rd level, your immense strength allows you to wield monstrous weapons with surprising easy.

  • You can use normal sized weapons with the two-handed property in one hand. It counts as both held in one hand and two hands for other abilities and Feats.

  • While wielding an oversized two-handed melee weapon, you suffer a -6 penalty on Attack rolls instead of having Disadvantage. This penalty is reduced by an amount equal to your Strength modifier (to a minimum of 0).

  • You count as one size category larger for the purpose of carrying capacity, and for Grappling, Pushing and Dragging creatures or objects.

Hulking Build

At 6th level, you learn how to use your colossal weapon to its full potential. While wielding a two-handed melee weapon, it is treated as having the Reach property.

In addition, when you wield an oversized weapon, it provides you half cover.

Overwhelming Offense

At 10th level, your attack land with tremendous force, knocking your foes aback. When you hit a creature with a Heavy melee weapon that is no more than one size category larger than you, you may push it up to 15 feet away from you. You can then Move up to half your Speed straight toward the target without provoking Opportunity Attacks.

Severing Steel

At 14th level, you maim through your foes, severing them to pieces with tremendous force. After you deal damage to a creature with a Heavy or Oversized melee weapon, if it has fewer remaining hit points than your Strength score, it takes extra damage of the same type equal to your Strength score. You may carry over any excess damage from that attack onto an adjacent creature of your choosing. This can activate Severing Steel again to repeat the effect.

Titanic Stature

At 18th level, if you are smaller than Large, you permanently become Large. Your Strength and maximum Strength score are increase by 2.

Oversized Weapons

The official rules (278 DMG) treat oversized weapons as one full size category larger. As a weapon increases in size, the weapons damage dice are added again for every step above Medium.

Art: Max Kostin

Path of Wild Magic

Many places in the multiverse are unbound and run rampant with chaotic magic; the elemental planes, limbo, and many other such realms of innate magic power radiate with such forces that it can spill over. Barbarians draw strength from their raw chaotic rage, this however makes susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.

Magic Awareness

At 3rd level, you can open your awareness to the presence of magic. As a Magic action, you gain the benefits of Detect Magic. You can use this feature a number of times equal to your Rage bonus, and you regain all expended uses when you finish a Long Rest.

In addition, you are treated as being under the effect of Detect Magic while Raging.

Wild Surge

When you Rage, you roll a d12 on the Wild Magic table on the following page to determine the magic effect you produce. You do not need to provide any components or maintain concentration for any of these effects, even if the mentioned spell normally would require it. Any persisting effects end immediately when your Rage ends.


If the Wild Magic effect requires a saving throw, the effect is determined as follows

  • Spell save DC = 8 + your proficiency bonus + your Strength modifier.

  • Spell attack modifier = Your proficiency bonus + your Strength modifier.

Nexus of Chaos

At 6th level, your connection with wild magic strengthens, making it both more powerful and volatile. From now on, when you roll on the Wild Magic Table use a d20 instead of a d12 to determine the effect.

Bolster Magic

At 10th level, you may use your Bonus Action to touch a creature to instill one of the following effects:

  • For 1 minute, when that creature casts a spell, it is treated as if one higher level spell slot was used to cast it.

  • Until the start of your next turn, if that creature would make a saving throw to resist a spell or magical effect, it makes the saving throw with Disadvantage.


This feature shares its number of uses with your Magical Awareness feature.

Controlled Chaos

At level 14, you gain limited control over the magic within you. Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Maelstrom Wielder

At level 18, by exerting yourself you can gain control over the magic within you. At any time after you rolled on the Wild Magic table, you can expand one of your uses of Rage to reroll any number of the dice and roll an additional one. You may choose up to two outcomes to manifest. If you roll the same number more than once, you can ignore any two dice and choose any effect on the table.

Art: Jarreau Wimberly

The Wild Surge Table

d20 Description Effect
1 Violent winds gather around you. This Wild Surge acts as a Dust Devil spell surrounding you. You are excluded from its negative effects, except for the obscurement caused by gathered debris as you move.
2 A strange steam releases from your skin. A Fog Cloud spell immediately manifests centered on you. As a Magic Action, you spend one Stamina to cast Fog Cloud centered on you, replacing other clouds caused by you.
3 You become shrouded in unnatural silence. Sound is suppressed within 10 feet of you, similar to the Silence spell. As a Magic Action, you can end the silence effect and cast Shatter on yourself.¹ You are excluded from its effects.
4 An alien landscape forms around you. You ignore difficult terrain, and the area within 15 feet of you is treated as difficult terrain.
5 Dark fleshy tendrils lash out violently. On your turn, you can replace one of your attacks with the Thorn Whip spell, except it deals Necrotic damage instead of Piercing. You have resistance to Necrotic damage.
6 Your limbs grow long and nimble. The reach of your melee attacks increases by 5 feet, your speed increases by 10 feet, and you can move through a hostile creature’s space as though its difficult terrain.
7 You suddenly enlarge. Your size grows by one category. Your Strength and Maximum Strength are increased by 2.
8 Opaque hexagons float manifest you. You and allies within 10 feet gain a +1 to AC. During the Rage, you can cast the Shield spell by spending one Stamina.
9 Your hands and weapons ignite in flame. Your Rage damage bonus is doubled and added as Fire damage. You shed bright light within 20 feet and dim light for an additional 20 feet. You have resistance to Fire damage.
10 As you breath out, you exhale arcane energy. You gain benefit from the Dragon's Breath spell¹, except you can replace one of your attacks by exhaling energy. The damage type is chosen at random.²
11 A layer of crystalline rime sheets your skin. You gain benefit from the Armor of Agathys spell.¹ You have resistance to Cold damage.
12 Lightning courses through your weapon. Your Strikes maneuvers deal an extra 1d20 damage instead of your Rage bonus. All damage dealt by Strikes becomes Lightning damage. You have resistance to Lightning damage.
13 Spheres of scintillating energy appear, orbiting around you. You gain 2d4 spheres.² On your turn you can forgo one of your attacks to fire a sphere, which acts as a Chromatic Orb spell. When you take damage, roll a d6. On a 1, all remaining spheres explode dealing 1d8 damage per sphere to each other creature with 10 feet of you, or half as much on a successful Dexterity saving throw.
14 Your weapon brims with power as magic surges through it Your weapon's damage type changes to Force, and it gains the Light and Thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, it reappears in your hand after an attack, or at the end of the current turn.
15 Arcane duplicates appear around you. You gain the benefits of the Mirror Image spell. As a Bonus action, you can make a melee attack through one of your duplicates, after which it is immediately destroyed.
16 Time around you suddenly slows down. At the end of the turn on which you gained this Wild Surge, a Slow spell manifests centered on you, except it affects all other creatures within 30 feet of you.
17 You are shrouded in vitalizing energy. You recover 1d4 Hit Dice. As a Bonus Action, you may use a Hit Dice to restore 2d12 + your Strength modifier worth of Hit Points. Choose any creatures within 30 feet of you can see, and divide those hit points among them.
18 Mesmerizing patterns cover your body. When a creature with 10 feet of you wants to attack you, it must first succeed a Wisdom saving throw or become Charmed by you. Each creature can only be effected once per Rage.
19 You absorb magic around you. You have Advantage on saving throws against spells and magical effects. When you roll a 19 or 20 on a save this way, the spell takes no effect at all, and you regain a Stamina.
20 You start to flicker as space warps around you. As a Bonus Action, you can either teleport up to 30 feet to an unoccupied space you can see, or you spend a Stamina to cast Vortex Warp.

