Martial Techniques

by Carmika

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Martial Techniques

Martial Techniques

It's no secret that in Dungeons & Dragons spellcasters are significantly stronger than martial classes. Spells such as Meteor Swarm with 40d6 damage are testament to this. But what is the main reason that martials are so much weaker than spellcasters, especially in the late game? The answer is quite simple. It's not so much about the damage of of spells, it's the number of spells, and the sheer versatility between them all. A level 20 Fighter can grapple, and attack multiple times, or use an object on their turn. A level 20 Wizard can do all that too, and then cast one of 500+ different spells, each doing different things. This means that the Wizard has over 500 additional options that the Fighter cannot touch on.

The thing is, this doesn't make all that much sense. Sure, spells are endlessly versatile, and with a little creativity they just get better and better. But martial characters would be able to do far more than what the core rules allow, especially in the fantastical worlds of Dungeons & Dragons. This brings me to the following new homebrew abilities.

The Martial Techniques

Following are what I call Martial Techniques. These are abilities exclusively for martial classes, all of which resemble spells in a way, but instead of spell slots, a character spends actions, attack options and reactions to execute them. Most of these offer damage or some utility, but the idea is to give the martial classes a bit of versatility, to even the playing field of available options for all character classes in the game. As always, new classes have been accounted for. In addition to the known Barbarian, Fighter, Monk, and Rogue, these abilities will also be accordingly available to the new classes of Blood Hunter, Commoner, Guardian, and Warlord. The Paladin, Ranger or Inquisitor may show up occasionally too.

Usage. So how do these work? Read these abilities as though they are spells, but pay close attention to the Effectuation Cost, which is the "price" one needs to pay to perform the technique in question, and to the weapon type. Not all techniques can be performed by any weapon. A differentiation has been made between Bludgeoning (B), Piercing (P) and Slashing (S) damage, and a technique can only be made when holding a fitting weapon.

Effectuation Cost. Many of these techniques make use of martials' ability to attack more than once per round. If a technique states it costs two attacks, that means the technique can be performed once per turn by surrendering at least two of your available attacks, and performing the technique once. This then takes your action, as if casting a spell. If the price is an action + bonus action, is simply takes both the action and bonus action for that turn.

Duration. Any technique with concentration requires the martial character to concentrate on the ability, but allows them to perform it by paying the respective Effectuation Cost on each of their turns. Do note, the concentration save DC for Martial Techniques is not 10, but 5. This is because martial fighters would not need to focus non-stop on their spell like a caster, but rather needs to only focus on what they are doing whenever they use the ability again, making it easier for them to keep their focus.

Power Increase Because these techniques do offer quite a bit of power, and because many require Multiattack to even be used, they have been divided into four categories of strength, and will become respectively available to martial classes at levels 5, 10, 15 and 20.

Level 5 Techniques
5th Level Weapon Type Compatibility
Alchemical Weapon B, P, S Melee
Cleave S Melee
Concussive Blows B Melee
Feint B, P, S Melee & Ranged
Hemorrhage P, S Melee & Ranged
Impale P Melee & Ranged
Leap Slam B Melee
Mutilation Point P, S Melee & Ranged
Overhead Bash B Melee
Pinpointer P Melee & Ranged
Riposte B, P, S Melee
Sweep B, P, S Melee & Ranged*
Whirling Salvo B, S Melee
Level 10 Techniques
10th Level Weapon Type Compatibility
Aerial Ace S Melee & Ranged
Armor Crush B, P, S Melee
Blinding Puncture P Melee & Ranged
Hard Impact B Melee & Ranged
Threatening Swipe B, P, S Melee & Ranged
Three-Strike Assault B, P, S Melee
Level 15 Techniques
15th Level Weapon Type Compatibility
Decapitation S Melee & Ranged
Guillotine P, S Melee
Perforation P Melee & Ranged
Shattering Slam B Melee
Level 20 Skills
20th Level Weapon Type Compatibility
A Thousand Cuts P Melee & Ranged*
Blunt Force B Melee & Ranged
Storm of Blades S Melee
Onslaught B, P, S Melee & Ranged
Part 2 | Martial Techniques

Level 5 Techniques

Alchemical Weapon

5th level Technique


  • Classes: Blood Hunter, Commoner, Fighter, Monk, Rogue, Warlord
  • Effectuation Cost: 2 attacks and your bonus action the first time you use this ability, or your action + bonus action as Rogue
  • Range: Weapon Range
  • Weapon Type: Bludgeoning, Piercing and Slashing (Melee)
  • Duration: Concentration, up to 1 minute
  • Limitations: This technique requires proficiency with Alchemist's Tools. Additionally, playing around with acid and flames is not safe. Every round your weapon is affected that you do not spend both attacks performing this technique, you must make a DC 14 Constitution saving throw or burn for 2d6 damage of the used type of alchemy. Lastly, buying the materials to create any of the available concoctions costs 5gp for each usage.

Well, I'm no tinkering genius, but I do have some tricks up my sleeve.

You have grown as a warrior, and can now combine your knowledge of alchemy and your skill with your weapon to perform new, deadlier feats and add some elemental flair to your attacks. You choose one of the options below each time you use this technique. You can only have one of the options active at any given time.

