Martial Rework

by Carlin

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Martial Rework

Martial Rework

The intent of this Rework is to give Full Martials (Barbarian, Fighter, Monk, Rogue) and Half Martials (Artificer, Paladin, Ranger) more options in and out of combat, using two new systems Techniques and Stamina.



Techniques

Techniques function similarly to spells in that their power level is measured by Slots. Still, contrary to Casters, Martials will have a much more limited amount of Techniques prepared. They can switch those after a long rest.

Stamina

Will be generated and used to fuel Techniques in combat.

Contrary to spells, there is no limit to the number of times you can perform a Technique while in combat, as long as you have enough Stamina.

Types of Techniques

Martial Blows

These Techniques combine Imbuements (Very Similar to a lot of Battlemaster Maneuvers), Imbuables (Area of effect options), and finally, Imbuement Empowerment (A way to convert extra Stamina into damage).

Tactical

These Techniques work as long as your companions can see or hear you.

Skill

The final pillar of these Techniques will help Martials out of Combat up to PB times a day.

Preparing Techniques

At the end of long rest you may prepare Imbuements, Imbueables, Tactical, and Skills according to the Martial Table

Martial Die

To power scale all Techniques and to increase the amount of Stamina Generation, all Martials (Half and Full) share a progressively stronger Die called the Martial Die

Martial Save DC

Each Martial may choose among Constitution, Dexterity, and Strength.

Stamina

Is a resource that starts out at 0 at the beginning of initiative and increases as each class does what it is good at.

Stamina Generation

If multiclassing, you may pick at the beginning of initiative the way you would like to generate Stamina.

When you regain a martial dice, immediately roll it to increase your Stamina.

Half Martials only generate Half of the roll.

Each Class generates stamina the following way.

You start initiative with Martial Levels + PB Stamina.

Barbarian

In rage, regain a Martial Dice per successful hit or unarmed strike (shove, grapple).

Fighter

Regain 1 Martial Die per turn, 1 per Second Wind, 1 per Action Surge, 1 per Indomitable.

Rogue

Regain PB/2 Martial Dice upon a successful sneak attack.

Monk

Regain 1 Martial Die per ki spent.

Artificer

Regain 1 Martial Die per turn and Regain Spell Slot expended Level * Martial Die.

Ranger

Regain 1 Martial Die per turn and Regain Spell Slot expended Level * Martial Die.

Paladin

Regain 1 Martial Die per turn and Regain Spell Slot expended Level * Martial Die.

Martial Tables

Main Table

Level Proficiency Bonus Martial Die Full Martial Max Tech Half Martial Max Tech Skill Techniques Imbuements Imbuables Tactical
1 2 d4 1 1 1 - - 2
2 2 d4 1 1 1 - - 2
3 2 d4 2 1 1 2 - 2
4 2 d4 2 1 1 2 - 2
5 3 d6 3 2 1 3 - 3
6 3 d6 3 2 1 3 - 3
7 3 d6 4 2 1 3 1 3
8 3 d6 4 2 1 3 1 3
9 4 d8 5 3 2 4 2 4
10 4 d8 5 3 2 4 2 4
11 4 d8 6 3 2 4 2 4
12 4 d8 6 3 2 4 2 4
13 5 d10 7 4 2 5 2 5
14 5 d10 7 4 2 5 2 5
15 5 d10 8 4 2 5 2 5
16 5 d10 8 4 2 5 2 5
17 6 d12 9 5 3 6 3 6
18 6 d12 9 5 3 6 3 6
19 6 d12 9 5 3 6 3 6
20 6 d12 9 5 3 6 3 6

Stamina costs for Techniques

Level Stamina Cost
1 8
2 12
3 20
4 24
5 28
6 36
7 40
8 44
9 52

Martial Blows

These Techniques combine Imbuements (Very Similar to a lot of Battlemaster Maneuvers), Imbuables (Area of effect options), and finally, Imbuement Empowerment (A way to convert extra Stamina into damage).


Imbuement Empowerment

You may spend your stamina to empower your attacks or martial blows.

Levels Added Martial Damage Dice
1+ 1
3+ 2
5+ 3
7+ 4
9+ 8

Imbuments

Imbuements work differently than spells in that there is no Action cost to activate them. You may even activate two or More at the same time.
They all add two Levels to the Martial Blows Techniques.
When using an Imbuement together with an Imbuable, you may apply their effect to every enemy.

Short Conditions

These are used to debilitate your enemies until the beginning of your next turn.

Blinding

You attempt to blind the target. The target must make a Constitution saving throw to avoid the effect.

Crippling

You attempt to cripple the target. The target must make a Strength saving throw to avoid the effect.

Disrupting

You attempt to disrupt the target's concentration. The target must make a Constitution saving throw to avoid the effect. The target suffers a penalty equal to the number rolled on the martial die to Concentration saves if the save fails.