¹: The spell is cast as though a spell slot equal to your Rage bonus was used to cast it.
²: The damage type is chosen at random (d6) from among [1] Poison, [2] Fire, [3] Cold, [4] Lightning, [5] Acid or [6] Thunder.

Art: u/Baelrog_ (Midjourney)
Art: Stefan Kopinski

























The Fighter

As a Fighter, you gain the following class features.

Hit Points

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies & Training

Armor: All Armour, Shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, and Survival
Tools: None


Martial Superiority

You learn certain special combat abilities referred to as maneuvers, which in turn are fueled by your Stamina.

Maneuvers: Maneuvers are powerful combat abilities that expend Stamina to typically enhance an attack in some way, or provide another type of powerful benefit. As you gain this class feature, you learn three maneuvers from the maneuver list. With additional class levels, your learn more maneuvers, as shown in the Fighter table. To execute an attack maneuver you must be proficient with any weapon used in conjunction with it.

You can only use one maneuver per turn. When you gain a level in Fighter, you can replace one maneuver you know with a different one.




























Stamina: You start with two Stamina. At later levels, the amount of Stamina you have available is based on to the proficiency bonus gained from levels in classes belonging to the Warrior Group. You can expend Stamina to fuel maneuvers and certain other features. At the end of each combat, or when you take a Short or Long Rest, you regain all your expended Stamina.

Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your attack Ability modifier.

Second Wind

You learn to draw on deep reserves of stamina and willpower to drive yourself on where lesser combatants might fall. As a Bonus Action on your turn, you can regain one Stamina and Hit Points equal to 1d10 + your Fighter level.

You can use this feature twice, and you regain all expended uses when you finish a Long Rest. When you reach certain Fighter level you gain more uses of this feature, as shown in the Fighter table.

Fighting Style

At 2nd level, you learn a Fighting Style. See the section Fighting Styles for a list of available Styles, and more detailed information on their mechanics. When you gain certain Fighter levels, you gain additional Fighting Styles of your choice, as shown in the Fighting Styles Known column of the Fighter table.

When you gain a level in Fighter, you can replace one Fighting Styles you know with a different one.

The Fighter
Level Proficiency
Bonus
Features Second
Wind
Maneuvers
Known
Fighting
Styles
1st +2 Martial Superiority, Second Wind 2 2
2nd +2 Armament Specialization, Fighting Style 2 3 1
3rd +2 Martial Archtype 2 3 1
4th +2 Feat 3 4 2
5th +3 Adrenaline Rush, Extra Attack 3 4 2
6th +3 Martial Archetype feature 3 5 2
7th +3 Master of Fundamentals 3 5 2
8th +3 Feat 3 6 3
9th +4 Indomitable 3 6 3
10th +4 Martial Archetype feature 4 7 3
11th +4 Second Extra Attack 4 7 3
12th +4 Feat 4 7 3
13th +5 Master of Fundamentals 4 8 4
14th +5 Martial Archetype feature 4 8 4
15th +5 Improved Adrenaline Rush 4 8 4
16th +5 Feat 4 9 4
17th +6 Unyielding 4 9 4
18th +6 Martial Archetype feature 4 9 5
19th +6 Feat 4 10 5
20th +6 Third Extra Attack 4 10 5

Armament Specialization

Beginning at 2nd level, you specialize in certain armaments. Choose one of the below options. When you gain a level in Fighter, you can replace your Armament Specialization to a different one.

Armored Fighter

  • You gain a subfeature from the Light & Medium Armor Mastery feat, or the Heavy Armor Mastery feat.

Dual Weapon Fighter

  • You gain a named subfeature of your choice from the Dual Wield Mastery Feat.

Duelist

  • You gain a named subfeature of your choice from the One-Handed Weapon Mastery Feat.

Great Weapon Fighter

  • You gain a named subfeature of your choice from the Great Weapon Mastery Feat.

Ranged Weapon Fighter

  • You gain a named subfeature of your choice from the Ranged Weapon Mastery Feat.

Shield Fighter

  • You gain a named subfeature of your choice from the Shield Mastery Feat.

Technical Fighter

  • You learn a Strike maneuver of your choice.
  • You gain an additional Stamina.

Unarmed Fighting

  • You gain a named subfeature of your choice from the Brawler Feat.
  • Your unarmed strikes are considered melee weapons and count as Maul attacks for qualifying for maneuvers. If you do not have both hands free, they count as a Mace instead.

Versatile Combatant

  • You gain the Guarded Stance subfeature from the Great Weapon Mastery Feat.
  • You gain the Rapid Ready subfeature from the Shield Mastery Feat.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th level.

Feat

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you gain a Feat of your choice.

Adrenaline Rush

Starting at 5th level, in a rush of adrenaline you can push yourself beyond your normal limits. On your turn, you can take one additional Action, except for the Magic Action. In addition, you may initiate a second maneuver during that Action.

Once you use this feature, you must finish a Long Rest before you can use it again. Starting at 15th level you can use it twice before a Long rest but only once per turn.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Master of Fundamentals

At 7th level, and again at 13th level, you have mastered one of your fundamental fighting skills. Choose one of the following masteries to gain:

Adaptive Mastery

  • When you roll initiative, or at the start of your turn in combat, you may adopt a Fighting Style freely.

Armor Mastery

  • You gain two subfeature from the Light & Medium Armor Mastery, Heavy Armor Mastery, or Shield Mastery feats.
  • While you are wearing armor, you gain a +1 bonus to AC.

Heroism

  • You regain a use of Adrenaline Rush on a Short Rest.
  • When you activate Second Wind, you can move up to half your speed without provoking Opportunity attacks.

Leadership

  • You gain proficiency in the Persuasion skill. If you already have proficiency, you gain expertise instead.
  • When you use a Warcry maneuver on an allied creature during combat, you can expend a use of your Second Wind to heal both you and the ally.

Signature Strike

As you gain this feature, choose a strike maneuver you know that is declared as part of the Attack Action. It becomes your signature strike. When you gain a Fighter level, you may change your choice of signature strike.

  • When you initiate your signature strike, it does not count towards your limit of one strike per turn, except you can't make your signature strike twice in a single turn this way.
  • When you miss with your signature strike, you regain the Stamina used to initiate it.

Weapon Master

  • You gain two named subfeature from the following Feats that you have at least already one subfeature from: Dual Wielding Mastery, Great Weapon Mastery, One-Handed Weapon Mastery, or Ranged Weapon Mastery.
  • Choose Bludgeoning, Piercing, or Slashing. Damage dealt by your attacks ignore Resistance of the chosen type, and creatures with immunity to that type take half damage instead. When you take a Long Rest, you can change your choice of damage type.

