Stormwind's Guide to Martial Techniques

by StromwindHomebrew

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Stormwind's Guide to
Martial Techniques

Contents

Introduction

T

here's a statement I've been trying to keep in heart and mind when creating the content that follows: 'I'm not trying to reinvent the wheel'. However, I wonder what I could make when building around it? I started my beginnings with D&D 3.5e and was immediately hooked into a world of complexity and wonder. When transitioning to 5e, the wonder was there, and to me it truly felt like something that has as much complexity as you and your friends want to give it; a way to play your way.

The following content, it's chapters, pages, and rulings, is the culmination of hundreds of hours of work and is my way to extend to you a breath of life into something I felt needed more excitement. The following introduces a system already structured within 5e, spellcasting, and conforms it into something that is familiar, yet new for martials. My goal is to introduce this 'technique' system using rules you already know, while splashing new life into its folds.

As you continue, you will find many things that are familiar to you, as well as new things that are built upon those foundations. An encompassing system of spell-like abilities which allow your everyday martial to become the hero you've always envisioned them to be. Know that the following disciplines are synonymous to techniques as cantrips are to spells.

With a new system for your favorite martial classes also comes with less of a reimagining and more of a re-envisioning of their core features. The idea is to bring what each class excels at into the forefront and spotlight. With this re-envisioning I hope to have encapsulated that feeling of playing these martial classes. When using this system I would highly encourage you and your table to use it as a replacer for the current rules for martials.

Despite the cognitive effort, learning, and self-induced frustration I have put into this, it wouldn't have been possible without the support of my table and friends. Their feedback and encouragement were the pillars of me continuing this project to its end.

But the "end" is just a beginning to something else entirely as this is a first draft iteration of rules that I hope continues and evolves from feedback and experience, I welcome you to test this homebrew at your table and all the critique and criticism that comes with it. But most importantly, I hope you have fun while doing so.

May your rolls be ever in your favor - Stormwind

PART I

Technique Rulings

Chapter 1: Technique Rulings

M

artial techniques are powerful feats accomplished by the strongest of warriors.

This chapter provides the rules for performing techniques. Different martial classes have distinctive ways of learning and preparing their techniques. Regardless of its source, a technique follows the rules listed here.

What is a Technique?

A technique is a unique way of fighting passed down from teacher to student over generations, or they are learned in the moment or through intense practice. Many cultures and traditions also express their techniques in a variety of different ways. When using a technique, a character performs steps and movements with either flow or force that brings forth an energy that is seen by a layman to be supernatural.

Techniques can be offensive attacks, defensive stances, or the user's perception of the battlefield or world. Some will deal physical damage, impose a debilitating state, or even boost one’s athletic ability.

There are an untold amount of techniques that are practiced and used throughout the multiverse, and even more that have been forgotten by time. Old ruins, crumbling monasteries, or even religious temples may have records of techniques that can be learned. Perhaps a character has taken it upon themselves to create their own techniques, beginning a new era of martial arts in the world.

Techniques and Spells

When you have the choice to gain spell slots in a class such as Ranger for the first time, you can instead choose to forgo those spell slots and take technique slots instead. If you do, you replace all spell slots you would have gained with that class on a level up with technique slots for that level, and for each time you level that class thereafter.

When such a class refers to expending a spell slot, you will expend a technique slot instead. For example, a ranger's primeval awareness expends a technique slot instead of a spell slot when used.

When a class feature or ability states that you learn a spell and that it counts as a spell for you, you don’t replace that spell with its technique equivalent. If the spell is not innate and you have no spell slots to cast the spell that was given to you by a class feature, you may cast that spell once per day without expending a spell slot. You regain expended uses of the spell when you finish a long rest.

Technique Level

Techniques correspond with a level from 0 to 5. Each level is a general indicator of how powerful it is. Disciplines--simple but heavily practiced variations of their powerful technique counterparts that warriors can use and know by heart--are level 0. The higher a technique's level, the higher level a warrior has to be to use and master that technique.

Known and Prepared Techniques

Prior to a warrior using a technique, they must have it firmly fixed in their mind and practiced. Members of certain classes have a limited list of techniques they know that are always practiced and known. In every case, the number of techniques a warrior can have fixed in mind at any given time depends on the character’s level.

Teachnique Slots

No matter how many techniques a warrior knows or prepares, they only have the stamina to use them a limited number of times before resting. Pushing oneself to their limits and understanding when to defend and strike while also adjusting to the flow of battle is physically and mentally taxing on the body and mind, which higher level techniques are even more so. Thus, you'll find a table later in this chapter showing how many technique slots of each technique level a character can use at each character level.

When a character uses a technique, they expend a slot of that technique’s level or higher. Technique slots work in a similar way a spellcaster’s spell slots do. Finishing a long rest restores any expended technique slots.

Techniques and Resistances

Techniques allow a warrior to adapt to their world along with the creatures and their enemies that lie within. When a warrior uses a technique against a creature with resistances or immunities to non-magical attacks and damage, a technique counts as magical for the purpose of overcoming such resistances and immunities.

Executing a Technique at a Higher Level

When a warrior uses a technique slot that is of a higher level than the technique, the technique assumes the higher level for that use. For instance, if a character uses flawless aim using one of their 2nd-level slots, that flawless aim is 2nd level. Effectively, the technique expends one of the 2nd-level slots.

Disciplines

Additionally, when you reach 2nd level in a martial class for the first time, you'll learn a number of minor techniques called disciplines. Disciplines represent your raw potential, muscle memory, or skill as a warrior, allowing you to perform minor feats of prowess repeatedly throughout the day. These disciplines can manifest in different ways such as martial form, preparedness, tenacity, or even rallying cries. With a variety of ways to affect the world, you can make your combat style unique to your character.

Executing a Technique

When a character executes any technique, the same basic rules are followed, regardless of the character’s class or the technique’s effects.

Each technique description in this chapter begins with a block of information, including the techniques name, level, execution time, range, and duration. The rest of a technique describes the technique's effect.

Executing a Technique in Armor and with Weapons

Due to the specific movements, dexterity, and strength required for using a technique, you must be proficient with the armor you are wearing and weapons you are wielding to use a technique. You are otherwise too encumbered by your armor and too strained by your weapon to successfully use a technique.

Execution Time

Most techniques require a single action to cast, but some require a bonus action, a reaction, or even part of an attack action.

Bonus Action

A technique executed with a bonus action is exceptionally quick. You must use a bonus action on your turn to execute the technique, provided that you haven't already taken a bonus action this turn. You can’t execute another technique during the same turn, except for a discipline with a casting time of 1 action or 1 attack.

Reactions

Some techniques can be executed as reactions. These techniques are heavily practiced skills that take a fraction of a second to bring about and are executed in response to some event. If a technique can be executed as a reaction, the technique’s description tells you exactly when you can do so.

You are unable to execute a technique with an execution time of 1 attack as part of an opportunity attack.

Forgoing and Replacing an Attack

Like reactionary techniques, techniques that allow you to forgo one of your attacks are mastered by repetitive movements and are especially fast. Such techniques may have you procure a piece of ammunition or replace a basic attack with a more complex one. Like techniques that use your bonus action, you can’t execute another technique during the same attack action or turn, except for a discipline with an execution time of 1 bonus action.

A technique that forgoes an attack is usually weaker than its spells counterpart, but more powerful than a basic attack. This could be through damage, duration, or area of effect.

Procurement

Some techniques allow you to procure the items needed for you to complete the execution of the effect. These procured items are an indication of your preparedness for combat and other scenarios. Procured items hold no value, and are destroyed when used or when the duration of the technique expires.

Range

The target of a technique must be within the technique’s range, For a technique like flawless aim, the target is a creature. For techniques like hail of arrows, the target is the point in space where the arrows fall to the ground.

Most techniques have ranges expressed in feet. Some techniques can target only a creature (including you) that you touch. Other techniques, such as the deflect technique, affect only you. These techniques have a range of self.

Techniques that create cones, lines, or cubes of effect that originate from you also have a range of self, indicating that the origin point of the technique’s effect must be you.

Once a technique is executed, its effects aren’t limited by its range, unless the technique’s description says otherwise.

Prerequisites

A technique’s prerequisites are your skills or physical objects that must be acquired, worn or wielded that you are required to meet in order to execute it. Each technique’s description indicates whether it requires a prerequisite. If you do not meet one or more of a technique’s prerequisites, you are unable to execute the technique.

Duration

A technique's duration is the length of time the technique persists. A duration can be expressed in rounds, minutes, or hours. Some techniques specify that their effects last until the technique is interrupted or expired.

Instantaneous

Many techniques are instantaneous. The technique harms, moves, supports, or alters a creature or an object in a way that can’t be interrupted.

Concentration

Some techniques require you to maintain a form of mental or physical concentration in order to sustain the technique’s effect. If you lose concentration, such a technique ends.

If a technique must be maintained with concentration, that fact appears in its Duration entry, and the technique specifies how long you can concentrate on it. You can end concentration at any time (no action required).

Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration.

  • Executing another technique or spell that requires concentration. You lose concentration on a technique if you execute another technique or cast a spell that requires concentration. You can’t concentrate on two techniques at once or on a spell and a technique at the same time.

  • Taking damage. Whenever you take damage while you are concentrating on a technique, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.

  • Being Incapacitated or Killed. You lose concentration on a technique if you are incapacitated or die.

    The Dm might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a technique.

Technique Execution

By the time you reach 2nd level with a barbarian, fighter, monk, ranger, or rogue, you have learned, and have become capable, of executing techniques. Refer to the later part of this chapter for each class’s technique list

Disciplines

You learn two disciplines of your choice from your class's discipline table. Disciplines are fueled by special dice called discipline dice. You have a number of discipline dice equal to 2 + your proficiency bonus which are d6s and are expended when you use a discipline. You regain expended discipline die when you finish a short or long rest. Your discipline die increases to a d8 at 7th level, a d10 at 12th level, and a d12 at 17th level as shown in the technique level table below.



Many disciplines enhance an attack in some way. You can use only one discipline per attack.

Repeated practice has fixed these disciplines in your mind allowing you to use them more often and with less effort than a technique.

Technique Slots

The table below shows how many technique slots you have to execute your techniques of 1st level and higher. To execute one of these techniques, you must expend a slot of the technique’s level or higher. You regain all expended technique slots when you finish a long rest.

For example, if you know the 1st-level technique flawless aim and have a 1st-level and a 2nd-level technique slot available, you can execute flawless aim using either slot.

Technique Level
Level Disciplines Known Discipline Die Techniques Known 1st 2nd 3rd 4th 5th
1st
2nd 2 d6 2 2
3rd 2 d6 3 3
4th 2 d6 3 3
5th 3 d6 4 4 2
6th 3 d6 4 4 2
7th 3 d8 5 4 3
8th 3 d8 5 4 3
9th 4 d8 6 4 3 2
10th 4 d8 6 4 3 2
11th 4 d8 7 4 3 3
12th 4 d10 7 4 3 3
13th 5 d10 8 4 3 3 1
14th 5 d10 8 4 3 3 1
15th 5 d10 9 4 3 3 2
16th 5 d10 9 4 3 3 2
17th 6 d12 10 4 3 3 3 1
18th 6 d12 10 4 3 3 3 1
19th 6 d12 11 4 3 3 3 2
20th 6 d12 11 4 3 3 3 2

Techniques Known of 1st Level and Higher

You know two 1st-level techniques of your choice from the technique list of your class.

The Techniques Known column of the chosen table shows when you learn more techniques of your choice. Each of these techniques must be of a level for which you have technique slots. For instance, when you reach 5th level in one of the chosen classes, you can learn one new technique of 1st or 2nd level.

Additionally, when you gain a level in your chosen class, you can choose one of the techniques you know and replace it with another technique from the chosen technique list, which also must be of a level for which you have technique slots.

Technique Ability Modifiers

When you reach 2nd level for the first time, you can choose between one of the following abilities to represent your techniques since your techniques draw upon either your mental, primal, or your natural agility: Charisma, Dexterity, Strength, or Wisdom. Once you choose an ability, you won’t be able to change it later.

You use your chosen ability whenever a technique refers to your technique ability. In addition, you use your chosen ability modifier when setting the saving throw DC for a technique you execute and when making an attack roll with one.

Technique Save DC = 8 + your proficiency bonus +

your chosen modifier

Technique attack modifier = your proficiency bonus +

your chosen modifier

Multiclassing and Techniques

Your capacity for techniques depends partly on your combined levels in all your technique executing classes and partly on your individual levels in those classes. Once you acquire the ability to execute techniques from more than one class, use the rules below. If you multiclass but have the Technique feature from only one class, you follow the rules described in that class.

Techniques Known and Prepared. You determine what disciplines and techniques you know and can prepare based on your highest level martial class. If you are a ranger 9/fighter 5, for example, you know four disciplines and six techniques of which are four 1st-level, three 2nd and 3rd-level, and one 4th level. As a 5th-level fighter, you can replace up to three ranger disciplines and four ranger techniques you know with disciplines and techniques of 2nd-level and lower from the fighter technique list based on your total number of disciplines techniques known for that class.

If a discipline of yours increases in power at higher levels, the increase is based on your total levels in martial classes, not your level in a particular class.

Replacing Disciplines and Techniques. When you reach 2nd-level with another martial class, you can begin to replace disciplines and techniques you already know from a different martial class with ones from your new class equal to the number of disciplines and techniques known for that class's level. When you reach a new level in a martial class that increases your total disciplines or techniques known, you can replace up to one discipline and technique that you already know with one from the class's technique list of the appropriate level.

Chapter 2: Supplemental Options

The following are additional options which you can choose to grow your character into the unqiue combatant you are trying to invision. Perhaps you want to add some flourish to your warlock, some martial skills to your wizard, or maybe you want to a little flavor to your current martial character.

Feats

The ability to extend one's self into the far reaching knowledge of martial prowess and technique is no easy task. Those that have shown and proven themselves capable can use the feats below.

Charger

Once per turn, if you move at least 15 feet in a straight line towards a hostile creature before taking an action, you can either gain a +5 bonus to your next melee weapon attack's damage roll you make against that creature this turn or push the creature up to 10 feet away from you and knocking them prone. You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Dungeon Delver

When scrounging the dark corners of the world, it’s hard to note anything that doesn’t catch your eye, as you gain the following benefits:

  • You gain darkvision out to a range of 60 feet. If you already have darkvision, the range increases to 90 feet.
  • While in dim light or darkness, you have advantage on Wisdom (Perception) checks that rely on sight to detect the presence of creatures, traps, and secret doors.
  • If you successfully disarm a non-magical trap, you can retain it to memory granting you advantage to disarm similar traps.
  • Whenever you or a friendly creature within 10 feet of you must make a saving throw to avoid a trap, the creature gains a bonus to the saving throw equal to your proficiency bonus. You must be conscious to grant this bonus.

Expanding Beliefs

Prerequisites: 5th-level, Bushido Fighting Style
From meager militia to great warriors, you have lived and learned many things throughout your travels, granting you the following benefits:

  • Increase your Strength, Dexterity, Wisdom, or Charisma by 1, to a maximum of 20.
  • Choose a class: barbarian, fighter, monk, ranger, or rogue. You learn one 1st-level technique of your choice from that class's technique list. If the technique you chose requires your target to make a saving throw to resist the technique’s effects, the saving throw DC equals 8 + your proficiency bonus + the ability modifier increased by this feat. You can execute this technique once without expending a technique slot, and must finish a long rest before you can do so again. You can also execute this technique using technique slots you have of the appropriate level. The technique ability is the ability increased by this feat.

Katori Adept

Prerequisites: 4th-level, Katori Fighting Style
You can turn your opponent's mistake into your advantage against attackers, granting you the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You can now use Katori with weapons that have the heavy property.
  • When you use Katori and reduce the damage to 0, you can choose to gain a bonus to your AC equal to your proficiency bonus until the start of your next turn. Once you use this benefit, you can't do so again until you finish a short or long rest.

Katori Master

Prerequisites: 8th-level, Katori Fighting Style, Katori Adept Feat
Your understanding of the flow of combat is unrivaled, granting you the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain a special reaction that you can take once per round. You can only use this special reaction to use Katori, and you can’t use it on the same turn that you take your normal reaction.
  • When you use Katori you can choose to gain temporary hit points equal to the number rolled on your weapon’s damage die. You can use this benefit twice, you regain expended uses when you finish a short or long rest.

Mage Slayer

The techniques you have learned in melee combat make you a versatile foe against spellcasters, you gain the following benefits:

  • When a creature within 5 feet of you casts a spell or spell-like ability, you can use your reaction to make a melee weapon attack against that creature. If the attack hits the creature must make a Constitution saving throw. On a failure, the spell or ability fails. The DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (whichever is higher)
  • When you damage a creature concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • When a creature within 30 feet of you targets you with a spell or spell-like ability that requires you to make a saving throw, you gain a bonus to the saving throw equal to your proficiency bonus.

Martial's Training

Choose a class: barbarian, fighter, monk, ranger, or rogue, you learn two disciplines of your choice from the chosen class's discipline list. If a discipline you use requires your target to make a saving throw to resist the discipline's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain two discipline dice, which are a d6 (these dice are added to any discipline dice you have from another source). These dice are used to fuel your disciplines. A discipline die is expended when you use it. You regain your expended discipline dice when you finish a short or long rest.

Monastic Training

Pupilage under a grand master has given you more awareness of yourself and your own limits. You gain 2 ki points which fuel the following features:

Flow and Grace. As a bonus action, you can spend 1 ki point to move up to half your movement and opportunity attacks made against you are made with disadvantage until the end of your turn.

Practiced Strike. As a bonus action, you can spend 1 ki point to make an unarmed strike using your Strength or Dexterity modifier (your choice) with advantage against a creature within 5 feet of you that you can see which deals bludgeoning damage equal to your discipline die.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself.

Mugai Adept

Prerequisites: 4th-level, Mugai Fighting Style
You're ability to preemptively strike grants you the following benefits:

  • Your speed increases by 10 feet.
  • During your first turn of each combat your movement doesn't provoke opportunity attacks.
  • You can add your proficiency bonus to the damage rolls of weapon attacks you make against creatures who haven't taken a turn in combat yet.

Mugai Master

Prerequisites: 8th-level, Mugai Fighting Style, Mugai Adept Feat
Your reflexes are as swift and deadly as lightning, granting you the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • During your first turn of combat, difficult terrain costs you no extra movement.
  • When you hit a creature with a weapon attack who hasn't taken a turn in combat yet, you can choose to have that attack be a critical hit. Once you use this benefit, you can't do so again until you finish a long rest.

Ninjutsu Adept

Prerequisites: 4th-level, Ninjutsu Fighting Style
Your practice and diligence in the shadows has granted you the following benefits:

  • Your proficiency bonus is doubled for any ability check you make with Sleight of Hand.
  • While in dim light or darkness creatures that are more than 15 feet from you have disadvantage on Wisdom (Perception) checks to spot you when you’re hiding.
  • When you hit a creature with a weapon attack while hiding, it deals an additional 1d6 damage of the weapon’s type. You can only deal this damage once per turn.

Ninjutsu Master

Prerequisites: 8th-level, Ninjutsu Fighting Style, Ninjutsu Adept Feat
You have become a master of shadow and night, granting you the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • While you’re in dim light or darkness and a creature makes a successful Wisdom (Perception) to spot you while you’re hiding, you can use your reaction to move up to half your speed and make a weapon attack against the creature before the creature spots you.
  • The damage from Ninjutsu Adept increases by 1d6.

