Martial Class Redux

by killeravocado

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Martial Class Redux

Table Of Contents

  • Foreward

    • Changes at a Glance

      • Barbarian
      • Fighter
      • Monk
      • Rogue
  • Barbarian

    • New and Updated Features
  • Fighter

    • New and Updated Features
  • Monk

    • New and Updated Features
  • Rogue

    • New and Updated Features
  • Martial Feats

    • Impacted Classes

    • Gaining Martial Feats

  • Martial Feat Lists

    • Minor Feats
    • Major Feats

Foreward

Below, you will find updates to the 5e Barbarian, Fighter, Monk, and Rogue classes. These updates are designed to provide additional options and flexibility for these classes.

Most of the PHB rules and options remain as written, though there are a few changes to base abilities to make them fit within the new framework being presented here. The focus of this document is to highlight new options and changes to the abilities found in the PHB, for any abilities not specifically changed refer to the PHB for those rules.

As this is homebrew contect, any and all options presented herein are subject to change at the DM's discretion.

What's the point?

One common complaint about D&D 5e is that martial and caster classes have a large disparity between them, especially at high levels of play. These changes are an attempt to give the classes that do not inherantly gain magic more options, more flexibility, and more opportunities both in and out of combat situations.

Changes at a Glance

Here are a high level list of changes you can find to each of the classes below.

Barbarian

  • Added Martial Feats

  • Updated Rage mechanics

  • Updated Brutal Critical

Fighter

  • Added Stamina resource

  • Added Martial Feats

  • Second Wind and Indominable moved to Martial Feats (Fighters gain these as bonus Martial Feats for free)

Monk

  • Added Martial Feats

  • Updated martial arts damange die

  • Added Ki to level 1

  • Added Meditative Trance ability at level 2

Rogue

  • Added Cunning Strike at level 5

  • Added Twist the Knife at level 5

  • Added Improved Cunning Strike at level 11

  • Added Improved Twist the Knife at level 11

  • Added Devious Strike at level 14

Barbarian

New and Updated Features

Rage

A barbarian's rage lasts up to 10 minutes (as opposed to 1 minute in the PHB). Once started, a barbarian may continue their rage by expending a bonus action (this is in addition to the conditions of attacking or taking damage as listed in the PHB).

A barbarian recharges half of their Rage (rounded up) on a Short Rest. They recharge all of their Rage on a Long Rest.

Barbarians spend Rage to invoke their Martial Feats.

Martial Feats

Barbarians gain martial feats as they level up. Beginning at 1st level, the character gains one minor feat of their choice. When they take a new level in this class, they may choose one martial feat they know and replace it with a different feat of the same type (minor or major) that they meet the prerequisites for.

Unless specifically granted at a level, if a martial feat has prerequisites, you must meet them to learn the feat.

Barbarian
Level Proficiency Bonus Features Rages Rage Dmg Minor Feats Major Feats
1st +2 Rage, Unarmored Defense, Primal Knowledge 2 +2 1 0
2nd +2 Reckless Attack, Danger Sense 2 +2 1 0
3rd +2 Primal Path 2 +2 1 0
4th +2 Ability Score Improvement 2 +2 1 0
5th +3 Extra Attack, Fast Movement 3 +2 2 0
6th +3 Path Feature 3 +2 2 0
7th +3 Feral Instinct 3 +2 2 0
8th +3 Ability Score Improvement 3 +2 2 0
9th +4 Brutal Critical (1d12), Execute 4 +3 3 1
10th +4 Path Feature 4 +3 3 1
11th +4 Relentless Rage, Flexible Rage 4 +3 3 1
12th +4 Ability Score Improvement 4 +3 3 1
13th +5 Brutal Critical (2d12) 5 +3 4 1
14th +5 Path Feature 5 +3 4 1
15th +5 Persistant Rage 5 +3 4 1
16th +5 Ability Score Improvement 5 +4 4 1
17th +6 Brutal Critical (3d12), Versatile Rage 6 +4 5 2
18th +6 Indomitable Might 6 +4 5 2
19th +6 Ability Score Improvement 6 +4 5 2
20th +6 Primal Champion 6 +4 5 2

Primal Knowledge

You gain the Primal Knowledge minor marshal feat, even if you do not meet the prerequisite for it. This does not count against your number of feats known.