Indomitable

At 9th level, if you fail a saving throw, you may reroll the saving throw and add your proficiency bonus to the result. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

Unyielding

At 17th level, when in great peril, you can tap into a deep well of resilience within yourself. You gain the following benefits:

  • As long as you are Wounded, you have Advantage on all Saving throws.
  • Whenever you activate your Indomitable feature, you automatically succeed on the saving throw instead of rerolling.

The Battle Master

Battle Masters are not simply set out to achieve victory, for them it must be accomplished through technical supremacy. These disciplined warriors treat combat as an academic field, that ought to be carefully studied. In their martial aspiration, they reflect upon their battles, diligently analyzing ever move made. Most warriors do not absorbs the lessons of history, theory, and artistry to such degree, but those who do become exceptional fighters of great skill and with sharp minds.

Student of War

At 3rd level, You gain proficiency in Investigation, History or Insight.


Superior Technique

Also at 3rd level, when you roll damage for a strike or counter maneuver, you may roll a d6 and add the amount rolled to it.

At 6th Fighter level the damage bonus increases to a d8, at 10th level to a d10, at 14th level to a d12, and at 18th level to 2d8.


Steel Discipline

Your disciplined approach towards weapon mastery does not only hone your techniques, but also your body and mind. At 6th level, you gain an additional number of Stamina equal to your Intelligence or Wisdom modifier (your choice), with a minimum of 1.

In addition, you gain proficiency in Wisdom saving throws. If you are already proficient in Wisdom saving throws, you instead gain proficiency in Intelligence or Charisma saving throws.


Flawless Execution

At 10th level, endless repetition allow you to execute your maneuvers perfectly. For strike maneuvers that are declared as part of an Attack action, you may instead declare the strike after a weapon attack roll is made.

In addition, your Strike maneuver save DC increases by 1.


Battle Recollection

Even during the heat of battle, your disciplined mind allows you to remain calm and collect your breath. At 14th level, at the start of your turn in combat, you regain one Stamina.


Technical Supremacy

At 18th level, you have reached the pinnacle of technical mastery, allowing you to seamlessly weave together your strikes. From now on, you can initiate a different strike maneuver with each attack on your turn.

Art: Alex Alekseenko

The Champion

The archetypal Champion focuses on the development of their raw physical talent and hone it to deadly perfection. Those who model themselves on this archetype combine exceptional athleticism with rigorous training to push their physical capabilities into the realm of legends.

Exceptional Physique

At 3rd level, your innate physical potential starts to manifest. You gain a bonus equal to your lowest ability modifier among Strength, Dexterity and Constitution to all Strength, Dexterity and Constitution based skill checks and saving throws.

Martial Acuity

Also at 3rd level, your strikes land with deadly acuity. Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a 19 or 20.

Unleashed Potential

Through a combination of sheer talent and rigorous training your physical prowess attains new heights. At 6th level, you may increase your lowest score among Strength, Dexterity or Constitution by 1.

Attacks you make can use your lowest two modifiers from among Strength, Dexterity and Constitution in place of your Strength or Dexterity modifier for the attack and damage rolls. The same holds true for determining your Grapple and Shove DC.

Paragon Warrior

At 10th level, you unlocked most of your physical potential. You gain a Feat of your choice that has a Strength, Dexterity or Constitution prerequisite that you meet.

Outmatch

At 14th level, your body is honed to perfection providing your with exceptional precision. Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a 18-20.

In addition, immediately after you score a critical hit, you may move up to half your Speed without provoking Opportunity attacks.

Outlast

At 18th level, as you survived through endless battles you have acquired legendary resilience. You gain the following benefits:

  • At the start of each of your turns, if you are Wounded but conscious, you may regain Hit Points equal to your Strength, Dexterity and Constitution modifiers combined.
  • You have Advantage on Death Saving throws. Moreover, when you roll a 18 or 19 on your Death Saving throw, treat it as a 20 instead.
  • You are immune to the Exhausted condition.
Art: Alex Alekseenko

The Gladiator

A Gladiator aspiration often lies beyond the more typical noble motivations of allegiance, duty or martial perfection. Instead, these fighters tend to have more hedonistic causes, such as wealth, fame and admiration. To this end, a Gladiator treats combat as a performance, an art, and most of all an opportunity for spectacle. On the battlefield, this manifests itself in the way they cut through their foes, brutally, yet graciously. As the Gladiator stand victorious, they revel as the crowd is struck by awe.

Art of the Gladiator

You evade attacks through spectacular movement, before striking back with graceful brutality. At 3rd level, you gain the following benefits:

  • You learn a Fighting Style of your choice.
  • You can proficiency in Performance. If you are already proficient you gain expertise instead.
  • As long as you adopt a Fighting Style, your attacks deal bonus damage equal to your Charisma modifier.
  • You may use your Charisma modifier in place of your Dexterity modifier for determining AC.

Glory and Renown

Also at 3rd level, your athleticism and renown changes how people treat you. From now on, you may add your Strength modifier as a bonus to Charisma based skill checks, except this bonus can't exceed your Charisma modifier.

In addition, you have Advantage on any skill checks made to antagonize or provoke creatures into fighting you.

Arena Challenger

At 6th level, while you apply a Fighting Style and currently do not have a Challenger, you may designate a creature you can see as your Challenger. You have Advantage on weapon attack rolls made against your designated Challenger,

but suffer Disadvantage on attacks made against other creatures.

The effects of this feature immediately end when you are no longer in a Fighting Style, when the creature designated as your Challenger dies, or or if you end your turn more than 60 feet away from the creature.

You can challenge a number of times equal to your proficiency bonus. You regain one expended use when you finish a Short Rest and all when you finish a Long Rest.

Exalted Glory

At 10th level, the thrill of victory fills you with presence and awe. When you reduce your Challenger to 0 hit points with an attack, you can choose one of the following effects:

  • Renewed Vigor: You immediately recover one Stamina.

  • Persistent Awe. You gain Advantage on all Charisma-based skill checks and Saving Throws for 10 minutes.

  • Inspiring Triumph. You and a number of allies equal to your Proficiency Bonus who can see you gain Inspiration. If unused, this Inspiration is lost at the end of combat.

Reigning Veteran

At 14th level, you are relentless in your pursuit of a worthy challenger. If you have no uses left for Arena Challenger, you may instead expend one Stamina to Challenge a creature. In addition, when the creature designated as your challenger is reduced to 0 Hit Points, you can immediately designate a different creature you can see as your new Challenger.

Masterful Form

At 18th level, your mastery in artful combat allows you to seamlessly blend different fighting styles. You can now apply two Fighting Styles simultaneously. Whenever you adopt or forgo a Fighting Style, you can make that choice independently for each style.

