Martial Might, Tome of Battle D&D5e

by Larry2233

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Martial Might

The Martial Adepts

A small gnome is chased by an elf, she quickly jumps through a window with a smile on her face. The elf dispels magic so she can't fly away, yet the small gnome jumps a distance far greater than the elf could thought possible without Magic.

The human is surrounded by gnolls in the middle of the storm, they taunt and laugh at him. The human unsheathes his swords and in the instant lightning touches the ground, the human has already cut the five gnolls to pieces.

The dwarf looks closely at those giant eyes without any fear. The red dragon uses its tail to crush him, but the dwarf grabs the tail and with the strength of a giant throws the dragon over his own treasure horde.

From wherever they come from, the Martial Adepts are the greatest of warriors. There are those who think they use some sort of unknown Magic, comparing it to Psionics, a different use of Ki, to a path beyond what we know... Some call it The Sublime Way... Martial Might comes from within, it is the latent potential that resides in every mortal with the determination to endure the most arduous training and the greatest of hardships.

Preface

This document gives new Features, bringing the Superiority Dice and Maneuvers of the Fighter: Battle Master to all the Martial Classes of D&D5e, making them more dynamic and interesting, giving utility both in and out of combat, all with the intention of fixing the gap between Martials and Spellcasters; its the Argument for Martial Might.

Martial Might as a Treasure

You can give the Martial Might Features as a reward for completing adventures, meeting a mythic NPC, or attending some sort of Martial Arts Monastery, which can be more satisfactory and mechanically interesting than any Magic Item (which can often be boring or break the game).

Creating New Class Options

This Homebrew is inspired by the "Variant: Spell Points" of the DMG page 288-289, where it shows that you can change and give major Features that increase both the power and versatility of certain Classes.

If you want to also give new options to Casters, I recommend my own Variant: Mana Points for a revised version of Spell Points, or Magic Talent, Tome of Metamagic to give them a new option in play, or both!

Battle Master and other Homebrews

This system is based (mainly) on the Superiority Dice and Maneuvers of the "Fighter: Battle Master". For this reason, that Subclass and any other Homebrews that also adds Maneuvers with Superiority Dice (or equivalent) should not be allowed.

MARTIAL MIGHT

Classes by Category

This is the categorization for the Classes in D&D5e, to determine the Martial Levels you gain from them.

Martial Class

Martial Classes do not possess any Spell Slots in their base progression (without a Subclass).


Barbarian, Fighter, Monk and Rogue
Each Level in a Martial Class gives you a Martial Level.

Half Spellcaster Class

Half Spellcaster Classes have Spell Slots of 1st to 5th Level in their base progression (without a Subclass).


Artificer, Paladin and Ranger
Each Level in a Half Spellcaster Class gives you half a Martial Level (rounded up).

Spellcaster Class

Spellcaster Classes have Spell Slots of 1st to 9th Level in their base progression (without a Subclass).


Bard, Cleric, Druid, Sorcerer, Warlock and Wizard
Each Level in a Spellcaster Class doesn't give any Martial Levels, unless you choose a Martial Subclass.

Variant: Replacing Subclass

If you feel Martial Might is too strong, you can make Players have to choose between a Subclass or Martial Might.

Martial Subclass

Martial Subclasses are exclusive to Spellcaster Classes, these Subclasses encourage the use of Weapons, Armor or close quarters combat.


Bard: College of Valor (PHB), College of Swords (XGE), College of Whispers (XGE)


Cleric: Tempest Domain (PHB), War Domain (PHB), Death Domain (DMG), Forge Domain (XGE), Twilight Domain (TCE)


Druid: Circle of the Moon (PHB), Circle of the Sheperd (XGE)


Sorcerer: Draconic Bloodline (PHB), Storm Sorcery (XGE)


Warlock: The Hexblade (XGE)


Wizard: Bladesinging (TCE)


Each Level in a Spellcaster Class with a Martial Subclass gives you one third of a Martial Level (rounded up).

Homebrew Classes

As a general rule, review the Class/Subclass and compare it with the previous categories to see in which one it fits best.

For example: The Blood Hunter doesn't have a Spell list nor Spell Slots in his base progression (without a Subclass), it is a Martial Class.

Multiclass

If a Creature uses Multiclass, now the Artificer Class and all Martial Subclasses round down their Martial Level.

MARTIAL MIGHT

Martial Might

As a Martial Adept you learn Maneuvers fueled by Martial Dice, and Mights to overcome your limits.

Martial Level

Your Martial Level is determined in Classes by Category.