Brutal Critical

Instead of using the weapon's damage die, the bonus dice from the brutal critical feature are now always d12's.

Execute

You gain the Execute major marshal feat. This does not count against your number of feats known.

Flexible Rage

Starting at level 11, when a barbarian enters a Rage they may also choose any one minor stance or talent they know to invoke along with the Rage. This does not spend an additional Rage, but they are still limited to only having a single stance in effect at a time.

Versatile Rage

Starting at level 17, while raging a barbarian may have up to 2 stances active at the same time. Once the rage ends, the player must choose one of the stances to end as well.

Fighter

Fighter
Level Proficiency Bonus Features Stamina Minor Feats Major Feats
1st +2 Fighting Style, Second Wind 2 1 0
2nd +2 Action Surge 2 1 0
3rd +2 Martial Archetype 2 1 0
4th +2 Ability Score Improvement 2 1 0
5th +3 Extra Attack 3 2 0
6th +3 Ability Score Improvement 3 2 0
7th +3 Martial Archetype Feature 3 2 0
8th +3 Ability Score Improvement 3 2 0
9th +4 Indomitable 4 3 1
10th +4 Martial Archetype Feature 4 3 1
11th +4 Extra Attack (2) 4 3 1
12th +4 Ability Score Improvement 4 3 1
13th +5 Quick Respite 5 4 1
14th +5 Ability Score Improvement 5 4 1
15th +5 Martial Archetype Feature 5 4 1
16th +5 Ability Score Improvement 5 4 1
17th +6 Action Surge (2) 6 5 2
18th +6 Martial Archetype Feature 6 5 2
19th +6 Ability Score Improvement 6 5 2
20th +6 Extra Attack (3) 6 5 2

New and Updated Features

Stamina

Fighters spend stamina to invoke their Martial Feats

A fighter recharges one stamina on a Short Rest. They recharge all of their stamina on a Long Rest.

Martial Feats

Fighters gain martial feats as they level up. Beginning at 1st level, the character gains one minor feat of their choice. When they take a new level in this class, they may choose one martial feat they know and replace it with a different feat of the same type (minor or major) that they meet the prerequisites for.

Unless specifically granted at a level, if a martial feat has prerequisites, you must meet them to learn the feat.

Second Wind

You gain the Second Wind minor marshal feat, even if you do not meet the prerequisite for it. This does not count against your number of feats known.

Indomitable

You gain the Indomitable major marshal feat, even if you do not meet the prerequisite for it. This does not count against your number of feats known.

Quick Respite

Starting at 13th level, when you take a short rest you regain 2 Stamina instead of 1.

Monk

Monk
Level Proficiency Bonus Features Unarmored Move Martial Arts Ki Points Minor Feats Major Feats
1st +2 Unarmored Defense, Martial Arts, Parry, Ki - d6 1 1 0
2nd +2 Unarmored Movement, Meditative Trance +10' d6 2 1 0
3rd +2 Monastic Tradition, Deflect Missiles +10' d6 3 1 0
4th +2 Ability Score Improvement, Slow Fall +10' d6 4 1 0
5th +3 Extra Attack, Stunning Strike +10' d8 5 2 0
6th +3 Ki-Empowered Strikes, Monastic Tradition Feature +15' d8 6 2 0
7th +3 Evasion, Stillness of Mind +15' d8 7 2 0
8th +3 Ability Score Improvement +15' d8 8 2 0
9th +4 Unarmored Movement Improvement, Powerful Legs +15' d8 9 3 1
10th +4 Purity of Body +20' d8 10 3 1
11th +4 Monastic Tradition Feature +20' d10 11 3 1
12th +4 Ability Score Improvement +20' d10 12 3 1
13th +5 Tongue of the Sun and Moon +20' d10 13 4 1
14th +5 Diamond Soul +25' d10 14 4 1
15th +5 Timeless Body +25' d10 15 4 1
16th +5 Ability Score Improvement +25' d10 16 4 1
17th +6 Monastic Tradition Feature +25' d12 17 5 2
18th +6 Empty Body +30' d12 18 5 2
19th +6 Ability Score Improvement +30' d12 19 5 2
20th +6 Perfect Self +30' d12 20 5 2

New and Updated Features

Ki Points

Monks spend ki points to invoke their Martial Feats

Martial Feats

Monks gain martial feats as they level up. Beginning at 1st level, the character gains one minor feat of their choice. When they take a new level in this class, they may choose one martial feat they know and replace it with a different feat of the same type (minor or major) that they meet the prerequisites for.

