Improved Martial Actions D&D5e

by Larry2233

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Improved Martial Actions

Improved Martial Actions D&D5e

The following are a general Improvement to Movement, Actions and Attacks (making them more of a resource), and a few changes to make the game more tactical (inspired a bit by D&D3.5). The options here are general changes, so they can be used by any Creature, giving more benefits to Creatures with many Attacks (such as the Martial Classes), giving utility besides just Damage. And also another fix to Two-Weapon Fighting, now compatible with the Fighter's Action Surge Feature for a "flurry of blades".

Modular Options. You can choose which options you prefer to use and leave the others behind, but beware that Two-Weapon Fighting (Revised) and Versatile Fighting are meant to be used alongside Improved Bonus Action Attacks.

Using Items

Improvement to Weapon Attacks

Don or Doff Shields

You can Don or Doff a Shield in place of a Weapon Attack or as a Bonus Action.

Use Mundane Items

When a Mundane/Non-Magical/Adventuring Gear Items say that you can use them as an Action, you can instead replace one Weapon Attack to use them.

For example: You can use Alchemist's Fire, Ball Bearings, Caltrops, Healer's Kit or Holy Water by replacing one Weapon Attack.

Revised Weapon Properties

The following are a few tweaks to certain Properties:

Loading

These Weapons take extra time to load with Ammunition and shoot. As a result, after you make a Weapon Attack with it you must use an Interaction to load it with another piece of Ammunition before you can make another Attack with it.

On your Turn, you can expend 15ft of your Movement to gain another Interaction each time you do so.

Interaction

An "Interaction" refers to the "Interact with Objects Around You" that you can do in tandem with your Movement and Action. It can be found in the Player's Handbook page 190.

IMPROVED MARTIAL ACTIONS

Interactions with Movement

Improvement to Movement
On your Turn, you can expend 15ft of your Movement to gain another Interaction each time you do so.

Standing Up and Mounting

Improvement to Movement
Getting up to end the Prone Condition, and Mounting or Dismounting takes only 15ft of Movement.

Drawing Weapons as Attacks

Improvement to Weapon Attacks
You can draw Weapons you are Proficient with from their sheaths as part of the Attacks you make with them.

Improved Escape

Improvement to Escape Attempts
If an Effect forces you to use an Action to end it or attempt to end it, you can instead replace one Weapon Attack or your Bonus Action to have the same benefit.

For example: You can replace one Weapon Attack or Bonus Action to try to escape a Grapple, or to wake up a Creature under the Sleep Spell.

Improved Bonus Action Attacks

Improvement to the Extra Attack Feature
If you have the Extra Attack Feature and another Feature that allows you to use your Bonus Action to make any number of additional Attacks, you now make those additional Attacks as part of the Attack Action (without using your Bonus Action).

You can do this once per Standard Action, and you cannot use any other Feature that allows you additional Attacks as a Bonus Action with this same Standard Action.

Limited Bonus Action Attacks

If you use a Bonus Action on your Turn, any Feature that originally granted you additional Attacks as a Bonus Action (such as the Flurry of Blows Monk Feature), now do 1 fewer Attacks for this Standard Action (minimum 1 additional Attack).

For example: A 5th-Level Monk can use both Martial Arts and Patient Defense Features on the same Turn to make 3 Attacks and Dodge, but if he uses Flurry of Blows and Patient Defense it will still only do a total of 3 Attacks instead of 4.

Overcoming Limits. Beginning at 17th-Level, you can ignore this limitation; allowing you to use a Bonus Action and do all your Attacks normally.

Standard Action

A "Standard Action" refers to the Action any Creature can take on its Turn, including if given another "Standard Action" with Features such as the Fighter's Action Surge.

But it doesn't refer to an Action that has limits, such as the Action of the Haste Spell.

Two-Weapon Fighting (Revised)

When you take the Attack Action and make a Weapon Attack with one hand using a Weapon with the Light Property, as a Bonus Action you can make one additional Weapon Attack using a Weapon with the Light Property that you're wielding in the other hand. You don't add your Ability Modifier to the Damage of the additional Attack, unless that Modifier is negative.

In addition, when you make an Opportunity Attack or an Attack with the Ready Action, you can make two Attacks in total, one with each Light Weapon you wield in each hand.