Niten Adept

Prerequisites: 4th-level, Niten Fighting Style
Your understanding of counterbalancing different types of weapons grants your the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are dual-wielding with a versatile weapon and light weapon and you make an attack with a light weapon as a bonus action on your turn, you can roll one additional damage die when determining the damage of the attack.
  • Light weapons you use while dual-wielding have a throw range of 15/30.

Niten Master

Prerequisites: 8th-level, Niten Fighting Style, Niten Adept Feat

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • While dual-wielding with a light weapon, a versatile weapon you wield in the other hand is considered to be held in two hands.
  • When you hit a creature with a light weapon on your turn, the next attack you make this turn with a versatile weapon you're holding this turn has advantage.

Shield Master

You’ve become more adaptive with using your shield in combat, you gain the following benefits while you are wielding a shield:

  • You can use your bonus action to take the Shove action.
  • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you, or another creature within 5 feet of you, are subject to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to have the creature take no damage if you succeed on the saving throw, interposing your shield between the creature and the source of the effect.

Skulker

Your training and skills that you have obtained have made you an expert at slinking through the shadows, you gain the following benefits:

  • You can use the Hide action as a bonus action.
  • You can try to hide when you’re lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

War Executioner

You have practiced executing techniques in the midst of combat, learning skills that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a technique when you take damage.
  • Ability score prerequisites for techniques you execute are reduced by 1.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to execute a technique at the creature, rather than making an opportunity attack. The technique must have a execution time of 1 attack and must target only that creature.

Warrior Initiate

Choose a class: barbarian, fighter, monk, ranger, or rogue. You learn one discipline of your choice from that class’s discipline list. You gain one discipline dice, which is a d6 (these dice are added to any discipline dice you have from another source). These die is used to fuel this discipline. A discipline die is expended when you use it. You regain your expended discipline dice when you finish a short or long rest.

In addition, choose one 1st-level technique to learn from that same list. Using this feat, you can execute the technique without expending a technique slot. Once you execute the technique this way, you can’t execute the technique in this way again until you finish a long rest. You can also execute the technique using technique slots you have of the appropriate level.

Your technique ability for these techniques is Dexterity or Strength, your choice.

Warrior's Resolve

You have trained extensively your body and mind to succeed even under great burden, granting you the following benefits:

  • Increase your Dexterity or Strength by 1, to a maximum of 20.
  • When you roll initiative and have no discipline die remaining, you regain 1 discipline die.
  • Once per turn, when you execute a discipline, you can gain temporary hit points equal to half the number rolled on your discipline die rounded down.

Way of the Warrior

Prerequisites: 9th-level, Bushido Fighting Style, Expanding Beliefs Feat
From great warriors to philosophers and tacticians, you have lived and learned many things throughout your travels, granting you the following benefits:

  • Increase your Strength, Dexterity, Wisdom, or Charisma by 1, to a maximum of 20.
  • Choose a class: barbarian, fighter, monk, ranger, or rogue. You learn one 2nd-level technique of your choice from that class's technique list. If the technique you chose requires your target to make a saving throw to resist the technique’s effects, the saving throw DC equals 8 + your proficiency bonus + the ability modifier increased by this feat. You can execute this technique once without expending a technique slot, and must finish a long rest before you can do so again. You can also execute this technique using technique slots you have of the appropriate level. The technique's ability is the ability increased by this feat.

Fighting Styles

Practiced forms through countless hours of training has allowed you to commit those forms to memory and muscle defining your own fighting styles.

Adaptive Combatant

Classes: Fighter, Ranger

While wielding a single versatile weapon, and no shield, you can gain a +1 bonus to attack rolls when wielding the weapon in one hand, or +1 to damage rolls when wielding the weapon in two hands. Moreover, when you’re hit by a weapon attack, and you’re not wearing heavy armor, you can use your reaction to reduce the damage you take by an amount equal to your proficiency bonus.

Archery

Classes: Fighter, Ranger, Rogue

You gain a +2 bonus to attack rolls you make with ranged weapons.

Back to Back

Classes: Fighter

In combat, you can use the Help action as a bonus action a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest. When you use the Help action this way the target creature gains a bonus to their roll equal to half your proficiency bonus rounded down.

Banzai

Classes: Fighter

During your turn, when you move 15 feet or more in a straight line towards a hostile creature, the next melee weapon attack you make this turn has advantage.

Blind Fighting

Classes: Fighter, Rogue

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Bushido

Classes: Fighter, Ranger, Rogue

Choose a class: barbarian, fighter, monk, ranger, or rogue, you learn one discipline of your choice from the chosen class's technique list. If a discipline you use requires your target to make a saving throw to resist the discipline's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You can execute this discipline once by rolling a d4 instead of expending a discipline die. You can't execute this discipline this way again until you finish a short or long rest.

Counter Step

Classes: Fighter, Ranger, Rogue

When a hostile creature ends its turn within 5 feet of you, you can use your reaction to deal damage of your weapon's type equal to your proficiency bonus to the creature and move up to 10 feet away without provoking opportunity attacks.


Defense

Classes: Fighter, Ranger

When you are wearing armor, you gain a +1 bonus to AC.

Dueling

Classes: Fighter, Ranger, Rogue

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

Classes: Fighter

When you roll the damage die for an attack you make with a melee weapon that you are wielding with two hands, you roll an extra weapon damage die and ignore the result of the lowest rolled dice among them. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

Classes: Fighter

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a melee weapon to use this reaction.

Katori

Classes: Fighter, Ranger, Rogue

When another creature damages you with an attack, and you’re holding only one weapon that doesn’t have the heavy or range property and you’re not wielding a shield, you can use your reaction to roll the weapon’s damage die to reduce the damage by the number you roll.

Keen Swordsman

Classes: Rogue

When you're wielding a melee weapon in one hand, you can have it count as a finesse weapon for you as long as it lacks the heavy or reach properties.

Momentous Form

Classes: Fighter

While you're wearing heavy armor, you gain a +2 bonus to damage rolls made with melee weapons with the two-handed property. Moreover, you have advantage on saving throws against being knocked prone or forcefully moved.

Monkey Grip

Classes: Fighter

For you, the two-handed property on melee weapons is replaced with the versatile property. Heavy weapons wielded in one hand deal 1d8 damage of the weapon’s type on a hit.

Mugai

Classes: Fighter, Rogue

While you’re not wearing heavy armor, you can add half your proficiency bonus rounded down to your initiative rolls. The damage of the first attack you make against a creature who hasn’t taken a turn in combat yet can’t be reduced in any way.

Phalanx Specialist

Classes: Fighter

For you, spears deal 1d8 (1d10) damage on a hit. Moreover, while you’re wielding a spear and a shield, you can count as three-quarters cover for size Medium or smaller creatures directly behind you.

Ninjutsu

Classes: Ranger, Rogue

While in dim light or darkness, your speed increases by 10 feet and opportunity attacks made against you have disadvantage.

Niten

Classes: Fighter, Ranger, Rogue

When a creature within 5 feet of you hits you with a melee attack, and you’re dual-wielding with a light weapon, you can use your reaction to roll your light weapon’s damage die to reduce the damage you take by the number you roll. When you reduce damage this way you can deal damage of your weapon's type back to the creature equal to the number rolled.

Protection

Classes: Fighter

While you're wielding a shield, other friendly creatures within 5 feet of you gain a +1 bonus to their AC against the first attack made against them this round. A creature can't benefit from multiple sources of protection. You must be able to see the attacking creature and not be incapacitated to gain this benefit.

Quick Reflexes

Classes: Fighter, Ranger, Rogue

When you miss with a melee weapon attack while wielding a single finesse weapon, you can make a melee weapon attack with the same weapon as a bonus action, so long as you’re not wearing heavy armor or wielding a shield.

Retainer

Classes: Fighter, Ranger

When a hostile creature you can see hits another creature with an attack within 5 feet of you, you can use your reaction to switch places with that creature and take the attack instead, provided the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Thrown Weapon Fighting

Classes: Fighter, Ranger, Rogue

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

Classes: Fighter, Ranger, Rogue

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Classes: Fighter

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Conditions

In your adventures, you may come across techniques that allow you to inflict different types of conditions on your enemies, or that may even be used against you.

Crippled

  • A crippled creature has its speed reduced by half.
  • The creature has disadvantage on Dexterity saving throws.
  • The creature can’t use the Disengage or Dash action.

Part II

Technique List

Chapter 3: Techniques

T

his chapter describes the plethora of techniques practiced by masters and great warriors alike. The chapter begins with the technique lists of the martial classes. The remainder contains technique description, presented in alphabetical order by the name of the technique.


Barbarian Techniques

Disciplines

Brace
Commanding Demeanor
Distracting Strike
Finishing Blow
Flaming Cleave
Glancing Blows
Goading Attack
Grappling Strike
Grit
Hemorrhaging Strike
Lacerating Whip
Lunging Attack
Menacing Attack
Parry
Pushing Attack
Quick Toss
Skillful Recovery
Sweeping Attack
Swift Footed
Trip Attack
Whirlwind Strike

1st Level

Astute Protector
Berserker's Blitz
Bloodletting
Bounding Dash
Bull's-Head Shot
Castigating Strike
Commanding Order
Crashing Wave
Defensive Stance: Thorns
Deflect
Demoralize
Dread Gaze
Duelist's Challenge
Fervor
Heroic Landing
Impaling Harpoon
Jumping Strides
Seismic Throw

Shattering Quake
Shockwave
Strider's MArch
Toxic Slash
Unrelenting Spirit
Warrior's Quarry

2nd Level

Counter Technique
Defensive Stance: Boar
Dragon's Spit
Honed Weapon
Inspire
Mastery of Self
Summon Companion
Sword and Fire
Tracking and Herbology
Unbound Movement

3rd Level

Charged Shot
Cutting Wind
Harbinger of Doom
Invigorating Strikes
Iron Lungs
Provocative Taunt
Rapidity
Revitalizing Vigor
Self Sacrifice
Summon Squire
Upheaval
Zealot's Strike

4th Level

Learned Trade
Predatory Instincts
Stunning Assault
Summon Faithful Companion
Unyielding Resolve
Warrior's Duality
Warrior's Reprisal

5th Level

1,000 Spears
Bounding Steps
Concussive Strike
Engulfing Strike
Learned Legends
Nurturing Encouragement
Rupturing Earth
Temporal Strike
Wall of Earth

Fighter Techniques

Disciplines

Bait and Switch
Brace
Commander's Strike
Commanding Demeanor
Disarming Attack
Distracting Strike
Feinting Attack
Finishing Blow
Flaming Cleave
Flaming Shot
Gentle Resolve
Glancing Blows
Goading Attack
Grappling Strike
Grit
Hemorrhaging Strike
Know You Enemy
Lacerating Whip
Lunging Attack
Maneuvering Attack
Parry
Precision Attack
Pushing Attack
Rally
Riposte
Skillful Recovery
Spirit
Swift Footed
Tactical Assessment
Trip Attack
Whirlwind Strike

1st Level

Astute Protector
Bloodletting
Bounding Dash
Castigating Strike
Commanding Order
Commanding Zone
Crashing Wave
Defensive Stance: Thorns
Deflect
Demoralize
Dread Gaze
Duelist's Challenge
Encourage
Fervor
Flawless Aim
Hail of Arrows
Heroic Landing
Heroic Inspiration
Jumping Strides
Precision Shot
Seismic Throw
Shattering Quake
Shockwave
Smooth Talking
Toxic Slash

Unrelenting Strike
Vigilant Herald
Warrior's Quarry

2nd Level

Counter Technique
Defensive Stance: Boar
Defensive Stance: Crane
Dragon's Spit
Honed Weapon
Inspire
Mastery of Self
Skyward Takedown
Summon Companion
Sword and Fire
Turret Trap
Unbound Movement
Volley of Fire
Warding Sentry

3rd Level

Charged Shot
Controlled Adrenaline
Cutting Wind
Explosive Rush
Flaming Ammunition
Invigorating Strikes
Iron Lungs
Provocative Taunt
Rapidity
Revitalizing Vigor
Self Sacrifice
Summon Squire
Summon Steed
Upheaval
Warrior's Resilience

4th Level

Astute Meditation
Lerned Trade
Master of Elements
Stunning Assault
Summon Faithful Companion
Unbound Freedom
Unyielding Resolve
Warrior's Duality
Warrior's Reprisal

5th Level

1,000 Spears
Arbiter of Hope
Bounding Steps
Concussive Strike
Engulfing strike
Focused Aim
Lerned Legends
Nurturing Encouragement
Rupturing Earth
Swift Draw
Temporal Strike
Utilizing Connections

Monk Techniques

Disciplines

Bait and Switch
Disarming Attack
Distracting Strike
Evasive Footwork
Expeditious Maneuver
Feinting Attack
Finishing Blow
Flu-Flu Shot
Gentle Resolve
Glancing Blows
Grappling Strike
Hemorrhaging Strike
Lacerating Whip
Lunging Attack
Maneuvering Attack
Menacing Attack
Parry
Precision Attack
Quick Toss
Skillful Recovery
Spirit
Tactical Assessment
Trip Attack

1st Level

Bounding Dash
Bull's-Head Shot
Castigating Strike
Commanding Zone
Crashing Wave
Defensive Stance: Rabbit
Defensive Stance: Thorns
Duelist's Challenge
Encourage
Fervor
Flawless Aim
Gale Force
Heroic Landing
Heroic Inspiration
Jumping Strides
Poisoner's Ammunition
Precision Shot
Seismic Throw
Shattering Quake
Toxic Slash
Unrelenting Spirit
Warrior's Quarry

2nd Level

Counter Technique
Dance of the Swan
Defensive Stance: Crane
Dragon's Spit
Eight Trigram Veil
Honed Weapon
Mastery of Self
Medicinal Concoction
Summon Companion
Through the Shadows
Unbound Movement
Warding Sentry

3rd Level

Controlled Adrenaline
Cutting Wind
Explosive Rush
Invigorating Strikes
Iron Lungs
Piercing Shot
Provocative Taunt
Self Sacrifice
Summon Steed
Upheaval
Warrior's Resilience
Zealot's Strike

4th Level

Astute Meditation
Learned Trade
One With Shadows
Stunning Assault
Unbound Freedom
Unyielding Resolve
Warrior's Reprisal

5th Level

Arbiter of Hope
Bounding Steps
Concussive Strike
Engulfing Strike
Gale Force Assault
Learned Legends
Nurturing Encouragement
Swift Draw
Temporal Strike
Wall of Earth

Ranger Techniques

Disciplines

Ambush
Commander's Strike
Disarming Attack
Distracting Strike
Evasive Footwork
Finishing Blow
Flaming Shot
Flu-Flu Shot
Grit
Lunging Attack
Maneuvering Attack
Menacing Attack
Poison Bottle
Precision Attack
Quick Toss
Skillful Recovery
Sunrod
Swift Footed
Tactical Assessment
Trip Attack
Whistling Shot

1st Level

Adhesive Shot
Alchemist's Shot
Blasting Ammunition
Bloodletting
Bounding Dash
Bull's-Head Shot
Commanding Order
Defensive Stance: Rabbit
Don Disguise
Duelist's Challenge
Fervor
Flawless Aim
Gale Force
Hail of Arrows
Heroic Landing
Impaling Harpoon
Jumping Strides
Perimeter Trap
Poisoner's Ammunition
Pot O' Oil
Precision Shot
Smoke Stick
Snare Trap
Strider's March
Toxic Slash
Vigilant Herald
Warrior's Quarry

2nd Level

Acidic Ammunition
Dance of the Swan
Defensive Stance: Crane
Honed Weapon
Medicinal Concoction
Skyward Takedown
Spider's Snare
Summon Companion
Thunderstone Arrow
Tracker's Wound
Tracking and Herbology
Turret Trap
Unbound Movement
Volley of Fire

3rd Level

Bombardment
Charged Shot
Controlled Adrenaline
Cutting Wind
Explosive Arrow
Explosive Rush
Flaming Ammunition
Iron Lungs
Piercing Shot
Summon Squire
Summon Steed
Volatile Ammunition
Warrior's Resilience

4th Level

Astute Meditation
Learned Trade
Master of Elements
Masterwork Turret
Predatory Instincts
Summon Faithful Companion
Toxic Grenade
Unbound Freedom
Warrior's Reprisal

5th Level

Artillerist's Arsenal
Bounding Steps
Engulfing Strike
Environmental Behavior
Focused Aim
Gale Force Assault
Learned Legends
Nurturing Encouragement
Raining Death
Swift Draw

Rogue Techniques

Disciplines

Ambush
Bait and Switch
Commanding Demeanor
Disarming Attack
Distracting Strike
Dynamic Daggers
Evasive Footwork
Expeditious Retreat
Feinting Attack
Finishing Blow
Grappling Shot
Hemorrhaging Strike
Menacing Attack
Parry
Poison Bottle
Precision Attack
Quick Toss
Riposte
Skillful Recovery
Tactical Assessment
Trip Attack
Whistling Shot

1st Level

Adhesive Shot
Alchemist's Shot
Bloodletting
Bounding Dash
Defensive Stance: Rabbit
Deflect
Demoralize
Don Disguise
Duelist's Challenge
Don Disguise
Fervor
Flawless Aim
Hail of Arrows
Heroic Landing
Jumping Strides
Perimeter Trap
Poisoner's Ammunition
Pot O' Oil
Precision Shot
Smoke Stick
Smooth Talking
Snare Trap
Toxic Slash
Vigilant Herald
Warrior's Quarry

2nd Level

Acidic Ammunition
Antidote
Bypass Lock
Counter Technique
Dance of the Swan
Defensive Stance: Crane
Honed Weapon
Mastery of Self
Summon Companion
Through the Shadows
Thunderstone Arrow
Tracker's Wound
Turret Trap
Unbound Movement
Volley of Fire

3rd Level

Charged Shot
Controlled Adrenaline
Explosive Arrow
Explosive Rush
Flaming Ammunition
Harbinger of Doom
Piercing Shot
Rapidity
Revitalizing Vigor
Summon Steed
Volatile Ammunition

4th Level

Infiltrator's Tools
Learned Trade
Master of Elements
One With Shadows
Predatory Instincts
Summon Faithful Companion
Toxic Grenade
Unbound Freedom

5th Level

Bounding Steps
Concussive Strike
Environmental Behavior
focused Aim
Infiltrator's Wardrobe
Learned Legends
Nurturing Encouragement
Raining Death
Swift Draw
Utilizing Connections




























Discipline Descriptions

Ambush


  • Prerequisites: None
  • Execution Time: 1 reaction, which you take when you make a Dexterity (Stealth) check or an initiative roll
  • Range: Self
  • Duration: Instantaneous

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one discipline die and add the die to the roll, provided you aren't Incapacitated.

Bait and Switch


  • Prerequisites: None
  • Execution Time: 1 bonus action
  • Range: 5 feet
  • Duration: Instantaneous

When you're within 5 feet of a creature on your turn, you can use your bonus action to expend one discipline die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Roll the discipline die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.





























Brace


  • Prerequisites: Wielding a Reach Weapon or Spear
  • Execution Time: 1 reaction, which you take when a creature moves into your reach
  • Range: Equal to your weapon’s
  • Duration: Instantaneous

When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one discipline die and make an opportunity attack against the creature, using that weapon. If the attack hits, add the discipline die to the weapon’s damage roll.