Unless specifically granted at a level, if a martial feat has prerequisites, you must meet them to learn the feat.

Parry

You gain the Parry minor marshal feat, even if you do not meet the prerequisite for it. This does not count against your number of feats known.

Meditative Trance

If you spend at least 1 minute resting, you can refresh your pool of Ki points. Once you use this feature, you can’t use it again until you finish a Long rest.

Powerful Legs

You gain the Powerful Legs major marshal feat, even if you do not meet the prerequisite for it. This does not count against your number of feats known.

Rogue

Rogue
Level Proficiency Bonus Features Sneak Attack
1st +2 Expertise, Sneak Attack, Theives' Cant 1d6
2nd +2 Cunning Action 1d6
3rd +2 Rogueish Archetype 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge, Cunning Strike, Twist the Knife 3d6
6th +3 Expertise 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Rogueish Archetype Feature 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Reliable Talent, Improved Cunning Strike, Improved Twist the Knife 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Rogueish Archetype Feature 7d6
14th +5 Blindsense, Devious Strikes 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Rogueish Archetype Feature 9d6
18th +6 Elusive 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Stroke of Luck 10d6

New and Updated Features

Cunning Strike

You have developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forego to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Dexterity modifier.

  • Disarm (Cost: 1d6). The target must succeed on a Dexterity saving throw, or it drops one item of your choice that it’s holding.

  • Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target can repeat the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person. Specific poisons may give other effects, as determined by your DM.

  • Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

  • Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity attacks.

Twist the Knife

Once per short rest, you may increase your sneak attack damage dice to be d8's.

Improved Cunning Strike

You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

Improved Twist the Knife

You may use your Twist the Knife feature up to twice per short rest.

Devious Strikes

You have practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.

  • Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or it has the Dazed condition until the end of its next turn (a Dazed creature may either move or take an action on their turn, but not both, and may not use Bonus Actions nor Reactions).

  • Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

  • Obscure (Cost: 3d6). You strike near the target’s eyes. The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.

  • Paralyze (Cost: 4d6). Striking at a nerve cluster, the target must succeed on a Constitution saving throw or become Paralyzed for 1 minute. At the end of each of its turns, the Paralyzed target can repeat the save, ending the effect on itself on a success.

Martial Feats

Fiction is littered with examples of larger than life martial characters who can perform actions beyond those of moral men - Hercules, Beowulf, Legolas - none of these characters use magic, yet they all display extraordinary talents. Martial Feats is an addition to the 5e ruleset designed to provide additional choices and flexibility to the martials in your campaign.

Impacted Classes

Martial feats are applied to the following classes: Barbarian, Fighter, Monk. The abilities are designed to work with the current framework of these classes, adding new choices and abilities that flesh these archetypes out and scale with the leveling tiers of the game.

Feat Types

Talents - represent areas of natural aptitude or skill. A character may have any number of talents active at the same time.

Stances - fighting methods that, once activated, remain active for a period of time. A character may only have one stance active at a time, activating a stance ends any other stance already in effect.

Stunts - powerful abilities that have an immediate effect.

Gaining Martial Feats

Use the following table to determine when a martial character gains a new martial feat. Each class also gains certain martial feats as they level (see the section on each specific class' changes for these additions).

Gaining Martial Feats
Total Martial Levels Minor Feats Major Feats
1 1 0
5 2 0
9 3 1
13 4 1
17 5 2

A character must meet both the level requirements above and any prerequisites listed in the martial feat section later in this document in order to choose a specific feat (unless the feat is granted by levels in a specific class as shown in the class sections). Each class uses a different resource to fuel these Martial Feats, see the individual class changes section for more information.

