Martial's Mighty Modification

by arh12

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Martial's Mighty Modification

Thank

You

First I would like to thank everyone who aided me with this endever, without them I would'nt have thought about the additions and tweaks they provided.

This goal of this was to boost Martial classes as measure of bridging the gap between the Martial Caster disparity through an added element of customizability.

Cover Art: Shimhaq

For class, subclass and spell adjustments along with these, you can find them on the Expanded Binder

Credits
  • Shanderraa#2880, their brew jump-started mine and allowed me to evolve it further, without their orginal I wouldnt be here.

  • Celeria Rosencroix #0537

  • FadeShock#9427

  • ☠ Captain Dipshit ☠#5783

  • Frost Ripper』#4166

  • TentacleSlut #2508

  • Brick #8699

  • Gammalolman #3770

  • Dumbsparce #7835

  • Psychomaniac14 #8798

  • Garthanos #7534

Martial Progression

Just as with Spellcasting, you add your levels together if you multiclass, so long as the classes still progress the chart.

Your Martial Progression is determined by adding together all your levels in a full martial class (Barbarian, Fighter, Rogue, Monk), and half your levels (rounded up) in the Paladin and Ranger classes for determining your martial progression.

Depending on the circumstance, you may wish to allow certain artificer subclasses, such as the Battle Smith and Armorer, to qualify for 1/2 progression as well.

Any other martial-inclined subclasses, such as cleric domains with the Divine Strike feature, bladesingers and others simply gain the Martial Adept feat the first time they reach 5th level.

Martial Progression
Level Feature Focused Critical Martial Maneuvers Superiority Dice Combat Knacks
1st Martial Maneuvers, Superiority Dice (D6) 3 2
2nd Focused Critical 19 3 2
3rd Combat Knacks 19 3 3 3
5th 18 5 4 4
7th 18 5 5 5
8th Improved Superiority Dice (D8) 17 5 5 5
9th 17 7 6 6
11th 16 7 7 7
13th 16 9 8 8
14th 15 9 8 8
15th Improved Superiority Dice (D10) 15 9 9 9
17th 14 11 10 10
19th 14 11 11 11
20th Epic Boon 14 11 11 11

Martial Adept Feat

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn three maneuvers of your choice from among those available in page 74 of the PHB. 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).
  • You gain two superiority dice, which are a d6 (they are added to any superiority dice you have from another source), they are used to fuel your maneuvers.

A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Combat Adept Feat

Prerequisite: Martial Adept Feat or Martial Level 5

You have trained enough to learn a special combat technique, you gain the following:

  • Increase your Strength by 1, to a maximum of 20.

  • You acquire a Combat Knack that are available to the full martial classes.

Whenever you reach a level that grants an Ability Score Improvement, you can choose the Knack you know and replace it with another that you could learn at that level. This replacement represents a shift of focus in your martial practice.

If you acquire this feat with no Martial levels at all, you only qualify for Martial Level 3 Knacks with this feat.

Martial Maneuvers

Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

Maneuvers You have an amount of Martial Maneuvers as exhibited on the Martial Progression table, the maneuvers are found in page 74 of the PHB.

Superiority Dice The amount of superiority dice are displayed on the Martial Progression table. These dice are d6s, the superiority die is expended when you use it, and you regain all expended superiority dice when you finish a short or long rest.

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 or Dexterity modifier (your choice)

If you use a different modifier for your attack and damage rolls (e.g. from Battle Ready feature from Battle Smith Artificer or shillelagh cantrip) you may use that ability modifier, instead of your Strength or Dexterity, to calculate your Maneuver save DC.

Improved Superiority Dice

At Martial level 8 , your superiority dice go up by one step; from a d6 to a d8, at Martial level 15 it goes from a d8 to a d10.

If you have additional superiority dice such as the Battle Master's additional dice, Martial Adept Feat or Superior Technique they are counted towards your superiority dice improvement.

Focused Critical

At Martial level 2 , you score critical hits more frequently with weapon attacks (including unarmed strikes); you now score a critical hit on an attack roll of 19 or 20 (you still automatically hit only on a natural 20 roll).

The feature improves as you gain levels in your Martial Progression; at Martial level 5 your weapon attack rolls score a critical hit on an roll of 18 or higher, at Martial level 8 your weapon attack rolls also score a critical hit on an roll of 17 or higher, at Martial level 11 it becomes 16 or higher, at Martial level 14 it is a roll of 15 or higher and finally at Martial level 17 your weapon attack rolls score a critical hit on an roll of 14 or higher.

Combat Knacks

Once you reach Martial level 3 , you acquire Combat Knacks, you gain additional Knacks every two martial levels.

Moreover, when you gain a Knack, you can choose one of the Knacks you know and replace it with another that you could learn at that level.

Whenever you reach a level that grants an Ability Score Improvement, you can choose the Knack you know and replace it with another that you could learn at that level. This replacement represents a shift of focus in your martial practice.

Extra Attack on Extra Attack

In the event of multiclassing with classes that have the same martial class feature such as Fighters and Rangers Extra Attack or Monks and Rogues Evasion, these repeated features do not add together, instead one copy of the feature is replaced for a Combat Knack the Character qualifies for.

Combat Knacks

Agile

Prerequisite: Martial Level 3

Your lithe nimbleness has improved further. You can use your Dexterity modifier instead of your Strength whenever you take the jump action and for calculating your passive jump height.

In addition, you can use Dexterity in place of a Strength for your Athletics skill check.

Brute Force

Prerequisite: Martial Level 3

Your attacks are suffused by your raw physical power. Whenever you hit a creature with weapon attack (including unarmed strikes), the creature takes an extra 1d4 damage.

Colossus Slayer

Prerequisite: Martial Level 3

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Devastating Critical

Prerequisite: Martial Level 3

When you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your Martial level.

Endure

Prerequisite: Martial Level 3

When you are subjected to an effect that would move you at least 5 feet or knock you prone, you can use your reaction to steady yourself. You are then neither moved nor knocked prone.