Improved Two-Weapon Fighting

Improvement to the Extra Attack (2) / (3) Feature
If you have the Extra Attack Feature and with it you can make three or four Attacks with the Attack Action, when you engage in Two-Weapon Fighting you can make two additional Weapon Attacks with your Bonus Action instead of one.

Versatile Fighting

When you take the Attack Action and make a Special Attack using one free hand (such as a Grapple, Shove or Disarm), as a Bonus Action you can make one additional Weapon Attack using a Melee Weapon with the Versatile Property that you're wielding in the other hand. You make the Weapon Attack with one hand on the Weapon, even if you still have a free hand.

In addition, when you make an Opportunity Attack or an Attack with the Ready Action, you can make both a Special Attack and one Weapon Attack.

Improved Versatile Fighting

Improvement to the Extra Attack (2) / (3) Feature
If you have the Extra Attack Feature and with it you can make three or four Attacks with the Attack Action, when you engage in Versatile Fighting you can make two additional Weapon Attacks with your Bonus Action instead of one.

Versatile and Two-Weapon Fighting

You can use Two-Weapon Fighting or Versatile Fighting, but not both in the same Standard Action or Reaction.

IMPROVED MARTIAL ACTIONS

Ranged Attacks in Melee (Revised)

Revision to Ranged Attacks
When you make a Ranged Attack, you have Disadvantage on the Attack roll if you are within the Melee Reach of a hostile Creature that is not Incapacitated.

Cleave Attacks

Improvement to Attacks
The following are ways to Cleave through Targets, allowing Creatures that use Attacks to deal with multiple enemies:

Melee Cleave

When with a Melee Attack you reduce a Target to 0 Hit Points and there is remaining Damage, you can choose another Target within the Reach of your Attack. If the original Attack roll would also Hit the new Target, it receives the remaining Damage.

You can repeat this process until there are no more Targets or there is no remaining Damage.

Ranged Cleave

When with a Ranged Attack you reduce a Target to 0 Hit Points and there is remaining Damage, you can choose another Target within a Straight-Line 5ft-Wide and Long as your Range directly behind the downed Target and within the Range of your Attack. If the original Attack roll would also Hit the new Target, it receives the remaining Damage.

You can repeat this process until there are no more Targets or there is no remaining Damage.

Special Attacks

Improvement to Special Attacks
If you have Advantage or Disadvantage with your Weapon Attacks, you also have it for any Ability Check you make with a Special Attack (such as a Grapple or Shove).

Special Opportunity Attacks

Improvement to Opportunity Attacks
When you can make an Opportunity Attack, you can replace it with a Special Attack (such as a Grapple or Shove).

Expanded Opportunity Attacks

Improvement to Opportunity Attacks
The following are changes and new methods to provoke Opportunity Attacks:

Neverending Opportunities

Making an Opportunity Attack doesn't take your Reaction, but you cannot make Opportunity Attacks if an Effect is preventing you from taking Reactions.

You can only make one Opportunity Attack per Turn.

5-Foot Step

If in your entire Turn you only Move 5ft by expending 5ft of your Movement, you don't provoke Opportunity Attacks.

Non-Proficient Attacks

If you make an Attack in which you are not Proficient, you provoke Opportunity Attacks from Creatures that are Proficient with their Attacks.

Ranged Attacks

If you make a Ranged Attack with Disadvantage, you provoke Opportunity Attacks.

Spellcasting

If you Cast a Spell with a Casting time greater than an Action, Bonus Action or Reaction, or that has a Range greater than Self or Touch that lacks an Attack roll, you provoke Opportunity Attacks.

Distracted Actions

Certain Actions, such as drinking a Potion, applying an Oil, lighting a torch, reading a Scroll, using Healer's Kit, using a Skill or Tool, among others at the GM's discretion, provoke Opportunity Attacks.

Drop Down, Stand Up, Mount, Pick Up

If you drop to the ground, get up, Mount, Dismount, or pick up an Item from the ground (such as a Weapon), you provoke Opportunity Attacks unless you succeed on an Athletics (STR) or Acrobatics (DEX) Check DC 15.