Commander's Strike


  • Prerequisites: None
  • Execution Time: 1 attack
  • Range: 30 feet
  • Duration: Instantaneous

When you take the attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you within range and expend one discipline die. That creature can immediately use its reaction to make one weapon attack, adding the discipline die to the attack’s damage roll.

Commanding Demeanor


  • Prerequisites: Proficiency with Intimidation, Performance, or Persuasion
  • Execution Time: 1 reaction, which you take when you make a Intimidation, Performance, or Persuasion check
  • Range: Self
  • Duration: Instantaneous

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one discipline die and add the discipline die to the ability check. You can use this discipline before or after making the ability check, but before you know the results of the roll.

Disarming Attack


  • Prerequisites: Wielding a Martial Weapon
  • Execution Time: 1 attack
  • Range: Equal to your weapon's
  • Duration: Instantaneous

When you hit a creature with a weapon attack, you can expend one discipline die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the discipline die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike


  • Prerequisites: Wielding a Martial Weapon
  • Execution Time: 1 attack
  • Range: Equal to your weapon's
  • Duration: Instantaneous

When you hit a creature with a weapon attack, you can expend one discipline die to distract the creature, giving your allies an opening. You add the discipline die to the attack’s damage roll. The next attack roll agains the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Additionally, the creature can only make opportunity attacks against you.

Dynamic Daggers


  • Prerequisites: Dexterity of 11
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: 1 minute

As a bonus action on your turn, you can expend one discipline die to procure a number of daggers equal to your proficiency bonus. The daggers have the thrown property and have a range of 60 feet. You or someone else can make a ranged weapon attack with one of the daggers. If someone else attacks with one of these daggers, that attacker adds your Dexterity ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes piercing damage equal to 1d6 + your dexterity modifier. Whether the attack hits or misses, the dagger shatters. You can’t procure more daggers than your total proficiency bonus.

Evasive Footwork


  • Prerequisites: Not Wearing Heavy Armor
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: 1 turn

When you move, you can expend one discipline die, rolling the die and adding the number rolled to your AC until the end of your turn.

Expeditious Maneuver


  • Prerequisites: None
  • Execution Time: 1 reaction, which you take at the start of your turn
  • Range: Self
  • Duration: Instantaneous

At the start of your turn, you can use a reaction to expend a discipline die to gain an additional bonus action until the end of your turn. At the start of your next turn, your speed is halved and you can't take your bonus action this turn.

Feinting Attack


  • Prerequisites: Wielding a Martial Weapon
  • Execution Time: 1 bonus action
  • Range: 5 feet
  • Duration: Instantaneous

You can expend one discipline die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the discipline die to that attack’s damage roll.

Finishing Blow


  • Prerequisites: Wielding a Finesse Weapon
  • Execution Time: 1 attack
  • Range: 60 feet
  • Duration: Instantaneous

When you hit a creature with a weapon attack, you can expend one discipline die to attempt a condemning strike against the target. You add the discipline die to the attack’s damage roll then roll the discipline die again for every time you roll the highest number and add the total to the attack’s damage roll.

Flaming Cleave


  • Prerequisites: Wielding a Melee Weapon
  • Execution Time: 1 attack
  • Range: Self (5-foot radius)
  • Duration: Instantaneous

As a bonus action on your turn, you can expend one discipline die to quickly ignite your weapon. The next time you hit a creature with a melee weapon attack before the end of your turn, the flames spread to others around your target. On a hit, you add the discipline die to the attack’s damage roll, and you can choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes fire damage equal to the number you roll on your discipline die.

Flaming Shot


  • Prerequisites: Wielding a Ranged Weapon
  • Execution Time: 1 attack
  • Range: 120 feet
  • Duration: 1 turn

When you take the attack action on your turn, you can expend a discipline die to procure a flaming piece of ammunition. The next time you make a ranged weapon attack before the end of your next turn you can do so with this piece of ammunition. When you hit a target with this piece of ammunition it suffers the weapon attack’s normal effects and takes additional fire damage equal to your discipline die. A flammable object hit by this discipline ignites if it isn’t being worn or carried.

Flu-Flu Shot


  • Prerequisites: Wielding a Bow or Crossbow
  • Execution Time: 1 attack
  • Range: 120 feet
  • Duration: 1 turn

When you take the attack action on your turn, you can expend a discipline die to procure a blunt piece of ammunition. The next time you make a ranged weapon attack before the end of your next turn you can do so with this piece of ammunition. When you hit a target with this piece of ammunition it suffers the weapon attack’s normal effects and takes additional bludgeoning damage equal to your discipline die. If a creature hit by this technique drops to 0 hit points, they drop to 1 hit point instead and become incapacitated for 1 minute.

Gentle Resolve


  • Prerequisites: Charisma or Wisdom of 11
  • Execution Time: 1 bonus action
  • Range: 15 feet
  • Duration: 1 turn

As a bonus action on your turn, you can expend a discipline die to bolster the resolve of a creature within range (including you) that can see and hear you. Until the end of the creature's next turn, the target can roll your discipline die and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The effect then ends.

Glancing Blows


  • Prerequisites: Wearing Heavy Armor or Wielding a Shield
  • Execution Time: 1 reaction, which you take when hit by a weapon attack
  • Range: Self
  • Duration: 1 round

When a creature hits you with a weapon attack, you can expend one discipline die as a reaction to gain resistance against bludgeoning, piercing, and slashing damage to non-magical attacks until the start of your next turn.

Goading Attack


  • Prerequisites: Wielding a Martial Weapon
  • Execution Time: 1 attack
  • Range: Equal to your weapon's
  • Duration: Instantaneous

When you hit a creature with a weapon attack, you can expend one discipline die to attempt to goad the target into attacking you. You add the discipline die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Shot


  • Prerequisites: Wielding a Bow or Crossbow
  • Execution Time: 1 bonus action
  • Range: 50 feet
  • Duration: 1 turn

As a bonus action on your turn, you can expend one discipline die to procure a piece of ammunition with a grappling hook and rope attached to it. As an action or when you take the attack action on your turn, you can forgo one of your attacks to fire the piece of ammunition at an object within range before the end of your next turn. The hook can support up to 600 pounds before breaking. The rope has AC 17 and 2 hit points and can be burst with a DC 17 Strength check.

Grappling Strike


  • Prerequisites: Wielding a Melee Weapon and have a Free Hand
  • Execution Time: 1 bonus action
  • Range: 5 feet
  • Duration: Instantaneous

Immediately after you hit a creature with a melee attack on your turn, you can expend one discipline die and then try to grapple the target as a bonus action. Add the discipline die to your Strength (Athletics) check.

Grit


  • Prerequisites: Constitution of 11
  • Execution Time: 1 reaction, which you take when you fail a Strength, Dexterity, or Constitution saving throw
  • Range: Self
  • Duration: Instantaneous

As a reaction, when you fail a Strength, Dexterity, or Constitution saving throw, you can expend a discipline die and add the number rolled to the roll.

Hemorrhaging Strike


  • Prerequisites: Wielding a Melee Weapon
  • Execution Time: 1 attack
  • Range: Self (5-foot radius)
  • Duration: Instantaneous

When you hit a creature with a melee weapon attack, you can expend one discipline die to inflict a hemorrhaging wound against your target. You add the discipline die to the attack’s damage roll, and if the target moves 5 feet or more before the end of their next turn, the target takes additional necrotic damage equal to your discipline die.

Know Your Enemy


  • Prerequisites: None
  • Execution Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous

If you spend at least 1 minute observing or interacting with another creature outside combat, you can expend a discipline die to learn certain information about its capabilities compared to your own. You learn if the creature is your equal, superior, or inferior in regard to one of the following characteristics:

  • Strength Score
  • Dexterity Score
  • Constitution Score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)

Once you use this discipline on a creature, you can't use it on that creature again until you finish a short or long rest.

Lacerating Whip


  • Prerequisites: Wielding a Whip
  • Execution Time: 1 attack
  • Range: 10 feet
  • Duration: Instantaneous

When you hit a creature with a melee weapon attack, you can expend one discipline die to attempt to pull the target closer to you. You add the discipline die to the attack’s damage roll, and the target must make a Strength saving throw or be pulled up to 10 feet in a straight line toward you.

Lunging Attack


  • Prerequisites: Wielding a Melee Weapon
  • Execution Time: 1 attack
  • Range: Self
  • Duration: Instantaneous

When you make a melee weapon attack on your turn, you can expend one discipline die to increase your reach for that attack by 5 feet. If you hit, you add the discipline die to the attack's damage roll.

Maneuvering Attack


  • Prerequisites: Wielding a Martial Weapon
  • Execution Time: 1 attack
  • Range: Equal to your weapon's
  • Duration: Instantaneous

When you hit a creature with a weapon attack, you can expend one discipline die to maneuver one of your comrades into a more advantageous position. You add the discipline die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack


  • Prerequisites: Wielding a Martial Weapon
  • Execution Time: 1 attack
  • Range: Equal to your weapon's
  • Duration: 1 round

When you hit a creature with a weapon attack, you can expend one discipline die to attempt to frighten the target. You add the discipline die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry


  • Prerequisites: Wielding a Melee Weapon
  • Execution Time: 1 reaction, which you take when you take damage from a melee attack
  • Range: Self
  • Duration: Instantaneous

When another creature damages you with a melee attack, you can use your reaction and expend one discipline die to reduce the damage by the number you roll on your discipline die + your Dexterity modifier.

Poison Grenade


  • Prerequisites: Intelligence or Wisdom of 11
  • Execution Time: 1 bonus action
  • Range: 10 feet
  • Duration: Instantaneous

As a bonus action on your turn, you can expend one discipline die to procure and throw a bottle of poison at a creature within range that you can see. The creature must make a Constitution saving throw or take poison damage equal to your discipline die, and become poisoned until the end of its next turn.

Pushing Attack


  • Prerequisites: Wielding a Martial Weapon
  • Execution Time: 1 attack
  • Range: Equal to your weapon's
  • Duration: Instantaneous

When you hit a creature with a weapon attack, you can expend one discipline die to attempt to drive the target back. You add the discipline die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength Saving throw. On a failed save, you push the target up to 15 feet away from you.

Precision Attack


  • Prerequisites: None
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: Instantaneous

When you make a weapon attack roll against a creature, you can expend one discipline die to add it to the roll. You can use this discipline before or after making the attack roll, but before any effects of the are applied.

Quick Toss


  • Prerequisites: None
  • Execution Time: 1 bonus action
  • Range: 30 feet
  • Duration: Instantaneous

As a bonus action, you can expend one discipline die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the discipline die to the weapon’s damage roll.

Rally


  • Prerequisites: None
  • Execution Time: 1 bonus action
  • Range: 30 feet
  • Duration: Instantaneous

On your turn, you can use a bonus action and expend one discipline die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you within range. That creature gains temporary hit points equal to the discipline die roll + your proficiency bonus.

Riposte


  • Prerequisites: Wielding a Melee Weapon
  • Execution Time: 1 reaction, which you take when a creature misses you with a melee attack
  • Range: Equal to your weapon
  • Duration: Instantaneous

When a creature misses you with a melee attack, you can use your reaction and expend one discipline die to make a melee weapon attack against the creature. If you hit, you add the discipline die to the attack’s damage roll.

Skillful Recovery


  • Prerequisites: Wielding a Weapon that Lacks the Finesse Property
  • Execution Time: 1 attack
  • Range: Self
  • Duration: Instantaneous

Once per turn, when you take the attack action and miss with a weapon attack, you can expend one discipline die to make another weapon attack without advantage as part of the same action.

Spirit


  • Prerequisites: Wisdom of 11
  • Execution Time: 1 reaction, which you take when you fail an Intelligence, Wisdom, or Charisma saving throw
  • Range: Self
  • Duration: Instantaneous

As a reaction, when you fail an Intelligence, Wisdom, or Charisma saving throw, you can expend a discipline die and add the number rolled to the roll.

Sunrod


  • Prerequisites: None
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: 1 hour

As a bonus action on your turn, you can expend one discipline die to procure and light a sunrod flare that lasts 1 hour. Until the flare expires, it sheds bright light in a 20-foot radius and dim light for additional 20 feet. The light can be colored as you like. Completely covering the flare with something opaque blocks the light. Water does not extinguish the light.

As an action or when you take the attack action, you can forgo one of your attacks to throw or fire the flare 60 feet into the air which will float for 1 minute before falling to the ground.






















Sweeping Attack


  • Prerequisites: Wielding a Melee Weapon
  • Execution Time: 1 attack
  • Range: Equal to your weapon's
  • Duration: Instantaneous

When you hit a creature with a melee weapon attack, you can expend one discipline die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your discipline die + your Strength or Dexterity modifier (whichever is higher). The damage is of the same type dealt by the original attack.

Swift Footed


  • Prerequisites: Dexterity of 11
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: 1 turn

As a bonus action on your turn, you can expend one discipline die to move up to half your speed or to take the disengage action.

Tactical Assessment


  • Prerequisites: Proficiency in History, Insight, or Investigation
  • Execution Time: 1 reaction, which you take when you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check
  • Range: Self
  • Duration: Instantaneous

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one discipline die and add the discipline die to the check. You can use this discipline before or after making the ability check, but before you know the results of the roll.






















Trip Attack


  • Prerequisites: Wielding a Martial Weapon
  • Execution Time: 1 attack
  • Range: Equal to your weapon's
  • Duration: Instantaneous

When you hit a creature with a weapon attack, you can expend one discipline die to attempt to knock the target down. You add the discipline die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Whirlwind Strike


  • Prerequisites: Wielding a Melee Weapon
  • Execution Time: 1 action
  • Range: Self
  • Duration: Instantaneous

As an action on your turn, you can expend a discipline die to attempt to strike each creature within your reach. Each creature within your weapon’s reach must make a Dexterity saving throw or take damage equal to the number rolled on your discipline die.

Whistling Shot


  • Prerequisites: Wielding a Bow or Crossbow
  • Execution Time: 1 attack
  • Range: 120 feet
  • Duration: Instantaneous

When you take the attack action on your turn, you can expend a discipline die to procure a hollow piece of ammunition. The next time you make a ranged weapon attack before the end of your next turn you can do so with this piece of ammunition. When you hit a target with this piece of ammunition it suffers the weapon attack’s normal effects and takes additional piercing damage equal to your discipline die. As the arrow flies, it emits a high-pitched whistle audible out to 600 feet.

Technique Descriptions

1st Level Techniques

Adhesive Shot


  • Prerequisites: Dexterity of 12
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: 1 minute

You can procure a piece of ammunition with a special adhesive that hardens when introduced to air. The next time you hit a creature with a ranged weapon attack this turn they must succeed on a Strength saving throw or be restrained by the adhesive for the duration. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save the adhesive hardens and crumbles away.

While restrained by this technique , the target takes 1d6 acid damage at the start of each of its turns. A creature restrained by the adhesive or one that can touch the creature can use its action to make a Strength check against your technique save DC. On a success, the target is freed.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Alchemist's Shot


  • Prerequisites: Wielding a Bow or Crossbow
  • Execution Time: 1 attack
  • Range: 120 feet
  • Duration: 1 minute

You procure and fire a piece of ammunition with a small vial of alchemist’s fire on its tip. Make a ranged weapon attack against a target within range. On a hit, the target suffers the weapon attack’s normal effects and takes an additional 1d6 fire damage, and an additional 1d6 fire damage at the start of each of its turns for the duration. A creature can end this damage by using its action to make a Dexterity check against your save DC to extinguish the flames.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Astute Protector


  • Prerequisites: None
  • Execution Time: 1 bonus action
  • Range: 30 feet
  • Duration: Concentration, up to 10 minutes

You can begin directing an ally that can see and hear you in battle. Until the technique ends, another creature of your choice gains a +2 bonus to AC for the duration.

Berserker's Blitz


  • Prerequisites: Wielding a Melee Weapon
  • Execution Time: 1 reaction, which you take when you hit a creature with a melee weapon attack
  • Range: Self
  • Duration: Instantaneous

When you hit a target with a melee weapon attack, you can use your reaction to strike fear into your target, the attack deals an extra 1d6 damage of the weapon’s type to the target. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you for 1 minute. As an action, the creature can make a Wisdom check against your technique save DC to steel its resolve and end this technique.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the damage dealt by the attack increases by 1d6 for each slot level above 1st.

Blasting Ammunition


  • Prerequisites: Dexterity of 12 and Wielding a Ranged Weapon
  • Execution Time: 1 attack
  • Range: 60 feet
  • Duration: Instantaneous

You procure and fire a piece of ammunition with explosive powder on its tip at a point within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 1d8 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Bloodletting


  • Prerequisites: Wielding a Melee Weapon
  • Execution Time: 1 reaction, which you take when you hit a creature with a melee weapon attack
  • Range: Self
  • Duration: Instantaneous

When you hit a target with a melee weapon attack, you can use your reaction to strike a vital spot, the attack deals an extra 1d6 damage of the weapon’s type to the target. Additionally, if the target is a creature, at the start of each of the targets turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 necrotic damage. On a successful save, the technique ends. If the target or a creature within 5 feet of it uses an action to staunch the bleeding, the technique ends.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the initial damage dealt by the attack increases by 1d6 for each slot level above 1st.

Bounding Dash


  • Prerequisites: Dexterity of 12
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 10 minutes

You can stretch your physical limitations. When you use this technique, and then as a bonus action on each of your turns until the technique ends, you can take the Dash action.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the time increases by 5 minutes for each slot level above 1st.

Bull's-Head Shot


  • Prerequisites: Dexterity of 12 and Wielding a Ranged Weapon
  • Execution Time: 1 attack
  • Range: 30 feet
  • Duration: 1 minute

You procure and fire a piece of ammunition or throw a ranged weapon with a heavy blunted tip. Make a ranged weapon attack against a target within range. On a hit, the target suffers the weapon attack’s normal effects and takes an additional 1d6 bludgeoning damage, and the target must make a Constitution saving throw or become crippled for the duration. If the target is already crippled, it must make a Constitution saving throw or become stunned until the end of its next turn. The crippled target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Castigating Strike


  • Prerequisites: Wielding a Shield
  • Execution Time: 1 reaction, which you take when hit with a melee attack
  • Range: 5 feet
  • Duration: Instantaneous

When a creature hits you with a melee attack, you can use your reaction to reprimand them for their mistake. The creature must make a Dexterity saving throw. It takes 2d10 bludgeoning damage on a failed save and the creature is a size of Large or smaller; they are knocked prone, or half as much damage and isn’t knocked prone on a successful one.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the damage increases by 1d10 for each slot level above the 1st.

Commanding Order


  • Prerequisites: Charisma of 12
  • Execution Time: 1 action
  • Range: 60 feet
  • Duration: 1 round

You can speak a one-word command to a creature that can see and hear you within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The effect has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Commanding Zone


  • Prerequisites: None
  • Execution Time: 1 action
  • Range: Self (10-foot radius)
  • Duration: Concentration, up to 1 minute

Your awarness of the battlefield radiates in an aura with a 10-foot radius. For the next minute, the aura moves with you, centered on you.

When you execute this technique, you can designate any number of creatures you can see to be unaffected by it. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw or become marked. Any attack roll made against a marked creature has advantage if the attacker can see it, and marked creatures can't benefit from being invisible.

A marked creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success.