Extension

Prerequisite: Martial Level 3

As a bonus action on your turn, you can extend yourself further than usual, you increase your reach by 5 feet for the rest of your turn.

Extraordinary Physique

Prerequisite: Martial Level 3 , Athlete Feat

You can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier, and you can use Strength in place of Dexterity for your Acrobatics skill check.

Flurry

Prerequisite: Martial Level 3

You can strike beyond your normal capabilities, but at a price. You can attack multiple times more than your standard amount, for every additional attack you take a -3 penalty is added to your attack and damage rolls, the penalty increases for every additional attack you make after that reaching a -18 penalty, the amount of additional attacks you can make equal your proficiency bonus.

Guard

Prerequisite: Martial Level 3

When a creature hits you with an attack while wielding a weapon you are proficient with and not holding a shield, you can use your reaction to add your proficiency bonus to your armor class that lasts until the start of your next turn, including against the triggering attack, potentially causing the oncoming attacks to miss you. (Defensive Duelist feat removed)

Thats just the Feat!!!!

I wanted an easily accessible Martial equivalent of the Shield spell. So the restrictions were loosened and converted into a knack for wide availability.

Herbalist

Prerequisite: Martial Level 3

You can create special herbal treatment that have healing power comparable to some potions. You gain proficiency with herbalism kits if you don't already have it.

You can spend 1 hour gathering herbs or use a herbalism kit instead for preparing herbal remedies using treated bandages to create and carry a number of herbal treatments equal to your Intelligence or Wisdom modifier (minimum 1). The treatments you create cannot be applied by anyone but you. After 24 hours, any treatments that you have not used lose their potency.

If you spend 1 minute applying one of your treatments to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two martial levels you have (rounded up) and one disease or condition from the following list affecting the recipient ends (your choice): charmed, frightened, paralyzed, poisoned, stunned.

Horde Breaker

Prerequisite: Martial Level 3

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Unarmed strikes count towards triggering this feature.

Hulking Hurler

Prerequisite: Martial Level 3

While wielding a weapon with the thrown property, it’s normal and long range is multiplied by your strength modifier.

Jack of All Trades

Prerequisite: Martial Level 3

You can add half your proficiency bonus (rounded down) to any ability check you make that doesn't already include your proficiency bonus.

Maneuver Focused

Prerequisite: Martial Level 3

You gain a number of additional Superiority Dice equal to your proficiency bonus. Moreover, you gain an amount of additional Maneuvers equal to half your proficiency bonus.

Moment to Breathe

Prerequisite: Martial Level 3

Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Natural Athlete

Prerequisite: Martial Level 3 , Athlete Feat

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Moreover, you can take the Dash action as a bonus action on your turn.

Overpowering Technique

Prerequisite: Martial Level 3

You can ignore Martial Maneuver to fuel your raw power. When you hit a creature with a weapon attack, you can expend a superiority die to deal additional damage to the target.

The extra damage is equal to one roll of the superiority die + your Martial level.

Periphery

Prerequisite: Martial Level 3 , Observant Feat

You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.

Pummel

Prerequisite: Martial Level 3

When you take the Attack action with a weapon on your turn, you can make one additional melee weapon attack as a bonus action, this additional attack can be interpreted in numerous forms be it an unarmed strike, shield bash, a haft or pommel strike, regardless the attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.

Retaliate

Prerequisite: Martial Level 3

When a creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Ricochet

Prerequisite: Martial Level 3

You throw your weapon in such a way that it will return to your hand. Whenever you throw your weapon during your attack action it can return to your hand, regardless if the attack hits or misses.

Steel Will

Prerequisite: Martial Level 3

You have advantage on saving throws against being charmed or frightened.

Strategic Synergy

Prerequisite: Martial Level 3

When one or more creatures within 30 feet of you make an attack roll against another creature that is within 5 feet of them, you can use your reaction to grant advantage on attack rolls against it.

Stealthy Skulker

Prerequisite: Martial Level 3 , Skulker Feat

You combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence.

At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide.

Thew Skin

Prerequisite: Martial Level 3

You may use Strength in place of Dexterity when determining your armor class when not wearing armor.

Thick Skin

Prerequisite: Martial Level 3

You may use Charisma in place of Dexterity when determining your armor class when not wearing armor.

Tough Skin

Prerequisite: Martial Level 3

You may use Constitution in place of Dexterity when determining your armor class when not wearing armor.

Amending Strike

Prerequisite: Martial Level 5

You learned to make minor changes to somehow turn a miss into a separate attack. When you make an attack roll and miss, you can use a bonus action to make an attack roll against a different target.

Bolstering Brew

Prerequisite: Martial Level 5

When you finish a long rest, You can spend 1 hour gathering herbs or use a herbalism kit instead to create a bolstering brew. When brewing it, choose a damage type from the following list: cold, fire, necrotic, poison, or radiant. A creature can drink this brew or administer it to another creature as an action. The recipient gains resistance to the chosen damage type for 1 hour.

The amount of brews you make is equal to your Intelligence or Wisdom modifier (minimum 1), each requiring its own flask. Its potency lasts for 24 hours or until it is used.

Cooperative

Prerequisite: Martial Level 5

Adept at giving well-timed assistance; you can now take the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the range of the Help action by increases 30 feet, you can help two allies targeting the same creature within range when you use the Help action this way, provided they can see or hear you.

Danger Sense

Prerequisite: Martial Level 5

You feel the hairs on the back of your neck stand, you can give yourself a bonus to your initiative rolls equal to your Constitution modifier.

Defensive Posture

Prerequisite: Martial Level 5

As a bonus action on your turn, you can gain a bonus to your armor class equal to your Proficiency Bonus that lasts until the start of your next turn.

Extra Attack

Prerequisite: Martial Level 5

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Focused Strike

Prerequisite: Martial Level 5

As a bonus action on your turn you designate a single creature as the target of this feature. You gain Advantage on any attack roll that targets it, this lasts until the start of your next turn.