Martial Dice

Your Martial Level determines the amount and size of your Martial Dice, as shown on the Martial Might table.

You regain all your expended Martial Dice when you finish a Short or Long Rest.

Martial Rank

The Martial Level of the Class that grants you this Feature determines the maximum Martial Rank you have access to, as shown on the Martial Might table.

Known Maneuvers and Mights

You know a combined number of Maneuvers and Mights equal to your Martial Ability Modifier + the Martial Level of the Class that grants you this Feature (minimum of 1).

To learn a Maneuver or Might, you must have access to its Martial Rank, and you can only take the same Maneuver or Might once.

Each time your Martial Level increases, you can replace one Maneuver or Might you know with a different one.

Initiating Maneuvers and Mights

Each Maneuver and Might describes what Actions it takes to Initiate (if any), as some Initiate in response to something (such as Hitting with an Attack, making a Save, or being Hit).

Martial Ability

You choose between Strength or Dexterity as your Martial Ability. You cannot change this choice once you make it. Your Martial Ability is used to determine the Saving Throw DC of your Maneuvers, which is calculated as follows:

Martial Save DC = 8 + your Proficiency Bonus

+ your Martial Ability Modifier

Martial Attack

Certain Maneuvers perform a special attack called a Martial Attack, which works like your regular Weapon Attacks but without any benefit from your own Traits and Features that affect Weapon Attacks (such as Sneak Attack, or using the Weapon of the Shadow Blade Spell), except for Proficiency and Features that would change the Damage die of Weapons or Unarmed Strikes (such as the Martial Arts Feature of the Monk).

A Martial Attack uses the same Damage type as your Weapon Attacks. If the Maneuver of a Martial Attack doesn't specify any amount of Damage, it deals the same amount of Damage as a normal Weapon Attack without Features (such as Sneak Attack or Improved Divine Smite).

When you make an Attack roll for your Martial Attack, you calculate it as follows:

 

Martial Attack Modifier = your Proficiency Bonus

+ your Martial Ability Modifier
Martial Might
Martial Level Martial Dice Martial Die Martial Rank
1st 2 d4 1st
2nd 2 d4 1st
3rd 3 d6 2nd
4th 3 d6 2nd
5th 4 d8 3rd
6th 4 d8 3rd
7th 5 d8 4th
8th 5 d8 4th
9th 6 d10 5th
10th 6 d10 5th
11th 7 d10 6th
12th 7 d10 6th
13th 8 d10 7th
14th 8 d10 7th
15th 9 d10 8th
16th 9 d10 8th
17th 10 d12 9th
18th 10 d12 9th
19th 10 d12 9th
20th 10 d12 9th
Variant: Long Rest Martial Dice

You have a number of Martial Dice equal to one and a half (1.5) times your Martial Level (rounded up), and regain all expended ones when you finish a Long Rest.

MARTIAL MIGHT

Maneuvers

Maneuvers always expend Martial Dice, giving benefits.

Maneuvers per Action. You can Initiate only one Maneuver per Weapon Attack, Ability Check, Saving Throw, or as an AC Bonus, unless specified otherwise. You cannot use Maneuvers in Martial Attacks.

Concentration. Maneuvers that require Concentration follow the same rules as Concentrating on Spells.

Opportunity Attacks. When a Maneuver says that you make an Opportunity Attack, these Maneuvers use your Reaction (unless you can avoid doing so, such as with the "Mark, DMG pg.271" Optional Rule), and you cannot use these Maneuvers on Creatures that don't provoke Opportunity Attacks (such as by taking the Disengage Action).

Stacked Effects. If a Creature is under the Effects of a Maneuver and gains the Effects of the same Maneuver, the most potent Effect takes place and the other one ends.

Maneuvers of 6th Rank and Higher. Maneuvers of 6th Rank and higher are particularly taxing to Initiate. You can only Initiate one Maneuver of 6th Rank or higher once for each Rank, and you cannot do so again until you finish a Long Rest.

You can Inititate Maneuvers of 6th, 7th and 8th Rank again by expending a higher Rank Maneuver you have available.

For example: If a 13th Level Fighter has already Initiated a Maneuver of 6th-Rank, it can Initiate it again by expending the use of its 7th-Rank Maneuver.

Greater Maneuver Initiation Starting at Martial Level 19, you can Initiate Maneuvers of 6th Rank twice per Long Rest. At Martial Level 20, you can Initiate Maneuvers of 7th Rank twice per Long Rest.

1st-Rank Maneuvers

Ambush

1st-Rank Maneuver
When you make a Stealth (DEX) or Initiative (DEX) Check, you can expend 1 Martial Die and add it to the result.