  • Acid. You coat your weapon using a unique form of acid not harmful to your armament. While the weapon is coated, all your attacks deal an additional 1d4 acid damage. The acid leaves marks on any material it touches.
  • Fire. You pour an oil out over your weapon and ignite it, lighting your armament on fire. You attacks deal an additional 1d4 fire damage and can light unattended objects on fire.
  • Poison. You cover your weapon with a simple but effective poison. Any enemy that take 15 or more damage from a single attack must make a Constitution saving throw with a DC of 10 + half your level (rounded down) or become sickened. If an attack made with this weapon deals 20 or more damage at once, the target is poisoned instead. An affected creature can make another Constitution saving throw at the end of each of their turns, ending the effect on a success. It lasts at most 1 minute.

After a minute passes, the acid becomes inert, the oil burns away, or the poisonous effects fade away. Your weapon returns to normal.


Sickened Condition
  • A sickened creature cannot roll ability checks or attack rolls with advantage.
  • The creature has disadvantage on saving throws against being poisoned.
  • Any feature which offers advantage or immunity to the poisoned condition also affects the sickened condition.

Cleave

5th level Technique


  • Classes: Barbarian, Blood Hunter, Fighter, Monk, Warlord
  • Effectuation Cost: 2 attacks
  • Range: Self (5-foot cone)
  • Weapon Type: Slashing (Melee)
  • Duration: Instantaneous
  • Limitations: None

I'll cut through the horde, clean and clear. I just can't miss!

You grip your weapon with both hands, then slash it through the cone in front of you with all the strength you can muster. Make a Strength check. On a 1-5, the attack fails and you deal 5 damage to all creatures within range. On a 6-19, you deal your weapon damage + 1d8 slashing damage to all creatures within range. On a 20 or higher, you deal 30 to all creatures within range.


Concussive Blows

5th level Technique


  • Classes: Barbarian, Blood Hunter, Commoner, Guardian, Fighter, Monk, Warlord
  • Effectuation Cost: 2 attacks
  • Range: Weapon Range
  • Weapon Type: Bludgeoning (Melee)
  • Duration: Instantaneous
  • Limitations: None

This one always reminds me of ringing a church bell.

You strain the arm holding your weapon, and swing at one target within range two times in quick succession. Make two attacks against the target. All damage dealt with this technique is halved. If one attack hits, the target is stunned for one turn. If both attacks hit, they are paralyzed for one turn instead.

Feint

5th level Technique


  • Classes: All Martial Classes
  • Effectuation Cost: 20 feet of movement for your current turn
  • Range: 5 feet
  • Weapon Type: Bludgeoning, Piercing and Slashing
    (Melee & Ranged)
  • Duration: Instantaneous
  • Limitations: None

Move like a ghost across the battlefield. Always in sight, yet always out of reach.

This technique can only be used when multiple creatures are within 5 feet of you. You cannot target an ally with either the feint or the real attack.

You move swiftly towards one of the creatures within range, drawing your weapon as if to strike them. Instead you swing around to attack a different target within range. Make an attack with advantage against your real target. This attack may trigger your Sneak Attack as Rogue. When making this attack, you may move 5 feet away from your real target after you finish the attack.

When you use this ability, the fake target may immediately use their reaction to make an attack of opportunity against you with disadvantage. If they miss that attack, you may use your bonus action to attack them the same Feint that turn too, though you do not roll with advantage against this target.

Part 2 | Martial Techniques

Hemorrhage

5th level Technique


  • Classes: Barbarian, Blood Hunter, Fighter, Rogue, Warlord
  • Effectuation Cost: 2 attacks each usage, or your action + bonus action as Rogue
  • Range: Weapon Range
  • Weapon Type: Piercing and Slashing (Melee & Ranged)
  • Duration: Concentration, up to 1 minute
  • Limitations: You can only cause Blood Stacks on up to three creatures at once. Should you hit a fourth, the first one stops bleeding.

My blade sings so sweetly, your body cannot help but weep.

Using this technique, you sacrifice your ability to hit multiple times, to instead hit attacks that impair and repeatedly damage your target, causing them to bleed excessively.

Whenever you land a strike on a target, you cut their body open, causing them to bleed. In addition to the regular damage of the attack, the target gains 1 Blood Stack for each cut you inflict on them.

Blood Stacks. Any creature with at least one Blood Stack must make a Constitution saving throw against the Hemorrhage Save DC below. On a failure, the creature suffers 1d6 necrotic damage for each Blood Stack they have accumulated. A creature cannot exceed 5 Blood Stacks. On a success, a creature takes no additional damage. Each Blood Stack lasts 1 minute before the bleeding ceases. Any healing spell other than Healing Word cast on the target cures up to 3 Blood Stacks at once.

Hemorrhage Save DC = 8 + your proficiency bonus + your Constitution modifier

Bloody Execution. When a creature has 5 Blood Stacks and is bleeding profusely, you can use your lethal, sharp weapon to deal a devastating attack. You use you bonus action to consume all 5 Blood Stacks on a target, dealing 1d10 necrotic damage per level martial character level you have up to a maximum of 10d10 necrotic damage. This special strike can trigger your Sneak Attack as a Rogue.