Crashing Wave


  • Prerequisites: Wielding a Melee Weapon
  • Execution Time: 1 reaction, which you take when you hit a creature with a melee weapon attack
  • Range: Self
  • Duration: Instantaneous

When you hit a creature with a melee weapon attack, you can use your reaction to put your entire weight behind the strike, the attack deals an extra 1d6 damage of the weapon’s type to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the damage dealt by the attack increases by 1d6 for each slot level above 1st.

Defensive Stance: Rabbit


  • Prerequisites: Dexterity of 12
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: 1 minute

Your masterful footwork allows you to continuously dodge attacks. Until the technique ends, any creature who targets you with an attack or another harmful effect must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or effect. This technique doesn’t protect you from area effects, such as the explosion of a fireball.

If you make an attack, cast a spell or execute a technique that affects an enemy, or deal damage to another creature, this technique ends.

Defensive Stance: Thorns


  • Prerequisites: Constitution of 12 and Wielding a Melee Weapon
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: 1 hour

You can take up a self preserving stance. You gain 10 temporary hit points for the next minute. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 damage of your weapons type.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, both the temporary hit points and damage increase by 5 for each slot above the 1st.

Deflect


  • Prerequisites: Wielding a Shield
  • Execution Time: 1 reaction, which you take when you are hit by an attack or spell or technique area of effect
  • Range: Self
  • Duration: 1 round

When you're hit by an attack or by a spell or technique area of effect, you can use your reaction to bring up your shield to protect you. Until the start of your next turn, you gain a bonus to your AC and Dexterity saving throws equal to your shield's AC, including against the triggering attack.

Demoralize


  • Prerequisites: Charisma of 12
  • Execution Time: 1 action
  • Range: 30 feet
  • Duration: Concentration, up to 1 minute

You can choose up to three creatures of your choice that can see and hear you within range. Each of the chosen creatures must make a Charisma saving throw. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the effect ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, you can target one additional creature for each slot level above the first.

Don Disguise


  • Prerequisites: Proficiency with Disguise Kit
  • Execution Time: 10 minutes
  • Range: Self
  • Duration: 1 hour

Over the course of 10 minutes, you can make yourself--including clothing, armor, weapons, and other belongings of your person--look different for the next hour or until you remove the items. You can appear thin, fat, or in between. You can’t change your body type, so you must adapt to a form that has the same basic arrangement of limbs. Otherwise the extent of the disguise is up to you.

The changes wrought by your disguise fail to hold up to physical inspection. For example, the items and trinkets you use are copies and fakes of originals. If you use this technique to appear thinner or fatter than you are, those that touch you may realize something isn’t right.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your technique save DC. If you are proficient with a disguise kit, you can add a bonus to the DC equal to your proficiency bonus.

Dread Gaze


  • Prerequisites: Charisma or Strength of 12
  • Execution Time: 1 bonus action
  • Range: 15 feet
  • Duration: 1 minute

You can awaken a sense of mortality in one creature within range that can see you. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or has disadvantage on attacks that don’t target you. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, you can target one additional creature for each slot level above the 1st. The creatures must be within 15 feet of each other when you target them.

Duelist's Challenge


  • Prerequisites: Charisma or Wisdom of 12
  • Execution Time: 1 bonus action
  • Range: 30 feet
  • Duration: Concentration, up to 1 minute

You can attempt to compel a creature into a duel. One creature that can see and hear you within 30 feet must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your words. For the duration, the creature has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this technique doesn’t restrict the target’s movement for that turn.

While this effect is active other creatures have disadvantage on attacks they make against you and the targeted creature. The technique ends if you end your turn more than 30 feet away from the target.

Encourage


  • Prerequisites: Charisma 12
  • Execution Time: 1 action
  • Range: 30 feet
  • Duration: Concentration, up to 1 minute

You can encourage up to three creatures of your choice within range. Whenever a target makes an attack roll or saving throw before the effect ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, you can target one additional creature for each slot level above the first.

Fervor


  • Prerequisites: Strength or Dexterity of 12
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

You can empty your mind of everything but the battle. Until the technique ends, your weapon attacks and unarmed strikes deal an extra 1d4 of damage of their type on a hit.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the damage increases by 1d4 for each slot level above the 1st.

Flawless Aim


  • Prerequisites: Dexterity of 12
  • Execution Time: 1 action
  • Range: 120 feet
  • Duration: Instantaneous

You can procure three darts or pieces of ammunition, throwing or shooting them at one creature or several. Each dart or piece of ammunition hits a creature of your choice that you can see within range, each of which deals 1d4 + 1 piercing damage to its target.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, you can procure one more dart or piece of ammunition for each slot level above the 1st.

Gale Force


  • Prerequisites: Dexterity of 12
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

You can start to control your breathing to help you reach beyond your own limits. Until the technique ends, your movement doesn’t provoke opportunity attacks.

Once before the technique ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 damage of the weapon’s type on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Hail of Arrows


  • Prerequisites: Dexterity of 12 and Wielding a Bow or Crossbow
  • Execution Time: 1 action
  • Range: 120 feet
  • Duration: Instantaneous

You can fire a hail of arrows in a 10 foot radius centered on a point within range. Each creature within the area must make a Dexterity saving throw. A creature takes 2d10 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the damage increases by 1d10 for each slot level above the 1st (to a maximum of 6d10).

Heroic Landing


  • Prerequisites: None
  • Execution Time: 1 reaction, which you take when you fall
  • Range: Self
  • Duration: 1 minute

When you fall, you can control the rate in which you descend. Your rate of descent slows to 60 feet per round until the technique ends. If you land before the technique ends, you take no falling damage and can land on your feet, and the technique ends for you.

Heroic Inspiration


  • Prerequisites: None
  • Execution Time: 1 action
  • Range: 30 feet
  • Duration: Concentration, up to 1 minute

You can inspire a willing creature that can see and hear you with bravery. Until the effect ends, the creature is immune to being frightened and if it’s already frightened, the condition is suspended for the duration. Additionally, the creature gains temporary hit points equal to double your proficiency bonus at the start of each of its turns. When the technique ends, the target loses any remaining temporary hit points from this technique.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, you can target one additional creature for each slot level above the 1st.

Impaling Harpoon


  • Prerequisites: Dexterity or Strength of 12
  • Execution Time: 1 attack
  • Range: 50 feet
  • Duration: Concentration, up to 1 minute

You procure a barbed javelin, arrow, or bolt with 50 feet of hempen rope which is attached to your body and the weapon or piece of ammunition. Make a ranged weapon attack against a creature within range. On a hit, the creature suffers the weapon attack’s normal effects and must make a Dexterity saving throw or become impaled for the duration.

An impaled creature must make a Strength saving throw each time it attempts to move to a space that is more than 50 feet away from you; if the creature succeeds on this saving throw, this technique doesn’t restrict the target’s movement for that turn and you’re dragged with it. A Huge or larger creature automatically succeeds.

As a bonus action on each of your turns, you can attempt to pull or drag an impaled creature that is Large or smaller. Make a Strength (Athletics) check against the creature’s Strength (Athletics) adding your technique ability to the number rolled. On a success, you can pull the creature up to 15 feet towards you or you can use up to 15 feet of movement to drag the creature with you. If the creature is Huge or larger, you can pull yourself up to 15 feet towards it.

A creature can end this effect by using its action to make a Strength saving throw to remove the weapon or piece of ammunition.

Jumping Strides


  • Prerequisites: Strength of 12
  • Execution Time: 1 action
  • Range: Self
  • Duration: 1 minute

You can focus your mind and body to complete this feat of athleticism. Your jump distance is doubled for the duration.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the distance is tripled. When you use a technique slot of 3rd or 4th level, the jump distance is quadrupled.

Perimeter Trap


  • Prerequisites: Wisdom of 12
  • Execution Time: 1 minute
  • Range: touch
  • Duration: 8 hours

Over the course of a minute, you can set up a foolproof alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. For 8 hours, the alarm makes an audible noise that can be heard within 60 feet whenever an unwanted creature passes through the warded area. When you use this technique, you can designate creatures that won’t set off the alarm.

Poisoner's Ammunition


  • Prerequisites: Dexterity of 12 and Wielding a Bow or Crossbow
  • Execution Time: 1 attack
  • Range: 120 feet
  • Duration: 1 minute

You procure and fire a piece of ammunition with a small vial of poison on its tip. Make a ranged weapon attack against a target within range. On a hit, the target suffers the weapon attack’s normal effects and takes an additional 2d6 poison damage, and the target must make a Constitution saving throw or become poisoned for the duration. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Pot O' Oil


  • Prerequisites: Dexterity of 12
  • Execution Time: 1 attack
  • Range: 30 feet
  • Duration: 1 minute

You procure and fire or throw a small clay pot of grease at a point within range. Each creature within a 10-foot-radius square centered on that point must succeed on a Dexterity saving throw or become covered in grease and fall prone.

The affected area turns into difficult terrain for the duration. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

A creature covered in grease takes an additional 1d6 damage when taking fire damage.

Precision Shot


  • Prerequisites: Dexterity of 12 and Wielding a Ranged Weapon
  • Execution Time: 1 attack
  • Range: 120 feet
  • Duration: 1 round

When you take the attack action, you can forgo one of your attacks to throw or fire a piece of ammunition that targets a vulnerable spot on a creature within range. Make a ranged weapon attack against the target. On a hit, the target takes 2d6 damage of the weapon’s type, and the next attack roll made against this target before the end of your next turn has advantage.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the damage increases by 1d6 for each slot level above the 1st.

Seismic Throw


  • Prerequisites: Strength of 12
  • Execution Time: 1 attack
  • Range: 5 feet
  • Duration: Instantaneous

You can choose an object within 5 feet of you that isn’t being worn or carried by another creature. You can throw the object at break-neck speed in a straight line up to 60 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, make a special ranged weapon attack using your Strength modifier against it. If you hit, the target takes 3d6 bludgeoning damage.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the maximum weight of objects that you can throw increases by 5 pounds, and the damage increases by 1d6, for each slot level above the 1st.

Shattering Quake


  • Prerequisites: Strength of 12
  • Execution Time: 1 attack
  • Range: 5 feet
  • Duration: Instantaneous

When you take the attack action, you can forgo one of your attacks to hit the ground with such force it causes a quake in the ground within range centered on you. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring 1 minute to clear by hand.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the damage increases by 1d6 for each slot level above the 1st.

Shockwave


  • Prerequisites: Strength 12 and Wielding a Shield
  • Execution Time: 1 action
  • Range: Self (15-foot cube)
  • Duration: Instantaneous

You can smash your shield with such force that it creates a bounding shockwave in front of you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the technique’s effect, and the technique emits an audible boom out to 300 feet.

Smoke Stick


  • Prerequisites: Intelligence of 12
  • Execution Time: 1 attack
  • Range: 60 feet
  • Duration: 1 minute

When you take the attack action, you can forgo one of your attacks to procure and light a manufactured smoke stick which can be thrown or fired from a piece of ammunition at a point within range. The stick creates a 10-foot-radius sphere of smoke that spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the radius of the smoke increases by 10 feet for each slot level above the 1st.

Smooth Talking


  • Prerequisites: Charisma of 12
  • Execution Time: 1 action
  • Range: 30 feet
  • Duration: 1 Hour

You can attempt to charm a humanoid you can see within range of you. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the technique ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, the creature knows it was charmed by you.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, you can target one additional creature for each slot level above the 1st. The creatures must be within 30 feet of each other when you target them.

Snare Trap


  • Prerequisites: None
  • Execution Time: 1 minute
  • Range: Touch
  • Duration: 8 hours

Over the course of 1 minute, you can set up a rope trap with a 5-foot radius on the ground or the floor. The trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your technique save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the trap’s radius. That creature must succeed on a Dexterity saving throw or be hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the technique ends.

A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. After the trap is triggered, the trap is destroyed when no creature is restrained by it.

Strider's March


  • Prerequisites: Dexterity of 12
  • Execution Time: 1 action
  • Range: Self
  • Duration: 1 hour

You can focus your mind and body into a to complete this feat of athleticism. Your speed increases by 10 feet for the duration.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the speed increases by 10 feet for each slot level above the first.

Toxic Slash


  • Prerequisites: Intelligence of 12
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: Instantaneous

You can sheath your blade in a potent poison. The next melee weapon attack you make this turn deals an extra 2d8 poison damage.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, the damage increases by 1d8 for each slot level above the 1st.

Unrelenting Spirit


  • Prerequisites: Constitution of 12
  • Execution Time: 1 action
  • Range: Self
  • Duration: 1 hour

You can bolster your resolve, you gain 1d10 + 5 temporary hit points for the duration.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above the 1st.

Vigilant Herald


  • Prerequisites: None
  • Execution Time: 1 reaction, which you take as soon as combat starts
  • Range: 30 feet
  • Duration: Instantaneous

You have a vigilance and an ability to recognise danger before it strikes. When combat starts, but before initiative is rolled, you can use your reaction to grant a willing creature a 1d6 bonus to its initiative.

At Higher Levels. When you execute this technique using a technique slot of 2nd level or higher, you can target one additional creature for each slot level above the 1st.

Warrior's Quarry


  • Prerequisites: None
  • Execution Time: 1 bonus action
  • Range: 90 feet
  • Duration: Concentration, up to 10 minutes

You can choose a creature within range and mark them as your focused target. Until the technique ends, you can add +2 to your discipline die rolls made against the marked creature when determining the total number rolled. When you execute this technique or mark a new target, pick one of the following benefits:

  • You gain a +1 bonus to AC against attacks the target makes against you.
  • You gain a +1 bonus to ability checks you make against the target.
  • You gain a +1 bonus to melee weapon attack rolls you make against the target.
  • You gain a +1 bonus to saving throws you make from spells, techniques, and effects the target uses against you.

If the target drops to 0 hit points before this technique ends, you can use a bonus action on a subsequent turn of yours to mark a new creature and choose to pick a new benefit or keep the one you’re using.

At Higher Levels. When you execute this technique using a technique slot of 3rd level or higher, you no longer need to concentrate for this technique.

2nd Level Techniques

Acidic Ammunition


  • Prerequisites: Wielding a Bow or Crossbow
  • Execution Time: 1 bonus action
  • Range: 90 feet
  • Duration: Instantaneous

You procure a number of pieces of ammunition equal to twice your proficiency bonus, each with a vial of acid attached at their tips. When a target is hit by a ranged weapon attack using a piece of this ammunition, the target takes an additional 2d4 acid damage. If the target is wearing metal armor, roll 1d4 and lower the target’s AC by the number rolled until the end of its next turn.

The acid dissipates on a piece of ammunition when it hits or misses, and the technique ends when you’ve used all pieces of ammunition.

At Higher Levels. When you execute this technique using a technique slot of 3rd level or higher, the damage increases by 1d4 for each slot above 2nd.

Antidote


  • Prerequisites: Proficient in Medicine
  • Execution Time: 1 action
  • Range: Touch
  • Duration: 1 hour

You procure a readied bottle of antidotal medicine administering it to a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Bypass Lock


  • Prerequisites: Dexterity or Strength of 13
  • Execution Time: 1 action
  • Range: Touch
  • Duration: Instantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with arcane lock, this technique has no effect and does nothing.

At the DM’s discretion, when you execute this technique, a loud noise, audible from as far away as 300 feet, emanates from the target object when unlocked.


























Counter Technique


  • Prerequisites: None
  • Execution Time: 1 reaction, which you take when you see a creature within 5 feet of you executing a technique
  • Range: 5 feet
  • Duration: Instantaneous

You attempt to interrupt a creature in the process of executing a technique. If the creature is executing a technique of 2nd level or lower, its technique fails and has no effect. If it’s executing a technique of 3rd level or higher, make an ability check using your technique ability. The DC equals 10 + the technique’s level. On a success, the creature’s technique fails and has no effect.

At Higher Levels. When you execute this technique using a technique slot of 3rd level or higher, the interrupted technique has no effect if its level is less than or equal to the level of the technique slot you used.

Dance of the Swan


  • Prerequisites: Dexterity of 13
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

You focus your athletic ability to move in quick and unpredicting patterns, giving yourself the following benefits for the duration:

  • Your walking speed increases by 10 feet.
  • You don’t provoke opportunity attacks.
  • You can move through the space of another creature, and it doesn’t count as difficult terrain. You can’t end your turn in another creature’s space.
  • You have advantage on Dexterity saving throws and Dexterity (Acrobatics) checks.

At Higher Levels. When you execute this technique using a technique slot of 3rd level or higher, it doesn’t require concentration.

Defensive Stance: Boar


  • Prerequisites: Constitution of 13
  • Execution Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 1 hour

Until the technique ends, you mentally focus your mind to ignore pain. At the start of your turn, you gain a number of temporary hit points equal to your Technique ability modifier plus your Proficiency bonus.

At Higher Levels. When you execute this technique using a technique slot of 4th level or higher, you no longer need to concentrate for this technique.

Defensive Stance: Crane


  • Prerequisites: Not Wearing Medium or Heavy Armor
  • Execution Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 1 minute

You empty your mind allowing you to move and dodge attacks subconsciously. For the duration, the first 2 attack rolls made against you each round have disadvantage.

At Higher Levels. When you execute this technique using a technique slot of 3rd level or higher, the number of attacks that have disadvantage increases by 1 for each slot level above 2nd.

Dragon's Spit


  • Prerequisites: None
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

You swallow a concoction of highly flammable liquid. When you use this technique, and then as a bonus action on each of your turns until the technique ends, you can exhale the concoction’s fumes in a 10-foot-cone. Each creature in that area must make a Dexterity saving throw taking 2d6 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you execute this technique using a technique slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Eight Trigram Veil


  • Prerequisites: None
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

You attune to the elemental veils allowing you to see through solid objects to a range of 30 feet perceiving creatures and objects as transparent images for the duration. Additionally, your attacks ignore cover and when you have disadvantage on an attack due to an elemental effect, you can make the attack without disadvantage.

Honed Weapon


  • Prerequisites: Proficiency in Smith’s Tools or Woodcarver’s Tools
  • Execution Time: 1 hour
  • Range: Touch
  • Duration: 8 hours

Over the course of the execution time or long rest, you hone a non-magical weapon. For the duration, that weapon becomes a non-magical masterwork weapon with a +1 bonus to attack rolls and damage rolls.

Attacks made with this weapon count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

At Higher Levels. When you execute this technique using a technique slot of 4th level, the execution time increases to 4 hours and the bonus increases to +2. When you use a technique slot of 5th level, the execution time increases to 8 hours and the bonus increases to +3.































Inspire


  • Prerequisites: Charisma of 13
  • Execution Time: 1 action
  • Range: 30 feet
  • Duration: 8 hours

You bolster your allies with resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you execute this technique using a technique slot of 3rd level or higher, a target’s hit point increases by an additional 5 for each slot level above 2nd.

Mastery of Self


  • Prerequisites: None
  • Execution Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 1 hour

You begin to focus on mastering your skills, latent or otherwise. Choose one of the following effects: you gain that effect until the technique ends.

Bear's Endurance. You have advantage on Constitution checks. You also gain 2d6 temporary hit points, which are lost when the technique ends.

Bull's Strength. You have advantage on Strength checks, and your carrying capacity doubles.
































Cat's Grace. You have advantage of Dexterity checks. You also don’t take damage from falling 20 feet or less if you aren’t incapacitated.

Eagle's Splendor. You have advantage on Charisma checks.

Fox's Cunning. You have advantage on Intelligence checks.

Owl's Wisdom. You have advantage on Wisdom checks.

At Higher Levels. When you execute this technique using a technique slot of 3rd level or higher, the duration increases by 1 hour for each slot above 2nd.

