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## Martial Prowess ### Creating a comparable system to Spellcasting While there are rules in game for characters that have Spellcasting features from multiple classes, there is no corresponding feature for characters who have multiple classes that focus on engaging their foes with weapons. Additionally, martial classes suffer from a drought of turn to turn options often being relegated to just picking a target and hitting it. This revision focuses on taking on both of these issues: #### New Class feature: Martial Prowess The following classes now have a **Martial Prowess** class feature at 1st level: Paladin, Fighter, Ranger, Monk, and Barbarian. This feature also ***replaces*** the Extra Attack feature that these classes have. While not all of these features are identical, they all share a name and offer advancement in the **Martial Prowess table** below. The text common to **Martial Prowess** features is as follows: Practice, training and ingenuity have made you particularly skilled at the use of weapons and physical combat. **Maneuvers** You learn a number of maneuvers from the Battlemaster list of Maneuvers equal to 1 + your Intelligence modifier (Minimum of 1) and will learn more maneuvers as you gain levels in this class. You can only use 1 Maneuver per attack. **Superiority Die:** You have a number of Superiority die equal to your Proficiency Bonus. You regain expended Superiority Dice after finishing a **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)
**Prowess Level** You progress on the following table based on your chosen class. Fighters progress on this table at a rate equal to their level. Barbarians, Monks, Paladins, and Rangers progress at only half their total class level (rounded down). Artificers also progress on this table at half their total class level, but only if they have chosen a specialty which grants the Extra Attack feature (like the Armorer or Battle Smith). \columnbreak
##### Martial Prowess | Level | Additional Maneuvers | Masteries | Superiority Die | |:---:|:---:|:---|:---:| | 1st | — | ─ | d6(d8) | | 2nd | ─ | — | d6(d8) | | 3rd | ─ | — | d6(d8)| | 4th | +1 | — | d6(d8) | | 5th | +1 | Practiced Efficiency | d6(d8) | | 6th | +1 | ─ | d6(d8)| | 7th | +2 | — | d8(d10) | | 8th | +2 | ─ | d8(d10) | | 9th | +3 | Expert Maneuver | d8(d10)| | 10th | +3 | — |d8(d10) | | 11th | +3 | — |d8(d10) | | 12th | +3 | ─ |d8(d10)| | 13th | +4 | Dual Weapon Flurry |d10(d12) | | 14th | +4 | ─ |d10(d12) | | 15th | +5 | Relentless |d10(d12)| | 16th | +5 | — |d10(d12) | | 17th | +6 | — |d10(d12) | | 18th | +6 | ─ |d10(d12)| | 19th | +7 | ─ |d10(d12)| | 20th | +7 | ─ | d10(d12)|
Gaining Martial Prowess also grants additional features called Masteries. Masteries are detailed below: #### Extra Attack Extra attack had been removed, in favor of the Core Attack Progression listed at the end of this document. #### Practiced Efficiency You regain the use of all expended Superiority Dice after finishing a Long or Short Rest. #### Expert Maneuver Once, you may use 2 maneuvers on an attack instead of 1. You regain the use of this feature after finishing a Short or Long Rest. \pagebreak #### Dual Weapon Flurry When you engage in two weapon fighting to make an attack with your bonus action, you may make one additional attack as part of that action. #### Relentless When you roll initiative and have no superiority dice remaining, you regain 1 superiority die. #### Determining the size of your Superiority Die The size of your Superiority dice is determined by your class and level. Classes other than Fighters or Monks, use a d6 as their dice size, and it will increase at select levels as seen in the Martial Prowess Table. Fighters use a d8 as their default Superiority Dice size and their dice size is listed in Parenthesis on the Martial Prowess Table. Monks, unlike other classes, do not use Superiority Dice size. Instead, monks use their Martial Arts dice to determine their Superiority Dice size. #### Bonus Maneuvers The Bonus Maneuvers Column lists when you learn additional maneuvers beyond the Initial Maneuvers you know at 1st level. The number listed is the total number of additional Maneuvers known. #### Multiclassing ##### Progress on the Martial Prowess Table If you have levels in multiple classes with Martial Prowess, add the levels the same as you would if they progressed individually. For example, Boblin the Barbarian is a 3rd level Barbarian, 2nd level Fighter. His Martial Prowess level is 3, because of his 2 levels in Fighter and half his levels in Barbarian (rounded down) is 1. ##### Superiority Die If you have levels in multiple classes or multiple features that determine your Superiority Dice size, always use the lowest size. \columnbreak > GM Notes: You may want to create even more diversity for each class with this system. If you like, create a list of maneuvers available to the classes to choose from. Fighters should have the largest selection (likely, unrestricted), with monks as a close second. Barbarians and Paladins should have the most restrictive selections. \pagebreak ## Class Maneuver Specialty Each class that has a **Martial Prowess** feature interacts with it in a different way. Listed below is how each Class has unique