Multiclassing

Add all of a character's levels in Barbarian, Fighter, and Monk classes together in the case of multiclassed characters to determine how many martial feats they have available, and what effects those feats have.

Example: a character with seven levels of fighter and four levels of barbarian would have a combined total of 11 martial levels. They would be able to choose 3 minor feats and 1 major feat, all of the feats would have the effects based on a level 11+ character, and they would have 3 Stamina (from being a 7th level fighter) and 2 Rage (from being a 4th level barbarian) available to power their martial feats.

Martial Feat Lists

Minor Feats

Athletic Prowess

Prerequisites: Str 13 Activation: Action Type Talent

As long as the feat is active your jumping distance and height are doubled, and you gain both Climb and Swim speeds equal to your base movement speed.

Level 1 - 1 minute

Level 5 - 10 minutes

Level 11 - 1 hour

Level 17 - Until rest

Aggressive Shout

Prerequisites: Str 13 Activation: Bonus Action Type Stunt

You and all allies within 30' gain a bonus to hit on all attacks until the beginning of your next turn.

Level 1 - +1d4

Level 5 - +1d6

Level 11 - +1d8

Level 17 - +1d10

Block

Prerequisites: Str 13, Shield Activation: Reaction Type Stance

On the round that you activate this feat, and on subsequite rounds by spending a reaction, subtract the listed amount from any damage you suffer until the start of your next turn. Apply the effect of this feat before accounting for resistance or vulnerability. This effect lasts for up to 10 minutes.

Level 1 - d4 + Str mod

Level 5 - d6 + Str mod

Level 11 - d8 + Str mod and gain +1 AC while active

Level 17 - d10 + Str mod and gain +2 AC while active

Bolstering Shout

Prerequisites: Con 13 Activation: Bonus Action Type Stunt

You, and any allies within 30' of you, gain temporary hit points. These hit points last until your next rest.

Level 1 - 1d4 + Proficiency bonus

Level 5 - 1d6 + Proficiency bonus

Level 11 - 1d8 + Con modifier + Proficiency bonus

Level 17 - 1d10 + Con modifier + Proficiency bonus

Bulging Biceps

Prerequisites: Str 13 Activation: Action Type Talent

As long as the feat is active you have advantage on all Strength based ability checks and all Strength saves.

Level 1 - 1 minute

Level 5 - 10 minutes

Level 11 - 1 hour

Level 17 - Until rest

Cleave

Prerequisites: Str 13 Activation: Reaction Type Stance

On the round that you activate this feat, and on subsequent rounds by spending a reaction, you may make an additional melee attack against a creature within melee range when you hit a different creature with a melee attack.

Level 1 - 1 minute

Level 5 - 10 minutes

Level 11 - 1 hour

Level 17 - Until rest

Distracting Shout

Prerequisites: Con 13 Activation: Bonus Action Type Stunt

All enemies within 30' must make a Wis save DC = 8 + your proficiency bonus + Con modifier. Enemies who fail this save suffer from the listed condition(s) until the end of your next turn.

Level 1 - subtract 1d4 from all attacks

Level 5 - subtract 1d6 from all attacks

Level 11 - subtract 1d6 from all attacks and saving throws

Level 17 - subtract 1d6 from all attacks and saving throws and become dazed until the end of their turn

Entertainer

Prerequisites: Cha or Int 13 Activation: Action Type Talent

For the next hour, add the die listed to any Deception, Performance, or Persuation checks you make.

Level 1 - 1d4

Level 5 - 1d6

Level 11 - 1d8

Level 17 - 1d10

Flanking Shout

Prerequisites: Dex 13 Activation: Bonus Action Type Stunt

You and all allies within 30' may make an immediate move, up to the distance shown below.

Level 1 - 15'

Level 5 - 15', ignore difficult terrain

Level 11 - 30', ignore difficult terrain

Level 17 - 30', ignore difficult terrain and attacks of opportunity

Focused Attacks

Prerequisites: Dex 13 Activation: Bonus Action Type Stance

As long as the feat is active increase your critical hit range by 1 (eg: from 20 to 19). This ability stacks with other effects that increase your critical hit range.