Hit First, Hit Harder

Prerequisite: Martial Level 5

You can give yourself a bonus to your initiative rolls equal to your Strength modifier.

Nourishing Body

Prerequisite: Martial Level 5

When you are subjected to a spell that restores your hit points or spend a Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Power Attack

Prerequisite: Martial Level 5

Before you make a weapon attack (including unarmed strikes) with proficiency, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Combined both Sharpshooter and Great Weapon Master feature into one, to allow for more weapon variety.

Precise Strike

Prerequisite: Martial Level 5

You can focus your attention on a single target in battle to understand and overcome its defenses. As a bonus action, pick one creature you can see within 30 feet of you. Weapon attacks you make against that creature add double your proficiency bonus to the attack roll, this lasts until the start of your next turn.

Seasoned Combatant

Prerequisite: Martial Level 5

Your attacks matter regardless of the situation, you no longer automatically miss when you roll a 1 on your d20 attack roll.

Swift Quiver

Prerequisite: Martial Level 5

You can use a bonus action to make one attack with a weapon that uses ammunition, the attack uses the same ability modifier as the primary attack, the weapon's damage uses the same damage dice but without adding the ability modifier. (Swift Quiver spell removed)

Taking initiative

Prerequisite: Martial Level 5

When you roll Initiative, you add your Proficiency Bonus to the roll.

Uncanny Dodge

Prerequisite: Martial Level 5

When an attacker that you can see hits you with an attack, you can use your reaction to halve the damage of any attack rolls against you during the attacker's turn, including the one triggering it.

Arcane Strike

Prerequisite: Martial Level 7 , Extra Attack, Ability to cast a Cantrip

Whenever you take the Attack action and attack more than once, you can cast one of your cantrips in place of one of those attacks.

Battle Readiness

Prerequisite: Martial Level 7 , Observant Feat

Always prepared, always ready, you have advantage on initiative rolls.

Brutal Critical

Prerequisite: Martial Level 7

You can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Brute Force II

Prerequisite: Martial Level 7, Brute Force

Your attacks are suffused by your raw physical power. Whenever you hit a creature with weapon attack (including unarmed strikes), the creature takes an extra 1d8 damage.

Colossus Slayer II

Prerequisite: Martial Level 7, Colossus Slayer

Your tenacity can wear down the most potent foes. Whenever you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum.

Deft Counter

Prerequisite: Martial Level 7

Whenever a creature makes an attack roll against you, you can spend your reaction to impose disadvantage on that roll. Additionally, your next attack roll against the creature has advantage if you make it before the end of your next turn.

You must use this feature before you know the outcome of the attack roll.

Escape the Horde

Prerequisite: Martial Level 7

Opportunity attacks against you are made with disadvantage.

Evasion

Prerequisite: Martial Level 7

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

Extraordinary Physique II

Prerequisite: Martial Level 7,Extraordinary Physique , Athlete Feat

You can add your proficiency bonus to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by 5 feet for each point in your Strength modifier, and you can use Strength in place of Dexterity for your Acrobatics skill check.

Fast Movement

Prerequisite: Martial Level 7 , Athlete Feat

Your speed increases by 15 feet while you aren't wearing Heavy armor.

Flurry II

Prerequisite: Martial Level 7, Flurry

You can strike beyond your normal capabilities, but at a price. You can attack multiple times more than your standard amount, for every additional attack you take a -2 penalty is added to your attack and damage rolls, the penalty increases for additional attack you make after that reaching a -12 penalty, the amount of additional attacks you can make equal your proficiency bonus.

Hide in Plain Sight

Prerequisite: Martial Level 7

You can spend 1 minute creating camouflage for yourself and others. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once camouflaged in this way, you can try to hide by pressing up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you move no more than half your speed on the same turn and you aren’t wearing Heavy Armor. In addition, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Spell Breaker

Prerequisite: Martial Level 7 , Mage Slayer Feat

You gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to foil it. The creature must succeed on a Dexterity saving throw against your Maneuver save DC, or its spell or teleport fails and is wasted.

You can use this feature an amount of times equal to half your proficiency bonus, you regain all expended uses when you finish a short or long rest.

Awakened Attunement

Prerequisite: Martial Level 9

Due to having less competing magical forces within you, the amount of magic items you can attune to is equal to your proficiency bonus, giving you more magical options and general potency to non-spellcasting characters.

Ambush

Prerequisite: Martial Level 9 ,Skulker Feat

Strike first and strike fast. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action.

If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins.

If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.

Bulwark

Prerequisite: Martial Level 9

Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your proficiency bonus. You must be conscious to grant this bonus.

Death Can Wait

Prerequisite: Martial Level 9

You keep fighting despite grievous wounds. If you drop to 0 hit points but don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Hard to Kill

Prerequisite: Martial Level 9

You have Advantage on death saving throws. Moreover, you gain the benefit of rolling a natural 20, when you roll an 18, 19 or 20 on a death saving throw.

Indomitable

Prerequisite: Martial Level 9

Once per turn you can reroll a saving throw that you fail.

You expend this feature only if the roll succeeds. If it does succeed, you can't use this feature again until you finish a short or long rest.

Know thy Enemy

Prerequisite: Martial Level 9 , Observant Feat

You gain the ability to peer at a creature to discern how best to hurt it. As a bonus action, choose one creature you can see within 60 feet of you, you designate it as the target of this feature. The first time you hit that target with a weapon attack, it gains vulnerability to the damage type of that attack that lasts until the end of your next turn.

Multiattack Defense

Prerequisite: Martial Level 9

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Opportunist

Prerequisite: Martial Level 9

You can exploit a creature's momentary daze when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Overpowering Technique II

Prerequisite: Martial Level 9, Overpowering Technique

You can ignore Martial Maneuver to fuel your raw power. When you hit a creature with a weapon attack, you can expend a superiority die to deal additional damage to the target.

The extra damage is equal to two rolls of the superiority dice + your Martial level.