If this damage kills the target, you cleave right through their flesh, causing them to collapse in a fountain of their own blood. The creature cannot be revived by anything less than a Resurrection, True Resurrection or Wish spell, or stronger magic.

Part 2 | Martial Techniques

Impale

5th level Technique


  • Classes: Barbarian, Blood Hunter, Fighter, Rogue, Warlord
  • Effectuation Cost: 2 attacks each usage, or your action + bonus action as Rogue
  • Range: Weapon Range
  • Weapon Type: Piercing (Melee & Ranged)
  • Duration: Concentration, up to 1 minute
  • Limitations: Impaling a target requires a piercing weapon of sufficient length. Shortswords, daggers, and piercing maces will not work. For ranged weapons, darts will not work, nor will shortbows or light- or hand crossbows. Only javelins, longbow-arrows and heavy crossbow bolts of at least 3 feet in length will work for impaling at range. All spears, tridents and rapiers will work too.

Time to cripple the competition!

You pierce your attacks through your targets, twisting your weapon in such a way it leaves an open cut or a metal piece behind in their bodies. You attack a target within range. In addition to the regular damage of the attack, the target gains 1 Impalement Stack for each cut you inflict upon them.

Impalement Stacks. For every two Impalement Stacks, a target suffers -5 to their movement speed, up to a minimum of 10 feet of movement per round. A target with 5 or more Impalement Stacks is impaired to the point they can no longer use their reaction. A creature cannot exceed 8 Impalement Stacks. Each Impalement Stack lasts 1 minute before the it ceases to debilitate the target. Any healing spell other than Healing Word cast on the target cures up to 3 Impalement Stacks at once.

Shattering Steel. When a creature has 3 or more Impalement Stacks, you can choose to thrust your weapon through them in a powerful, crippling strike. You use your bonus action to consume all accumulated Impalement Stacks and make an attack against the target. If the attack hits, the target must make a Constitution saving throw. On a failure, the target takes 1d8 piercing damage per Impalement Stack consumed. On a success, the target takes half as much damage. You can make this attack with any weapon that deals piercing damage. This attack cannot trigger your Sneak Attack as a Rogue.

If this damage kills the target, you puncture them, leaving a large hole in their corpse. Only resurrection spells of 5th level and higher can revive the target.

Leap Slam

5th level Technique


  • Classes: Barbarian, Commoner, Guardian, Fighter, Warlord
  • Effectuation Cost: 2 attacks
  • Range: Weapon Range
  • Weapon Type: Bludgeoning (Melee)
  • Duration: Instantaneous
  • Limitations: None

Jump light like a spider. Land heavy like an elephant.

You heave your weapon behind you, strain your muscles, and leap up to 10 feet forward, hoisting your weapon upward and slamming it down at a target location. You either slam down on the ground or top of a singular creature at the target location.

Ground. All creatures within 5 feet of your landing spot must make a Dexterity saving throw with a DC of 10 + half your level (rounded down). On a failure, they take your weapon's damage and are knocked prone. On a success, they avoid the damage completely.

Creature. The creature you target with this spell must make a Dexterity saving throw with disadvantage. On a failure, they take your weapon's damage + 1d8 extra bludgeoning damage and are stunned for one turn. If they fail the saving throw by 5 or more, they are paralyzed instead.

If you wield a weapon with the Heavy property, you deal an additional 1d8 bludgeoning damage. Enemies can make opportunity attacks as normal when you use this technique.


Mutilation Point

5th level Technique


  • Classes: Barbarian, Blood Hunter, Commoner, Fighter, Inquisitor, Warlord
  • Effectuation Cost: 2 attacks
  • Range: 5 feet
  • Weapon Type: Piercing and Slashing (Melee & Ranged)
  • Duration: Instantaneous
  • Limitations: Any one target can only be targeted with this technique once per long rest.

It's not always best to aim for the heart or head. Not if you want to make a point.

You deliver a well-placed and precise cut, aiming for the limbs or your target. The target makes a Dexterity saving throw with a DC of 10 + half your level (rounded down). You choose to cut either their arm or leg. On a failure, the target suffers one of the following effects:

  • Arm. The target has disadvantage on all actions involving that arm until the end of their next long rest.
  • Leg. The target has -10 movement speed until the end of their next long rest.

If the target fails the saving throw by 5 or more, you instead cut off the limb you choose, causing the effect indefinitely unless the limb is reattached or regenerated.

Overhead Bash

5th level Technique


  • Classes: Barbarian, Commoner, Guardian, Monk, Warlord
  • Effectuation Cost: 2 attacks
  • Range: 5 feet
  • Weapon Type: Bludgeoning (Melee)
  • Duration: Instantaneous
  • Limitations: None

A strong arm and a heavy hit is enough to subdue any opponent.

This technique has two variants, based on whether or not you are currently holding a bludgeoning weapon or not.