Blocking

1st-Rank Maneuver
When you are Hit by an Attack, as a Reaction you can expend 1 Martial Die to gain a number of Temporary Hit Points equal to one roll of your Martial Die that last up to 1 Minute, and you can add your Martial Ability Modifier (minimum 1) to your AC against this Attack, potentially causing the Attack to Miss you.

Optional Rule: Maneuvers per Effect

To avoid Maneuvers stacking with other powerful Effects:

If your Weapon Attack is part of a Spell, or already has a similar Effect (such as Stunning Strike or Divine Smite), then that counts as your one Maneuver per Weapon Attack.

If your Attack, Ability Check or Saving Throw already gets a Bonus from a Trait or Feature with limited uses (such as Bardic Inspiration), you must choose between them; not both.

Brutal Strike

1st-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and threat it as if you had rolled its maximum result (on a Critical Hit, both Martial Dice use their maximum result).

Commander's Strike

1st-Rank Maneuver
In place of a Weapon Attack, you can expend 1 Martial Die to choose one friendly Creature that can see or hear you. That Creature can immediately make an Opportunity Attack, but instead of a Melee Weapon Attack it must make one Melee or Ranged Martial Attack. On a Hit, it adds your Martial Die to its Attack's Damage roll.

Commanding Presence

1st-Rank Maneuver
When you make an Intimidation (CHA), Performance (CHA) or Persuasion (CHA) Check, you can expend 1 Martial Die and add it to the result.

Deceitful Presence

1st-Rank Maneuver
When you make a Deception (CHA) or Sleight of Hand (DEX) Check, you can expend 1 Martial Die and add it to the result.

Deflect

1st-Rank Maneuver
When you take Damage, as a Reaction you can expend 1 Martial Die to reduce the Damage a number equal to one roll of your Martial Die + your Martial Ability Modifier (minimum 1). If you reduce the Damage to 0, you can threat the Attack or Effect as a Miss.

Defensive Attack

1st-Rank Maneuver
When a Creature you can see Moves into your Melee Reach, you can expend 1 Martial Die to make an Opportunity Attack against the Creature, but as a Melee Martial Attack. On a Hit, add your Martial Die to the Attack's Damage roll.

Damage Reduction and Resistances

In D&D5e, Player's Handbook page 197, its explained that you first add any modifier to the damage (such as with the Maneuver: Deflect) and then apply any Resistances and Vulnerabilities.

MARTIAL MIGHT

Disarming Attack

1st-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and the Target must succeed on a Strength Saving Throw or drop at its feet one Object of your choice that it's holding.

Distracting Strike

1st-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and the next Attack roll against the Target by an Attacker other than you has Advantage if it's made before the start of your next Turn.

Durable

1st-Rank Maneuver
When you roll a Hit Die to regain Hit Points, you can expend 1 Martial Die to roll and add it to the result.

Evasive Footwork

1st-Rank Maneuver
When you use your Movement, you can expend 1 Martial Die to roll and add it to your AC as a Bonus until the end of the current Turn.

Improvised Skill

1st-Rank Maneuver
When you make an Ability Check in which you are not Proficient, you can expend 1 Martial Die to roll it and add half its result (rounded up) to the result.

Maneuvering Attack

1st-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and choose one friendly Creature that can see or hear you within 30ft. The chosen Target can immediately use its Reaction to Move up to half its Speed without provoking Opportunity Attacks from the Target of your Attack.

Nature's Instinct

1st-Rank Maneuver
When you make an Animal Handling (WIS), Survival (WIS) or Nature (INT) Check, you can expend 1 Martial Die and add it to the result.

Precision Attack

1st-Rank Maneuver
When you make a Weapon Attack roll, you can expend 1 Martial Die to add it to the Attack roll.

Prodigious Physique

1st-Rank Maneuver
When you make an Acrobatics (DEX) or Athletics (STR) Check, you can expend 1 Martial Die and add it to the result.

Rider

1st-Rank Maneuver
When you are riding a Mount and the Mount makes an Ability Check or Saving Throw, you can expend 1 Martial Die and add it to the result of the Mount.

Survivor's Instinct

1st-Rank Maneuver
When you make a Medicine (WIS) or Perception (WIS) Check, you can expend 1 Martial Die and add it to the result.

Supernatural Assessment

1st-Rank Maneuver
When you make an Arcana (INT) or Religion (INT) Check, you can expend 1 Martial Die and add it to the result.

Sweeping Attack

1st-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and choose another Creature within 5ft of the original Target. If the original Attack roll would Hit the second Creature, it takes Damage equal to the roll of your Martial Die.