Level 1 - 1 minute

Level 5 - 10 minutes

Level 11 - 1 hour

Level 17 - Until rest

Learned

Prerequisites: Int 13 Activation: Action Type Talent

For the next hour, add the die listed to any History, Medicine, or Religion checks you make.

Level 1 - 1d4

Level 5 - 1d6

Level 11 - 1d8

Level 17 - 1d10

Mercenary

Prerequisites: Dex, Str, or Cha 13 Activation: Action Type Talent

For the next hour, add the die listed to any Acrobatics, Athletics, or Intimidation checks you make.

Level 1 - 1d4

Level 5 - 1d6

Level 11 - 1d8

Level 17 - 1d10

Mighty Blows

Prerequisites: Str 13 Activation: Bonus Action Type Stance

For the next 10 minutes add the damage die listed below to every Strength based melee attack you make. This damage is of the same type as the base attack.

Level 1 - 1d4

Level 5 - 1d6

Level 11 - 1d8

Level 17 - 1d10

Parry

Prerequisites: Dex 13 Activation: Reaction Type Stance

On the round that you activate this feat, and on subsequent rounds by spending a reaction, you may designate one enemy that you can see. Until the beginning of your next turn, add the listed die roll to your AC every time you are attacked by that enemy. This effect lasts for up to 10 minutes.

Level 1 - d4

Level 5 - d6

Level 11 - d8

Level 17 - d10

Precise Attacks

Prerequisites: Dex 13 Activation: Bonus Action Type Stance

As long as the feat is active you add +1d4 to the to-hit roll of any attacks you make.

Level 1 - 1 minute

Level 5 - 10 minutes

Level 11 - 1 hour

Level 17 - Until rest

Primal Knowledge

Prerequisites: Str 13 Activation: Action Type Talent

As long as this feat is active, whenever you make an ability check using any of the following skills, you may make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, Survival.

Level 1 - 1 minute

Level 5 - 10 minutes

Level 11 - 1 hour

Level 17 - Until rest

Quick Steps

Prerequisites: Dex 13 Activation: Bonus Action Type Stance

On the round you activate it, and on subsequent turns by spending a bonus action, you may gain the effects of dashing.

Level 1 - 1 minute

Level 5 - 10 minutes

Level 11 - 1 hour

Level 17 - Until rest

Scoundrel

Prerequisites: Dex or Cha 13 Activation: Action Type Talent

For the next hour, add the die listed to any Deception, Sleight of Hand, or Stealth checks you make.

Level 1 - 1d4

Level 5 - 1d6

Level 11 - 1d8

Level 17 - 1d10

Scout

Prerequisites: Int or Wis 13 Activation: Action Type Talent

For the next hour, add the die listed to any Insight, Investigation, or Perception checks you make.

Level 1 - 1d4

Level 5 - 1d6

Level 11 - 1d8

Level 17 - 1d10

Second Wind

Prerequisites: Con 13 Activation: Bonus Action Type Stunt

You heal a number of hit points listed below. Once you've used this feat, you must take a short or long rest before you can use it again.

Level 1 - 1d10 + martial level

Level 5 - 2d10 + martial level

Level 11 - 3d10 + martial level

Level 17 - 4d10 + martial level

Shattering Blows

Prerequisites: Str 13 Activation: Action Type Stance

For the duration you gain the "seige attacker" trait allowing you to do double damage to items and structures.

Level 1 - 1 minute

Level 5 - 10 minutes

Level 11 - 1 hour

Level 17 - Until rest

Shield Slam

Prerequisites: Str 13, Shield Activation: Bonus Action Type Stunt

Make a melee attack using your Str mod + Prof bonus to determine if you hit. On a hit, the opponent takes the listed damage and must make a Str save (DC = 8 + proficiency bonus + Str mod). On a failed save the listed effect also occurs, on a successful save no additional effect occurs.