interactions with their Martial Prowess feature. ## Fighter The Fighter mostly has changes to how their subclasses interact with Superiority Dice. Because Fighter subclasses are designed with the idea that they carry the primary resource for the class, the subclasses needed to undergo some changes as the Fighter now has Superiority Dice as it's Primary resource. ## Arcane Archer The Arcane Archer is undergoing a bit of a change here. * **Arcane Shot:** Arcane Shot options are now treated as unique maneuvers available to the Arcane Archer. They are fueled using Superiority Dice and deal bonus damage equal to the rolled Superiority Dice. **There is no longer a restriction on the number of Arcane shots you can perform per turn, however the Banishing Arrow Shot option now indicates that it cannot be used if you have used another Maneuver this turn, and once you use it you cannot use another Maneuver for the remainder of the turn.** * **Curving Shot:** This is added as an Arcane Shot option. To activate the feature, you expend the use of a Superiority Dice without rolling it. Additionally, starting at 7th level you can choose to spend up to 2 Superiority dice to fuel a single Arcane Shot you use, adding both dice to the bonus damage roll of the attack. * **Ever-Ready Shot:** Feature is changed to the following: You regain 1 expended Superiority Dice when you roll initiative. This is in addition to any Superiority Dice regained from the Relentless feature. * **18th level Feature:** As additional maneuvers is already baked into **Martial Prowess** a new feature is added: **Empowered Arcane Shots:** Whenever you use an Arcane Shot option, roll twice the number of Superiority Dice actually expended to fuel the shot and add those to the damage roll of the attack appropriately. ## Cavalier * **Unwavering Mark:** The extra attacks granted by this feature are now fueled by expending the use of a superiority dice and is no longer limited to uses based on your Strength Modifier. ## Echo Knight * **Unleash Incarnation:** You cannot apply Maneuvers to the extra attack made with this feature. \columnbreak ## Psi Warrior * **Psionic Power:** Your Psionic Energy Die replace your Superiority Die. Your Psionic Energy Die improve according to the **Martial Prowess** table like Superiority Die and can be used to fuel maneuvers, but you replace the Practiced Efficiency feature with an additional Feat option of your choice when you would gain it from the **Martial Prowess** table. ## Purple Dragon Knight * This Subclass no longer requires knighthood. While knighthood is a title and position often in government, anyone can choose to take up arms against evil and defend the helpless. * **Rallying Cry:** When an ally regains hit points using this feature, you can choose to expend a Superiority Die to increase the number of hit points gained by the amount rolled (no action). ## Rune Knight * Empowering one of your Runes now expends the use of a Superiority Dice. ## Samurai * **Fighting Spirit:** This feature is now activated by expending the use of a Superiority Dice, but can still only be used 3 times per long rest. ## Battlemaster * The Battlemaster has been removed, as it's primary functionality is now part of the Fighter class. \pagebreak ## Artificer Artificers have a mercurial mind and often know best exactly how and where to place their attacks to greatest effect. The following is added to their **Martial Prowess** feature: **Your practical experience with invention in combat has tempered your mind and ability to make the best out of a situation. Starting at 5th level, you may use your Spellcasting save DC for your Maneuvers instead of your normal Maneuver Save DC.** ## Barbarian Barbarians are imposing by nature. When they enter their infamous rage, they become even more terrifying. Sufficiently practiced Barbarians can have this effect bleed over into their capabilities in combat. The following is added to their **Martial Prowess** Feature: **Your combat maneuvers are particularly difficult to resist. Once you reach 7th level in this class you may add your Rage Bonus to the DC of Maneuvers you use while you are raging.** ## Monk Monks are prolific users of the Martial Arts. Even when their normal reserves are depleted, they can dig deeper to keep going when others lose steam. The Following is added to their **Martial Prowess** feature: **You can perform Maneuvers long after others have exhausted their reserves. Starting at 6th level in this class, you can fuel your Maneuvers by expending 1 Ki point instead of a Superiority Dice.** ## Paladin Unlike other classes that have Maneuvers, the Paladin instead has some changes to their Divine Smite feature to adjust for their unique application of Superiority Dice. The Divine Smite feature now reads as follows: **At 2nd level you learn a special Combat Maneuver referred to as a Divine Smite. When you hit a creature with a Melee Weapon attack you may expend 2 or more Superiority dice to cause the attack to deal additional Radiant damage equal to the total amount rolled.** **Alternatively, you may expend a spellslot to perform your Divine Smite. When you do so, treat it as though you had expended a number of superiority dice equal to the level of the spellslot expended + 1. The additional damage dealt with this feature cannot exceed 5 rolls of your Superiority Dice.