Pummel II

Prerequisite: Martial Level 9, Pummel

When you take the Attack action with a weapon on your turn, you can make one additional melee weapon attack as a bonus action, this additional attack can be interpreted in numerous forms be it an unarmed strike, shield bash, a haft or pommel strike, regardless the attack uses the same ability modifier and damage die as the primary attack.

Sure Shot

Prerequisite: Martial Level 9

Your mastery of weapons lets you turn failure into success in combat. Once on each of your turns, you can reroll a weapon attack roll you that missed.

Survivor

Prerequisite: Martial Level 9

You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Volley

Prerequisite: Martial Level 9

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target

Whirlwind

Prerequisite: Martial Level 9

You can use your action to make melee attacks against any number of creatures within the reach of your weapon, with a separate attack roll for each target.

Brutal Critical II

Prerequisite: Martial Level 11, Brutal Critical

You can roll four additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Brute Force III

Prerequisite: Martial Level 11, Brute Force II

Your attacks are suffused by your raw physical power. Whenever you hit a creature with weapon attack (including unarmed strikes), the creature takes an extra 1d12 damage.

Devious Strikes

Prerequisite: Martial Level 11

When you attack, you know how to exploit a target’s distraction. You have Advantage on any Attack Roll that targets a creature that is within 5 feet of at least one of your allies who isn’t Incapacitated.

Expert Killer

Prerequisite: Martial Level 11

Your proficiency bonus is doubled for any ranged and melee weapon attack roll that you make (including unarmed strikes).

Extra Attack II

Prerequisite: Martial Level 11, Extra Attack

You can attack three times, instead of twice, whenever you take the Attack action on your turn.

Flawless Agility

Prerequisite: Martial Level 11 , Athlete Feat

Your relentless dedication and training have instilled an outstanding sense of precision and grace in your movements. When you make a Dexterity saving throw, you can treat a d20 roll of a 9 or lower as a 10.

Flurry III

Prerequisite: Martial Level 11, Flurry II

You can strike beyond your normal capabilities, but at a price. You can attack multiple times more than your standard amount, for every additional attack you take a -1 penalty is added to your attack and damage rolls, the penalty increases for additional attack you make after that reaching a -6 penalty, the amount of additional attacks you can make equal your proficiency bonus.

Master of None

Prerequisite: Martial Level 11, Jack of All Trades

You can add your proficiency bonus to any ability check you make that doesn't already include your proficiency bonus.

Reactive Form

Prerequisite: Martial Level 11

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Isn't this Tunnel Fighter?

Yes this is the UA fighting style, it makes more sense as an entire feature rather than a fighting style.

Relentless

Prerequisite: Martial Level 11

When you roll initiative and have no superiority dice remaining, you regain an amount of superiority dice equal to your Constitution modifier (minimum of 1).

Retribution

Prerequisite: Martial Level 11

You gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals twice your Martial level.

You can use this feature an amount of times equal to half your proficiency bonus, you regain all expended uses when you finish a short or long rest.

Sturdy

Prerequisite: Martial Level 11

You have reached the apex of durability, you gain resistance to all types of damage, including magical.

Swift Strikes

Prerequisite: Martial Level 11

You trade accuracy for swiftness. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You must forgo the advantage before making additional weapon attack.

Cunning Strike

Prerequisite: Martial Level 13

You know how to exploit a target’s blunder. When a hostile creature misses you with a melee attack, you can attack that creature immediately after its attack, provided that you can see the creature.

Guard II

Prerequisite: Martial Level 13, Guard

When a creature hits you with an attack while wielding a weapon you are proficient with and not holding a shield, you can use your reaction to add twice your proficiency bonus to your armor class that lasts until the start of your next turn, including against the triggering attack, potentially causing the oncoming attacks to miss you.

Reliable Talent

Prerequisite: Martial Level 13

You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Stand Against the Tide

Prerequisite: Martial Level 13

Having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. if you would die due to failing death saving throws, you still die.

Swift Quiver II

Prerequisite: Martial Level 13, Swift Quiver

You can use a bonus action to make two attacks with a weapon that uses ammunition, the attack uses the same ability modifier as the primary attack, the weapon's damage uses the same damage dice but without adding the ability modifier. (Swift Quiver spell removed)

Arcane Strike II

Prerequisite: Martial Level 15, Arcane Strike , Ability to cast a Spell

Whenever you take the Attack action and attack more than once, you can cast one of your spells in place of one of those attacks.

Brutal Critical III

Prerequisite: Martial Level 15, Brutal Critical II

You can roll six additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Fast Movement II

Prerequisite: Martial Level 15, Fast Movement , Athlete Feat

Your speed increases by 25 feet while you aren't wearing Heavy armor.

Flurry IIII

Prerequisite: Martial Level 15, Flurry III

You can strike beyond your normal capabilities, but at a price. You can attack multiple times more than your standard amount, for every additional attack you take following the third a -1 penalty is added to your attack and damage rolls reaching a -3 penalty, the amount of additional attacks you can make equal your proficiency bonus.

Overpowering Technique III

Prerequisite: Martial Level 15, Overpowering Technique II

You can ignore Martial Maneuver to fuel your raw power. When you hit a creature with a weapon attack, you can expend a superiority die to deal additional damage to the target.

The extra damage is equal to three rolls of the superiority dice + your Martial level.

Trench Commander

Prerequisite: Martial Level 15 , Skulker Feat

Excelling at leading ambushes, if any of your foes are surprised, you can use a bonus action on your turn in the first round of the combat to grant each ally who can see you a +5 bonus to initiative that lasts until the combat ends.

Each of the allies also receives a 10-foot increase to speed that lasts until the end of the ally's next turn.

Unwavering

Prerequisite: Martial Level 15

You've fought for long enough that it has strengthened your mind alongside your body, you gain proficiency in all saving throws.

Extra Attack III

Prerequisite: Martial Level 17, Extra Attack II

You can attack four times whenever you take the Attack action on your turn.