Art: Adonihs

The Mage Knight

The Mage Knight combine arcane teachings with martial prowess to enhance their combat capabilities. They apply magical techniques similar to those practiced by wizards, except they focus their study on the schools of abjuration and evocation magic. Abjuration spells grant an Mage Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. As you gain this feature, and as you progress your Fighter levels, you learn Wizard spells according Mage Knight Spellcasting table, starting with two cantrips and one 1st level spell. Each spell you learn through this subclass must be from the abjuration, conjuration, evocation and transmutation schools. You learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

To cast these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

  • Spell attack modifier = Your proficiency bonus + your Intelligence modifier

Might and Magic

At 3rd level, you gain proficiency in Arcana, as you learn an esoteric ritual that creates a magical bond between yourself and up to two melee weapons. You perform the ritual over the course of 1 hour. Once you have bonded a weapon to yourself, you gain the following benefits while using that weapon:

  • You can use your bonded weapon as a spellcasting focus.
  • You can perform the somatic components of spells even while wielding your bonded weapon and/or a shield.
  • When an Instantaneous spell you cast deals damage, it deals bonus damage equal to your Strength modifier.
  • Being within 5 feet of an enemy doesn’t impose Disadvantage on your Attack Rolls with spells.
  • As long as you can see your bonded weapon, you can call it to you as a Bonus Action, causing it to rapidly fly to your hand, landing in perfectly.

Battle Arcana

Beginning at 6th level, when you take the Attack Action on your turn, you can replace one of your attacks by casting a cantrip with a casting time of 1 Action.

In addition, when you use Adrenaline Rush, your additional Action can now also be used to take the Magic Action.

Mage Knight Spellcasting
Fighter Level Cantrips Known Spells Known 1st Level 2nd Level 3rd Level 4th Level
3rd 2 3 2
4th 2 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 2
17th 4 11 4 3 3 1
18th 4 11 4 3 3 1
19th 4 12 4 3 3 2
20th 4 13 4 3 3 2
Art: theDURRRRIAN

Spellstrike

At 10th level, you learn how release spells with your strikes. When you hit a creature with your bonded weapon, you can expend your Bonus Action and one Stamina to cast a Mage Knight spell. The spell must be instantaneous, have a casting time of 1 Action, and target one creature or affect an area (cone, line or sphere). When you cast a spell this way, the following effects apply:

  • The spell is cast as though one higher level spells slot was used to cast it.
  • If the spell requires a single attack roll, it uses the same roll as the weapon attack.
  • If the spell forces a saving throw on the struck creature, that creature has Disadvantage on the saving throws made against it this turn.
  • If the spell you deliver through your weapon creates an effects based on a position, the effects instead use the struck creatures position. For direction it uses a straight line between you and the struck creature.
  • You may exclude yourself from the spell's area of effect.

Improved Battle Arcana

At 14th level, your Battle Arcana extends beyond cantrips, allowing you to cast an instantaneous spell with a casting time of 1 Action in place of an attack.

Arcane Flourish

At 18th level, when you use Improved Battle Arcana to cast a spell of 2nd level or higher, you may combine two spells slots of lower levels to cast that spell. The combined spell slots must be equal or higher than the level of the spell cast this way.

In addition, when you Adrenaline Rush, you immediately recover three levels worth of expended spell slots, divided as you choose.



Optional Rule: Death Knight

The Mage Knight is restricted to four schools of magic. As an optional rule, you can choose the Death Knight variant, which may replace one of the listed schools with the Necromancy school.

If you DM allows for it, you can make other combinations. In such case it is advised to exchange any of the default schools for any other schools. Do note that this might impact the effectiveness of some Mage Knight class features.

Art: John Dowson

Fighting Styles


A Fighting Style is a particular way of fighting that grants Fighters unique benefits, but may carry disadvantages. Unlike maneuvers, Fighting Styles do not require Stamina, but are limited in that you can only maintain one at a time. All the Fighting Styles you know are available to you at all times. At the start of your turn in combat, you can use your Bonus Action to adopt a Fighting Style, or change from one Style to another. Alternatively, you may instead forgo a Fighting Style freely. At any time you become incapacitated, you can no longer apply your Fighting Style and thus lose its benefits.

Crimson Dance

Style: With each cut of the blade you graceful slip around your foe, carefully orchestrating the next stroke.

  • On your turn, as part of a melee Slashing weapon attack, you may first use your movement to move 10 feet to a position you haven't occupied this turn. If you do, the attack deals an extra 1d6 damage. Once per turn when you hit a creature this way, you may reduce its Speed by 10 feet until the start of your next turn.

Crushing Tombstone

Style: You stand determined as your opponent's posture shatters with each of your crushing blows.

  • When you deal Bludgeoning damage to a creature with an attack, it has Disadvantage on its next attack roll before the start of your next turn.
  • You have Advantage with attacks that deal Bludgeoning damage against creatures affected by difficult terrain.

Crumbling Giant

Style: You strike the inner the tendon as you stand between towering legs, forcing your foe to crumble under its weight.

  • Your unarmed or weapon attacks receive a +1 bonus to attack and damage rolls for each size the attacked creature is larger than medium.

Cull the Weak

Style: You waste not, while you scythe through meek foes like a mighty predator turned loose on injured prey.

  • When an enemy within your reach starts Bleeding, or becomes Blinded, Charmed, Dazed, Frightened, Paralyzed, Poisoned, Prone, Restrained, Slowed, or Stunned, it provokes an opportunity attack from you.

Doming Phalanx

Style: You cover your allies as you raise your weapon to the blow. Their hopes dashed as they meet the bladed iron wall.

  • You gain a +1 to AC for each allied creature that is adjacent to you and using a Shield.
  • Allies adjacent to you that are using a Shield, but not this Fighting Style gain a +1 bonus to AC.

Grinning Wolf

Style: Your style naturally open up your foes defenses, allowing you and your allies to swiftly pick them apart.

  • When you make a melee attack against a creature that has at least one of the your (conscious) allies adjacent to it, it deals an extra 1d4 points of damage.
Art: David Seguin

Heavy Draw

Style: Released from immense tension, your arrow soars and shatters on impact, forcefully pushing your foe aback.

  • Attacks you make with a Longbow use your Strength modifier for attack and damage rolls, and to determine the DC of strikes made with Longbows.
  • When you make a ranged attack that uses your Strength modifier and hit a creature, you push the creature up to 5 feet straight away from you if it is Large or smaller.

Hydra Spire

Style: With a circular motion you gracefully guide your weapon's momentum, striking at exceptional angles of attack.

  • As long as you have more than one creature adjacent to you, your melee attack have Advantage against creatures you haven't attacked this turn.
  • You are immune to being flanked.

Iron Pillar

Style: With timed strikes, you stop your foes in their tracks, punishing those foolish enough to divert their path.

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • When a creature makes an attack against another target, you can use your Reaction to make a melee weapon attack against the attacking creature.

Reaping Wind

Style: As your strike extend beyond normal, your foe stumbles, surprised that you could reach at such distance.

  • As you apply this Fighting Style, or by using your Bonus Action, you may end your turn to ready an Attack to strike at a creature who enters your melee reach. If you do, your weapons is treated as having the Reach property until the start of your next turn.

Resolute Form

Style: Your form shifts, suddenly resolute, favoring consistency over potential.

  • If you miss a creature with a melee weapon attack, you have Advantage on your next attack roll against that creature before the end of your next turn.

Rooting Mountain

Style: You ground your feet firmly, rooting yourself to the spot you stand. Nothing will move you from your place.

  • At the end of your turn, you gain 2 Temporary Hit points for every 5 feet of Movement you left unused, to a maximum equal to your Fighter level.
  • You can't be pushed, dragged or knocked Prone by creatures up to one size larger than you.

