Martial Techniques v1.0
"Cantrips" for Martials
Are you a Fighter struggling to come up with different ways to say, "I swing my sword"? Are you a Barbarian wondering if there's more to life than shoving and grappling? Do you miss 4e's variety of options for at-will weapon attacks that don't rely on magic? Then pick up a Martial Technique and hack and slash with renewed vigor and variety!
The following pages describe at-will weapon-based abilities available for classes that rely on weapons to learn. These classes are the Barbarian, the Fighter, the Monk, the Ranger, and the Rogue. They are inspired by and derived from 4e At-Will Powers. I went through nearly every 4e martial At-Will Power and converted only those that could fit 5e's expression.
How They Work
Like cantrips, Martial Techniques do not add your ability modifier to damage, use your entire Action instead of an attack in the Attack Action, and employ rider abilities to compensate for the loss in damage. Unlike cantrips, they do not rely on the ability to use magic.
The damage of these techniques are based on the weapon you use. If you use Crushing Surge with a club instead of a greatclub, you will deal 1d4 bludgeoning damage instead of 1d8. This damage does scale with level, but only when you gain the Extra Attack feature. Each time you gain the Extra Attack feature from the same class, you add damage dice to each technique equal to the weapon's base damage. So if you're a 5th level Fighter, then wielding a rapier will grant you 2d8, whereas wielding a greatsword will grant you 4d6.
Basing it off Extra Attack means that Fighters will gain the most benefit from these techniques. This is intentional, as other martial classes have other means of keeping up. The Paladin's 11th level Improved Divine Smite add their 1d8 radiant damage to these techniques. Rangers at 11th level focus on spreading their damage to more targets. Monks and Barbarians scale with Martial Arts + Ki and Rage respectively. And the Rogue needs no additional damage dice as it only needs Sneak Attack to keep up.
Techniques Made Available
At the end of this document is a page of tables. These tables depict which class I think should have access to which techniques, as well as when they should learn them. These are merely recommendations. Fighters have access to almost every single martial technique, while Barbarian and Paladin tie for having access to the fewest. This is due to mostly flavor reasons.
At present, my idea is to make learning martial techniques similar to how spellcasters learn cantrips. Each martial class learns a specific number of techniques at level 1, and then gains more at higher levels. Look to the last page to see which class can learn which technique when.
Martial Techniques
The following martial techniques are listed in alphabetical order.
Acrobatic Strike
As an Action, make a single weapon attack with a light, finesse, or monk weapon. You do not add your ability modifier to the damage of this attack. On a hit, you can immediately attempt to escape the grapple.
If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.
Recommended Restrictions: Fighter, Monk, Ranger, Rogue
Bolstering Strike
As an Action, make a single weapon attack. You do not add your ability modifier to the damage of this attack. On a hit, a creature adjacent to you gains an amount of temporary hit points equal to half your class level + Charisma modifier (minimum +1) until the start of your next turn.
If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.
Recommended Restrictions: Fighter, Paladin
Brash Strike
As an Action, make a single melee weapon attack. You do not add your ability modifier to the damage of this attack. On a hit, the target creature can as a reaction make a single weapon attack against you with advantage. If it does so, then an ally of your choice within 15 feet of the target creature can make a weapon attack or cast a cantrip against the target as a reaction.
If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.
Recommended Restrictions: Barbarian, Fighter, Ranger
Circling Strike
As an Action, make a single weapon attack. You do not add your ability modifier to the damage of this attack. Hit or miss, your animal companion can move up to 10 feet without triggering opportunity attacks.
If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.
Recommended Restrictions: Ranger
Crushing Surge
As an Action, make a single melee weapon attack with a bludgeoning weapon. You do not add your ability modifier to the damage of this attack. On a hit, you gain temporary hit points equal to half your class level + Constitution modifier (minimum +1) until the start of your next turn.
If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.
Recommended Restrictions: Barbarian, Fighter, Paladin
Fading Strike
As an Action, make a single weapon attack. You do not add your ability modifier to the damage of this attack. On a hit, you can move up to 10 feet without expending movement nor triggering opportunity attacks from the target creature, and you must end this movement on a space not adjacent to the target. You cannot use this ability if your movement speed has been reduced to 0.