Survivor II

Prerequisite: Martial Level 17, Survivor

You are the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier whenever you are below your hit point maximum. You don't gain this benefit if you have 0 hit points.

Twice the Reflexes

Prerequisite: Martial Level 17

You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

Ultimate Combat Superiority

Prerequisite: Martial Level 17

Your superiority dice go up from a D10 to a D12.

Vigilant Assault

Prerequisite: Martial Level 17

You respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction. (Cavalier archetype removed)

Ability Score Improvement

Monks and Barbarians gain an additional ASI at certain levels, 6th level for Monks and 10th level for Barbarians.

Subclass Progression

For the sake of unification and simplicity, All Subclasses for all classes gain their additional subclass features at 6th, 10th and 14th level.

New Actions

The following features are available to all characters by default:

Challenge

As a bonus action, you issue a challenge that compels other creatures to do battle with you.

Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

(Oath of the Crown Paladin Channel Divinity Champion Challenge replaced with (UA) Protection Domain's Radiant Defense Channel Divinity)

Challenge save DC = 8 + your proficiency bonus + your Strength or Charisma modifier (your choice)

Cleaving Through Creatures

When a melee attack reduces a undamaged creature to 0 hit points, any excess damage from that attack might carries over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hits, it applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.

Source: DMG, page 272

Taunt

As a bonus action, you attempt to taunt a creature into attacking you.

One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, irritated by your taunt.

It has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this taunt doesn't restrict the target's movement for that turn. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you. (Compelled Duel spell removed)

Taunt save DC = 8 + your proficiency bonus + your Strength or Charisma modifier (your choice)

Grappling Changes

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you and must be within your reach.

Grappling a Creature. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see Conditions) .

The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Attacking a Grappled Creature. You have advantage on attack rolls against a creature you are grappling.

(Grappler feat removed)

Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

Pinning a Grappled Creature. You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, until the grapple ends you and the creature are both restrained (see Conditions) .

(Grappler feat removed)

Spell's Components

Material (M) Adjustment

Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.

A spellcaster must have a hand free to access a spell's material components or to hold a spellcasting focus. —but it can be the same hand that he or she uses to perform somatic components.

You're wondering why even do this?

Well forcing casters to have to use both hands does a few things, It reduces the Armor Class cheese that Power gamers do with their dependency on shields and Medium Armor, It lets Warcaster and other worn items or weapons that count as a spellcasting focus to matter far more, Finally it makes more sense to me.

Two weapon fighting changes

Two-Weapon Fighting. When you take the Attack Action and Attack with a light melee weapon that you’re holding in one hand, you can use a Bonus Action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus Attack, 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.

Drawing and Stowing. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Two-Weapon Fighting Style

You gain a +1 bonus to AC while you are wielding a separate weapon in each hand. Moreover, Once per turn you can add an additional attack to the attack action from your off-hand weapon.

Dual Wielder Feat

You trained in fighting with two weapons, gaining the following benefits:

  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You add your ability modifier to the damage of the off-hand weapon attack.
  • When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Master Dual Wielder Feat

Prerequisite: Dual Wielder Feat

You mastered fighting with two weapons, gaining the following benefits:

  • You gain a +2 bonus to AC while wielding two separate weapons.
  • You can now make two attacks whenever you use your Bonus Action to attack with a different weapon that you’re holding in the other hand.

Unarmed fighting changes

Unarmed Strike. A punch, kick, head--butt, or similar forceful blow (none of which count as weapons). All classes are proficient with unarmed strikes. On a hit, an unarmed strike deals bludgeoning damage equal to 1d4 + your Strength modifier (or another modifier that may apply).

You have Two Hands. When you take the Attack action with an unarmed strike on your turn, you can make one additional unarmed strike as a bonus action.

Unarmed Combat Fighting Style

When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Tavern Brawler Feat

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • You are proficient with improvised weapons.

  • Your unarmed strike goes up to a d6 (or one step higher if it is already a d6) for damage.

  • If you aren't wielding any weapons or a shield when you make an attack roll, the damage die from your unarmed strikes move up by one step; from a d6 to a d8, and so on.

Changed Fighting Styles

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Moreover, you ignore the loading quality of crossbows if you are proficient with them. (Ranger Exclusive Fighting Style) (Crossbow Expert feat removed)

Crossbow Expert

By removing Crossbow Expert as a feat, it gives Close Quarters Shooter a chance to become a less overloaded fighting style.

Defense

Accustomed to the rough and tumble of adevnturing, you've learned to protect yourself better. You gain a +2 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. But when wielding a melee weapon with both hands you gain a +3 bonus to damage rolls with that weapon.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, you gain a +1 bonus to the attack and damage rolls, when you hit with a ranged attack using a thrown weapon.

Two-Weapon Fighting

You gain a +1 bonus to AC while you are wielding a separate weapon in each hand. Moreover, Once per turn you can add an additional attack to the attack action from your off-hand weapon.

Unarmed Combat

When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

New Fighting Styles

Adaptive Fighting

When you are wielding a weapon with one hand you gain a +1 bonus to attack and damage rolls with that weapon. But when you are wielding a weapon with two hands you gain a +1 bonus to AC and Strength Saving throws. (Monk Exclusive Fighting Style)

Arcana Armoire

You learn two cantrips of your choice from the Wizard spell list and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Wizard spell list. (Fighter Exclusive Fighting Style)

Cunning Combatant

You keep calm in the heat of battle that you can steady your aim even while moving, you can perform the Steady Aim feature without the movement restriction. (Rogue Exclusive Fighting Style)

Deflection

You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. (Cavalier archetype removed)

Heavy-Handed Wielder

You can wield weapons that are one size larger than you. Moreover, you can use two-weapon fighting with weapons that are your size, even when the melee weapons you are wielding are Heavy and Two-handed. (Barbarian Exclusive Fighting Style)

Changed Feats

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 24.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 24.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn't cost you extra movement.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Dual Wielder

You trained in fighting with two weapons, gaining the following benefits:

  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You add your ability modifier to the damage of the off-hand weapon attack.
  • When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Fighting Initiate

Prerequisite: Proficiency with a martial weapon

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from one of the Martial classes. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from one of the Martial classes that you don't have.