Steel Curtain

Style: Through graceful movement of your shield, each slash becomes a mere scratch, each blow becomes a thud.

  • When a creature damages you with an Attack while you are using a Shield, you can use your Reaction to gain damage resistance to Bludgeoning, Piercing, and Slashing damage until the end of the current turn.

Thicket of Blades

Style: As you search for any gaps in your opponent's awareness, even the slightest move provokes a piercing counter from you.

  • When you deal Piercing damage to a creature with an attack, it can't Disengage on its next turn.
  • Once per trun, you can make opportunity attacks using Piercing weapons without using your Reaction.
  • When a creature moves 5 or more feet while within your reach, it provokes an opportunity attack from you.

Weeping Penance

Style: You let them tear your flesh and splinter your bones, as you guide them to the path of repentance.

  • When an adjacent creature hits you with a melee attack, it takes damage equal to you proficiency bonus. The damage is of the same type as a weapon you wield.
  • When an adjacent creature you have hit since the start of your last turn attacks another creature, you may use your Reaction to redirect the attack to you.
Art: Craig Mullins

List of Maneuvers

The following section contains a list of all maneuvers. Maneuvers belong to the Brutal, Martial, Cunning or Warcry groups. Different classes have access to different maneuver groups. The DC for Brutal maneuvers is determined using Strength, Martial use the same as modifier as was used for the attack, while Cunning always use Dexterity. The three basic types of maneuvers are counters, stratagems and strikes.

To initiate a maneuver, you must be proficient with any weapon used as part of it. All maneuvers require at least one Stamina to initiate.

Art: WallpaperFlare

Ambush

Maneuver Type: Cunning (Stratagem)
Requires: Proficiency in Stealth.
When you make an initiative roll, you can expend one Stamina to roll a second time and take the better result, provided you aren't incapacitated or surprised. The first attack you make against a creature that hasn't acted in combat yet, is made with Advantage.

Bait and Switch

Maneuver Type: Cunning (Counter)
When an allied creature within 5 feet of you is attacked, you can use your Reaction to swap places with that creature if the creature is willing. The attack targets you instead and the attack is made with Disadvantage.

Bellowing Blow

Maneuver Type: Brutal (Strike)
Requires: A Heavy, or Bludgeoning, Martial Melee weapon.
When you take the Attack Action, you can declare one of your attacks a Bellowing Blow, that rattles your foe to the core. On a hit, the creature has Disadvantage on saving throws made to maintain concentration, and it must succeed on a Constitution saving throw or gain the Dazed condition until the start of your next turn.

Bolstering Cry

Maneuver Type: Warcry
As a Bonus Action, you can call out to bolster an allies resolve. When you do so, choose a friendly creature who can hear you. That creature gains Temporary Hit Points equal to twice your Warrior level. In addition, it gains Advantage on Constitution and Death saving throws. Both effect last up to 1 minute.

Command to Strike

Maneuver Type: Warcry
You can use your Bonus Action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its Reaction to make a melee attack.

Cleave

Maneuver Type: Brutal (Strike)
Requires: A Slashing weapon held in two hands.
When you take the Attack Action, you can declare one of your attacks a Cleave attack, that attempts to cut through your target and strike a second creature within reach. On a hit, you




























can make an attack roll with the same weapon against a second creature within 5 feet of the first that is also within your reach (even if the initial attack missed).

Disrupting Strike

Maneuver Type: Cunning (Strike)
When you take the Attack Action, you can declare one of your attacks a Disrupting Strike. When you hit the creature, you disrupt its pose, giving your allies an opening. The creature provokes an attack of opportunity from each ally that is flanking the creature.

Disarming Attack

Maneuver Type: Cunning (Strike)
Requires: Any melee weapon with the Finesse property.
When you take the Attack Action, you can declare one of your attacks a Disarming Attack. If it hits, you attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a fail, the object you chose drops at its feet.

Earthshatter

Maneuver Type: Brutal (Strike)
Requires: Greataxe or Maul.
As an Action, you expend one Stamina to execute an earth shattering slam. Roll your weapon damage dice a number of times equal to your proficiency bonus. Each other creature within 10 feet of where you strike, must make a Dexterity saving throw or take Bludgeoning damage equal the total roll + your Strength modifier and be knocked Prone. A target that succeeds its saving throw takes halve damage instead and remains standing. If the ground in that area is earth or stone, it becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires 1 minute to clear by hand.

Endure

Maneuver Type: Brutal (Counter)
As you take damage, you can use your Reaction to expend both a Stamina to push through the pain. You may immediately spend one Hit Dice to regain Hit Points, similar to how you can at the end of a Short Rest.

Execute

Maneuver Type: Brutal (Strike)
Requires: Any Heavy melee weapon.
When you take the Attack Action, you can declare one of your attacks against a Incapacitated, Restrained or Prone creature an executing strike. If it hits, the attack is considered an automatic critical hit.

Fall Back!

Maneuver Type: Warcry
You can use your Reaction to call for a tactical retreat. When you do so, choose another friendly creature who can see or hear you.

Until your next turn, the creature may use its Bonus Action to Disengage. When it does, it gains Temporary Hit Points equal to your Warrior level.

Fan of Blades

Maneuver Type: Cunning (Strike)
Requires: Dagger or Handaxe
As an Action, you can make a ranged Thrown weapon attack against any number of creatures within a cone in front of you. The cone has a range of 5 times your proficiency bonus gained from Warrior classes.

Feint Attack

Maneuver Type: Cunning (Stratagem)
Requires: A melee weapon held in one hand.
As a Bonus Action, you can feint with an attack, choosing one creature within 5 feet of you as your target. It must make a Wisdom saving throw. If it fails, you have Advantage on your attack rolls against that creature this turn.

Final Flourish

Maneuver Type: Martial (Strike)
Requires: Any martial weapon.
When you hit a creature with a weapon attack, you can expend all Stamina to attempt to slay your foe in a single overwhelming attack. For each Stamina you expended this way roll your weapon damage die an additional time, and add the total amount to the attack’s damage roll.

Flesh Ripper

Maneuver Type: Brutal (Strike)
Requires: Wielding two Slashing weapons.
As part of the Attack action, you can expend one Stamina to unleash viciously, rending and tearing your foe to pieces. Each time you attack with your main hand weapon as part of this Attack action, you may also attack with the melee weapon held in your off-hand. Once when your main-hand and off-hand hit in succession this way, you deal 1d6 extra Slashing damage. Other than the mentioned exceptions, these attacks follow the Two-Weapon Fighting rules.

Gleaming Strike

Maneuver Type: Martial (Strike)
Requires: Any Light melee weapon.
As a Bonus Action, you can expend one Stamina and make a weapon attack. You can draw the weapon as part of this attack.

Heavy Strike

Maneuver Type: Brutal (Strike)
Requires: Any melee Bludgeoning weapon.
When you take the Attack Action, you can declare one of your attacks a Heavy Strike. If it hits, the powerful blow pushes it back by force. The target must succeed on a Strength saving throw, or be pushed 10 feet away from you and gain the Prone condition. If it makes it save, it is only pushed back 5 feet and remains standing.