Modifiers and Bonuses in Cleave

When a Target has Cover, add the Cover to the Creatures AC as normal. If its Advantage/Disadvantage, use the Passive Modifier of +5/-5 instead of rerolling. This way the game is not slowed down by making additional rolls.

IMPROVED MARTIAL ACTIONS

Dis/Advantage (Revised)

Variant Rule
Both Advantage and Disadvantage no longer let you roll another d20, instead they give a static Modifier.

Advantage gives a Bonus, Disadvantage a Penalty. One Advantage cancels one Disadvantage and vice versa.

Advantage and Disadvantage can stack if you have multiple (up to Double Dis/Advantage at max). You cannot stack Advantage nor Disadvantage from the same source multiple times.

Dis/Advantage Double Dis/Advantage
-/+2 -/+5

Range Property (Revised)

Ranged Weapons now have 3 Ranges:

Short Range. The Short Range is equal to the original Normal Range of the Weapon.

Medium Range. The Medium Range is equal to double (x2) its Short Range which gives Disadvantage (-2) on Ranged Attacks.

Long Range. The Long Range is equal to quadruple (x4) its Short Range which gives Double Disadvantage (-5) on Ranged Attacks.

Flanking (Revised)

When a Creature and one of its allies have a Creature within their Melee Reach and are in opposite spaces that trace a Straight-Line between both of them that passes through the center of their Creature space, they are Flanking it, gaining Advantage (+2) to their Attack rolls against that Creature.

Incapable of Flanking. A Creature cannot be Flanking if its Incapacitated or if it cannot see its Target.

Pack Tactics. The Pack Tactics Trait counts as Flanking, so certain Creatures can become Immune to it.

Flanking Immunity. Creatures with special senses (such as Blindsight) or ways to see 360 degrees (such as Beholders or Swarms/Hordes of Creatures) are Immune to Flanking due to their superior senses.

Dynamic Combat Movement

New Rules for Melee Combat
The following is my own version of Dynamic Combat Movement, making Melee Combat a constant advance and retreat, making it more tactical (specially with Flanking).

Dynamic Combat Movement

Keep your Balance

Harder Exotic Movements
If a Creature its in an Exotic Movement, such as Climbing, Flying, Swimming, on a Mount, or other type (at the GMs discretion), and takes Damage, it must succeed on a Constitution Saving Throw DC 10 or half the Damage taken (whichever is higher, up to DC 30) or fall Prone.

If you are in a type of Exotic Movement and you are Concentrating (such as on a Spell), you must only do the Keep your Balance Saving Throw, which is used to determine both your Concentration and if you fall Prone in a single roll.

Circumstantial Modifier

Variant and Replacement of "Dis/Advantage (Revised)"
Certain Rules/Features could give a Circumstantial Modifier, giving a Bonus or Penalty to the relevant roll depending on how many times you gain it (up to 2nd-Modifier at max).

A Circumstantial Bonus eliminates a Circumstantial Penalty, and vice versa.

A Circumstantial Modifier counts as Advantage or Disadvantage for Rules, such as the Rogue Sneak Attack.

1st-Modifier 2nd-Modifier
-/+2 -/+5

Stacking Dis/Advantage

Multiple Advantages and Disadvantages stack with each other. One Advantage eliminates one Disadvantage and vice versa. You cannot Stack Advantage or Disadvantage from the exact same source multiple times.

For each Advantage or Disadvantage after the first, you gain a Circumstantial Modifier.

IMPROVED MARTIAL ACTIONS

Expanded Actions

The following are tweaks and New Actions available to all Creatures. Some of these Actions have a prerequisite, if you do not meet them, you cannot use such Action. If an Action is a revision to an already existing one, it has a * in its name.

PB = Proficiency Bonus.

Special Attacks

A Special Attack is one that can be made by replacing one Weapon Attack.

Improved Escape

Improvement to Escape Attempts
If an Effect forces you to use an Action to end it or attempt to end it, you can instead replace one Weapon Attack or your Bonus Action to have the same benefit.

For example: You can replace one Weapon Attack or Bonus Action to try to escape a Grapple, or to wake up a Creature under the Sleep Spell.