Medicinal Concoction


  • Prerequisites: Proficiency in Medicine
  • Execution Time: 1 action
  • Range: Touch
  • Duration: Instantaneous

You procure a readied bottle of medicine that can end a condition afflicting a target. The condition can be blinded, deafened, paralyzed, or poisoned.

Skyward Takedown


  • Prerequisites: Wielding a Longbow or Crossbow
  • Execution Time: 1 action
  • Range: 300 feet
  • Duration: 1 minute

Lining up the perfect shot, you make a special ranged attack against a creature. On a hit, the target suffers the weapon attack’s normal effects as well as causing its flying speed (if any) to be reduced to 0 feet for the technique's duration. An airborne creature affected by this technique safely descends at 100 feet per round until it reaches the ground or the technique ends. At the end of each round the affected creature can make a Strength saving throw to end the effect on itself.

Spider's Snare


  • Prerequisites: Wielding a Bow or Crossbow
  • Execution Time: 1 action
  • Range: 60 feet
  • Duration: 1 round

You procure and fire a piece of ammunition with compressed alchemic webbing on its tip at a point of your choice within range. The piece of ammunition explodes and webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscured their area.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the technique ends. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your technique save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Summon Companion


  • Prerequisites: Proficiency in Animal Friendship
  • Execution Time: 1 action
  • Range: 90 feet
  • Duration: Concentration, up to 1 hour

You call forth your trusty bestial companion. It manifests in an unoccupied space that you can see within range. The companion uses the Bestial Spirit stat block. When you execute this technique, choose an environment: Air, Land, or Water. The companion resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The companion flees to safety when it drops to 0 hit points or when the technique ends.

The companion is an ally to you and your other companions. In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you execute this technique using a technique slot of 3rd level or higher, use the higher level wherever the technique’s level appears in the stat block.

Sword and Fire


  • Prerequisites: Wielding a Melee Weapon Without the Heavy Property
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

You swiftly douse your weapon in oil and ignite it creating a fiery weapon. The flame lasts for the duration. If you let go of the weapon, the flame extinguishes, but you can reignite the weapon again as a bonus action.

Melee weapon attacks you make with this weapon deal an extra 1d6 fire damage while the weapon is ignited.

When you hit a creature with a weapon attack while using this technique, you can choose to end the technique to deal an additional 3d10 fire damage to the target.

The flaming weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you execute this technique using a technique slot of 4th level or higher, the extra fire damage increases by 1d6 and 1d10.

Through the Shadows


  • Prerequisites: Not Wearing Medium or Heavy Armor
  • Execution Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 1 houre

You attempt to conceal yourself, disappearing in the surrounding darkness. While in dim light or darkness, you are invisible, even to creatures that rely on darkvision to see you in such darkness. The technique ends if you attack, execute a technique, or cast a spell.

Thunderstone Arrow


  • Prerequisites: Dexterity of 13 and Wielding a Ranged Weapon
  • Execution Time: 1 attack
  • Range: 60 feet
  • Duration: 1 minute

You procure and fire a piece of ammunition with a thunderstone on its tip at a point within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 2d6 thunder damage and is blinded and deafened for the duration on a failed save, or half as much damage and isn’t blinded or deafened on a successful one.

At Higher Levels. When you execute this technique using a technique slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Tracker's Wound


  • Prerequisites: Wielding a Melee Weapon
  • Execution Time: 1 reaction, which you take when you hit a creature with a melee weapon attack
  • Range: Self
  • Duration: Instantaneous

When you hit a target with a melee weapon attack, you can use your reaction to reveal the target. The attack deals an extra 2d6 damage of the weapon’s type to the target. Additionally, if it’s a creature, it becomes visible if it’s invisible, and the target drips blood that allows it to be tracked for 1 minute.

At Higher Levels. When you execute this technique using a technique slot of 3rd level or higher, the damage dealt by the attack increases by 1d6 for each slot level above 2nd.

Tracking and Herbology


  • Prerequisites: Proficiency in Survival
  • Execution Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 1 hour

Describe or name a specific kind of beast or plant. Concentrating on your surroundings, you gain advantage on your survival checks when tracking or searching for the described beast or plant. If you find evidence of the beast or plant you’re looking for, you learn the direction, distance, and how many of that kind are within 3 miles of you, if any are present.

Turret Trap


  • Prerequisites: None
  • Execution Time: 1 bonus action
  • Range: 5 feet
  • Duration: 1 minute

You procure and plant a mechanical turret for the duration in an unoccupied space of your choice that you can see within range which has four pieces of ammunition stored within.

Until the technique ends, any creature hostile to you that moves to a space within 30 feet of the turret for the first time on a turn or ends its turn there, one piece of ammunition fires to strike it. The creature must make a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The technique ends when no ammunition remains.

At Higher Levels. When you execute this technique using a technique slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Unbound Movement


  • Prerequisites: None
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: Instantaneous

Moving at breakneck speed, to the layman you look as if you teleport. You gain a climb and swim speed of 30 feet and can move up to 30 feet to an unoccupied space that you can see. This movement doesn’t provoke opportunity attacks and isn’t hindered by difficult terrain.

Volley of Fire


  • Prerequisites: Wielding a Bow or Crossbow
  • Execution Time: 1 action
  • Range: 120 feet
  • Duration: Instantaneous

You procure and fire three pieces of blazing ammunition at targets within range. You can fire them at one target or several. Make a ranged weapon attack for each piece of ammunition. On a hit, the target takes 2d10 fire damage.

At Higher Levels. When you execute this technique using a technique slot of 3rd level or higher, you procure one additional ray for each slot level above 2nd.

Warding Sentry


  • Prerequisites: None
  • Execution Time: 1 bonus action
  • Range: 30 feet
  • Duration: Concentration, up to 1 minute

This technique allows you to focus on an ally, shouting warnings and commands to aid them in combat. Designate a creature within range that can see and hear you. While the creature is within 30 feet of you, it gains a +1 bonus to AC and saving throws. When you execute this technique, and as a bonus action on each of your turns until the technique ends, you can use the help action on the target to aid them in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see and hear you.

3rd-Level Techniques

Bombardment


  • Prerequisites: Dexterity of 14 and Wielding a Ranged Weapon
  • Execution Time: 1 action
  • Range: Self (60-foot cone)
  • Duration: Instantaneous

You begin to rapidly fire or throw pieces of ammunition in a cone in front of you and then are destroyed. Each creature of your choice in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ranged weapon you are holding.

Charged Shot


  • Prerequisites: Wielding a Ranged Weapon
  • Execution Time: 1 bonus action
  • Range: 120 feet
  • Duration: Concentration, up to 1 minute

The next time you make a ranged weapon attack during the technique’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, begins conducting with electricity. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on failed save, or half as much damage on a successful one.

The piece of ammunition or weapon is then destroyed.

At Higher Levels. When you execute this technique using a technique slot of 4th level or higher, the damage for both effects of the technique increases by 1d8 for each slot level above 3rd.

Controlled Adrenaline


  • Prerequisites: Constitution of 14
  • Execution Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 1 minute

Time seems to alter around you as things begin to move slower, your reaction times increasing. Until the technique ends, you gain the following benefits:

  • Your speed doubles
  • Creatures have a -2 penalty to AC and Dexterity saving throws against your weapon attacks and abilities.
  • Regardless of a creature’s abilities or magic items, it can’t make more than one melee or ranged weapon attack against you during its turn.
  • Opportunity attacks made against you have disadvantage.

Cutting Wind


  • Prerequisites: Wielding a Melee Weapon
  • Execution Time: 1 action
  • Range: 15 feet
  • Duration: Concentration, up to 1 minute

You become hyper aware of ranged projectiles within a 15-foot radius aura. For the next minute, the aura moves with you, centered on you. Hostile creatures who make a ranged weapon attack against a friendly creature within your aura have a -3 to their attack rolls. If a friendly creature in your aura would be hit by a ranged weapon attack, you can use your reaction to reduce the damage the creature takes by 1d10 + proficiency bonus. If you reduce the damage to 0, you can move up to half your speed as part of the same reaction.

Explosive Arrow


  • Prerequisites: Dexterity of 14 and Wielding a Bow or Crossbow
  • Execution Time: 1 action
  • Range: 150 feet
  • Duration: Instantaneous

You fire a piece of ammunition with high density explosive powder at a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you execute this technique using a technique slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Explosive Rush


  • Prerequisites: Dexterity of 14
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

You begin to move with such speed that fire billows from your feet. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.

When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.

At Higher Levels. When you execute this technique using a technique slot of 4th level or higher, increase your speed by 5 feet for each technique slot level above 3rd. The technique deals an additional 1d6 fire damage for each slot level above 3rd.

Flaming Ammunition


  • Prerequisites: Wielding a Ranged Weapon
  • Execution Time: 1 bonus action
  • Range: Touch
  • Duration: Concentration, up to 1 minute

You procure fourteen pieces of flaming ammunition. When a target is hit by a ranged weapon attack using a piece of this ammunition, the target takes an extra 1d8 fire damage. The fire dissipates on a piece of ammunition when it hits or misses, and the technique ends when you’ve used all pieces of ammunition.

At Higher Levels. When you execute this technique using a technique slot of 4th level or higher, the number of ammunition you can affect with this technique increases by two for each slot level above 3rd.

Harbinger of Doom


  • Prerequisites: None
  • Execution Time: 1 action
  • Range: Self (30-foot cone)
  • Duration: Concentration, up to 1 minute

Your reputation precedes you as your very presence on the battlefield causes fear in those around you. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever they are holding and become frightened of you for the duration.

While frightened by this technique, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save the spell ends for that creature.

Invigorating Strikes


  • Prerequisites: Wielding a Melee Weapon
  • Execution Time: 1 attack
  • Range: Self
  • Duration: Concentration, up to 1 minute

Once per turn until the technique ends, when you take the attack action, you can forgo one of your attacks to make a special melee weapon attack against a creature within your reach. On a hit, the target suffers the weapon attack’s normal effects, and you regain hit points equal to half the damage dealt up to a maximum of 10.

At Higher Levels. When you execute this technique using a technique slot of 4th level or higher, the maximum temporary hit points increases by 5 for each slot level above 3rd.

Iron Lungs


  • Prerequisites: Constitution of 14
  • Execution Time: 1 action
  • Range: Self
  • Duration: 1 hour

Your trained breathing allows you to hold your breath for long durations. When you use this technique, you can hold your breath until the technique ends.

At Higher Levels. When you execute this technique using a technique slot of 4th level, the duration increases to 4 hours. When you use a technique slot of 5th level, the duration increases to 8 hours.

Piercing Shot


  • Prerequisites: Dexterity of 14 and Wielding a Ranged Weapon
  • Execution Time: 1 action
  • Range: Self (100-foot line)
  • Duration: Instantaneous

You fire or throw a piece of ammunition with such force that it pierces its targets in a line 100 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you execute this technique using a technique slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.

Provocative Taunt


  • Prerequisites: None
  • Execution Time: 1 bonus action
  • Range: Self (20-foot radius)
  • Duration: Instantaneous

You taunt those around you, pulling them toward you or pushing them away. A construct or undead are immune to this effect. Each creature within 20 feet must make a Wisdom saving throw. A creature takes 3d6 psychic damage, or half as much on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the technique.

At Higher Levels. When you execute this technique using a technique slot of 4th level or higher, the range of the technique increases by 5 feet for each slot level above 3rd.

Rapidity


  • Prerequisites: Dexterity of 14 or Not Wearing Heavy Armor
  • Execution Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 1 minute

For a few moments, you push yourself past your limits. Until the technique ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the technique ends, you are stunned until the end of your next turn, as a wave of lethargy sweeps over you.

Revitalizing Vigor


  • Prerequisites: None
  • Execution Time: 1 action
  • Range: Self
  • Duration: Instantaneous

You can spend up to half your Hit Dice to ignore the damage and fatigue you’ve suffered. For each Hit Die spent in this way, you roll the die and regain hit points equal to the half the number rolled rounded down. You can decide to spend an additional Hit Die after each roll.

Self Sacrifice


  • Prerequisites: Constitution of 14
  • Execution Time: 1 reaction, taken when a creature you can see is about to take damage
  • Range: 30 feet
  • Duration: Instantaneous

When a creature within range that you can see is about to take damage, you can use your reaction to move up to 30 feet to an unoccupied space within 5 feet of the creature and take the damage instead, which can’t be reduced in any way. When you take damage this way, the creature you protected gains temporary hit points equal to twice the damage you were dealt up to a maximum of 20 temporary hit points.

At Higher Levels. When you execute this technique using a technique slot of 4th level or higher, the maximum temporary hit points increases by 10 for each slot level above 3rd.

Summon Squire


  • Prerequisites: None
  • Execution Time: 1 action
  • Range: 90 feet
  • Duration: Concentration, up to 1 hour

You call forth your squire. They manifest in an unoccupied space that you can see within range. The squire uses the Martial Squire stat block. When you execute this technique, choose a class: Barbarian, Fighter, or Ranger. The squire resembles a class with the chosen form, which determines certain traits in its stat block. The companion flees to safety when it drops to 0 hit points or when the technique ends.

The companion is an ally to you and your other companions. In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you execute this technique using a technique slot of 4th level or higher, use the higher level wherever the technique’s level appears in the stat block.

Summon Steed


  • Prerequisites: None
  • Execution Time: 1 minute
  • Range: 30 feet
  • Duration: 1 hour

You call forth your trusted mount. It manifests in an unoccupied space that you can see within range. You decide the creature’s appearance, but it is procured with a saddle, bit, and bridle.

For the duration, you or a creature you choose can ride the steed. The steed uses the statistics for a warhorse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the technique ends, the steed gradually slows, giving the rider 1 minute to dismount, then wandering off safely to be called upon again. The steed flees to safety when it drops to 0 hit points or when the technique ends.

Upheaval


  • Prerequisites: Strength of 14
  • Execution Time: 1 action
  • Range: Self (20-foot cone)
  • Duration: Instantaneous

You uproot the earth in a cone in front of you. Each creature in a 20-foot cone must succeed on a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. When you execute this technique using a technique slot of 4th level or higher, the damage increases by 1d12 for each slot above 3rd.


Martial Squire

Medium, Humanoid


  • Armor Class 11 + the level of the technique (natural armor)
  • Hit Points 40 (Barbarian and Fighter only) or 30 (Ranger only) + 5 for each technique level above 3rd
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (+0) 9 (-1)

  • Senses darkvision 60 ft., passive perception 10
  • Languages understands the languages you speak
  • Challenge --

Evasive Footwork (Ranger Only). The squire doesn't provoke opportunity attacks.

Pack Tactics (Barbarian Only). The squire has advantage on attack rolls against a creature if at least one of the squire's allies is within 5 feet of the creature and the ally isn't incapacitated.

Self Sacrifice (Fighter Only). When a creature the squire can see attacks a target other than itself that is within 5 feet of it, it can use its reaction to take the attack instead.

Actions

Multiattack. The squire makes a number of attacks equal to half this technique’s level (rounded down).

Crippling Shot (Ranger Only). Ranged Weapon Attack: your technique’s attack modifier to hit, reach 120 ft., one target. Hit: 1d8 + the technique’s level piercing damage, and the creature must succeed on a Strength saving throw against your technique save DC or its speed reduced by half until the end of its next turn.

Maul (Barbarian Only). Melee Weapon Attack: your technique’s attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + the technique’s level bludgeoning damage.

Slash (Fighter Only). Melee Weapon Attack: your technique’s attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + the technique’s level slashing damage, and the creature must succeed on a Strength saving throw against your technique save DC or be knocked prone.

Volatile Ammunition


  • Prerequisites: Dexterity of 14 and Wielding a Ranged Weapon
  • Execution Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 10 minutes

You procure up to six pieces of exploding ammunition. When you execute this technique-and as a bonus action on each of your turns thereafter-you can fire or throw one or two pieces of ammunition, at a point or points you choose within 120 feet of you. Once a piece of ammunition reaches its destination or impacts against a solid surface, the piece of ammunition explodes. Each creature within 5 feet of the point where the ammunition explosives must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful save.

At Higher Levels. When you execute this technique using a technique slot of 4th level or higher, the number of ammunition you can procure increases by two for each slot level above 3rd.

Warrior's Resilience


  • Prerequisites: Constitution of 14
  • Execution Time: 1 action
  • Range: Self
  • Duration: 1 minute

You’re unwavering in the face of harm. Until the technique ends, you have resistance to non magical bludgeoning, piercing, and slashing damage.

Zealot's Strike


  • Prerequisites: Dexterity or Strength of 14
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

The next time you hit with a weapon attack during this technique’s duration, your attack deals an extra 3d6 damage of the weapon’s type. Additionally, if the target is a fiend or undead, it must make a Dexterity saving throw or be crippled until the discipline ends. As an action, the creature can make a Dexterity (Acrobatics) check against your discipline save DC to correct itself and end this discipline.

At Higher Levels. When you execute this discipline using a discipline slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

4th-Level Techniques

Astute Meditation


  • Prerequisites: None
  • Execution Time: 1 action
  • Range: Self
  • Duration: 10 minutes

You focus your mind putting yourself into a deep meditative state falling unconscious for the technique’s duration. This technique ends early if you take damage or someone uses an action to shake or slap you awake. If you remain unconscious for the full duration, you can gain two of the following benefits:

  • A short rest.
  • Replace a fighting style you know with another fighting style available to you.
  • You can replace a technique you know with a different technique from the same class list.
  • If you know any disciplines, you can replace one discipline you know with a different discipline from the same class list.

Once you use this technique, you can’t do so again until you finish a long rest.

Infiltrator's Tools


  • Prerequisites: None
  • Execution Time: 1 action
  • Range: Self
  • Duration: 1 hour

You procure up to eight telepathic earrings, stones, or some other small object that you can give to creatures of your choice. A creature can wear or hold the object linking themselves to all others with the object for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this technique.

Until the technique ends, the wielders of the objects can communicate telepathically through the objects as long as they share a common language. The communication is possible over 1 mile, and it can’t extend to other planes of existence. Only the creatures you choose can use the objects for their intended purpose, and are considered mundane to others.

Learned Trade


  • Prerequisites: None
  • Execution Time: 8 hours
  • Range: Touch
  • Duration: Instantaneous

You convert raw materials into products of the same material. For example, you can create a wooden bridge from a clump of trees, a rope from a patch of hemp, clothes from flax or wool.

Choose raw materials that you can see within range. You can create a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the created object can be no larger than Medium (contained within a single 5-foot cube). The quality of the objects made by the technique is commensurate with the quality of the raw materials.

Magic items can’t be created by this technique. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.

Master of Elements


  • Prerequisites: None
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

Your ability to use the elements in battle is unparalleled. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. The first time each turn you hit a creature with an attack that deals damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the attack ignores any resistance to that damage type.

Masterwork Turret


  • Prerequisites: None
  • Execution Time: 1 action
  • Range: 5 feet
  • Duration: 8 hours

You procure and plant a masterwork mechanical turret for the duration in an unoccupied space of your choice that you can see within range.

Until the technique ends, any creature hostile to you that moves to a space within 30 feet of the turret for the first time on a turn or ends its turn there must succeed on a Dexterity saving throw. The creature takes 20 piercing damage on a failed save, or half as much damage on a successful one. The turret then breaks down when it has dealt a total of 60 damage.