Armed. You grab hold of your weapon strongly with both hands, swinging it behind you to deliver a powerful hit on top of your opponents head. Make an attack. If you hit, the target is smashed against the ground. It takes 4d6 bludgeoning damage and is knocked prone. At the end of your attack, you can choose to stand on top of your target, effectively grappling them. When you grapple this way, you can still use your hands, but the target has advantage on Strength checks to escape your grapple.

Unarmed. You grab hold of a target within range, and attempt to haul them over your head and smash them into the ground behind you. Make an opposed Strength (Athletics) check. If the creature is Large or smaller, you have advantage. If they succeed, you deal 1d6 bludgeoning damage, and the technique ends. If you succeed, you slam the target into the spot behind you, dealing 4d6 bludgeoning damage and grappling the target. You can choose to immediately grab a firm hold of the target, restraining you both. While holding the target, you can choose to deal 2d4 bludgeoning damage every round against the target on your turn. The target can make an opposed Strength (Athletics) check on its turn to free itself.

Part 2 | Martial Techniques

Pinpointer

5th level Technique


  • Classes: Blood Hunter, Guardian, Fighter, Rogue, Warlord
  • Effectuation Cost: 2 attacks, or your action + bonus action as Rogue
  • Range: 5 feet (melee) or up to 30 feet (thrown)
  • Weapon Type: Piercing (Melee & Ranged)
  • Duration: Instantaneous
  • Limitations: This technique is not possible with all piercing weapons. Simple arrows and darts will not work, though spears, tridents and javelins will. A larger arrow, such as a ballista bolt, will also work.

What's the matter buddy? You seem to be stuck or something.

With a sharp eye and a strong, steady hand, you thrust or throw your piercing weapon through an opponent within range. There are two variations for this technique, based on what features are in your vicinity of the target.

Opponent. If another opponent is 5 feet behind the target, you can pierce through the first and into the second. Make a respective melee or ranged attack for each target. If you hit the first attack, the first target is pierced through by your weapon, dealing 2d6 piercing damage and leaving your weapon stuck in their body. If you hit the second attack, the second target takes 1d6 piercing damage.

If you hit both attacks, the two targets are stuck together. Their movement speed is halved, and they both have disadvantage on Dexterity saving throws while the weapon is stuck. Either target can make a Strength (Athletics) or Dexterity (Acrobatics) check on their turn with a DC of 15 to get free. Alternatively, you can use your bonus action to pull the weapon out. When the weapon is removed, the first target takes an additional 1d6 piercing damage.

Terrain. If there is terrain within 5 feet behind the target, you can pierce the target and pin them to the terrain. Make a respective melee or ranged attack against the target. On a hit, the target takes 2d6 piercing damage and is pierced through. The target is pinned to the terrain behind them. While the weapon is in place, the target is restrained. The target can make a Strength (Athletics) or Dexterity (Acrobatics) check on its turn with a DC of 15 to get free. Alternatively, you can use your bonus action to pull the weapon out. When the weapon is removed, the target takes an additional 1d6 piercing damage.




So What About Weapons?

With these rules, a character would have significantly more power if they could freely swap between B, P and S weapons. As a DM, consider the rule that a player may only choose one of those three weapons per short rest, rather than swap out at will. It may keep things more balanced if needed.

Riposte

5th level Technique


  • Classes: Barbarian, Blood Hunter, Commoner, Guardian, Fighter, Monk, Warlord
  • Effectuation Cost: 1 reaction, which you take when an attack misses you
  • Range: Weapon Range
  • Weapon Type: Bludgeoning, Piercing and Slashing (Melee)
  • Duration: Instantaneous
  • Limitations: Reacting quickly means less focus and accuracy on your attack. This technique cannot critically strike.

Too slow! Hoo, my feet are burning, baby, they're burning!

You know how to abuse an opening when your enemy makes themselves vulnerable. Make a melee attack against the target that missed you with an attack. On a hit, the target takes your weapon's damage + 1d4 extra damage of your weapon type. If you are dual wielding, you deal an extra 1d8 damage of your weapon's type.


Sweep

5th level Technique


  • Classes: All Martial Classes
  • Effectuation Cost: 2 attacks
  • Range: Weapon Range + 5 feet
  • Weapon Type: Bludgeoning, Piercing and Slashing (Melee)
  • Duration: Instantaneous
  • Limitations: None

Feet off the floor! I'm cleaning the house!

This technique can only be performed while holding a weapon. You cannot use a whip. You can swing a bow around on the floor, using it as a melee weapon for this technique.

You extend your arm as far as you can, extending your usual weapon range by an extra 5 feet, then swing your weapon around you low over the floor. All enemies in range must make a Dexterity saving throw with a DC of 10 + half your martial level (rounded down). On a failure, a creature takes your usual weapon damage and is knocked prone. If you wield a weapon with the Heavy property, you deal an extra 1d8 damage. If you are dual wielding, the saving throw is at disadvantage. A creature already prone within range takes an extra 1d8 damage.


Whirling Salvo

5th level Technique


  • Classes: Blood Hunter, Commoner, Fighter, Monk, Warlord
  • Effectuation Cost: 2 attacks
  • Range: Weapon Range
  • Weapon Type: Slashing (Melee)
  • Duration: Instantaneous
  • Limitations: None

Who said spinning attacks don't work? You're just not doing them right.