Great Weapon Master

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one additional melee weapon attack on a different creature.

  • Whenever you have advantage on an attack roll using Strength, you can reroll one of the dice once.

  • When you roll a 1, a 2 or 3 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the dice and must use the new roll, even if the new roll is a 1, a 2 or a 3. The weapon must have the two-handed or versatile property for you to gain this benefit. (Great Weapon Fighting fighting style removed)

Keen Mind

Prerequisite: Linguist

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 24.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 22.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Mage Slayer

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

  • When a creature within the range of your weapon casts a spell or magical action, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you and magical actions.

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn three maneuvers of your choice from among those available in page 74 of the PHB. 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).
  • You gain two superiority dice, which are a d6 (they are added to any superiority dice you have from another source), they are used to fuel your maneuvers.

A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Medium Armor Master

Prerequisite: Proficiency with medium armor

You have practiced moving in medium armor to gain the following benefits:

  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you gain an additional +1 bonus to Armor Class.

Mounted Combatant

You are a dangerous foe to face while mounted.

While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. (Cavalier archetype removed)
  • If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your or the Mount's Strength modifier) or be knocked prone. You can use this feature only once on each of your turns. (Cavalier archetype removed)

Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.

  • While you are wielding a weapon with the reach or lunging property, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

  • When you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total. (Savage Attacker feat removed)

Revenant Blade

Prerequisite: Dexterity 13 or higher

You have gained mastery of certain weapons. You gain the following benefits:

  • While wielding a weapon with two hands, you gain a +1 bonus to Armor Class.
  • When you wield a twinblade, longsword, spear, short spear or trident they gain the finesse property.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • On your turn, when you score a critical hit with a ranged weapon or reduce a creature to 0 hit points with one, you can make one additional ranged weapon attack on a different creature.

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • You are proficient with improvised weapons.

  • Your unarmed strike goes up to a d6 (or one step higher if it is already a d6) for damage.

  • When you aren't wielding any weapons or a shield when you make an attack roll, the damage die from your unarmed strikes move up by one step; from a d6 to a d8, and so on.

Weapon Master

Prerequisite: Martial Class level 9, Proficiency with the chosen weapons

Your extensive practice with a variety of weapons has provided the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.

  • You add your proficiency bonus to damage rolls with four weapons of your choice. They can be a simple or martial weapon and unarmed strike.

For example If you are a Monk, you can choose your Unarmed strikes, Light crossbows, Shortbows and Shortswords to add your proficiency bonus to damage rolls.

New Feats

Combat Adept

Prerequisite: Martial Adept Feat or Martial Level 5

You have trained enough to learn a special combat technique, you gain the following:

  • Increase your Strength by 1, to a maximum of 20.

  • You acquire a Combat Knack that are available to the full martial classes.

Whenever you reach a level in this class that grants the Ability Score Improvement, you can choose the Knack you know and replace it with another that you could learn at that level. This replacement represents a shift of focus in your martial practice.

If you acquire this feat with no Martial levels at all, you only qualify for Martial Level 3 Knacks with this feat.

Defensive Rider

Extensive practice with your mount has provided the following benefits:

  • You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. (Cavalier archetype removed)
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Dragon Descendent

Your Draconic lineage makes you unique, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • You learn the Dragon's Breath spell and one 1st-level spell of your choice. The 1st-level spell must be from the Evocation or Transmutation school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Favored by Fate

Fate has been kind to you, you gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • You learn the Fortune's Favor spell and one 1st-level spell of your choice. The 1st-level spell must be from the Abjuration or Conjuration school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Master Duelist

Prerequisite: Dual Wielder Feat

You mastered fighting with two weapons, gaining the following benefits:

  • You gain a +2 bonus to AC while wielding two separate weapons.
  • You can now make two attacks whenever you use your Bonus Action to attack with a different weapon that you’re holding in the other hand.

Polymath

Prerequisite: Level 6

As an individual whose knowledge spans a substantial number of subjects, you draw on diverse bodies of knowledge to solve specific problems, gaining the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You add your proficiency bonus to the ability check that is increased by this feat that doesn't already use your proficiency bonus.
Armor and Shields
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Padded 5 gp 11 + Dex modifier Disadvantage 8 lb.
Leather 10 gp 11 + Dex modifier 10 lb.
Gambeson 40 gp 12 + Dex modifier Disadvantage 13 lb.
Spiked leather 75 gp 12 + Dex modifier, Special 16 lb.
Studded leather 65 gp 13 + Dex modifier 13 lb.
Medium Armor
Hide 10 gp 12 + Dex modifier (max 3) 12 lb.
Chain shirt 50 gp 13 + Dex modifier (max 2) 20 lb.
Scale mail 50 gp 14 + Dex modifier (max 2) Disadvantage 40 lb.
Breastplate 400 gp 14 + Dex modifier (max 3) 20 lb.
Half plate 750 gp 15 + Dex modifier (max 2) Disadvantage 45 lb.
Heavy Armor
Ring mail 30 gp 14 Disadvantage 40 lb.
Chain mail 75 gp 16 Str 13 Disadvantage 55 lb.
Splint 200 gp 17 Str 15 Disadvantage 60 lb.
Plate 1,500 gp 18 Str 15 Disadvantage 65 lb.
Heavy plate 3,000 gp 20 Str 18 Disadvantage 100 lb.
Shields
Buckler 5 gp +1 2 lb.
Knuckle guards 20 gp +1 Special 2 lb.
Round shield 10 gp +2 6 lb.
Kite shield 20 gp +3 Str 13 12 lb.
Tower shield 100 gp +4 Special Str 16 20 lb.
  • Spiked leather: When you are engaged in a grapple with a creature, the target takes piercing damage equal to your proficiency bonus. Additionally, the bonus damage increases as the AC bonus increases when made into magical armor. (+1/+2/+3)

  • Knuckle Guards: You can still wield a weapon with two hands even when you have this item equipped. Additionally, if you make an unarmed strike while wearing the knuckle guards you gain a +1 bonus to attack and damage rolls.