One With Shadows


  • Prerequisites: Not Wearing Medium or Heavy Armor
  • Execution Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 1 minute

You conceal yourself, becoming invisible until the technique ends. Anything you are wearing or carrying is invisible as long as it is on your person.

Predatory Instincts


  • Prerequisites: Proficiency in Survival or Nature
  • Execution Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 1 hour

As long as you can see tracks, you know what kind of creature made them, you can also sense the direction of the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The technique can only function, so long as you have seen such a creature up close-within 30 feet-at least once.

This technique can’t locate a creature if running water at least to feet wide blocks a direct path between you and the creature.

Stunning Assault


  • Prerequisites: Wielding a Melee Weapon
  • Execution Time: 1 reaction, which you take when you hit a creature with a melee weapon attack
  • Range: Self
  • Duration: Instantaneous

When you hit a target with a melee weapon attack, you can use your reaction to attempt to stun them. The attack deals an extra 4d6 damage of the weapon’s type to the target. Additionally, if the target is a creature, it must succeed on a Constitution saving throw or be stunned until the end of its next turn.

At Higher Levels. When you execute this discipline using a discipline slot of 5th level, the damage dealt by the attack increases by 1d6.

Summon Faithful Companion


  • Prerequisites: None
  • Execution Time: 1 action
  • Range: 30 feet
  • Duration: 8 hours

You call forth your faithful bestial companion. It manifests in an unoccupied space that you can see within range where it remains for the duration, until you dismiss it as a free action, or until you move more than 100 feet away from it. The companion uses the Bestial Spirit stat block. When you execute this technique, choose an environment: Air, Land, or Water. The companion resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The companion flees to safety when it drops to 0 hit points or when the technique ends.

When the companion is summoned, choose any number of creatures, the companion is familiar with these creatures.

The companion is invisible to all creatures except for those it is familiar with. When an unfamiliar Small or larger creature comes within 30 feet of it, the companion begins warning loudly, becoming visible. The companion sees invisible creatures and ignores illusions.

The companion is an ally to you and your other companions. In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Additionally, when the companion attacks, it deals an additional 3d8 damage.

Toxic Grenade


  • Prerequisites: None
  • Execution Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous

You procure and throw or fire a grenade or piece of ammunition with a highly volatile gas housed within at a point of your choice within range. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw. A target takes 4d8 poison damage on a failed save and is poisoned and crippled for 1 minute, or half as much damage on a successful one and isn’t poisoned or crippled.

A poisoned and crippled target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Unbound Freedom


  • Prerequisites: Dexterity of 15
  • Execution Time: 1 action
  • Range: Self
  • Duration: 1 hour

For the duration, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.

You can also spend 5 feet of movement to automatically escape from non magical restraints, such as mannacles or a creature that has you grappled. Finally, being underwater imposes no penalties on your movement or attacks.

Unyielding Resolve


  • Prerequisites: None
  • Execution Time: 1 reaction, which you take when you would drop to 0 hit points
  • Range: Self
  • Duration: Instantaneous

When you would drop to 0 hit points as a result of taking damage, you instead drop to 1 hit point and can immediately move up to half your speed and take an action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Warrior's Duality


  • Prerequisites: None
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

You become unwavering to the call to battle, adapting to the situation at hand. Your adaptation lasts until the technique ends. You choose one of the following forms to assume: Berserker or Knight.

Berserker. Your feral nature overtakes you, as your body pulses with strength, granting you the following benefits:

  • Your walking speed increases by 10 feet.
  • Your weapon attacks score a critical hit on a roll of 19 or 20.
  • You make Strength-based attack rolls with advantage.
  • Your weapon attacks deal an extra 1d6 weapon damage on a hit.

Knight. Your devotion to your fellows supersedes your own self-interests, granting you the following benefits:

  • At the start of each of your turns one creature of your choice within 5 feet of you gains 5 temporary hit points
  • You make Constitution saving throws with advantage.
  • Once on each of your turns, you can perform the Help action without expending your action.
  • While you are on the ground, the ground within 10 feet of you is difficult terrain.

Warrior's Reprisal


  • Prerequisites: Wielding a Melee Weapon
  • Execution Time: 1 action
  • Range: Self
  • Duration: 10 minutes

Your mastery of close combat allows you to read your opponent’s mistakes allowing you to freely retaliate. Choose from one of the following damage types: bludgeoning, piercing or slashing. Until the technique ends, you gain resistance to the chosen damage type.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, you immediately counterattack. The attacker takes 2d8 damage of your weapon’s type.

5th-Level Techniques

1,000 Spears


  • Prerequisites: Wielding a Reach Weapon
  • Execution Time: 1 action
  • Range: Self (10-foot radius)
  • Duration: Concentration, up to 1 minute

You take up a barrier-like stance that extends out from you in a 10-foot radius and moves with you, remaining centered on you attempting to hedge out creatures. The barrier lasts for the duration.

While this technique is active, you gain a special reaction that you can take once on every creature’s turn, except your turn. When a creature attempts to pass through the barrier, you can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal action.

When you hit a creature with an opportunity attack from this technique, their speed becomes 0 until the end of their next turn.

If you move so that an affected creature is forced to pass through the barrier, the technique ends.

Arbiter of Hope


  • Prerequisites: Charisma of 16
  • Execution Time: 1 action
  • Range: Self (30-foot radius)
  • Duration: Concentration, up to 1 minute

You radiate an aura of hope and discipline, increasing the morale and natural ability of those within 30 feet of you. Until the technique ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.

Artillerist's Arsenal


  • Prerequisites: Dexterity of 16 and Wielding a Ranged Weapon
  • Execution Time: 1 action
  • Range: 120 feet
  • Duration: Instantaneous

You procure and fire up to five ranged weapons or pieces of ammunition firing at targets within range. You can fire them at one target or several.

Make a ranged weapon attack for each of the procured weapons or pieces of ammunition. On a hit, choose one of the following effects for each attack:

Alchemist's Shot. Deal your weapon’s normal damage and an additional 2d6 fire damage and an additional 1d6 fire damage at the start of each of the target’s turns for 1 minute. A creature can end this damage by using its action to make a Dexterity check against your save DC to extinguish the flames.

Blasting Shot. Each creature within a 5-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A target takes 1d10 fire damage on a failed save, or half as much damage on a successful one.

Bull's Head Shot. Deal your weapon’s normal damage and an additional 1d8 bludgeoning damage, and the target must make a Constitution saving throw or become crippled for the duration. If the target is already crippled, it must make a Constitution saving throw or become stunned until the end of its next turn. The crippled target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Poisoner's Shot. Deal your weapon’s normal damage and an additional 2d6 poison damage, and the target must make a Constitution saving throw or become poisoned for the duration. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pot O' Oil. Each creature within a 10-foot-radius square centered on a point you choose within range must succeed on a Dexterity saving throw or become covered in grease and fall prone. The affected area turns into difficult terrain for the duration. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. A creature covered in grease takes an additional 1d6 damage when taking fire damage.

Bounding Steps


  • Prerequisites: Strength or Dexterity of 16
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

You leap or dash up to 60 feet to unoccupied space you can see without provoking opportunity attacks. On each of your turns before the technique ends, you can use a bonus action to leap or dash in this way again.

Concussive Strike


  • Prerequisites: Strength of 16 and Wielding a Melee Weapon
  • Execution Time: 1 action
  • Range: 5 feet
  • Duration: Instantaneous

You make a melee weapon attack against a creature within range causing the creature to suffer heavy head trauma. On a hit, the creature takes an additional 8d6 psychic damage and must make an Intelligence saving throw. A construct or undead are immune to this technique.

On a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Engulfing Strike


  • Prerequisites: Wielding a Melee Weapon
  • Execution Time: 1 action
  • Range: Self (5-foot radius)
  • Duration: Instantaneous

You ignite your weapon from a potent alchemical mixture which roars to life. Make a melee weapon attack against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and takes an additional 8d10 fire damage, and ignites.

A target that is ignited by this technique takes an additional 2d6 fire damage at the start of each of its turns. A creature can use its action to make a Constitution saving throw against your technique save DC. On a success they put out the flames.

Environmental Behavior


  • Prerequisites: Proficiency in Survival or Nature
  • Execution Time: 1 minute
  • Range: Self
  • Duration: Instantaneous

Nature, despite it being chaotic, is easy for you to understand as you gain knowledge of the surrounding territory. In the outdoors, the technique gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The technique doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • Terrain and bodies of water
  • Prevalent plants, minerals, animals, or peoples
  • Influence from other planes of existence
  • Influence from creatures or peoples
  • Buildings, encampments and strongholds

For example, you could determine the destruction of the area from creatures or peoples, the location of major sources of safe drinking water, and the location of any nearby encampments.

Focused Aim


  • Prerequisites: Dexterity of 16 and Wielding a Ranged Weapon
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

Your muscle memory takes over as you put your full concentration into your targets. Until the technique ends, your ranged weapon attacks deal an extra 2d8 piercing damage on a hit. If your weapon attacks aren’t already magical, they become magical for the duration.

As a bonus action on your turn, you can dismiss this technique and make rapid attacks against those around you. Each creature of your choice that you can see within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 piercing damage, and it is crippled for 1 minute. On a successful save, a creature takes half as much damage and isn’t crippled. At the end of each of its turns, a crippled creature can make a Constitution saving throw, ending the effect on itself on a success.

Gale Force Assault


  • Prerequisites: Dexterity of 16 and Wielding a Melee Weapon
  • Execution Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous

You flourish your weapon and then vanish to strike your enemies. Choose up to five creatures you can see within range. Make a melee weapon attack against each target. On a hit, a target takes 6d10 damage of the weapon’s type.

You can then appear in an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Infiltrator's Wardrobe


  • Prerequisites: Proficiency with the Disguise Kit
  • Execution Time: 1 hour
  • Range: 30 feet
  • Duration: 8 hours

This technique allows you to change the appearance of a number of creatures equal to your proficiency bonus that you can see within range. Over the course of an hour, you can make a creature (including yourself)--including clothing, armor, weapons, and other belongings of their person--look different for the duration or until you remove the items. The target can appear thin, fat, or in between. You can’t change the target’s body type, so you must adapt them to a form that has the same basic arrangement of limbs. Otherwise the extent of the disguise is up to you.

The changes wrought by the disguise fail to hold up to physical inspection. For example, the items and trinkets you use are copies and fakes of originals. If you use this technique to have a target appear thinner or fatter than they are, those that touch the target may realize something isn’t right.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your technique save DC. If it succeeds, it becomes aware that the target is disguised.

Learned Legends


  • Prerequisites: Proficiency in the Needed Skill
  • Execution Time: 10 minutes
  • Range: Self
  • Duration: Instantaneous

Name or describe a person, place, or object. The technique allows you to recall to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that isn’t widely known. If the thing you named isn’t of legendary importance, you can’t recall any information about it. The DM may ask if you are proficient in a certain skill that correlates with the lore you’re trying to recall or tap into your background for specific information you may or may not recall. If you don’t have proficiency in the chosen skill, you may not recall any information or what you recall may be incorrect or diluted.

The information you learn is credible, if known, but might be couched in figurative language. For example, if you have a mysterious axe on hand, the technique might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”

Nurturing Encouragement


  • Prerequisites: None
  • Execution Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 hour

You have the ability to deepen a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the technique ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

You must choose a skill in which the target is proficient and that isn’t already benefiting from expertise.

Raining Death


  • Prerequisites: Dexterity of 16 and Wielding a Ranged Weapon
  • Execution Time: 1 action
  • Range: 150 feet
  • Duration: Instantaneous

With expeditious speed, you procure and unleash dozens of pieces of ammunition into the air and choose a point within range. The pieces of ammunition fall in a volley from above and are destroyed on impact, Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. Creature takes 5d8 piercing damage on a failed save, or half as much damage on a successful one.

Rupturing Earth


  • Prerequisites: Strength of 16 and Wielding a Melee Weapon
  • Execution Time: 1 action
  • Range: Self (30-foot radius)
  • Duration: Instantaneous

You strike the ground, rupturing the earth outward from you. Each creature within 30 feet of you must succeed on a Constitution saving throw or take 8d6 bludgeoning damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Swift Draw


  • Prerequisites: Dexterity of 16 and Wielding a Bow or Crossbow
  • Execution Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

Your quiver seems endless as you unleash a succession of attacks on your enemies. When you use this technique, and then as a bonus action on each of your turns until the technique ends you can make two ranged weapon attacks. Each time you make such a ranged attack, you replenish any non-magical ammunition you used with a similar piece of non-magical ammunition.

Temporal Strike


  • Prerequisites: Strength of 16
  • Execution Time: 1 reaction, taken when a creature you can see makes an attack roll or starts to cast a spell
  • Range: 5 feet
  • Duration: 1 round

You target the triggering creature with a melee weapon attack. On a hit, the creature takes an additional 4d6 psychic damage and must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closet unoccupied space. The target doesn’t remember being hit or being affected by the technique.

Utilizing Connections


  • Prerequisites: Charisma of 16
  • Execution Time: 1 hour
  • Range: Self
  • Duration: Instantaneous

You take the time to contact a lord, king, guild, faction, or some other organized group or leader that you have interacted with and are familiar with that is within your means. Contacting one of these contacts can strain or even tarnish your report or standing with them. When you use this technique, describe the assistance you seek, and make a Charisma saving throw of 20. You can choose to mention acts of service you have completed for the contact you’re inquiring about. For each act of service mentioned, reduce the DC by 1.

On a successful save, your contact assists you within their means of doing so, but will not assist in ways that are directly harmful to them or their peoples. On a failure, your contact refuses to assist you and the DC increases by 2 for each subsequent attempt. When you fail by 5 or more, your reputation and standing with them decreases based on the DM’s discretion.

Once you use this technique, you can’t do so again for 7 days.

Wall of Earth


  • Prerequisites: Strength of 16
  • Execution Time: 1 action
  • Range: 60 feet
  • Duration: 1 minute

You use your unbounding strength to rip, pull, or tear the earth asunder creating a non-magical wall of solid earth originating from you to a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical. It must, however, merge with and be solidly supported by existing earth. Thus, you can’t use this technique to bridge a chasm.

The wall is an object made of earth that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing the panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.

The wall lasts 1 minute or until it’s destroyed. If you execute this technique again in the same location, you can extend the range of an existing wall by 60 feet and the wall becomes permanent. A permanent wall has 60 hit points per inch of thickness for each panel instead of 30.

PART III

Revised Content

Chapter 4: Revised Classes

Revised Barbairan
Level Proficiency Bonus Features Rage Damage Disciplines Known Discipline Die Techniques Known 1st 2nd 3rd 4th 5th
1st +2 Rage, Unarmored Defense +2
2nd +2 Techniques, Danger Sense, Reckless Attack +2 2 d6 2 2
3rd +2 Primal Path, Primal Savagery +2 2 d6 3 3
4th +2 Ability Score Improvement +2 2 d6 3 3
5th +3 Extra Attack, Survival Adept +2 3 d6 4 4 2
6th +3 Path Feature +2 3 d6 4 4 2
7th +3 Feral Instinct, Instinctive Pounce +2 3 d8 5 4 3
8th +3 Ability Score Improvement +2 3 d8 5 4 3
9th +4 Brutal Critical +3 4 d8 6 4 3 2
10th +4 Path Feature +3 4 d8 6 4 3 2
11th +4 Sweeping Critical +3 4 d8 7 4 3 3
12th +4 Ability Score Improvement +3 4 d10 7 4 3 3
13th +5 Relentless Rage +3 5 d10 8 4 3 3 1
14th +5 Path Feature +3 5 d10 8 4 3 3 1
15th +5 Persistent Rage +3 5 d10 9 4 3 3 2
16th +5 Ability Score Improvement +4 5 d10 9 4 3 3 2
17th +6 Reckless Abandon +4 6 d12 10 4 3 3 3 1
18th +6 Indomitable Might +4 6 d12 10 4 3 3 3 1
19th +6 Ability Score Improvement +4 6 d12 11 4 3 3 3 2
20th +6 Primal Champion +4 6 d12 11 4 3 3 3 2

Class Features

As a barbarian, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per barbarian level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies


  • Armor: Light armor, medium armor, and shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None



Saving Throws: Strength, Constitution
Skills: Choose two skills from Animal Handling, Athletics, Intimidation, Investigation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple melee weapons
  • (a) an explorer's pack and four javelins

Rage

In battle, you fight with primal ferocity. Once per combat on your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack or unarmed strike using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Revised Barbarian table
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also extend your rage as a bonus action on your turn for up to a total of 1 minute. You can also end your rage on your turn as a bonus action.

Once your rage ends, you can expend a discipline die to rage again. Otherwise you must wait 1 minute before you can rage again.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Techniques

Due to extensive training in combat, whether it be practiced or first-hand, begins to develop into something more reliable. Your expertise in combat, however you attained it, begins to blossom into your original technique which fuels your prowess on the battlefield. See chapter 2 for the general rules of techniques and chapter 3 for the Barbarian technique list.

Disciplines

At 2nd level, you know two disciplines of your choice from the Barbarian's technique list. You learn additional barbarian disciplines of your choice at higher levels, as shown in the Disciplines Known column of the Revised Barbarian table.

Disciplines are fueled by special dice called discipline dice. You have a number of discipline dice equal to 2 + your proficiency bonus which are d6s and are expended when you use a discipline. You regain expended discipline die when you finish a short or long rest. Your discipline die increases to a d8 at 7th level, a d10 at 12th level, and a d12 at 17th level as shown in the technique level table below. Many disciplines enhance an attack in some way. You can use only one discipline per attack.

Technique Slots

The Revised Barbarian table show how many technique slots you have to execute your techniques of 1st level and higher. To execute one of these barbarian techniques, you must expend a slot of the technique's level or higher. You regain all expended technique slots when you finish a long rest.

For example, if you know the 1st-level technique flawless aim and have a 1st-level and a 2nd-level technique slot available, you can execute flawless aim using either slot.

Techniques Known of 1st Level and Higher

You know two 1st-level techniques of your choice from the Barbarian technique list.

the Techniques Known column of the Revised Barbarian table shows when you learn more techniques of your choice. Each of these techniques must be of a level for which you have technique slots. For instance, when you reach 5th level in this class, you can learn one new technique of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the techniques you know and replace it with another technique from the chosen technique list, which also must be of a level for which you have technique slots.

Technique Ability

When you reach 2nd level for the first time, you can choose between one of the following abilities to represent your techniques since your techniques draw upon either your mental, primal, or your natural agility: Charisma, Dexterity, Strength, or Wisdom. Once you choose an ability, you won’t be able to change it later.

You use your chosen ability whenever a technique refers to your technique ability. In addition, you use your chosen ability modifier when setting the saving throw DC for a technique you execute and when making an attack roll with one.

Technique Save DC = 8 + your proficiency bonus +

your chosen modifier

Technique attack modifier = your proficiency bonus +

your chosen modifier

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make a melee attack using Strength, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack and unarmed strike rolls using Strength during this turn, but attack rolls against you have advantage until the start of your next turn.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Primal Savagery

When you reach 3rd level, you gain proficiency in the Intimidation skill if you don't already have it, and you can add your Strength modifier to any Charisma (Intimidation) checks you make. At 10th level, you double your proficiency bonus to your Intimidation checks, instead of your normal proficiency bonus.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Survival Adept

Starting at 5th level, you gain your choice of the Mobile or Charger feat.

In addition, at the beginning of combat immediately after you roll initiative, you can expend a technique slot of first level or higher to immediately enter your rage.