Level 1 - 1d6 + Str mod damage and shove the opponent 5' if they are Large or smaller

Level 5 - 1d8 + Str mod damage and shove the opponent 10' if they are Large or smaller

Level 11 - 1d10 + Str mod damage, shove the opponent 15' if they are Large or smaller, and Dazed until the end of their next turn

Level 17 - 1d12 + Str mod damage, shove the opponent 20' if they are Large or smaller, and Stunned until the end of their next turn

Terrifying Shout

Prerequisites: Con 13 Activation: Bonus Action Type Stunt

All enemies within 30' must make a Wis save DC = 8 + your proficiency bonus + Con modifier. Enemies who fail this save suffer from the listed condition until the end of your next turn. Opponents who are immune to fear are also immune to this stunt.

Level 1 - subtract 1d4 from all attacks

Level 5 - disadvantage on all attacks

Level 11 - frightened

Level 17 - restrained

Twin Shot

Prerequisites: Dex 13 Activation: Reaction Type Stance

On the round that you activate this feat, and on subsequent rounds by spending a reaction, you may make an additional ranged attack against a creature within range when you hit a different creature with a ranged attack.

Level 1 - 1 minute

Level 5 - 10 minutes

Level 11 - 1 hour

Level 17 - Until rest

Woodsman

Prerequisites: Int or Wis 13 Activation: Action Type Talent

For the next hour, add the die listed to any Animal Handling, Nature, or Survival checks you make.

Level 1 - 1d4

Level 5 - 1d6

Level 11 - 1d8

Level 17 - 1d10

Major Feats

Execute

Activation: Reaction Type Stunt

Activate this feat when you hit with a melee attack. This attack is a critical hit.

Level 9 - You may use this ability once per long rest

Level 17 - You may use this ability once per short rest

Flurry

Activation: Bonus Action Type Stance

On the round you activate this feat, and for the next minute by spending a bonus action on your turn, you may make an additional attack.

Level 9 - You may use this ability once per long rest

Level 17 - You may use this ability once per short rest

Ground Slam

Activation: Action Type Stunt

All creatures in a 60' cone in contact with the ground must make a Str save DC = 8 + your proficiency bonus + Str modifier. Creatures that fail take 5d10 bludgeoning damage and are knocked prone. Creatures that save still take half that damage and are not knocked prone.

Level 9 - you may use this ability once per long rest

Level 17 - you may use this ability once per short rest

Indomitable

Activation: Reaction Type Stunt

Activate this feat when you fail a saving throw. You may reroll the save using the bonus listed below.

Level 9 - Reroll the save, but substitute your Con save regardless of the original saving throw type

Level 17 - Reroll the save with a bonus equal to your total martial levels

Juggernaught

Activation: Reaction Type Stunt

Until the end of your next turn, gain the benefits listed below.

Level 9 - Resistance to all damage

Level 17 - Resistance to all damage and advantage on all saving throws

Powerful Legs

Activation: Bonus Action Type Stance

On the round you activate this, and for the duration by spending a bonus action on your turn, gain a flying speed equal to your normal walking speed until the end of your turn.

Level 9 - 1 hour

Level 17 - until rest

Regent

Activation: Special Type Talent

You have the support of an NPC group or organization (work with your DM to determine the specifics). Activate this feat to call in favors with this group to procure a specific item, information, or the casting of a particularly powerful spell. Based on the group and type of request, this might take a period of time and might require some actions, payment, or material components to help the group with the request. Mundane requests can be handled relatively quickly, but more esoteric or difficult ones may take more time. Use the guidelines below as a general determination of the scope of things possible through use of this feat.

This feat has no practical use in combat, as it requires you to interact with the NPC group and then wait for the desired results. Some examples of uses for this ability are:

  • Guard an area, object, or person
  • Provide specialized, hard to acquire equipment
  • Provide information
  • Research an obscure object, organization, location, etc.
  • Remove a curse
  • Bring a dead creature back to life
  • Cure a disease
  • Gain an audience with a powerful political figure
  • Curry favor with a powerful individual
  • Enchant a weapon, armor, or location
  • Provide transportation (mundane, teleportation, or even planar travel)

Level 9 - the group has moderate influence, or a high degree of influence limited to a specific area. Simple requests can be made, but more complex or difficult tasks may require more input from the character (time, material, etc... )

Level 17 - the group has extensive influence across a broad area, and with enough time or resources can accomplish just about any task given to them

What's up with that?