** **When you use your Divine Smite maneuver against certain creatures, it deals even more damage equal to 1 roll of your Superiority Dice, ignoring the previous damage restriction Choose a type of creature other than Humanoid or Beast for this effect to apply to when you gain this feature.** \columnbreak ## Ranger Rangers are widely traveled and have a diverse set of skills. The following is added to their Martial Prowess Feature: **Your keen eye and honed instincts have helped you learn and better adapt your combat abilities. Starting at 5th level you may use your Wisdom modifier instead of your Intelligence modifier to determine the number of Maneuvers you know.** **Additionally, you may learn Arcane Shots from the Arcane Archer's Shot options as maneuvers, and may expend a Spellslot to fuel these Shots instead of Superiority Dice. When you do, the additional damage dealt by the shot is equal to a number of rolls of your Superiority dice for each level of the spellslot expended.** \pagebreak # Core Attack Progression Rather than trying to fix the Extra Attack action I've opted for making extra attacks a fundamental part of how attacks are made in the game. No more is Extra Attack a special feature of Martial classes, but rather Martial classes naturally make more attacks because of how they interact with the game. ## Change to the Attack Action Make the following changes to the 'Attack' Action on page 192 of the PHB: **The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.** **With this action, you make one melee or ranged attack. See the "Making an Attack" section for the rules that govern attacks.** **Characters of 5th level or higher can make more than 1 attack when they take the Attack action on their turn. You determine the number of *additional* attacks you can make after the first as follows:**
Additional attacks **=**
Proficiency Bonus / Extra Attack Modifier (Rounded up)
**Extra Attack Modifier(EAM)**: Each class now also has an associated **Extra attack modifier**. This determines the number of attacks they can make with the attack action. The following table lists the Extra attack Modifier for each class.
##### Extra Attack Modifier | Class | Extra Attack Modifier | |:---:|:---:| | Artificer | 3| | Barbarian | 3* | | Bard | 5| | Cleric | 5 | | Druid | 5| | Fighter|3* | | Monk |3*| | Paladin|3 | | Ranger|3 | | Rogue|4 | | Sorcerer|5 | | Warlock|5 | | Wizard|5 |
\columnbreak ## Changes to Subclasses Subclasses that previously granted the Extra Attack feature (and the Thirsting Blade Warlock Invocation) now grant the 'Combat Training' Feature, which reads as follows: **Your ______ Extra attack Modifier is reduced to 3.** The ____ is replaced with the name of the class related to the subclass that grants the feature. The Bladesinger 'Combat Training' Feature includes the ability to replace an attack with a cantrip as a separate feature titled 'Spellblade Combat'. ## Multiclassing To determine your Extra Attack Modifier when you have levels in more than one class, you take the average of all your Extra Attack Modifiers, and round up. If you chose a subclass that changes your Class's extra attack Modifier, you change the Class modifier first, then determine your final Extra Attack Modifier. The following may help you determine that:
**Extra Attack Modifier** =
The sum of all Extra Attack Modifiers of all classes you have a level in / The number of classes you have levels in (Rounded up)
### Special notes *The Fighter, Barbarian and Monk have new features; "Advanced Combat Training" for the Fighter and Barbarian and "Superior Martial Arts" for the Monk. The Fighter and Monk get their features at 11th level, whereas the Barbarian gains his Advanced Combat Training at 13th. These features reduce their Extra Attack Modifier to 2 each. The Monk's Superior Martial Arts also allows them to make an unarmed strike as part of any bonus action they take. \pagebreak ## Known Issues * Paladins, Rangers, and all Martial Subclasses get 3 attacks at 17th level. While I'm aware of this issues, I'm not sure how problematic it really is as at such a high level the game breaks down pretty hard anyway. Needs testing. ## FAQ * Q.) Why do this system at all? * A.) Martial characters have no centralized system that provides a frame of reference for character growth beyond 5th level. After 5th, it's very slap-dash and this is designed to provided a backbone for any progression systems for Martial Characters you may choose to brew. Alternatively, it can be taken by itself to help the players at your table who wish to multi-class using martial characters and still be effective without being forced to take a specific number of levels in one of their classes first to be effective (specifically, 5 levels). * Why is the number of Maneuvers Known based on Intelligence? * Intelligence is a rather notorious dump stat in 5e. Basing the number of Maneuvers Known on Intelligence rewards players for taking the stat, instead of just ignoring it as oft happens. It might not be a huge difference, but a player who has a high Intelligence should feel mechanically different from a character with a low Intelligence, regardless of class.