Distracting

You attempt to distract the target. The target has disadvantage on the next attack roll made against a creature other than you.

Goading

You attempt to goad the target. The target has disadvantage on attack rolls against creatures other than you and on Wisdom (Insight) checks made to perceive creatures other than you. The target must make a Wisdom saving throw to avoid the effect.

Menacing

You attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you.

Muting

You attempt to mute the target. The target must make a Constitution saving throw to avoid the effect. While muted, the target can't speak and automatically fails all Charisma-based checks that require speech.

Pinning

You attempt to pin the target in place. The target must make a Strength saving throw to avoid the effect. While pinned, the target's speed becomes 0, and it can use an action to make a Strength (Athletics) check against your martial save DC to free itself.

Lasting Conditions

These Imbuements inflict conditions that may last up to a minute.

Debilitating

You strike your opponent with a precise blow that hinders their strength. The target must make a Constitution saving throw. On a failed save, for the next minute, the target deals only half damage with weapon attacks that use Strength. The target can make another Constitution saving throw at the end of each of its turns. On a success, the effect ends.

Sundering

You strike your opponent's armor or shield with a mighty blow, sundering their defenses. The target must make a Constitution saving throw. On a failed save, reduce that creature's Armor Class by a number equal to that rolled on the martial die for one minute. The target can make another Constitution saving throw at the end of each of its turns. On a success, the effect ends.

Advantage providers

These contest one of your skills against the target’s save. On a success, you gain advantage on the roll to hit if multiple targets are affected. Each gets its own save, but you only need to roll once.

Charming

You use your charisma to charm the target, distracting it and making it easier to hit. You make a Performance check contested by the target's Insight. On a success, you gain advantage on your next attack roll against the target.

Feinting

You attempt to feint an attack, tricking the target into letting its guard down. You make an Acrobatics check contested by the target's Insight. On a success, you gain advantage on your next attack roll against the target.

Tricking

You attempt to trick the target into making a mistake. You make a Deception check contested by the target's Insight. On a success, you gain advantage on your next attack roll against the target.

Imbuables

Imbuable Techniques are the way to spread your hits and Imbueblents across multiple enemies.

You may imbue every normal weapon hit or even attempt a weapon hit. The cost for that is +0.

All other Imbuables require an Action and increase the Martial Blow Level.

Each enemy with the Imbuable may be hit by Sneak Attack as long as the conditions are met.
Rogues regain Stamina on Sneak Attacks.

Barbarians regain Stamina on hits.

You roll to hit once two d20s, and for each individual enemy, you determine if you have advantage, disadvantage, or neither to speed up gameplay. Elven Accuracy won’t work.

The damage type is the same as the Weapon used.
When you prepare 'Cleaves' you prepare all the three Cleaves.

Cleaves

Cleave

Weapon Requirement: Melee Slashing
Range/Area: Self (10 ft Cone)
Cost: +4 Technique Slot Level

Cleave (Big)

Weapon Requirement: Melee Slashing
Range/Area: Self (20 ft Cone)
Cost: +7 Technique Slot Level

Cleave (Swept the Heavens)

Weapon Requirement: Melee Slashing
Range/Area: Self (60 ft Cone)
Cost: +9 Technique Slot Level

Dances

Dance

Weapon Requirement: Melee Slashing
Range/Area: Self (2 connected 10 ft Squares extending from you)
Cost: +5 Technique Slot Level

Dance (Big)

Weapon Requirement: Melee Slashing
Range/Area: Self (3 connected 10 ft Squares extending from you)
Cost: +7 Technique Slot Level

Dance (Reap the Hells)

Weapon Requirement: Melee Slashing
Range/Area: Self (9 connected 10 ft Squares extending from you)
Cost: +9 Technique Slot Level

Pierces

Pierce

Weapon Requirement: Melee Piercing
Range/Area: Self (15 ft Line)
Cost: +4 Technique Slot Level

Pierce (Big)

Weapon Requirement: Melee Piercing
Range/Area: Self (30 ft Line)
Cost: +7 Technique Slot Level

Pierce (Reach the Sky)

Weapon Requirement: Melee Piercing
Range/Area: Self (120 ft Line)
Cost: +9 Technique Slot Level

Stomps

Stomp

Weapon Requirement: Melee Piercing
Range/Area: Self (5 ft square)
Cost: +5 Technique Slot Level

Stomp (Big)

Weapon Requirement: Melee Piercing
Range/Area: Self (15 ft square)
Cost: +7 Technique Slot Level

Stomp (Crush the Earth)

Weapon Requirement: Melee Piercing
Range/Area: Self (45 ft square)
Cost: +9 Technique Slot Level

Punctures

Puncture

Weapon Requirement: Ranged Piercing
Range/Area: Weapon normal range (5 ft line extending beyond the first target)
Cost: +4 Technique Slot Level

Puncture (Big)

