Table Of Contents
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Foreward
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Changes at a Glance
- Barbarian
- Fighter
- Monk
- Rogue
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Barbarian
- New and Updated Features
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Fighter
- New and Updated Features
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Monk
- New and Updated Features
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Rogue
- New and Updated Features
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Martial Feats
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Impacted Classes
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Gaining Martial Feats
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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
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Added Martial Feats
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Updated Rage mechanics
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Updated Brutal Critical
Fighter
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Added Stamina resource
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Added Martial Feats
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Second Wind and Indominable moved to Martial Feats (Fighters gain these as bonus Martial Feats for free)
Monk
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Added Martial Feats
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Updated martial arts damange die
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Added Ki to level 1
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Added Meditative Trance ability at level 2
Rogue
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Added Cunning Strike at level 5
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Added Twist the Knife at level 5
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Added Improved Cunning Strike at level 11
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Added Improved Twist the Knife at level 11
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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 |
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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.
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Disarm (Cost: 1d6). The target must succeed on a Dexterity saving throw, or it drops one item of your choice that it’s holding.
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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.
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Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
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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.
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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).
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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.
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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.
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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.