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Instinctive Pounce

At 7th level, once per combat when you enter your rage, you can move up to half your speed.

Brutal Critical

Beginning at 9th level, when you score a critical hit, you deal maximum damage when determining damage for a critical hit.

Sweeping Critical

At 11th level, once per turn when you score a critical hit as part of the attack action, you can make an additional weapon attack or unarmed strike as part of the same action.

Relentless Rage

Starting at 13th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Reckless Abandon

When you reach 17th level, you wade through enemies like a scythe through grain at the risk of your own wellbeing. When you take the attack action on your turn and score a critical hit, you can choose to immediately take another turn after the end of your current turn. If you choose to take an extra turn this way, you can't move, take actions, and your rage ends at the end of your next turn as a wave of lethargy washes over you.

Once you use this feature, you can't do so again until you finish a long rest.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Additionally, you no longer need to expend discipline die to re-enter your rage and there is no limit of how many times you can rage.

Primal Paths

Rage burns in every barbarian's heart, a furnace that drives them toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.

Path of the Berserker

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns, including the bonus action you used to enter your frenzy.

Each time you use your bonus action to make a weapon attack using this feature, you get a cumulative -1 penalty to your attack rolls and ability checks until your frenzy ends.

Mindless Rage

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence

Starting at 10th level, you learn the dread gaze technique if you don't already know it. You can choose to execute dread gaze without expending a technique slot when you enter your frenzy for the first time during combat and again at the beginning of each your turns until your frenzy ends.

If a creature succeeds on their initial saving throw, you can't use this feature on that creature again for 24 hours.

Once you use this feature, you can't do so again until you finish a short or long rest.

Blood Rush

At 10th level, you're bloodthirst allows you to stay in the fight for longer. When you score a critical hit with a melee weapon attack or unarmed strike, you gain temporary hit points equal to your proficiency bonus + your Constitution modifier.

Retaliation

Starting at 14th level, when you take damage from a creature that is within your reach, you can use your reaction to make a melee weapon attack or unarmed strike against that creature.

Revised Fighter
Level Proficiency Bonus Features Disciplines Known Discipline Die Techniques Known 1st 2nd 3rd 4th 5th
1st +2 Fighting Style, Second Wind -
2nd +2 Action Surge, Techniques 2 d6 2 2
3rd +2 Martial Archetype 2 d6 3 3
4th +2 Ability Score Improvement, Martial Versatility 2 d6 3 3
5th +3 Extra Attack, Improved Action Surge 3 d6 4 4 2
6th +3 Ability Score Improvement 3 d6 4 4 2
7th +3 Martial Archetype Feature 3 d8 5 4 3
8th +3 Ability Score Improvement 3 d8 5 4 3
9th +4 Indomitable 4 d8 6 4 3 2
10th +4 Martial Archetype Feature 4 d8 6 4 3 2
11th +4 Extra Attack (2) 4 d8 7 4 3 3
12th +4 Ability Score Improvement 4 d10 7 4 3 3
13th +5 Indomitable (two uses) 5 d10 8 4 3 3 1
14th +5 Ability Score Improvement 5 d10 8 4 3 3 1
15th +5 Martial Archetype Feature 5 d10 9 4 3 3 2
16th +5 Ability Score Improvement 5 d10 9 4 3 3 2
17th +6 Action Surge (two uses), Indomitable (three uses) 6 d12 10 4 3 3 3 1
18th +6 Martial Archetype Feature 6 d12 10 4 3 3 3 1
19th +6 Ability Score Improvement 6 d12 11 4 3 3 3 2
20th +6 Extra Attack (3) 6 d12 11 4 3 3 3 2

Class Features

As a fighter, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per fighter level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None


Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Additional fighting styles can be found in chapter 2 of this book.

Adaptive Combatant

While wielding a single versatile weapon, and no shield, you can gain a +1 bonus to attack rolls when wielding the weapon in one hand, or +1 to damage rolls when wielding the weapon in two hands. Moreover, when you’re hit by a weapon attack, and you’re not wearing heavy armor, you can use your reaction to reduce the damage you take by an amount equal to your proficiency bonus.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Counter Step

When a hostile creature ends its turn within 5 feet of you, you can use your reaction to deal damage of your weapon's type equal to your proficiency bonus to the creature and move up to 10 feet away without provoking opportunity attacks.

Defense

When you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll the damage die for an attack you make with a melee weapon that you are wielding with two hands, you roll an extra weapon damage die and ignore the result of the lowest rolled dice among them. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Momentous Form

While wielding a heavy weapon and wearing heavy armor, you gain a +2 bonus to melee weapon damage rolls. Moreover, you have advantage on saving throws against being knocked prone or forcefully moved.

Monkey Grip

For you, the two-handed property on melee weapons is replaced with the versatile property. Heavy weapons wielded in one hand deal 1d8 damage of the weapon’s type on a hit.

Phalanx Specialist

For you, spears deal 1d8 (1d10) damage on a hit. Moreover, while you’re wielding a spear and a shield, you can count as three-quarters cover for size Medium or smaller creatures directly behind you.

Protection

While you're wielding a shield, other friendly creatures within 5 feet of you gain a +1 bonus to their AC against the first attack made against them this round. A creature can't benefit from multiple sources of protection. You must be able to see the attacking creature and not be incapacitated to gain this benefit.

Quick Reflexes

When you miss with a melee weapon attack while wielding a single finesse weapon, you can make a melee weapon attack with the same weapon as a bonus action, so long as you’re not wearing heavy armor or wielding a shield.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind

At 2nd level, you have a limited well of physical stamina that you can draw on. You gain one second wind die which is a d10. On your turn, you can expend one second wind die as bonus action to regain hit points equal to the number rolled + your fighter level.

You regain one expended second wind die when you finish a short rest, and you regain all expended second wind dice when you finish a long rest.

You gain another second wind die at 5th level, and one more at 11th level.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action that isn't the Cast a Spell or Execute a Technique action on top of your regular action and possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting a 17th level, you can use it twice before a rest, but only once on the same turn.

Techniques

Due to extensive training in combat, whether it be practiced or first-hand, your skill begins to develop into something more reliable. Your expertise in combat, however you attained it, begins to blossom into unique techniques which fuels your prowess on the battlefield. See chapter 2 for the general rules of techniques and chapter 3 for the fighter technique list.

Disciplines

At 2nd level, you know two disciplines of your choice from the fighter's technique list. You learn additional fighter disciplines of your choice at higher levels, as shown in the Disciplines Known column of the Revised Fighter table.

Disciplines are fueled by special dice called discipline dice. You have a number of discipline dice equal to 2 + your proficiency bonus which are d6s and are expended when you use a discipline. You regain expended discipline die when you finish a short or long rest. Your discipline die increases to a d8 at 7th level, a d10 at 12th level, and a d12 at 17th level as shown in the technique level table below. Many disciplines enhance an attack in some way. You can use only one discipline per attack.

Technique Slots

The Revised Fighter table show how many technique slots you have to execute your techniques of 1st level and higher. To execute one of these fighter techniques, you must expend a slot of the technique's level or higher. You regain all expended technique slots when you finish a long rest.

For example, if you know the 1st-level technique flawless aim and have a 1st-level and a 2nd-level technique slot available, you can execute flawless aim using either slot.

Techniques Known of 1st Level and Higher

You know two 1st-level techniques of your choice from the fighter technique list.

the Techniques Known column of the Revised Fighter table shows when you learn more techniques of your choice. Each of these techniques must be of a level for which you have technique slots. For instance, when you reach 5th level in this class, you can learn one new technique of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the techniques you know and replace it with another technique from the chosen technique list, which also must be of a level for which you have technique slots.

Technique Ability

When you reach 2nd level for the first time, you can choose between one of the following abilities to represent your techniques since your techniques draw upon either your mental, primal, or your natural agility: Charisma, Dexterity, Strength, or Wisdom. Once you choose an ability, you won’t be able to change it later.

You use your chosen ability whenever a technique refers to your technique ability. In addition, you use your chosen ability modifier when setting the saving throw DC for a technique you execute and when making an attack roll with one.

Technique Save DC = 8 + your proficiency bonus +

your chosen modifier

Technique attack modifier = your proficiency bonus +

your chosen modifier

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Martial Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to fighters.
  • You can replace one discipline you know with a different discipline from the fighter technique list.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Improved Action Surge

Starting at 5th level, your able to extend your physical and mental limits. You can now use the Cast a Spell and Execute a Technique actions when using Action Surge.

Indomitable

Beginning at 9th level, when you fail a saving throw, you can choose to succeed instead. You can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Battle Master

Those who emulate the archetypal Battle Master employ disciplines passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Strength Through Discipline

When you choose this archetype at 3rd level, you learn two additional disciplines from the fighter technique list. You learn an additional two disciplines of your choice from the fighter technique list at 7th, 10th, and 15th level. Each time you you learn a new discipline, you can also replace one discipline you know with a different one.

Moreover, you can add your Wisdom or Intelligence modifier (whichever is higher) to your total number of discipline dice.

Student of War

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Form Follows Function

Beginning at 7th level, you learn the know your enemy discipline, which doesn't count against the number of fighter disciplines you know. For you, you can execute it as a bonus action. You can execute this discipline a number of times equal to your proficiency bonus without expending discipline dice. You regain expended uses when you finish a long rest.

Additionally, when you roll a discipline die, you can roll a d4 and add it to the number rolled on your discipline die.

Combat Superiority

At 10th level, when a creature succeeds a saving throw against one of your disciplines, you can expend a discipline die to give the creature disadvantage on the roll.

Relentless

Starting at 15th level, when you execute a discipline, you can roll a d4 which counts as a discipline die for you in place of expending a discipline die.

Master of War

At 18th level, you've mastered a myriad of forms, stances, and styles which when strung together, create a dance of death. Once on each of your turns, when you expend a discipline die to execute a discipline with an execution time of one attack, you can execute another discipline with an execution time of one attack as part of the same attack.

Eldritch Knight

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on three of the eight schools of magic—abjuration, enchantment, and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, enchantment empowers the Eldritch Knight to stand toe-to-toe with powerful foes, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Twinned Pursuit

When you choose this martial archetype at 3rd level, you learn to incorporate magic into your repertoire of skills. You learn one 1st-level evocation spell of your choice from the wizard spell list. Moreover, you can replace up to two techniques you know from the fighter technique list with spells of the same level from the wizard spell list. For each spell replaced this way, pick one each from the abjuration and enchantment schools. You learn two 2nd-level spells at 5th level, two 3rd-level spells at 9th level, one 4th-level spell at 13th level, and one 5th-level spell at 17th level each of which must be from the abjuration, evocation, or enchantment schools from the wizard spell list.

Intelligence is your spellcasting ability for your wizard spells. You use Intelligence whenever a spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC or making a spell attack roll for a wizard spell.

To cast one of your wizard spells, you must expend a technique slot of the spell’s level or higher. You regain all expended technique slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level technique slot available, you can cast shield using either slot.

Equipment Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon or shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon or shield must be within your reach throughout the ritual, at the conclusion of which you touch the weapon or shield and forge the bond.

Once you have bonded a weapon or shield to yourself, you can’t be disarmed of it unless you are incapacitated. If it is on the same plane of existence, you can summon it as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded items, but can summon only one at a time with your bonus action. If you attempt to bond with a thirst item, you must break the bond with one of the other two.

War Magic

Beginning at 7th level, your tutelage of magic opens up in new ways, you gain one of the following features of your choice:

  • When you use your action to cast a spell, you can make one weapon attack as a bonus action.
  • While holding a bonded item, you can use it as a spellcasting focus for your wizard spells gained from this archetype.
  • When you attack with a bonded weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved War Magic

Beginning at 18th level, your experience allows you to expand your martial prowess with your magical practice more fluently, you gain one of the following features of your choice:

  • When you execute a discipline with an execution time of one attack, you can add your Intelligence modifier to the damage.
  • If you have two bonded items, you can summon them both as a bonus action as long as both of your hands are free. Moreover, your bonded items are considered +1 magic items, unless they are magic items that already have a bonus.
Revised Monk
Level Proficiency Bonus Features Ki Points Disciplines Known Discipline Die Techniques Known 1st 2nd 3rd 4th 5th
1st +2 Martial Arts, Unarmored Defense
2nd +2 Techniques, Dedicated Weapon, Ki, Unarmored Movement (5 ft.) 2 2 d6 2 2
3rd +2 Monastic Tradition, Deflect Missles 3 2 d6 3 3
4th +2 Ability Score Improvement, Slow Fall, Quickened Healing 4 2 d6 3 3
5th +3 Extra Attack, Crippling Strike, Focused Strikes 5 3 d6 4 4 2
6th +3 Monastic Feature, Ki-Empowered Strikes, Unarmored Movement (10 ft.) 6 3 d6 4 4 2
7th +3 Evasion 7 3 d8 5 4 3
8th +3 Ability Score Improvement, Stillness of Mind 8 3 d8 5 4 3
9th +4 Unarmored Movement Improvement 9 4 d8 6 4 3 2
10th +4 Unarmored Movement (15 ft.) 10 4 d8 6 4 3 2
11th +4 Monastic Feature, Martial Arts Adept 11 4 d8 7 4 3 3
12th +4 Ability Score Improvement 12 4 d10 7 4 3 3
13th +5 Purity of Mind and Body 13 5 d10 8 4 3 3 1
14th +5 True Understanding, Unarmored Movement (20 ft.) 14 5 d10 8 4 3 3 1
15th +5 Timeless Body 15 5 d10 9 4 3 3 2
16th +5 Ability Score Improvement 16 5 d10 9 4 3 3 2
17th +6 Monastic Feature, Perfect Self 17 6 d12 10 4 3 3 3 1
18th +6 Unarmored Movement (25 ft.) 18 6 d12 10 4 3 3 3 1
19th +6 Ability Score Improvement 19 6 d12 11 4 3 3 3 2
20th +6 Enlightenment 20 6 d12 11 4 3 3 3 2

Class Features

As a monk, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per monk level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per monk level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons, martial weapons
  • Tools: Choose one type of artisan's tools or one musical instrument

Saving Throws: Strength, Dexterity
Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a longsword or (b) any martial melee weapon
  • (a) two shortswords or (b) any simple melee weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts

Martial Arts

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and dedicated weapons.

Starting at 1st level, you gain the following benefits while you aren’t wearing armor or wielding a shield.

  • You can use Dexterity instead of Strength for the attack and damage rolls for your unarmed strikes and dedicated weapons.
  • You can roll a d6 in place of the normal damage of your unarmed strike. This die increases along with your discipline die as you gain monk levels, as shown in the Discipline Die column of the Revised Monk table.
  • When you use the Attack action with unarmed strike or a dedicated weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Techniques

Due to extensive training in combat, whether it be practiced or first-hand, begins to develop into something more reliable. Your expertise in combat, however you attained it, begins to blossom into your original technique which fuels your prowess on the battlefield. See chapter 2 for the general rules of techniques and chapter 3 for the monk technique list.

Disciplines

At 2nd level, you know two disciplines of your choice from the Monk's technique list. You learn additional monk disciplines of your choice at higher levels, as shown in the Disciplines Known column of the Revised Monk table.

Disciplines are fueled by special dice called discipline dice. You have a number of discipline dice equal to 2 + your proficiency bonus which are d6s and are expended when you use a discipline. You regain expended discipline die when you finish a short or long rest. Your discipline die increases to a d8 at 7th level, a d10 at 12th level, and a d12 at 17th level as shown in the technique level table below. Many disciplines enhance an attack in some way. You can use only one discipline per attack.

Technique Slots

The Revised Monk table show how many technique slots you have to execute your techniques of 1st level and higher. To execute one of these Monk techniques, you must expend a slot of the technique's level or higher. You regain all expended technique slots when you finish a long rest.

For example, if you know the 1st-level technique flawless aim and have a 1st-level and a 2nd-level technique slot available, you can execute flawless aim using either slot.

Techniques Known of 1st Level and Higher

You know two 1st-level techniques of your choice from the Monk technique list.

the Techniques Known column of the Revised Monk table shows when you learn more techniques of your choice. Each of these techniques must be of a level for which you have technique slots. For instance, when you reach 5th level in this class, you can learn one new technique of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the techniques you know and replace it with another technique from the chosen technique list, which also must be of a level for which you have technique slots.

Technique Ability

When you reach 2nd level for the first time, you can choose between one of the following abilities to represent your techniques since your techniques draw upon either your mental, primal, or your natural agility: Charisma, Dexterity, Strength, or Wisdom. Once you choose an ability, you won’t be able to change it later.

You use your chosen ability whenever a technique refers to your technique ability. In addition, you use your chosen ability modifier when setting the saving throw DC for a technique you execute and when making an attack roll with one.

Technique Save DC = 8 + your proficiency bonus +

your chosen modifier

Technique attack modifier = your proficiency bonus +

your chosen modifier

Dedicated Weapon

Your training has allowed you to enhance your focus with weapons that you use. As you reach 2nd level, whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a dedicated weapon until you use this feature again.

When you dedicate yourself to a weapon, you gain the following features.

Agile Parry. If you spend 1 ki point or more during your turn and are holding a dedicated weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

Precise Shot. You can use a bonus action on your turn to make your ranged attacks with a dedicated weapon more deadly. When you do so, any target you hit with a ranged attack using a dedicated weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your number of ki points is determined by your monk level + your proficiency bonus, as shown in the Ki Points column of the Revised Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki Save DC = 8 + your proficiency bonus +

your Wisdom modifier modifier

    Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

When you reach 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases by 5 additional feet at 6th, 10th, 14th, and 18th level.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Quickened Healing

At 4th level, you can use your ki to mend yourself. As an action, you can spend 2 ki points and roll a discipline die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Crippling Strike

Starting at 5th level, you can attempt to maim your opponent or even interfere with their ki. Once per turn, when you hit a creature with a melee weapon attack or unarmed strike, you can attempt to cripple them. Alternatively, you can spend a ki point to attempt to stun the target instead. The target must succeed on a Constitution saving throw or be crippled, or stunned if you spent ki, until the end of your next turn.

Focused Strikes

At 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

Ki-Empowered Strikes

Beginning at 6th level, you can empower your attacks through intense focus granting you the following features:

Magic Attacks. Your unarmed strikes and dedicated weapon attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Deft Strikes. Once per turn, when you hit a target with a dedicated weapon or unarmed strike, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Wisdom modifier.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind

Beginning at 8th level, if you spend a ki point during your turn while charmed or frightened, you can immediately end either condition on yourself.

Martial Arts Adept

When you reach 11th level, your Flurry of Blows and Step of the Wind features no longer require you to spend ki, you can instead choose to spend 1 ki point to enhance these features granting you following benefits when using them:

Enhanced Flurry of Blows. Immediately after you take the Attack action on your turn, you can make two unarmed strikes as a bonus action. Alternatively, you can choose to spend 1 ki point to use this feature without needing to take the Attack action.

Enhanced Step of the Wind. You can take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Alternatively, you can choose to spend 1 ki point when using this feature. When you do so, your movement doesn't provoke opportunity attacks for the rest of your turn.

Purity of Mind and Body

You have mastered your flow of ki through your mind and body allowing you to unlock certain potential. Starting at 13th level, you learn the grit and spirit disciplines, which don't count against the number of monk disciplines you know. For you, you can execute these disciplines by spending 2 ki points and rolling your discipline die instead of expending a discipline die.