You swirl across the battlefield, flourishing your weapon. You move 10 feet in a direction of your choice, swinging your weapon twice at all enemies you encounter within range. Make two attacks with disadvantage against all enemies within your range. If you hit, you attack deals damage as normal and knocks the targets prone. Enemies can make opportunity attacks as normal when you use this technique.


Part 2 | Martial Techniques

Level 10 Techniques

Aerial Ace

10th level Technique


  • Classes: Barbarian, Blood Hunter, Guardian, Fighter, Ranger, Warlord
  • Effectuation Cost: 2 attacks
  • Range: Self (10-foot and 20-foot cone)
  • Weapon Type: Slashing (Melee)
  • Duration: Instantaneous
  • Limitations: This attack is straining on your muscles. You can only perform it once every three turns.

Push them back! Throw them over! Take them down!

You slash your blade through the air in front of you with great force, cutting through those nearby you and flinging a wave of air forward that pushes people people back. All creatures in a 10-foot cone in front of you must make a Dexterity saving throw with a DC of 10 + half your martial level (rounded down) or take 3d10 slashing damage. A creature that critically fails their saving throw is also dazed for 1 minute. All creatures in a 20-foot cone must make a Strength saving throw as the air thrown by your blade hits into them. On a failure, they are pushed back 10 feet, take 1d10 falling damage and are knocked prone. On a success, a creature is only knocked back 10 feet and suffers no additional effect.

A creature within 10 feet of you is affected by both abilities, meaning they make the Strength saving throw and the Dexterity saving throw.


Armor Crush

10th level Technique


  • Classes: All Martial Classes and Paladin
  • Effectuation Cost: 2 attacks
  • Range: Weapon Range
  • Weapon Type: Bludgeoning, Piercing and Slashing (Melee)
  • Duration: Up to 1 minute or until repairs are done
  • Limitations: The effect of this technique does not stack. Attacking a creature with this technique after they already suffer the effect has no additional benefits. Any armor that gets magically repaired or mended cannot be affected again until 1 minute has passed.

You think that thin sheet of metal can protect you? I've trained for days. Years. Just to kill wannabe warriors like you. Now stand still, and I'll make this fast.

This attack only works on opponents with medium or heavy armor, or creatures with similar hard armor, such as a carapace or shell.

You slam, slash or thrust your weapon directly into the brunt of your opponent's armor. Make an attack against a target within range. Any damage you deal is halved. On a hit, you damage the armor of your target. A target wearing medium or heavy armor suffers a -2 to their AC until their armor has been repaired. A creature with natural armor that can regenerate instead suffers the effect for 1 minute.


Blinding Puncture

10th level Technique


  • Classes: Blood Hunter, Fighter, Monk, Ranger, Rogue, Warlord
  • Effectuation Cost: 2 attacks and a bonus action (attack + bonus action for the Rogue)
  • Range: Weapon Range
  • Weapon Type: Piercing (Melee & Ranged)
  • Duration: Up to 1 minute
  • Limitations: A creature can only be affected by this ability once per long rest.

Lights out, kid.

You stab a target of your choice right in their optics. Make an attack against the target. Ranged attacks are made with disadvantage. Any damage you deal is halved. On a hit, the creature is blinded for 1 minute. A blinded creature can make a Constitution saving throw with a DC of 10 + half your martial level (rounded down) at the end of each of their turns. Creatures with truesight make this save with advantage. If you critically hit the target, you puncture the creature's eye, maiming it. On a success, the creature regains their sight. A creature with a maimed eye can only regain it through powerful healing. This technique cannot trigger Sneak Attack as a Rogue.


Hard Impact

10th level Technique


  • Classes: Barbarian, Commoner, Guardian, Fighter, Monk, Paladin, Warlord
  • Effectuation Cost: 2 attacks and a bonus action
  • Range: Weapon Range
  • Weapon Type: Bludgeoning (Melee & Ranged)
  • Duration: Up to 1 minute
  • Limitations: A creature can only be affected by this ability once per long rest.

Your nonsense has been giving me a headache. Here's what that feels like.

You swing your blunt weapon around twice before delivering a targeted attack meant to destabilize a creature. Make an attack against a target within range. Any damage you deal is halved. On a hit, the creature is dazed for 1 minute. A dazed creature can make a Wisdom saving throw with a DC of 10 + half your martial level (rounded down) at the end of each of their turns. If you critically strike, the creature gets no additional saving throws. On a success, they snap out of it. Alternatively, if you are using a sling, you shoot a pellet right between your target's eyes, intended to daze. All mechanics function the same way.


Dazed Condition
  • A dazed creature can only take an action or a bonus action on it's turn, but not both.
  • A dazed creature cannot take reactions.
  • The creature has disadvantage on saving throws against being stunned.
Part 2 | Martial Techniques

Threatening Swipe

10th level Technique


  • Classes: All Martial Classes and Inquisitor
  • Effectuation Cost: An attack and your bonus action
  • Range: Weapon Range
  • Weapon Type: Bludgeoning, Piercing and Slashing
    (Melee & Ranged)
  • Duration: Up to 1 minute
  • Limitations: Creatures with an Intelligence score of 5 or lower or that cannot understand you are unaffected.