Art: Eric Persson

Hooking Strike

Maneuver Type: Martial (Strike)
Requires: A Dagger, Shortsword, Sickle, Tridant, War Pick
When you take the Attack Action, you can declare one of your melee attacks a Hooking Strike. If it hits, you attempt to hook the creature, and may attempt a Grapple, using the weapon. If you do, the target has Disadvantage on the saving throw to resist the Grapple. While you use your weapon to Grapple this way, you can't use that weapon for attacking.

Impale

Maneuver Type: Brutal (Strike)
Requires: A Lance, Pike or Spear.
When you take the Attack Action, you can declare one of your attacks an Impale. On a hit, if the target is Large sized or smaller, it must make a Strength saving throw. On a failed save, it gains the Grappled condition as you impale it. While impaled, you can forgo an attack as part of the Attack Action to Shove the creature 5 feet. Each time you do so, you may freely move along with it, and the impaled creature takes Piercing damage equal to 1d4 + your Strength modifier.

As long as you have a creature impaled, you are prohibited from attacking normally with that weapon. You can freely choose to end the effect on your turn. It also ends if you move more than 5 feet away from the impaled creature.

Interpose Shield

Maneuver Type: Martial (Counter)
Requires: Shield.
You can use this maneuver in reaction to a ranged attack, or an area effect (cone, line or sphere) that allows you to make a Dexterity Saving Throw to take half damage.

When you, or one or more creatures in a 30-feet cone behind you (relative to the origin of the attack or effect), would be dealt damage, you can use your Reaction to throw up your shield as a barrier. For the effect or attack, you and creatures within the cone are treated as having three-quarters cover (+5 bonus to AC and Dexterity saving throws), potentially changing the outcome. You take no damage if you succeed on the Saving Throw.

Leap Attack

Maneuver Type: Brutal (Strike)
Requires: Proficiency in Athlethics.
After moving at least 10 feet straight, as an Action, you can spend one Stamina to leap forward. Make a Strength (Athletics) check with Advantage. If you wear Heavy Armor, you have Disadvantage on the Strength (Athletics) check instead.

You may leap forward up to a number of feet equal to the result, rounded to the nearest 5. If the Athletics check is at least 20, you can move through the space of any creature up to your size. Any movement made as part of leap does not provoke attacks of opportunity.

When you land next to a creature and leaped at least 10 feet straight towards it, the creature must make a Strength saving throw or be knocked Prone. You may then immediately make a melee attack against it as part of the same action.

Lunging Strikes

Maneuver Type: Cunning (Stratagem)
Requires: Any Martial Slashing or Piercing melee weapon.
As a Bonus Action, you can expend one Stamina to temporarily increase your reach. Until the end of your next turn, your Reach with is increased by 5 feet.

Maneuvering Attack

Maneuver Type: Cunning (Strike)
Requires: Any melee weapon.
When you take the Attack Action, you can declare one of your attacks a Maneuvering Attack, to attempt to maneuver yourself and an enemy into a more strategic position. On a hit, the creature must succeed a Strength saving throw, or you and that creature switch positions. This can only affect creatures of up to one size larger than your, and if there is sufficient space for the creature to move to.

Art: Ben Wootten

Menacing Attack

Maneuver Type: Martial (Strike)
Requires: Any martial melee weapon.
When you take the Attack Action, you can declare one of your attacks a Menacing Attack. On a hit, the target must make a Wisdom saving throw. On a failed save, it gains the Frightened condition until the end of your next turn. If the creature succeeds on its saving throw, it can't be Frightened again by your Menacing Attack for the next 24 hours.

Parry

Maneuver Type: Martial (Counter)
Requires: Any martial melee weapon.
When you are hit by an attack, you can use your Reaction to add your Proficiency bonus gain from Warrior levels to your AC, potentially causing the attack to miss. The AC bonus lasts until the end of the current turn.

Piercing Shot

Maneuver Type: Martial (Strike)
Requires: Longbow, Javelin or Spear.
As an Action, you can make powerful shot that rips through your targets. Each creature in a straight line up to the normal range of your weapon, must make a Dexterity saving throw or take Weapon damage + your Strength modifier. Any damage modifiers that would apply to a ranged attack with the weapon also apply to the damage dealt by this maneuver.

Pinning Shot

Maneuver Type: Cunning (Strike)
Requires: A ranged or thrown piercing weapon.
When you take the Attack Action, you can declare one of your attacks a Pinning Shot, attempting to pin a creature that is within normal range of your weapon to the wall, ground or similar hard terrain. On a hit and if the creature is no more than one size larger than you, it must succeed on a Dexterity saving throw or have its speed reduced to 0 until the end of its next turn. A creature is unaffected if it is currently flying, swimming, or is immune to being knocked prone.

Puncture

Maneuver Type: Martial (Strike)
Requires: Any Martial Piercing weapon.
When you take the Attack Action, you can declare one of your attacks a Puncture. Make the attack with Advantage. On a hit, for each point the attack roll exceeds the targets AC, it deals 1 additional damage.

Quick Shot

Maneuver Type: Cunning (Counter)
Requires: Any ranged or thrown weapon.
When a creature enters the normal Range of a ranged or thrown weapon you wield, you may use your Reaction to make a ranged weapon attack with that weapon.

Rallying Cry

Maneuver Type: Warcry
On an allied creatures turn, you can use your Reaction to incite one of your companions. When you do so, choose a friendly creature who can see or hear you. Until the end of its next turn, it may use the Dash action as a Bonus action.

Rain of Arrows

Maneuver Type: Martial (Strike)
Requires: Shortbow or Longbow.
As an Action, you can can rain down arrows on to your foes. You make a ranged weapon attack against each creature inside a X-foot-radius circle within the weapons normal range, where X is five times your proficiency bonus.

Rupture

Maneuver Type: Martial (Strike)
Requires: Any Slashing or Piercing weapon.
When you take the Attack Action, you can declare one of your attacks a Rapture. If it hits, it inflict a grievous wound that bleeds profusely. At the end of each of the bleeding creatures turns, it must succeed a Constitution saving throw or continue bleeding. On a failed save, roll a die with a size equal to twice your proficiency bonus. The bleeding creature loses Hit Points equal to the result. If it used its movement to move more than half its Speed, roll the die twice and combine the results.

The bleeding also ends when it receives magical healing or a creature uses an Action to make a DC 10 Wisdom (Medicine) check to stop the flow of blood.

A creature without blood, or a similar bodily fluid, is immune to this maneuver. A creature can only have one bleeding effect at a time.

Riposte

Maneuver Type: Martial (Counter)
Requires: Greatsword, Longsword, Rapier or Shortsword.
When a creature makes a melee attack against you, you can use your Reaction to reposte the attack. Make a weapon attack against the creature. If your attack roll exceeds the roll of the incoming attack, the incoming attack misses, and you may use the attack roll you made and treat it as a melee weapon attack against the creature. If your attack is lower than the incoming attack roll, you take half damage as you partially deflect it with your sword.

Sundering Blow

Maneuver Type: Brutal (Strike)
Requires: Flail, Light Hammer, Mace, Maul or Warhammer.
When you take the Attack Action, you can declare one of your attacks a Crushing Blow. For this attack, the targets AC is considered equal to its Dexterity score. On a hit, the creatures AC is reduced by one. If physical armor was damaged this way, the AC penalty last until it is repaired. Natural armor that is reduced this way is restored when the creature is restored to maximum Health.