The intention of this ability is to give a martial character some degree of narrative control. The actual effects of this feat will vary wildly between DM's, so be sure to discuss what you want out of this ability before taking it.

Storm of Arrows

Prerequisite Ranged weapon Activation: Action Type Stunt

All creatures in a 60' cone must make a Dex save DC = 8 + your proficiency bonus + Dex modifier. Creatures that fail suffer 5d10 piercing damage, and their movement is halved until the beginning of your next turn. Creatures that save still take half damage and are not slowed.

Level 9 - you may use this ability once per long rest

Level 17 - you may use this ability once per short rest

War Shout

Activation: Bonus Action Type Stunt

You and all allies within 30' may immediately take the listed action.

Level 9 - make one melee, ranged, or cantrip attack

Level 17 - make one melee, ranged, or cantrip attack. These attacks gain advantage.

Zephyr's Strike

Activation: Action Type Stunt

Choose up to 5 creatures who are all within 30' of you. Make a melee attack against each of these creatures, adding 2d10 damage to any creature you hit. This additional damage is of the same type as your normal melee attack. At the end of this action, choose one of those creatures and place yourself 5' from them.

Level 9 - you may use this ability once per long rest

Level 17 - you may use this ability once per short rest

Martial Feat Table

Minor Feats

Feat Prereq Activation Type
Athletic Prowess Str 13 Action Talent
Agressive Shout Str 13 Bonus Action Stunt
Block Str 13, Shield Reaction Stance
Bolstering Shout Con 13 Bonus Action Stunt
Bulging Biceps Str 13 Action Talent
Cleave Str 13 Reaction Stance
Distracting Shout Con 13 Bonus Action Stunt
Entertainer Cha or Int 13 Action Talent
Flanking Shout Dex 13 Bonus Action Stunt
Focused Attacks Dex 13 Bonus Action Stance
Learned Int 13 Action Talent
Mercenary Dex, Str, or Cha 13 Action Talent
Mighty Blows Str 13 Bonus Action Stance
Parry Dex 13 Reaction Stance
Precise Attacks Dex 13 Bonus Action Stance
Primal Knowledge Str 13 Action Talent
Quick Steps Dex 13 Bonus Action Stance
Scoundrel Dex or Cha 13 Action Talent
Scout Int or Wis 13 Action Talent
Second Wind Con 13 Bonus Action Stunt
Shattering Blows Str 13 Action Stance
Shield Slam Str 13, Shield Bonus Action Stunt
Terrifying Shout Con 13 Bonus Action Stunt
Twin Shot Dex 13 Reaction Stance
Woodsman Int or Wis 13 Action Talent

Major Feats

Feat Activation Type
Execute Reaction Stunt
Flurry Bonus Action Stance
Ground Slam Action Stunt
Indomitable Reaction Stunt
Juggernaught Reaction Stunt
Powerful Legs Bonus Action Stance
Regent Special Talent
Storm of Arrows Action Stunt
War Shout Bonus Action Stunt
Zephyr's Strike Action Stunt

Practice

Safe

Homebrewing

I do not own any of the artwork displayed in this document. If you wish to have your art removed from this publication, please reach out to killeravocado@gmail.com.

  • Cover Art: Kekai Kotaki (WotC Ghosts of Dragonspear Castle)
  • P2: WotC
  • P3: Fantasy landscape by David Edwards
  • P4: Fantasy Women Warrior by IL TEAK OH
  • P5: ADVENTURE AWAITS by Bill Christian (c WotC)
  • P6: Fantasy Knight by joeslucher
  • P7: Monk by hu zheng
  • P9: Thief (c Square Enix)
  • P10: Fantasy Art: Warriors by Miao Zhang
  • P13 (right): Fantasy Knight by Jin Liujiang
  • P13 (left): Warrior Knight Man by fbartondavis
  • P15: Untitled by JY Choo

Additionally, the onednd UA class rules were a large source of inspiration. In particular - the Barbarian Rage changes; the Rogue Cunning and Devious Strikes; and the Indomitable and Primal Knowledge feats were taken from the onednd playtest material.

Martial Class Redux is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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