I'm warning you, boy! One step closer and you'll find my knife in your neck!

While within range of at least one enemy, you swing your weapon through the air, dangerously close to vital points on their body as you deliberately miss with the attack. You deal no damage. You follow this up with an intimidating glare or powerful speech or exclamation. Make a Charisma (Intimidation) check against the target with a DC of 15 - half your martial level (rounded down). On a failure, the creature is frightened of you for 1 minute. They can make a Wisdom saving throw with an equal DC at the end of each of their turns, ending the effect on a success.

All creatures allied to the target within 30 feet that can see you must make a Wisdom saving throw with an equal DC. On a failure, they are shaken for 1 minute. A shaken creature can make a Wisdom saving throw with an equal DC at the end of each of their turns, ending the effect on a success.


Shaken Condition
  • A shaken creature cannot willingly move closer to the source of the condition.
  • The creature has disadvantage on saving throws against being frightened.

Three-Strike Assault

10th level Technique


  • Classes: Barbarian, Blood Hunter, Fighter, Inquisitor, Monk, Warlord
  • Effectuation Cost: 2 attacks, your bonus action and your movement for your current turn
  • Range: Special, Weapon Range
  • Weapon Type: Bludgeoning, Piercing and Slashing (Melee)
  • Duration: Instantaneous
  • Limitations: This technique requires great mental acumen and is very tiring to perform. After using this technique, you will not be able to do so again for 5 turns.

Agility, Grace, Power, Tenacity, Vigor. The Dance of Battle is an Art like no other. Show them the fruits of your labor.

A character can only perform this technique with a Strength or Dexterity score of at least 19, and only while holding a weapon.

Drawing on your superior martial skill and agility, you release an extraordinary three-hit combination attack on your surroundings. All three attacks are performed on your turn.

  • 1st Attack. You swipe your weapon in front of you, or thrust it forward if you wield a piercing weapon. All creatures in a 10-foot cone (B,S) or 15-foot line (P) must make a Dexterity saving throw or take 2d10 damage of your weapon's type.
  • 2nd Attack. You leap up to 10 feet forward and flip your body around, swiping your weapon around you to knock enemies over. All creatures in your path or within a 5-foot radius of your path must make a Strength saving throw or take 1d10 bludgeoning damage (B,P,S) and be knocked prone. All attacks of opportunity against you during this movement are with disadvantage.
  • 3rd Attack. Twirling your currently upside down body back around, your finish your combo with a powerful slam- or cut attack within 5 feet of your current location. All creatures in a 5-foot radius of where you strike must make a Dexterity saving throw, taking 4d10 damage of your weapon's type, or half as much on a success. A creature right beneath the attack makes the save with disadvantage, and is paralyzed until the end of your next turn if you hit them.
Part 2 | Martial Techniques

Level 15 Techniques

Decapitation

15th level Technique


  • Classes: Barbarian, Blood Hunter, Guardian, Fighter, Warlord
  • Effectuation Cost: 2 attacks
  • Range: 5 feet
  • Weapon Type: Slashing (Melee & Ranged)
  • Duration: Instantaneous
  • Limitations: This attack takes great precision and weighs heavy on your muscles. You cannot perform this technique more than once per minute.

OFF WITH HER HEAD! THAT'S VERY IMPORTANT, WRITE THAT DOWN!

Drawing on your own great strength, you swing your blade in front of you, right through an enemy. The target makes a Dexterity saving throw with a DC of 10 + half your martial level (rounded down). On a failure, they take 7d10 slashing damage and immediately gain 3 Blood Stacks. On a success, the creature takes half as much damage and gains 1 Blood Stack. If the creature fails the Dexterity saving throw by 5 or more and has less than 50 hit points left, you can choose to cut off either a limb or its head. If you cut its head off, it dies immediately.

You cannot use Bloody Execution on the same turn you use Decapitation.


Guillotine

15th level Technique


  • Classes: All Martial Classes
  • Effectuation Cost: Your action and your movement for each turn you keep the grapple. If you let go, the technique ends.
  • Range: 5 feet
  • Weapon Type: Piercing and Slashing (Melee)
  • Duration: Concentration, until the target breaks free
  • Limitations: This technique can only be performed while dual wielding, or with a weapon enchanted with the Vorpal Weapon spell. You can only do this once per minute.

A structured strike is better than a hasty hit. Take your time.

Depending on the weapons you are holding, you slash both weapons either downward in in a cross onto your opponent, or cut upward in a cross into your opponent. Alternatively, you throw your arms around the sides of the body of your opponent, and cut into their back. Regardless of your style for Guillotine, you force the target to make a Dexterity saving throw with disadvantage.

On a failure, the target takes 6d10 slashing or piercing damage (your choice) and is pierced through, grappled and impaled on your weapons. This damage will always leave a creature with at least 1 hit point. On a success, the creature takes half as much damage, but avoids being grappled.