Taunting Strike

Maneuver Type: Cunning (Strike)
Requires: Any Martial melee weapon, Proficiency in Persuasion.
When you take the Attack Action, you can declare one of your attacks as a Taunting Strike. On a hit, you attempt to goad the target into attacking you. 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, and it can’t willingly move away from you. These effects last until the end of your next turn.

Tendon Slash

Maneuver Type: Martial (Strike)
Requires: Any Slashing weapon.
When you take the Attack Action, you can declare one of your attacks a Tendon Slash, attempting to hinder its movement. On a hit, the target must succeed a Dexterity saving throw. On a failed save it gains the Slowed condition until the end of your next turn.

Only creatures that rely on limbs for movement can be affected by this maneuver.

Warning Call

Maneuver Type: Warcry
When an ally that you can see and who can hear you is attacked, or must make a Dexterity saving throw, you can use your Reaction to alert them of danger. Until the end of turn, attacks against that ally have Disadvantage and that ally has Advantage on Dexterity saving throws.

Weapon Hurl

Maneuver Type: Brutal (Strike)
Requires: Any melee weapon, Strength 15+.
When you take the Attack Action on your turn, you can forgo one of your attacks to hurl your weapon at an enemy. For this attack the weapon is treated as having the thrown property, with normal throw range equal to ten times your Strength modifier. On a hit, the weapon damage die is doubled.

If a Heavy weapon is thrown this way, the range is halved and on a hit the creature must succeed a Strength saving throw or be knocked prone.

The weapon drops at the feet of your target.

Wing Clip

Maneuver Type: Martial (Strike)
Requires: Any ranged or Throwing weapon.
When you take the Attack Action, you can declare one of your ranged or thrown attacks a Wing Clip. On a hit, the target creature must succeed on a Dexterity saving throw or have its Climbing and Flying speed reduced to 0 feet until the end of its next turn. A Climbing or Flying creature affected by this maneuver tumbles at 60 feet per round. Only creatures that uses appendages such as arms or wings to climb or fly are affected by this maneuver.

Whirlwind Strike

Maneuver Type: Martial (Strike)
Requires: Melee Slashing or Bludgeoning weapon, used while two-weapon fighting or held with two hands.
As an Action, you can forgo your remaining movement and expend one Stamina to make a whirling attack. As part of this maneuver, you can make a single melee attack against each creature within your reach. Each creature hit this way is pushed 5 feet away from you if it is no more than one size larger than you.

Art: Heonhwa Choe

Rules Changes & Additions

This chapter contains changes to base combat rules. In line with most other rule changes presented in this document, the aim of these changes is to make combat more tactical, exciting, intuitive and balanced. Choices will have more weight to them and revolve more around pro's and con's.


Critical Hits

When a player scores a critical hit with an unarmed or weapon attack, that player adds the maximum value of the base damage die as extra damage. All other damage dice are rolled twice and added together.

For example, if you would score a critical hit as a level 1 Rogue using sneak attack (1d6) with a Rapier (1d8), you would double the sneak attack dice (2d6) and add 8 extra damage (maximum of a d8) to the normal base weapon damage roll.

Difficult Terrain

If a space is Difficult Terrain, every foot of movement in that space costs 1 extra foot. For example, moving 5 feet through Difficult Terrain costs 10 feet of movement. Difficult Terrain isn’t cumulative; either a space is Difficult Terrain or it isn’t. A space is Difficult Terrain for a creature if the space contains any of the following:

  • Creature that isn’t Tiny
  • Furniture that is Small or larger
  • Heavy snow or ice
  • Heavy undergrowth
  • Liquid that’s between shin- and waist-deep (any deeper and you need to Swim)
  • Narrow opening that is sized for a creature one Size smaller
  • Pit or another gap of 2–5 feet
  • Rubble
  • Slope of 20 degrees or more
  • The DM may determine that other things count as Difficult Terrain based on the examples here.

Equipment Handling

An adventurers equipment can be carried in different ways. Some equipment is likely stored away for practical transport. Yet, a warriors favored weapon is more likely holstered or sheathed, to be available at the ready. There is limited space however, to equip items in such a manner. This section describes how this is handled and why it matters what weapons you have sheathed:

  • Equipment Slots. You have three slots for holding armaments. These can be used for sheathing, stowing or holstering weapons and/or a Shield. Non-Heavy weapons and a Shield take up one slot, while Heavy weapons take up two. Exchanging a sheathed armaments with an unsheathed one you have packed away in your adventuring gear costs 1 Action.

  • Drawing & Stowing Weapons. Drawing a sheathed weapon or stowing a held weapon, can be done once on your turn freely. For each hand you have free, or use to hold a weapon, you can draw or stow a weapon that lacks the Heavy property, respectively. This means for example, you can draw or stow two one-handed weapons simultaneously. Drawing or stowing a weapon with the Heavy property requires two hands instead.

  • Donning or Doffing a Shield. It takes an Action to Don or Doff a sheathed Shield. You only benefit from a Shields AC if you have take the full time to don it. You can't drop a donned shield.

  • Throwing Weapons. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw a weapon with the Thrown property as part of the attack.

  • Picking Up Items. A creature can pick up and equip an item from the ground at its feet by using its Bonus Action. When a creature picks up an item from the ground while it is within reach of a hostile creature, it provokes an opportunity attack from the hostile creature.


Flanking

When a creature and at least one ally are within 5 feet of the same enemy on opposite sides, that enemy is considered flanked. Each of the creatures flanking has Advantage on melee attacks against it.

To determine whether two allied creatures are considered on opposite sides and thus flanking a hostile creature, trace a line between the one of the allied creatures and the center of the hostile creature that is being surrounded. If the line passes directly through the square of the ally, or the ally is in a square next to the crossed square, than the creature is being Flanked.


Healing Potions

You may use your Bonus Action to use a healing potion normally, or you may spend a Full Action to gain maximize healing effect from the potion instead.

Multiclassing & Martial Maneuvers

When a player decided to multiclass, the following rules apply for maneuvers and Stamina:

  • Maneuvers Known. The number of maneuvers known from different classes are added together.

  • Superiority Dice. The amount of Stamina you have available is based on your proficiency bonus gained from classes belonging to the Warrior group. For example, if you have 5 levels in Fighter and 4 levels in Barbarian, your Warrior level is considered 9. At level 9, your proficiency bonus is +4 and thus you will have 4 Stamina. On the other hand, if you would have 5 levels in Wizard and 4 levels in Fighter, your Warrior level would be 4. At level 4 you have a proficiency bonus of +2, and thus your would only have 2 Stamina.


Resting

Heroic though they might be, Adventurers can’t spend every hour of the day in the thick of Exploration, Social Interaction, and Combat. They need rest — time to sleep and eat, tend their wounds, refresh their minds and spirits for Spellcasting, and brace themselves for further adventure.

Adventurers can take Short Rests in the midst of an Adventuring day and a Long Rest to end the day.

Long Rest

A Long Rest is a period of extended downtime at least 8 hours long during which a creature sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.