New Actions

Brace

As an Action, you brace yourself, you gain a number of Temporary Hit Points equal to your Level (or amount of Hit Dice total) + your Constitution Modifier (minimum 1) that last until the start of your next Turn, and you also gain Advantage on Strength and Constitution Saving Throws and on any Ability Check to avoid being Moved against your will until the start of your next Turn.

You lose this benefit if you are Frightened or Incapacitated.

Charge

If you haven't Moved during your Turn, as an Action and Bonus Action, you can Move up to double your Speed in a Straight-Line and if you Move at least 10ft, you can make a Melee Weapon Attack or a Shove Special Attack. After you make a Melee Weapon Attack or Shove with the Charge Action, your Speed becomes 0ft until the end of your current Turn.

This Action counts as taking the Attack Action. When you Charge, any Attacks against you made with a Reaction (such as with the Ready Action or Opportunity Attacks) are made with Advantage.

Dodge*

As an Action, you dodge blows, any Attack rolls made against you have Disadvantage if you can see the Attacker until the start of your next Turn, and you have Advantage on Dexterity Saving Throws until the start of your next Turn.

You lose this benefit if you are Incapacitated or if your Speed drops to 0ft.

First Aid

Prerequisite: Proficiency in the Medicine (WIS) Skill
As a Special Attack or Bonus Action, you can expend 1 use of Healer's Kit on yourself or on one Creature within 5ft of you. The Target can immediately choose to expend 1 Hit Die as if taking a Short Rest to regain Hit Points.

Brace, Dodge or Focus

Both the Brace and Focus Actions are defensive Actions, the "brothers" of the Dodge Action.

If you can take the Dodge Action as a Bonus Action (such as with the Monks Patient Defense Feature), you can take the Brace or Focus Actions instead.

Focus

As an Action, you focus to balance your soul, the next time you take Damage reduce it a number equal to twice your PB (to a minimum of 1 Damage), and you have Advantage on Intelligence, Wisdom, and Charisma Saving Throws, until the start of your next Turn.

You lose this benefit if you are Charmed or Incapacitated.

Help*

As an Action or as a Special Attack, choose a Creature that can see or hear you. If you are Proficient with a Skill, you can give the Target Advantage on the next Ability Check it makes with the Skill in which you are Proficient if its made before the start of your next Turn.

Alternatively, you can choose a Creature within 5ft so the next Creature that Attacks it before the start of your next Turn gains Advantage on its first Attack roll against it, and on a Hit, the Attack deals extra Damage equal to your PB.

Hinder

As an Action or as a Special Attack, choose a Creature within 5ft of you. The Target has Disadvantage on its next Attack roll or Ability Check made before the start of your next Turn.

If the Attack still Hits, the Damage is reduced by your PB.

Help, Hinder, and Mastermind Rogue

Hinder is the opposite of the Help Action.

A Creature that can use the Help Action as a Bonus Action or at a greater Range (such as a Rogue, Mastermind), can also use the Hinder Action in the same way.

Prepared

As an Action and Bonus Action, you begin to Concentrate to prepare yourself for any danger. While you are Concentrating this way, you have Advantage on Initiative rolls. You can Move up to half your Speed, but if you take any Actions or do anything else, your Concentration ends.

Straight Lines and Obstacles

The Charge and Sprint Actions are Straight-Lines (which "simulates" the momentum generated), so any location with untraversable obstacles, such as the corners of a castle, or a wooded forest, would make them inferior choices than the Dash Action.

IMPROVED MARTIAL ACTIONS

Protect

When a willing Creature within 10ft of you becomes the Target of an Attack or Effect, as a Reaction you can Move up to half your Speed towards the Creature, if you end your Movement within the Space the Creature occupies, you become the Target of the Attack or Effect instead.

After the Attack or Effect, you Move 5ft away from the occupied Space towards the direction you came from.

Sprint

If you haven't Moved during your Turn, as an Action and Bonus Action, you can immediately Move up to 4 times your Speed in a Straight-Line. A Creature that uses the Sprint Action cannot Concentrate. After you use the Sprint Action, your Speed becomes 0ft until the end of your current Turn.

When you Sprint, any Attacks against you made with a Reaction (such as with the Ready Action or Opportunity Attacks) are made with Advantage.

New Special Attacks

The following are new Special Attacks (similar to Grapple or Shove) for Creatures.