  • Tower Shield: During your turn you can use an action to set down this shield and provide 3/4 cover to creatures of your choice within 5 feet of you, they gain this benefit until you move, are moved or they move more than 5 feet away from you. Moreover, When you perform this action you can make one melee weapon attack with a piercing weapon held with one hand as a bonus action.
Simple Melee Weapons
Weapon Cost Damage Weight Properties
Dagger 2 gp 1d4 piercing 1 lb. Finesse, Light, Thrown (range 20/60)
Club 1 sp 1d4 bludgeoning 2 lb. Finesse, Light, Riposte
Light Hammer 2 gp 1d4 bludgeoning 2 lb. Light, Parry, Quick Toss, Thrown (range 20/60)
Sickle 1 gp 1d4 slashing 2 lb. Finesse, Light, Grappling
Handaxe 5 gp 1d6 slashing 2 lb. Light, Thrown (range 20/60)
Javelin 5 gp 1d6 piercing 2 lb. Grappling, Distracting, Thrown (range 30/120)
Mace 5gp 1d6 bludgeoning 2 lb. Pushing, Goading, Riposte
Short Spear 1 gp 1d6 piercing 3 lb. Versatile (1d8), Lunging, Thrown (range 20/60)
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8),Pushing, Lunging
Greatclub 2 sp 2d6 bludgeoning 10 lb. Heavy, Two-handed
Simple Ranged Weapons
Weapon Cost Damage Weight Properties
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, Quick Toss, Thrown (range 20/60)
Sling 1 sp 1d4 bludgeoning Improvised Ammunition (range 30/120)
Shortbow 25 gp 1d8 piercing 2 lb. Two-handed, Ammunition (range 80/320)
Crossbow, light 25 gp 1d8 piercing 5 lb. Loading, Two-handed, Ammunition (range 80/320)

Melee Weapon Materials

  • Rusted: Attacking a creature with a Rusted melee weapon does not add your ability modifier when rolling for damage, but instead it inflicts Torpor on them, the condition lasts till the start of your next turn.

  • Refined This variant doubles the amount of damage die for the weapon, you can turn any melee weapon into a refined variant by spending an additional 400 gp + its base price.

Making Weapon Damage Matter

Bludgeoning:

  • Once per turn, you can move a creature 5 feet to an unoccupied space when you hit it with an attack that deals bludgeoning damage, provided the target is no more than one size larger than you. (Crusher Feat Removed)
  • When you score a critical hit dealing bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn. (Crusher Feat Removed)
  • Attack rolls against a creature wearing Heavy armor are made with advantage, when you hit it with an attack that deals bludgeoning damage.

Piercing:

  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll. (Piercer Feat Removed)
  • When you score a critical hit dealing piercing damage to a creature, you roll one additional damage die when determining the extra piercing damage the target takes. (Piercer Feat Removed)
  • Attack rolls against a creature wearing medium armor are made with advantage, when you hit it with an attack that deals piercing damage.

Slashing:

  • Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn. (Slasher Feat Removed)
  • When you score a critical hit dealing slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. (Slasher Feat Removed)
  • Attack rolls against a creature wearing light or no armor are made with advantage, when you hit it with an attack that deals slashing damage.
Martial Melee Weapons
Weapon Cost Damage Weight Properties
Whip 2 gp 1d4 piercing 3 lb. Finesse, Reach, Disarming
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, Light, Goading
Scimitar 20 gp 1d6 slashing 3 lb. Versatile (1d8), Finesse, Distracting
Trident 3 gp 1d6 piercing 4 lb. Versatile (1d8), Grappling, Lunging, Thrown (range 20/60)
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10), Goading, Riposte
Warhammer 15 gp 1d8 bludgeoning 3 lb. Versatile (1d10), Sweeping, Pushing
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10), Sweeping, Disarming
Spear 5 gp 1d8 piercing 5 lb. Versatile (1d10), Reach
Flail 10 gp 1d8 bludgeoning 2 lb. Sweeping, Trip, Feinting
Rapier 25 gp 1d8 piercing 2 lb. Finesse, Feinting
War pick 5 gp 1d8 piercing 2 lb. Disarming, Sweeping, Trip
Morningstar 15 gp 1d8 piercing 4 lb. Grappling, Sweeping, Menacing
Pike 10 gp 2d4 piercing 18 lb. Heavy, 2x Reach, Two-handed
Bo-staff 1 gp 1d10 bludgeoning 5 lb. Reach, Two-handed
Twinblade 45 gp 1d10 slashing 6 lb. Special, Two-Handed
Lance 10 gp 1d12 piercing 6 lb. Reach, Special
Halberd 30 gp 2d6 slashing 6 lb. Heavy, Reach, Two-handed
Glaive 20 gp 2d6 slashing 7 lb. Heavy, Reach, Two-handed
Greatsword 50 gp 2d8 slashing 6 lb. Heavy, Two-handed
Greataxe 30 gp 2d8 slashing 7 lb. Heavy, Two-handed
Maul 10 gp 2d8 bludgeoning 10 lb. Heavy, Two-handed
Martial Ranged Weapons
Weapon Cost Damage Weight Properties
Net 1 gp 3 lb. Quick Toss, Special, Thrown (range 5/15)
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), Loading
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), Light, Loading, Goading
Longbow 50 gp 1d12 piercing 2 lb. Ammunition (range 150/600), Finesse, Two-handed
Crossbow, Heavy 50 gp 2d6 piercing 18 lb. Ammunition (range 100/400), Heavy, Loading, Two-handed
  • Lance: You have disadvantage when you use a lance to Attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

  • Twinblade: Immediately after you take the Attack action with a Twinblade on your turn, you can use a bonus action to make one additional melee attack with it.