If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.
Recommended Restrictions: Fighter, Monk, Ranger, Rogue
Footwork Lure
As an Action, make a single melee weapon attack with a light weapon or a weapon you are wielding with one hand. You do not add your ability modifier to the damage of this attack. On a hit, you can move 5 feet without triggering opportunity attacks from the target creature and you can pull the target creature into the space you just vacated. You cannot use this ability if your movement speed has been reduced to 0.
If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.
Recommended Restrictions: Fighter, Monk, Ranger, Rogue
Grappling Strike.
As an Action, make a single melee weapon attack while keeping one hand free. You do not add your ability modifier to the damage of this attack. On a hit, you can immediately attempt to grapple the same target.
If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.
Recommended Restrictions: Barbarian, Fighter, Monk, Ranger
Hunter's Teamwork
As an Action, make a single melee weapon attack. You do not add your ability modifier to the damage of this attack. If at least two or more allies are adjacent to the target, you gain advantage on this attack.
If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.
Recommended Restrictions: Ranger
Jinx Shot
As an Action, make a single ranged weapon attack. You do not add your ability modifier to the damage of this attack. On a hit, if the target misses with an attack on its next turn, it falls prone at the end of its turn.
If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.
Recommended Restrictions: Fighter, Ranger, Rogue
Master-at-Arms
As an Action, make a single weapon attack. You do not add your ability modifier to the damage of this attack. Before or after the attack, you can draw and equip or unequip and stow a shield or a weapon.
If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.
Recommended Restrictions: Fighter, Paladin, Ranger
Reaping Strike
As an Action, make a single melee weapon attack with a two-handed weapon. You do not add your ability modifier to the damage of this attack. If you miss, you deal half damage.
If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.
Recommended Restrictions: Barbarian, Fighter, Paladin, Ranger
Stalker's Strike
As an Action, make a single weapon attack. You do not add your ability modifier to the damage of this attack. Immediately before you make the attack, you can move up to 10 feet without expending any movement. You cannot use this ability if your movement speed has been reduced to 0.
If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.
Recommended Restrictions: Ranger, Rogue
Switch Strike
As an Action, make a single melee weapon attack. You do not add your ability modifier to the damage of this attack. Immediately before you make the attack, you can switch places with a willing or unconscious creature adjacent to you.
If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.
Recommended Restrictions: Fighter, Monk, Ranger, Rogue
Tide of Iron
As an Action, make a single melee weapon attack while wielding a shield. You do not add your ability modifier to the damage of this attack. On a hit, if the creature is no more than 1 size category larger than you, you immediately attempt to push the target creature 5 ft. away from you. If you do so, you can move into the space the creature vacated without triggering opportunity attacks.
If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.
Recommended Restrictions: Cleric, Fighter, Paladin,
Tumbling Strike
As an Action, make a single weapon attack. You do not add your ability modifier to the damage of this attack. On a hit, you can move through the target creature's space until the end of your turn, though you must end your movement on an unoccupied space.
If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.
Recommended Restrictions: Fighter, Monk, Ranger, Rogue
Vengeance Strike
As an Action, make a single weapon attack. You do not add your ability modifier to the damage of this attack. On a hit, you deal additional damage to the target equal to 1d6 times the number of hostile creatures adjacent to you not including the target.
If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.
Recommended Restrictions: Barbarian, Fighter, Paladin
Martial Technique Tables
On this and the next page, you will find tables detailing when, which, and how many techniques a class is given access to. These are all merely recommendations - feel free to adjust them to your needs.
Techniques Learned
Techniques | Known | |||
---|---|---|---|---|
Class | 1st level | 4th level | 10th level | 16th level |
Barbarian | 2 | 3 | 4 | 5 |
Fighter | 4 | 5 | 6 | 7 |
Monk | 2 | 3 | 4 | 5 |
Ranger | 3 | 4 | 5 | 6 |
Rogue | 2 | 3 | 4 | 5 |
Multiclassing
If you are multiclassing into any of these classes, then you instead learn 1 technique (2 if you're multiclassing into Fighter) and then an additional technique at each of the class levels above.