Benefits of a Long Rest:

  • Recovery. You regain all Hit Points and half your Hit Dice, rounded up.

  • HP Max Restored. If your Hit Point Maximum was reduced, it returns to normal.

  • Ability Scores Restored. If any of your Ability Scores were reduced, they return to normal.


A creature can’t benefit from more than one Long Rest in a 24-hour period, and a creature must have at least 1 Hit Point at the start of the rest to gain its benefits.

Short Rest

A Short Rest is a period of Downtime, at least 15 minutes, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.


Interrupting the Rest
If a Long Rest is interrupted by combat or by 1 hour of walking, casting Spells, or similar activity, the rest confers no benefit and must be restarted; however, if the rest was at least 1 hour long before the interruption, the creature gains the benefits of a Short Rest.

Art: Baelrog (Midjourney AI)

A character can spend one or more Hit Dice at the end of a Short Rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level.

For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains Hit Points equal to the total. The player can decide to spend an additional Hit Die after each roll.

A character can benefit from a limited number of Short Rests in between Long Rests. This is limited to a number of times equal to one plus half your proficiency bonus.


Two-Weapon Fighting

When you take the Attack action and attack with a Light weapon in one hand (main-hand) the first time each turn, you can also attack with a Light weapon in the other hand (off-hand) as part of the same Attack action. You don’t add your attack modifier to the damage of your off-hand weapon unless that modifier is negative. If either weapon has the Thrown property, you can throw the weapon, instead of making a melee attack with it.


Unarmed Strike

An Unarmed Strike is a Melee Attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you, and thus does not necessarily require your to have free hands. Whenever you use your Unarmed Strike, choose one of the following options for its effect:

  • Damage. You make an attack roll against the target. Your bonus to hit equals your Strength modifier + your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 + your Strength modifier.

  • Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 + your Strength modifier + your Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.

  • Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push the target 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 + your Strength modifier + your Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you

List of Conditions

Conditions are temporary states that can affect a creature's ability to act or interact with the environment. These conditions can be inflicted by spells, abilities, traps, or environmental hazards, and can often also be cured by certain spells or abilities. This section contains a list of different conditions.

At Death's Door

When a player falls to 0 hit points, that player is at Death's Door, also referred to as Dying, and experiences the following effects:

  • Dying. You have 0 Hit Points and the Unconscious condition. Death's Door ends if you regain any Hit Points.

  • Death Saving Throws. At the start of each of your turns, you must make a Death Saving Throw; roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. The successes and failures also don’t need to be consecutive; keep track of both until you collect three of a kind, the effects of which are described below. When this condition ends on you, reset the number of success and failures to zero.

  • Hidden Rolls. Unlike normal saving throws, death saving throws are made hidden from the other players.

  • Critical Failure. If you roll a 1 on your Death save, you gain two failures instead of one.

  • Critical Successes. If you roll a 20 on your Death save, you immediately regain 1 hit point and lose the Unconscious condition.

  • Three Failures. On your third failure, you die.

  • Three Successes. On your third successful Death save, you regain 1 Hit Point, but you are still Unconscious and start a Short Rest. You remain Unconscious until you regain more Hit Points or until another creature uses an action to administer first aid to you, which requires a successful DC 10 Wisdom (Medicine) check.

  • Damage. If you take any damage while at Death's Door, you suffer one death saving throw failure instead. If you suffer a critical hit, you instead suffer two death saving throw failures.

  • Exhausting Trauma. When At Death's Door ends on you, you are exhausted from the grievous wounds you suffered. You gain one level of Exhaustion for every Death saving throw you failed, with a minimum of 1.


Dazed

While Dazed, you can Move or take one action on your turn, not both. You also can’t take a Bonus Action or a Reaction.

Exhaustion

Exhaustion is a cumulative condition. Each time you receive it you gain 1 level of exhaustion. While you are subjected to the Exhausted Condition, you suffer the following effects:

  • Levels of Exhaustion. This condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10.
  • Affected d20 Rolls When you make a d20 Test, you subtract your exhaustion level from the d20 roll.
  • Save DCs are reduced. Subtract your exhaustion level from the Spell save DC of any Spell you cast.
  • Ending Exhaustion: Finishing a Long Rest removes 1 of your levels of exhaustion. When your exhaustion level reaches 0, you are no longer Exhausted.

Grappled

While you are Grappled, you experience the following effects:

  • Speed 0. Your Speed is 0 and can’t change.
  • Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler.
  • Movable. The grappler can drag or carry you, but the grappler must spend 1 extra foot of movement for every foot you move, unless you are two or more Sizes smaller than the grappler.
  • Escape. While Grappled, you can make a Dexterity or Strength saving throw against the grapple’s escape DC at the end of each of your turns, ending the Condition on yourself on a success. You may also spent your Action to make an escape attempt. The Condition also ends if the grappler is Incapacitated or if the distance between you and the grappler exceeds the grapple’s range.

Invisible

While Invisible, you experience the following effects:

  • Concealed. You aren’t affected by any effect that requires its target to be seen.
  • Surprise. If you are Invisible when you roll initiative, you have Advantage on the roll.
  • Attacks Affected. Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, as with magic or Blindsight, you don’t gain this benefit against that creature.

Incapacitated

While Incapacitated, you experience the following effects:

  • Inactive. You can’t take any Action, Bonus Action, or Reaction.
  • No Concentration. Your Concentration is broken.
  • Speechless. You can’t speak.
  • Surprised. If you are Incapacitated when you roll Initiative, you have Disadvantage on the roll.

Prone

Your movement is hindered, you experience the following effects:

  • Limited Movement. You must spend 1 extra foot of movement for every foot you move using your Speed.
  • Attacks Affected. Attack Rolls against you have Advantage.
  • Sluggish. You have Disadvantage on Dexterity saving throws.
  • Standing Up. You can spend an amount of movement equal to half your speed to end the Prone condition on yourself. You can’t stand if your speed is 0.

Restrained

  • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • Attack rolls against the creature have Advantage, and the creature’s attack rolls have Disadvantage.
  • The creature has Disadvantage on Dexterity saving throws.

Slowed

Your movement is hindered, you experience the following effects:

  • Attacks Affected. Attack Rolls against you have Advantage.
  • Impaired Movement. You must spend 1 extra foot of movement for every foot you move using your Speed.
  • Sluggish. You have Disadvantage on Dexterity saving throws.

Unconscious

While Unconscious, you experience the following effects:

  • Inert. You have the Incapacitated and Prone conditions, and you drop whatever you are holding. When this condition ends, you remain Prone.
  • Unmoving. Your Speed is 0 and can’t change, and you automatically fail Strength and Dexterity saving throws.
  • Helpless Attack rolls against you have Advantage, and any attack roll that hits you is a critical hit if the attacker is within 5 feet of you.
  • Unaware. You are unaware of your surroundings.

Weakened

  • You have Disadvantage on a Strength and Dexterity based skill checks or saving throws, and attack rolls using Strength or Dexterity.

Wounded

A creature is Wounded while below 50% of of its maximum Hit Points, and retains the condition until it recover Hit Points above 50% of it maximum. This condition does nothing by itself, but some mechanics interact with Wounded creatures.