Grappling. The grappled creature is effectively incapacitated. They can only use their action to to try to resist and break free from your hold on them, making a Strength (Athletics) or Dexterity (Acrobatics) check against your own roll. Both you and the target choose which skill you prefer.

While the grapple persists, you can use your action on your turn to deal either an additional 3d10 slashing or piercing damage, or force the target prone and deliver a deadly strike.

Guillotine Cleave. If you choose to deliver the strike, you lay the target prone on the ground and make an attack with both weapons, aiming directly for the neck. If this attack hits and the target has less than 60 hit points, it is immediately dead. Alternatively, you can switch your aim, cutting off two limbs following the same conditions.


Perforation

15th level Technique


  • Classes: Blood Hunter, Guardian, Fighter, Monk, Rogue, Warlord
  • Effectuation Cost: 2 attacks, or your action + bonus action as Rogue
  • Range: Weapon Range
  • Weapon Type: Piercing (Melee & Ranged)
  • Duration: Instantaneous
  • Limitations: This attack takes great precision and weighs heavy on your muscles. You cannot perform this technique more than once per minute.

My spear is the one that will pierce your body!

You wield your sharp weapon readily and steadily, and thrust it forward into a target within range. The target makes a Dexterity saving throw with a DC of 10 + half your martial level (rounded down). On a failure, they take 5d10 piercing damage and immediately gain 5 Impalement Stacks. On a success, the target takes half as much damage and gain 3 Impalement Stacks. If the target fails the saving throw by 5 or more, you cut a hole deep in their body, causing them to be incapacitated for 1 turn.

You cannot use Shattering Steel on the same turn you use Perforation.


Shattering Slam

15th level Technique


  • Classes: Barbarian, Guardian, Fighter, Monk, Warlord
  • Effectuation Cost: 2 attacks
  • Range: Weapon Range (15-foot radius)
  • Weapon Type: Bludgeoning (Melee)
  • Duration: Instantaneous
  • Limitations: This attack takes great precision and weighs heavy on your muscles. You cannot perform this technique more than once per minute.

Hit hard. Hit once.

You draw all your strength into the arm that holds your weapon, and slam down on the ground with great force, causing a shockwave. All creatures in a 15-foot radius of where you hit must make a Strength saving throw. On a failure, a creature takes 4d10 bludgeoning damage and is dazed for 1 turn.

If you use this technique to slam down on a prone creature, that creature makes the saving throw with disadvantage. On a failure, they take 7d10 bludgeoning damage and are paralyzed for 1 minute. All the other effects from Shattering Slam still happen. The paralyzed creature can make another saving throw at the end of each of their turns, ending the effect on a success.


Part 2 | Martial Techniques

Level 20 Techniques

A Thousand Cuts

20th level Technique


  • Classes: All Martial Classes
  • Effectuation Cost: 2 attacks + your bonus action + your movement that turn
  • Range: Self (10-foot radius)
  • Weapon Type: Piercing (Melee & Limited Ranged)
  • Duration: Over the course of 1 turn
  • Limitations: This technique requires precision, patience, and great strength or agility. You can only perform this technique 5 times per long rest, and only once every 5 rounds.

You must be swift as the coursing river. That you may be faster than anyone else.

You calm yourself and find a center of limitless patience and flawless speed within yourself, holding your piercing weapon still in your hands as you root yourself to the ground. Then you unleash a flurry of cuts to your surroundings.

You make 16 attacks against any targets with range. All attacks are made with disadvantage. For each hit, the target takes 1d10 piercing damage and gains one Impalement Stack. You can target the same target with multiple attacks, or attack other creatures within range freely. Any target hit with at least 2 attacks begins to bleed and has their movement halved for 5 rounds. You cannot use this ability on a ranged weapon with the Loading property, though you can stab them with an arrow or bolt all the same.

Saving Time

Rolling dice is fun, but 16 attacks at disadvantage takes a while, and not everyone is in the mood for that. To speed it up, consider rolling in 2 batches for each 8 attacks, or 4 batches of each 4 attacks. If you succeed on a batch roll, all those attacks then hit any target(s) you desire within range.

Blunt Force

20th level Technique


  • Classes: All Martial Classes
  • Effectuation Cost: 2 attacks + your bonus action + your movement that turn
  • Range: Weapon Range
  • Weapon Type: Bludgeoning (Melee & Ranged)
  • Duration: Instantaneous
  • Limitations: This technique requires patience, accuracy and great strength or agility. You can only perform this ability 5 times per long rest, and only once every 5 rounds.

With all the force of a great typhoon. To hit hard enough to break the unmovable object.

You calm yourself and find a center of immaculate precision and endless strength within yourself, holding your bludgeoning weapon steadfast in front of you as you remain still where you are. Then you perform an unavoidable, dooming uppercut on a creature within range. Alternatively, if using a sling, you can fire a sling bullet with tremendous force.