Special Attacks

A Special Attacks is one that can be made by replacing one Weapon Attack.

Aim

As a Special Attack, you gain Advantage on the next Attack you make before the end of your next Turn.

Castle

As a Special Attack, you can Move into the space of a Creature within 5ft of you and Move it into the space you previously occupied. If the Creature is unwilling, you must succeed on an Athletics (STR) Check contested by the Target's Acrobatics (DEX) or Athletics (STR) Check (its choice) to successfully switch places. Neither you nor the Target provoke Opportunity Attacks from this Movement.

You have Disadvantage on your Ability Check if the Target is larger than you, or Advantage if the Target is smaller. You cannot use the Castle Action on Creatures two or more Sizes larger than you if they are unwilling.

Side-Step

As a Special Attack, the next 5ft you Move before the end of your current Turn don't provoke Opportunity Attacks.

Disarm*

As a Special Attack, choose a Creature within your Reach or within your Normal Range and make a Weapon Attack roll contested by Target's Acrobatics (DEX) or Athletics (STR) Check (its choice). On a success, the Attack causes no Damage nor ill Effects, but the Target drops one Object of your choice that its holding to its feet. Objects that are worn or attached cannot be Disarmed.

You have Disadvantage on your Attack roll if the Target is holding the Object with two or more hands. The Target has Advantage on its Ability Check if its larger than you, or Disadvantage if its smaller.

Creatures of 6th-Level or higher (or with 6 Hit Dice or higher) are Immune to this Special Attack.

Distraction

As a Special Attack, choose a Creature up to 1 Size larger than you within 5ft of you and make a Sleight of Hand (DEX) Check contested by the Target's Constitution Saving Throw, Sleight of Hand (DEX) Check or Perception (WIS) Check (its choice). On a success, the Target cannot take Reactions until the end of its next Turn.

Interpose

As a Special Attack, choose a Creature within 5ft of you that is your Size or smaller. Until the start of your next Turn or until the Target is no longer within 5ft of you, the next Attack against your Target has Disadvantage.

In addition, until the start of your next Turn while its within 5ft of you, if an Attack Hits your Target or it receives an Effect against its will, you can choose to become the Target of the Attack or Effect instead.

Overrun / Tumble *

As a Special Attack or as a Bonus Action, choose an unwilling Creature within 5ft of you and make an Acrobatics (DEX) or Athletics (STR) Check (your choice) contested by the Target's Acrobatics (DEX) or Athletics (STR) Check (its choice). On a success, you can Move through the unwilling Creatures space once on this Turn; its space is considered Difficult Terrain.

You have Disadvantage on your Ability Check if the Target is larger than you, or Advantage if the Target is smaller.

Seize

While Grappling a Creature your Size or smaller, as a Special Attack you can make another Grapple against the Target with a free hand. On a success, both you and the Target are Restrained until the Grapple ends, and you can choose that the Target receives one of the following additional Effects:

  • You maneuver to the Target's side or back. While Restrained, the Creature cannot directly Target you with Attacks or Effects.
  • You pin the Target's hands and arms. While Restrained, the Creature cannot provide Somatic nor Material Components (nor use a Spellcasting Focus), draw or Attack with Weapons that lacks the Light Property, or use Items (such as with the Use an Object Action).
  • You cover the Target's mouth and muffle its speech. While Restrained, the Creature cannot drink anything (such as Potions) nor be understood clearly beyond 15ft, and not at all beyond 30ft. If the Creature attempts to Cast a Spell with a Verbal Component, it must succeed on a Dexterity Saving Throw DC of 8 + Proficiency Bonus + your Strength Modifier or the Spell fails to be Casted (the Spell Slot is not lost). A Creature smaller than you has Disadvantage on its Saving Throw.

To change the Effects of a Seize for a different one, you must make another Seize. A Creature can be subject to only one of these Effects from each Creature Grappling it.

IMPROVED MARTIAL ACTIONS

Improved Martial Actions

Give a few improvements to each Creature's Action Economy!

By Larry2233

Discord: @Larry2233#8327

Reddit: /u/Little-Mist-Walker

Art Credits:

Updates:
Published: v1.0 - 22/06/2022
Last Update: v2.3 - 9/10/2024

 

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