True Understanding

Starting at 14th level, you begin to understand the flow of ki of other creatures. You can understand all spoken languages, and any creature that can understand a language can understand what you say.

Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need to eat, drink, or breathe.

Perfect Self

At 17th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Enlightenment

When you reach 20th level, you can spend 10 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you and your material body is encased in stone.

Your stone covered material body is indistinguishable from a statue of your likeness. It has AC 15 and 30 hit points. Reducing the stone encasement to 0 hit points or returning to your body destroys it revealing your material body.

Monastic Traditions

There are many traditions of monastic pursuit that are commonplace within the monasteries across the multiverse. Most monasteries practice one tradition exclusively, and instruct each monk according to their aptitude and interest. All traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.

Way of the Kensei

Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following features.

Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon that lacks the loading property. Each of these weapons can be any simple or martial weapon. You gain proficiency with these weapons if you don't already have it. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above.

Form and Flow. When you hit a creature with a melee weapon attack using a kensei weapon, you can teleport up to 5 feet after the attack to an unoccupied space you can see. If the space you teleport to is within 5 feet of a different hostile creature, you gain a +2 bonus to your next unarmed strike roll you make this turn.

   Knock and Breathe. When you hit a creature with a ranged weapon attack using a kensei weapon, you can spend 1 ki point to choose another creature within your weapon's range as a bonus action. If the original attack roll would hit the second creature, it takes damage equal to your discipline die. The damage is of the same type dealt by the original attack.

Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

Balance Through Force

At 6th level, the extent in which you can extend your ki into your weapon's increases, granting you the following abilities:

Flow and Swing. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, the distance you can teleport with Form and Flow increases by an additional 5 feet for a total of 10 feet.

Breathe and Focus. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your discipline die. You can use this feature only once on each of your turns.

Extension of One's Self

At 11th level, the connection to your weapon through your ki allows you to flow with the weapon making you harder to hit. As a bonus action, you can expend up to 3 ki points to give yourself a bonus to your AC while wielding a kensei weapon. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute, if you drop the weapon, or until you use this feature again. This feature has no effect if you're wearing armor or wielding a shield.

Freedom from Burden

At 17th level, you have mastered body and weapon and use them interchangeably without effort, granting you the following abilities:

Swing and Strike. The distance you can teleport with Form and Flow increases by an additional 5 feet for a total of 15 feet. Additionally, you learn the Gale Force Strike technique and it doesn't count against your number of techniques known. You can execute Gale Force Strike once without expending a technique slot, and you must wait until you finish a long rest before you can execute it in this way again.

Focus and Release. When you use Knock and Breathe, you can spend an additional 2 ki points to target an additional creature as part of your bonus action. Additionally, you can add your Dexterity modifier to the damage you roll on your discipline die when determining damage for Knock and Breathe.

Revised Ranger
Level Proficiency Bonus Features Disciplines Known Discipline Die Techniques Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Deft Explorer
2nd +2 Fighting Style, Hunter's Mark, Techniques 2 d6 2 2
3rd +2 Ranger Archetype, Tactical Preparedness 2 d6 3 3
4th +2 Ability Score Improvement, Martial Versatility 2 d6 3 3
5th +3 Extra Attack 3 d6 4 4 2
6th +3 Hunter's Mark Improvement (d6) 3 d6 4 4 2
7th +3 Ranger Archetype Feature 3 d8 5 4 3
8th +3 Ability Score Improvement, Land's Stride 3 d8 5 4 3
9th +4 Hunter's Mark Improvement (d8) 4 d8 6 4 3 2
10th +4 Nature's Veil, Flexible Combatant 4 d8 6 4 3 2
11th +4 Ranger Archetype Feature 4 d8 7 4 3 3
12th +4 Ability Score Improvement 4 d10 7 4 3 3
13th +5 Hunter's Mark Improvement (d10) 5 d10 8 4 3 3 1
14th +5 Guerrilla Warfare 5 d10 8 4 3 3 1
15th +5 Ranger Archetype Feature 5 d10 9 4 3 3 2
16th +5 Ability Score Improvement 5 d10 9 4 3 3 2
17th +6 Hunter's Mark Improvement (d12) 6 d12 10 4 3 3 3 1
18th +6 Feral Senses 6 d12 10 4 3 3 3 1
19th +6 Ability Score Improvement 6 d12 11 4 3 3 3 2
20th +6 Foe Slayer 6 d12 11 4 3 3 3 2

Class Features

As a ranger, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies


  • Armor: Light armor, medium armor, and shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None


Saving Throws: Strength, Dexterity
Skills: Choose three skills from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and quiver of 20 arrows

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Deft Explorer

Beginning at 1st level, you are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.

Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Additional fighting styles can be found in chapter 2 of this book.

Adaptive Combatant

While wielding a single versatile weapon, and no shield, you can gain a +1 bonus to attack rolls when wielding the weapon in one hand, or +1 to damage rolls when wielding the weapon in two hands. Moreover, when you’re hit by a weapon attack, and you’re not wearing heavy armor, you can use your reaction to reduce the damage you take by an amount equal to your proficiency bonus.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Counter Step

When a hostile creature ends its turn within 5 feet of you, you can use your reaction to deal damage of your weapon's type equal to your proficiency bonus to the creature and move up to 10 feet away without provoking opportunity attacks.

Defense

When you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Quick Reflexes

When you miss with a melee weapon attack while wielding a single finesse weapon, you can make a melee weapon attack with the same weapon as a bonus action, so long as you’re not wearing heavy armor or wielding a shield.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Hunter's Mark

Starting at 2nd level, When you hit a creature with a weapon attack on your turn, you can choose to mark the creature as your foe granting you the following benefits for the next 10 minutes:

  • When you hit a marked creature with a weapon attack, and the first time you mark it, you deal an extra 1d4 damage of the weapon's type.
  • While a creature is marked, invisibility doesn't impose disadvantage on your weapon attacks against them, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

You can mark a creature this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses of this feature remaining, you can expend a technique slot of 1st-level or higher to use this feature again.

The damage of this feature increases to a d6 at 6th level, a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level.

Techniques

Due to extensive training in combat, whether it be practiced or first-hand, begins to develop into something more reliable. Your expertise in combat, however you attained it, begins to blossom into your original technique which fuels your prowess on the battlefield. See chapter 2 for the general rules of techniques and chapter 3 for the ranger technique list.

Disciplines

At 2nd level, you know two disciplines of your choice from the Ranger's technique list. You learn additional Ranger disciplines of your choice at higher levels, as shown in the Disciplines Known column of the Revised Ranger table.

Disciplines are fueled by special dice called discipline dice. You have a number of discipline dice equal to 2 + your proficiency bonus which are d6s and are expended when you use a discipline. You regain expended discipline die when you finish a short or long rest. Your discipline die increases to a d8 at 7th level, a d10 at 12th level, and a d12 at 17th level as shown in the technique level table below. Many disciplines enhance an attack in some way. You can use only one discipline per attack.

Technique Slots

The Revised Ranger table show how many technique slots you have to execute your techniques of 1st level and higher. To execute one of these Ranger techniques, you must expend a slot of the technique's level or higher. You regain all expended technique slots when you finish a long rest.

For example, if you know the 1st-level technique flawless aim and have a 1st-level and a 2nd-level technique slot available, you can execute flawless aim using either slot.

Techniques Known of 1st Level and Higher

You know two 1st-level techniques of your choice from the Ranger technique list.

the Techniques Known column of the Revised Ranger table shows when you learn more techniques of your choice. Each of these techniques must be of a level for which you have technique slots. For instance, when you reach 5th level in this class, you can learn one new technique of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the techniques you know and replace it with another technique from the chosen technique list, which also must be of a level for which you have technique slots.

Technique Ability

When you reach 2nd level for the first time, you can choose between one of the following abilities to represent your techniques since your techniques draw upon either your mental, primal, or your natural agility: Charisma, Dexterity, Strength, or Wisdom. Once you choose an ability, you won’t be able to change it later.

You use your chosen ability whenever a technique refers to your technique ability. In addition, you use your chosen ability modifier when setting the saving throw DC for a technique you execute and when making an attack roll with one.

Technique Save DC = 8 + your proficiency bonus +

your chosen modifier

Technique attack modifier = your proficiency bonus +

your chosen modifier

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Tactical Preparedness

Beginning at 3rd level, you begin to learn and understand the patterns of environments, people, and creatures you encounter within the world: you learn additional techniques when you reach certain levels in this class if you don't already know them, as shown in the table below. These techniques don't count against the number of ranger techniques you know.

Ranger Level Technique
3rd Strider's March
5th Honed Weapon
9th Volatile Ammunition
13th Predatory Instincts
17th Environmental Behavior

You can execute each of these techniques without expending a technique slot. Once you execute a technique this way, you can't do so again until you finish a long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Martial Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Land's Stride

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Natural Order

Starting at 10th level, you can begin to define the natural order of the world and its inhabitants. You learn the know your enemy discipline. It counts as a ranger discipline for you, but it doesn't count against your number of disciplines known. For you, you can instead choose to learn one of the following: the creature's type, immunities, or vulnerabilities (your choice), and you can execute it as a bonus action.

In addition, when you use know your enemy against a creature marked by your Hunter's Mark, and it drops to 0 hit points before the feature ends, you can use a bonus action on a subsequent turn of your to mark a new creature.

Flexible Combatant

Your knowledge of the world lets you come to a fight prepared. At 10th level, when you finish a long rest, you can replace one 1st or 2nd level technique you know with another technique of the same level from the ranger's technique list, so long as you meet its prerequisites.

Guerrilla Warfare

Starting at 14th level, once per combat when you mark a creature with Hunter's Mark for the first time, you can choose to become invisible to the target and your weapon attacks made against them have advantage until the end of your next turn.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Foe Slayer

At 20th level, when you reduce a creature marked by Hunter's Mark to 0 hit points, you can take another turn immediately after this one.

Once you use this feature, you can't do so again until you finish a long rest.

Ranger Archetypes

The ideals of a ranger has many expressions, the Hunter is only one of many.

Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter's Prey

Once per turn, beginning at 3rd level, you can use one of the following features of your choice.

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum.

Giant Killer. When a Large or larger creature that is marked by your hunter's mark hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker. When you make a weapon attack as part of the attack action, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics

Once per turn, beginning at 7th level, you can use one of the following features of your choice.

Reposition. You can take the Dash or Disengage action as a bonus action.

Pressing Attack. When you hit a creature marked by your hunter's mark, you gain a +2 bonus to your AC (maximum of +4) from attacks made by the marked creature until the start of your next turn.

Resolute. When your forced to make a saving throw to be charmed or frightened, you can use your reaction to grant yourself advantage on your saving throw.

Multiattack

At 11th level, you gain one of the following features of your choice.

Covering Fire. If you hit a creature marked by your Hunter's Mark feature twice with a ranged weapon attack, you can make a ranged weapon attack as a bonus action against a different creature that you can see.

Sweeping Wind. Once per turn, if you take the attack action and hit a creature marked by your Hunter's Mark feature you can move up to 10 feet without provoking opportunity attacks and make an additional melee weapon attack as part of the same action against a different creature.

Apex Predator

At 15th level, your trial through treachery has made you a formidable hunter, you gain a special reaction once per turn. You can use this special reaction only for your Giant Killer and Resolute features.

Additionally, you can use features from Hunter's Prey and Defensive Tactics twice per turn instead of once.

Revised Rogue
Level Proficiency Bonus Features Sneak Attack Disciplines Known Discipline Die Techniques Known 1st 2nd 3rd 4th 5th
1st +2 Expertise, Sneak Attack, Thieves' Cant 1d6
2nd +2 Techniques, Cunning Action 1d6 2 d6 2 2
3rd +2 Roguish Archetype, Fighting Style 2d6 2 d6 3 3
4th +2 Ability Score Improvement 2d6 2 d6 3 3
5th +3 Riposte and Recovery, Uncanny Dodge 3d6 3 d6 4 4 2
6th +3 Expertise 3d6 3 d6 4 4 2
7th +3 Evasion 4d6 3 d8 5 4 3
8th +3 Ability Score Improvement 4d6 3 d8 5 4 3
9th +4 Roguish Archetype Feature 5d6 4 d8 6 4 3 2
10th +4 Ability Score Improvement 5d6 4 d8 6 4 3 2
11th +4 Reliable Talent 6d6 4 d8 7 4 3 3
12th +4 Ability Score Improvement 6d6 4 d10 7 4 3 3
13th +5 Roguish Archetype Feature 7d6 5 d10 8 4 3 3 1
14th +5 Blindsense 7d6 5 d10 8 4 3 3 1
15th +5 Slipper Mind 8d6 5 d10 9 4 3 3 2
16th +5 Ability Score Improvement 8d6 5 d10 9 4 3 3 2
17th +6 Roguish Archetype Feature 9d6 6 d12 10 4 3 3 3 1
18th +6 Elusive 9d6 6 d12 10 4 3 3 3 1
19th +6 Ability Score Improvement 10d6 6 d12 11 4 3 3 3 2
20th +6 Stroke of Luck 10d6 6 d12 11 4 3 3 3 2

Class Features

As a rogue, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per rogue level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per ranger level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, long
  • Tools: None


Saving Throws: Dexterity, Intelligence
Skills: Choose four skills from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglars pack, (b) a dungeoneer's pack, or (c) an explorer's pack
  • leather armor, two daggers, and thieves' tools

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant

Starting at 1st level, you've learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Techniques

Due to extensive training in combat, whether it be practiced or first-hand, begins to develop into something more reliable. Your expertise in combat, however you attained it, begins to blossom into your original technique which fuels your prowess on the battlefield. See chapter 2 for the general rules of techniques and chapter 3 for the Rogue technique list.

Disciplines

At 2nd level, you know two disciplines of your choice from the Rogue's technique list. You learn additional rogue disciplines of your choice at higher levels, as shown in the Disciplines Known column of the Revised Rogue table.

Disciplines are fueled by special dice called discipline dice. You have a number of discipline dice equal to 2 + your proficiency bonus which are d6s and are expended when you use a discipline. You regain expended discipline die when you finish a short or long rest. Your discipline die increases to a d8 at 7th level, a d10 at 12th level, and a d12 at 17th level as shown in the technique level table below. Many disciplines enhance an attack in some way. You can use only one discipline per attack.

Technique Slots

The Revised Rogue table show how many technique slots you have to execute your techniques of 1st level and higher. To execute one of these rogue techniques, you must expend a slot of the technique's level or higher. You regain all expended technique slots when you finish a long rest.

For example, if you know the 1st-level technique flawless aim and have a 1st-level and a 2nd-level technique slot available, you can execute flawless aim using either slot.

Techniques Known of 1st Level and Higher

You know two 1st-level techniques of your choice from the rogue technique list.

the Techniques Known column of the Revised Rogue table shows when you learn more techniques of your choice. Each of these techniques must be of a level for which you have technique slots. For instance, when you reach 5th level in this class, you can learn one new technique of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the techniques you know and replace it with another technique from the chosen technique list, which also must be of a level for which you have technique slots.

Technique Ability

When you reach 2nd level for the first time, you can choose between one of the following abilities to represent your techniques since your techniques draw upon either your mental, primal, or your natural agility: Charisma, Dexterity, Strength, or Wisdom. Once you choose an ability, you won’t be able to change it later.

You use your chosen ability whenever a technique refers to your technique ability. In addition, you use your chosen ability modifier when setting the saving throw DC for a technique you execute and when making an attack roll with one.

Technique Save DC = 8 + your proficiency bonus +

your chosen modifier

Technique attack modifier = your proficiency bonus +

your chosen modifier

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Fighting Style

Beginning at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Additional fighting styles can be found in chapter 2 of this book.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Counter Step

When a hostile creature ends its turn within 5 feet of you, you can use your reaction to deal damage of your weapon's type equal to your proficiency bonus to the creature and move up to 10 feet away without provoking opportunity attacks.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Keen Swordsman

When you're wielding a melee weapon in one hand, you can have it count as a finesse weapon for you as long as it lacks the heavy or reach properties.

Quick Reflexes

When you miss with a melee weapon attack while wielding a single finesse weapon, you can make a melee weapon attack with the same weapon as a bonus action, so long as you’re not wearing heavy armor or wielding a shield.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Riposte and Recovery

Beginning at 5th level, you learn the Riposte and Skillful Recovery disciplines, which don't count against the number of rogue disciplines you know. You can execute these disciplines once per combat without expending a discipline die.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Expertise

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of Expertise.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Extra Attack

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Starting at 14th level, you learn the Blind Fighting fighting style if you don't already know it. For you, the range of your blindsight increases to 30 feet.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse—hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Ambush

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies granting you the following benefits against creatures who haven't taken a turn in combat yet:

  • You have advantage on attack rolls.
  • Your weapon attacks score a critical hit on a roll of 19-20.
  • Any hit you score against a creature that is surprised is a critical hit.

Disguised Alchemy

You've learned skills that allow you to move unseen and bring death in multiple ways. When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and poisoner's kit.

Additionally, you can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.

Wolf in Sheep's Clothing

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Art of Death

Beginning at 13th level, your understanding of anatomy and the ways to take a life have become an art form for you granting you the following benefits:

  • Your attacks score a critical hit on a roll of 18-20 against creatures who haven't taken a turn in combat yet.
  • Attacks you make after your first turn score a critical hit on a roll of 19-20.
  • Once per combat when you reduce a creature to 0 hit points, you can roll half your sneak attack die rounded down and choose another creature within 5 feet of the original target. The creature takes damage equal to the number rolled. The damage is the same as the weapon you're holding.

Assassinate

At 17th level, your attacks score a critical hit on a roll of 17-20 against creatures who haven't taken a turn in combat yet.

Additionally, when you score a critical hit, you can deal full damage of the attack and sneak attack and roll the damage dice for additional critical damage instead of making a normal critical hit. Once you use this feature, you can't do so again until you finish a short or long rest.





























Art Credits

Cover: Lie Setiawan
Page 4: Francisco Miyara
Page 7: Ekaterina Burmak
Page 9: Randy Vargas
Page 11: Steven Belledin
Page 13: Randy Vargas
Page 15: Randy Vargas
Page 16: Oliver Bernard
Page 22: Maciej Kuciara
Page 24: Willian Murai
Page 27: Magali Villeneuve
Page 34: David Gaillet
Page 35: Dmitry Burmak
Page 37: Lie Setiawan
Page 38: Harumi Namba
Page 41: John Stanko
Page 42: Randy Vargas































Page 44: Chris Seaman
Page 47: Lie Setiawan
Page 50: Aaron J. Riley
Page 52: Johannes Voss
Page 55: Mathias Kollros
Page 56: Campbell White
page 60: Volkan Baga
Page 61: Lie Setiawan
Page 66: Randy Vargas
Page 74: Véronique Meignaud
Page 75: Campbell White
Rear Cover: Steven Belledin
Watercoloring: Jared Ondricek

Train

Overcome

Conquer

Flesh out your favorite martial classes with new fundamentals, strategies, and most importantly, techniques in this supplemental homebrew for D&D 5e.

Explore and interact with your worlds in new and wondrous ways. Build new connections, form powerful allies to stand with you in your battles, and stand your own in heated discussions, debates, and general conversation with NPCs.

Master new arts of battle as your characters grow with each passing victory. Gain powerful feats, master lost techniques, and spread the word of your learned skills throughout the lands.

All of my other homebrew can be found on my GM Binder for free. Additionally, you can support me on Patreon for sneak peeks of my works in progress.

 

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