Make a melee attack against a target with double advantage (you roll 3d20 and take the highest outcome). On a hit, the target takes 10d10 bludgeoning damage and must make a Constitution saving throw. If the target has less than 300 hit points remaining, the saving throw is with disadvantage. On a failure, the creature is knocked unconscious and is incapacitated for 1 minute. Should the initial damage bring the target to 0 hit points, you can choose to have them fall to 1 hit point instead. If the target succeeds the saving throw, they are stunned for 5 rounds. They get no additional saving throws.

Alternate Strike. When you use this technique, you can instead opt to not knock the creature unconscious, but rather knock them away. All the same rules and effects apply, but the target makes a Strength saving throw instead of the Constitution saving throw. On a failure, the creature is knocked 150 feet in a direction of your choosing and is stunned for 5 rounds. If they succeed, they are knocked 50 feet and are stunned for 2 rounds. Should they collide with terrain, they take an additional 5d10 bludgeoning damage.

Storm of Blades

20th level Technique


  • Classes: All Martial Classes
  • Effectuation Cost: All your attacks + your movement each turn you keep it going
  • Range: Self (20-foot line)
  • Weapon Type: Slashing (Melee)
  • Duration: Concentration, up to 5 rounds
  • Limitations: This technique requires precision, patience, accuracy and great strength or agility. You can only perform this technique 5 times per long rest. After the technique ends in any way you cannot perform it again for 5 rounds.

With all the strength of a raging fire. So that you may become the unstoppable force.

You calm yourself and find a center of absolute control and perfect agility within yourself, holding your slashing weapon prepared at the side your body as you ready your body to move. Then you begin to slash and sever everything close to you as you roll across the battlefield in a whirlwind of blades.

You begin to spin while swinging you blade(s) around yourself with perfect control. Every round this technique is active, you may move up to 20 feet in any direction with any type of movement you have access to. You can move through another creature's space when you use this technique. Any creature in the path of the 20-foot line you move through must make a Dexterity saving throw. On a failure, they take 5d10 slashing damage and gain 3 Blood Stacks. On a success, they take half as much damage and gain 1 Blood Stack.

Any creature 5 feet next to the line you move across must also make a Dexterity saving throw. On a failure, they take 2d10 slashing damage and are knocked prone. On a success they take half as much damage and are not knocked prone.

All damage dealt with this technique against creatures that are prone is doubled.

While you are spinning, you have +5 to your AC and all opportunity attacks against you are made with disadvantage.

If you stop spinning to perform any action other than this technique on your turn, the technique ends and cannot be used again for 5 rounds. This also happens if your concentration is broken.

Part 2 | Martial Techniques

Onslaught

20th level Technique


  • Classes: All Martial Classes
  • Effectuation Cost: 1 level of Exhaustion for each turn you keep it going, up to a maximum of 3 at once.
  • Range: Self
  • Weapon Type: Bludgeoning, Piercing and Slashing
    (Melee & Ranged)
  • Duration: Up to 3 rounds
  • Limitations: There are no limitations to how often you can use Onslaught. Just remember that 6 levels of Exhaustion immediately kills you.

Mysterious as the dark side of the moon. Now that, is truly what it means, to be a WARRIOR!

At level 20, you've reached the apex of what a martial battler could accomplish, and you find a new energy within yourself, raising you to heights above any other mortal combatant. You gain the ability to enter Onslaught at will.

Onslaught. You enter a controlled rage, making adrenaline course through your veins as your blood and body heat up. Your senses heighten, your blood flows faster, your muscles grow. You gain the following abilities:

  • Every turn you gain an additional action you can use besides your normal action. This action can only be used to attack (up to your Multiattack limit) or to perform a Martial Technique.
  • You movement speed doubles while Onslaught is active.
  • An additional attack is available to you for each turn Onslaught is active.
  • You can use your bonus action to trigger the Fighter's Second Wind ability or the Barbarian's Rage ability any round that Onslaught is active. When Onslaught ends, so will any active Rage unless you are a Barbarian.
  • You can use your bonus action to unleash a Battle Cry, striking fear into opponents and rallying your allies. All allied creatures within 30 feet that can hear you gain the effects from the Heroism spell until your Onslaught ends. All enemies within 30 feet that can hear you must make a Wisdom saving throw with a DC of 20. On a failure, they are frightened of you until your Onslaught ends.
  • You can change your reaction into a Legendary Action that you can use whenever it is not your turn. When you do so, you gain one Legendary Action for that round, and lose your reaction. You can use this Legendary Action whenever any other creature just finishes their turn, to make attacks (up to your Multiattack limit) or to perform a Martial Technique only. Additionally, you can move up to your movement speed limit.
  • Once per turn, when you hit with an attack or Martial Technique while Onslaught is active, you can trigger an Onslaught Attack, dealing an additional 2d10 damage of your weapon type and knocking the target prone. If the target is already prone, they take 4d10 damage instead.

If you have more than 1 reaction, you can only transform 2 reactions into Legendary Actions in each round of combat.

When Onslaught ends, you gain 1 level of Exhaustion for each round you kept it active, up to the maximum of 3 rounds. Exhaustion levels grant disabling weaknesses that stack up the more levels you have. If you gain 6 levels of Exhaustion, you immediately die. Upon finishing a long rest, you remove 1 level of Exhaustion.

Part 2 | Martial Techniques
 

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