  • Net: A Large or smaller creature hit by a net is Restrained until it is freed. A net has no Effect on Creatures that are formless or Huge and larger. A creature can use its Action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) frees the creature without harming it, Ending the Effect and destroying the net.

Built-in Maneuvers within Weapons

Certain Weapons come with certain Maneuvers.

Once per turn, you can perform the maneuver. Some of the maneuvers require your target to make a saving throw to resist the maneuver's effects.

The saving throw DC is calculated as follows: 8 + your weapon attack modifier + half your proficiency bonus (rounded up)

  • Disarming. When you hit a creature with a weapon attack, you can 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 failed save, it drops the object you choose. The object lands at your feet.

  • Distracting. When you hit a creature with a weapon attack, you can distract the creature, giving your allies an opening. 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.

  • Feinting. As a bonus action on your turn, choose one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn.

  • Goading. When you hit a creature with a weapon attack, you can 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 until the end of your next turn.

  • Grappling. Immediately after you hit a creature with a melee attack on your turn, you can try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling and General actions).

  • Lunging. When you make a melee weapon attack on your turn, you can increase your reach for that attack by 5 feet.

  • Menacing. When you hit a creature with a weapon attack, you can attempt to frighten the target. 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 to reduce the damage by your Proficiency Bonus + your Dexterity modifier.

  • Pushing. When you hit a creature with a weapon attack, you can attempt to drive the target back. 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 make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack.

  • Riposte. When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.

  • Sweeping. When you hit a creature with a melee weapon attack, you can 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 same damage roll without ability modifier. The damage is of the same type dealt by the original attack.

  • Trip. When you hit a creature with a weapon attack, you can attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Creating a weapon from scratch

Step one is it a Simple or Martial weapon?

The size of the weapons damage die starts at 1d6 for Simple weapons while Martial weapons start at 1d8.

What properties does the weapon have?

Melee weapons start with three weapon properties or weapon maneuvers while Ranged weapons start at four, adding additional properties or maneuvers will move the damage die down to the next step ending at 1d4. Combining weapon properties and weapon maneuvers together will help in creating your truly unique weapon. Some properties take up two weapon property slots.

Weapon Properties

Many Weapons have special Properties related to their use, as shown below.

  • Ammunition

You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. This Weapon property does not take up a Weapon property slot as it dictates the type of Weapon it is.

  • Finesse

When making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls. This weapon property takes up two weapon property slots.

  • Heavy

Creatures with a Strength score lower than 13 have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large and unruly to use effectively. The damage dice of a heavy weapon is split into two dice rather than being one, for example the damage die would go from 1d8 to 2d4 or 1d12 to 2d6. Some damage die like the d10 are not one to one conversions and must require compromise, I recommend rounding up rather than down.

  • Light

A light weapon is small and easy to handle, making it ideal for use when Fighting with two Weapons.The damage die moves one step below its starting size, unless it takes two weapon property slots.

  • Loading

Because of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an Action, bonus Action, or Reaction to fire it, regardless of the number of Attacks you can normally make.

  • Range

A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s Long Range. When Attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t Attack a target beyond the weapon’s Long Range.

  • Reach

This weapon adds 5 feet to your reach when you Attack with it, as well as when determining your reach for opportunity Attacks with it. The damage die moves one step below its starting size.

  • Special

You might want to create a unique with special rules governing its, such weapons require an in-depth discussion with the Game Master on balancing its mechanics, regardless this weapon property takes up two weapon property slots.

  • Thrown

If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.

  • Two-Handed

This weapon requires two hands when you Attack with it. The damage die moves one step above its starting size. This weapon property can take two weapon property slots to move the die size two steps above the starting size.

  • Versatile

This weapon can be used with one or two hands. A damage value in parentheses appears with the property, the damage die when the weapon is used with two hands to make a melee Attack is one step above its normal size. This weapon property can take two weapon property slots to move the die size two steps above the starting size. This weapon property can't be mixed with the Two-Handed or Heavy weapon properties.

Proficiency Adjustments

Artificer


  • Armor: Light armor, medium armor, all shields
  • Weapons: Simple weapons, bludgeoning and piercing martial weapons
  • Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Barbarian


  • Armor: Light armor, medium armor, kite and tower shields
  • Weapons: Simple weapons, heavy and versatile martial weapons
  • Tools: none

  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Bard


  • Armor: Light armor and buckler
  • Weapons: Light and versatile simple weapons, hand crossbows, rapiers and shortswords
  • Tools: Three musical instruments of your choice

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three

Cleric


  • Armor: Light armor, medium armor, round and kite shields
  • Weapons: Bludgeoning simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Druid


  • Armor: Light armor, medium armor, round shields (druids will not wear armor or use shields made of metal)
  • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, short spears and spears
  • Tools: Herbalism kit

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Fighter


  • Armor: All armor and shields
  • Weapons: All simple and martial weapons
  • Tools: none

  • Saving Throws: Dexterity, Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Monk


  • Armor: Knuckle guards
  • Weapons: Simple weapons, bo-staffs and shortswords.
  • Tools: Choose one type of artisan's tools or one musical instrument

  • Saving Throws: Wisdom, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Medicine, Religion, and Stealth

Paladin


  • Armor: All armor, kite and tower shields
  • Weapons: Simple weapons, bludgeoning and slashing martial weapons
  • Tools: none

  • Saving Throws: Strength, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Ranger


  • Armor: Light armor, medium armor, bucklers and round shields
  • Weapons: Simple weapons, piercing and slashing martial weapons
  • Tools: none

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Rogue


  • Armor: Light armor, buckler and knuckle guards
  • Weapons: Simple weapons, ranged and finesse martial weapons
  • Tools: Thieves' tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Sorcerer


  • Armor: None
  • Weapons: Clubs, darts, scimitars, slings, quarterstaffs, shortbows
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Warlock


  • Armor: Light armor, buckler and round shield
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Intelligence, Charisma
  • Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Wizard


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
 

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