Weapon Requirement: Ranged Piercing Range/Area: Weapon normal range (15 ft line extending beyond the first target) Cost: +7 Technique Slot Level

Puncture (Pierce the Sky)

Weapon Requirement: Ranged Piercing Range/Area: Weapon normal range (30 ft line extending beyond the first target) Cost: +9 Technique Slot Level

Rains

Rain

Weapon Requirement: Ranged Piercing
Range/Area: Weapon normal range (10 ft circle centered around the first target)
Cost: +5 Technique Slot Level

Rain (Big)

Weapon Requirement: Ranged Piercing
Range/Area: Weapon normal range (15 ft circle centered around the first target)
Cost: +7 Technique Slot Level

Rain (Clear the Earth)

Weapon Requirement: Ranged Piercing
Range/Area: Weapon normal range (30 ft circle centered around the first target)
Cost: +9 Technique Slot Level

Spreads

Spread

Weapon Requirement: Ranged Slashing
Range/Area: Weapon normal range (2 enemies within range)
Cost: +5 Technique Slot Level

Spread(Big)

Weapon Requirement: Ranged
Range/Area: Weapon normal range(3 enemies within range)
Cost: +7 Technique Slot Level

Spread(Storm the Heavens)

Weapon Requirement: Ranged Slashing
Range/Area: Weapon normal range (6 enemies within range)
Cost: +9 Technique Slot Level

Volleys

Volley

Weapon Requirement: Ranged Slashing
Range/Area: Weapon normal range (2 connected 10 ft Squares)
Cost: +6 Technique Slot Level

Volley(Big)

Weapon Requirement: Ranged Slashing
Range/Area: Weapon normal range(3 connected 10 ft Squares extending from you)
Cost: +7 Technique Slot Level

Volley(Damn the Hells)

Weapon Requirement: Ranged Slashing
Range/Area: Weapon normal range (5 connected 10 ft Squares extending from you)
Cost: +9 Technique Slot Level

Tactical

Tactical Techniques allow the Martials the ability to very easily interact with their companions their cost is as simple as checking their Tech Level.



Requires Bonus Action

Finish it!

Costs: x + 4 Technique Level
Effect: Choose up to x companions. They may make one attack or cast a spell of 5th level or lower that uses an action against a target you choose, using their reaction.

I got you!

Costs: 1 Technique Level
Effect: Give the help action to one companion.

On your feet!

Costs: 1 Technique Level
Effect: The creature may roll a hit die to recover.

Rally!

Costs: 2 Technique Level
Effect: The companion gains temporary Hit Points equal to the martial die roll + your Charisma modifier and ends frightened condition.

Retreat!

Costs: x Technique Level
Effect: Choose up to x companions. They may use their reactions to move away from one enemy with up to half their movement speed, no opportunity attacks.

Shrug it off!

Costs: x Technique Level
Effect: Choose up to x companions. They may use their reactions to gain resistance to a damage type until the start of your next turn.

To me!

Costs: x Technique Level
Effect: Choose up to x companions. They may use their reactions to move closer to you with up to half their movement speed.

To the death!

Costs: x Technique Level
Effect: Choose up to x companions. They gain temporary hit points equal to your martial die roll + your Charisma modifier.

Replaces one attack

Do something!

Costs: 1 Technique Level
Effect: When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to take the Help, Hide, Search, or Use an Object action, using their reaction.

Hit it!

Costs: 1 Technique Level
Effect: When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike, using their reaction.

Move it!

Costs: 1 Technique Level
Effect: When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to move up to half their movement with no opportunity attacks, using their reaction.

Reaction

Focus!

Costs: 1 Technique Level
Effect: When you succeed a d20 saving throw to being charmed or frightened, roll a martial die and add to x companions' saving throws.

Over here!

Costs: 1 Technique Level
Effect: When a creature attempts to hit an enemy within melee range, you may give advantage to that attack.

Stop!

Costs: x Technique Level
Effect: Choose up to x creatures to make a Wisdom Saving throw against your martial DC. On a failure, they gain disadvantage on initiative rolls and must reroll if they have not already acted.

To Arms!

Costs: 3 Technique Level
Effect: Companions of your choice within 30 feet of you that hear it gain advantage on Initiative rolls or may choose to reroll their initiative if they have not already acted (1 minute).

Together!

Costs: 1 Technique Level
Effect: When a creature attempts to hit an enemy within melee range, you may make a melee weapon attack.

You got this!

Costs: 3 Technique Level
Effect: When a creature fails a d20 test, you may roll your martial die and add it to the check.

Skills

You may add your Martial Die to any rolls. You can do this PB times per day

References

The Arts of War - D&D 5e Supplement
Battle Master 5e
Tome of Battles V2
Alternate Fighter

Community

Follow our work at our discord

Discord Invite

Art Credit

"Artwork for Age of Kings" by Grafit Studio

 

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