Recommended Classes per Technique
Technique | Class Recommendation |
---|---|
Acrobatic Strike | Fighter, Monk, Ranger, Rogue |
Bolstering Strike | Fighter, Paladin |
Brash Strike | Barbarian, Fighter, Ranger |
Circling Strike | Ranger |
Crushing Surge | Barbarian, Fighter, Paladin |
Fading Strike | Fighter, Monk, Ranger, Rogue |
Footwork Lure | Fighter, Monk, Ranger, Rogue |
Grappling Strike | Barbarian, Fighter, Monk, Ranger |
Hunter's Teamwork | Ranger |
Jinx Shot | Fighter, Ranger, Rogue |
Master-At-Arms | Fighter, Paladin, Ranger |
Reaping Strike | Barbarian, Fighter, Paladin, Ranger |
Stalker's Strike | Ranger, Rogue |
Switch Shot | Fighter, Monk, Ranger, Rogue |
Tide of Iron | Fighter, Paladin |
Tumbling Strike | Fighter, Monk, Ranger, Rogue |
Vengeance Strike | Barbarian, Fighter, Paladin, |
Recommended Techniques per Class
Class | Technique |
---|---|
Barbarian | Brash Strike, Crushing Surge, Grappling Strike, Reaping Strike, Vengeance Strike |
Fighter | Acrobatic Strike, Bolstering Strike, Brash Strike, Crushing Surge, Fading Strike, Footwork Lure, Grappling Strike, Jinx Shot, Master-At-Arms, Reaping Strike, Switch Shot, Tide of Iron, Tumbling Strike, Vengeance Strike |
Monk | Acrobatic Strike, Fading Strike, Footwork Lure, Grappling Strike, Switch Shot, Tumbling Strike |
Paladin | Bolstering Strike, Crushing Surge, Master-At-Arms, Reaping Strike, Tide of Iron, Vengeance Strike |
Ranger | Acrobatic Strike, Brash Strike, Circling Strike, Fading Strike, Footwork Lure, Grappling Strike, Hunter's Teamwork, Jinx Shot, Master-At-Arms, Reaping Strike, Stalker's Strike, Switch Shot, Tumbling Strike |
Rogue | Acrobatic Strike, Fading Strike, Footwork Lure, Jinx Shot, Stalker's Strike, Switch Shot, Tumbling Strike |
GISH Subclasses
If you want to make these techniques available to the variety of weapon-based spellcaster subclasses, then consider the following tables:
Techniques Learned
Techniques | Known | |||
---|---|---|---|---|
Subclass | Subclass level | 4th level | 10th level | 16th level |
Valor/Sword Bard | 1 | 2 | 3 | 4 |
Life/Tempest/Trickery/War Cleric | 1 | 2 | 3 | 4 |
Bladelock | 1 | 2 | 3 | 4 |
Bladesinger Wizard | 1 | 2 | 3 | 4 |
Recommended Techniques per Subclass
GISH Subclass | Technique |
---|---|
Valor Bard | Acrobatic Strike, Bolstering Strike, Footwork Lure, Master-At-Arms, Jinx Shot, Tumbling Strike |
Sword Bard | Acrobatic Strike, Brash Strike, Fading Strike, Footwork Lure, Stalker's Strike, Tumbling Strike |
Life/Trickery Cleric | Bolstering Strike, Crushing Surge, Master-At-Arms, Reaping Strike, Tide of Iron |
Tempest/War Cleric | Brash Strike, Crushing Surge, Master-At-arms, Reaping Strike, Tide of Iron |
Bladelock | Brash Strike, Fading Strike, Footwork Lure, Jinx Shot, Reaping Strike |
Bladesinger Wizard | Acrobatic Strike, Fading Strike, Footwork Lure, Grappling Strike, Stalker's Strike, Switch Shot, Tumbling Strike |
Credits
Created by /u/Leuku
Special thanks to GK and SS