Tactical Assessment

1st-Rank Maneuver
When you make an Investigation (INT), History (INT) or Insight (WIS) Check, you can expend 1 Martial Die and add it to the result.

Tool Master

1st-Rank Maneuver
When you make an Ability Check with a Tool, you can expend 1 Martial Die and add it to the result.

Tracing Attack

1st-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Dice to add it to your Attack's Damage roll and the Target must succeed on a Constitution Saving Throw or you gain Advantage on Perception (WIS) and Survival (WIS) Checks made to spot or track the Creature for the next 8 Hours.

You can use Maneuvers in any of the Ability Checks affected by Tracing Attack.

MARTIAL MIGHT

2nd-Rank Maneuvers

Bait and Switch

2nd-Rank Maneuver
When you're within 5ft of a willing Creature on your Turn, you can expend 1 Martial Die and at least 5ft of Movement to switch places with that Creature with neither of you provoking Opportunity Attacks, and that Creature gains a Bonus to its AC equal to half the result (rounded up) of one roll of your Martial Die until the start of its next Turn.

Brace Up

2nd-Rank Maneuver
As a Bonus Action, you can expend 1 Martial Die to choose yourself or a friendly Creature within 30ft that can see or hear you. The Target gains a number of Temporary Hit Points equal to one roll of your Martial Die + your Constitution Modifier (minimum 1) that last for up to 1 Minute.

Concentration Attack

2nd-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and if the Target is Concentrating, it has Disadvantage on its Concentration Check from this Attack.

Temporary Hit Points

In D&D5e (Player's Handbook page 198), its explained that Temporary Hit Points can't be added together from multiple sources.

And, as I wholeheartedly recommend in the Homebrew Rules, you should make Temporary Hit Points not be affected by any of the Resistances of a Creature (as Barbarians could abuse it).

Doctor's Orders

2nd-Rank Maneuver
In place of a Weapon Attack or as a Bonus Action, you can expend 1 use of a Healer's Kit and 1 Martial Die to choose either yourself or one Creature within 5ft. The Target regains a number of Hit Points equal to one roll of your Martial Die + your Constitution Modifier (minimum 1).

Goading Attack

2nd-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and the Target must succeed on a Wisdom Saving Throw or have Disadvantage on all its Attack rolls against Targets other than you until the end of your next Turn.

Creatures with Advantage or Immunity against the Charmed Condition also have it against this Maneuver.

Grappling Attack

2nd-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and you can make a Grapple as part of the Attack.

Lunging Posture

2nd-Rank Maneuver
When you take the Attack Action, you can expend 1 Martial Die to increase the Reach of your Melee Weapon Attacks by 5ft until the start of your next Turn, and add your Martial Die to one of your Melee Weapon Attack's Damage rolls before the start of your next Turn.

You can use Maneuvers with Lunging Posture, as long as it's not in the same Attack you add your Martial Die.

MARTIAL MIGHT

Parry

2nd-Rank Maneuver
When you are Hit by an Attack, you can expend 1 Martial Die to roll and add it to your AC against this Attack, potentially causing the Attack to Miss you.

Point Blank Posture

2nd-Rank Maneuver
When you take the Attack Action, you can expend 1 Martial Die to ignore the Disadvantage of your Ranged Weapon Attacks when there is a hostile Creature within 5ft of you, or from Creatures that are Prone within 30ft of you, until the start of your next Turn, and add your Martial Die to one of your Ranged Weapon Attack's Damage rolls before the start of your next Turn.

You can use Maneuvers with Point Blank Posture, as long as it's not in the same Attack you add your Martial Die.

Protection

2nd-Rank Maneuver
When you see a Creature within 5ft of you take Damage, as a Reaction you can expend 1 Martial Die to receive that Damage instead of the Target and reduce it a number equal to one roll of your Martial Die.

Pushing Attack

2nd-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and if the Target is Large or smaller, it must succeed a Strength Saving Throw or be pushed in a horizontal direction of your choice a number of feet equal to five times your Martial Ability Modifier (minimum of 5ft).

If it fails its Save by 5 or more, you can choose that it also falls Prone.

Riposte

2nd-Rank Maneuver
When a Creature misses you with a Melee Attack, you can expend 1 Martial Die to make an Opportunity Attack against the Creature, but as a Melee Martial Attack. On a Hit, add your Martial Die to your Attack's Damage roll.

Step-Dodge Attack

2nd-Rank Maneuver
Either before or after you make a Melee Weapon Attack, you can expend 1 Martial Die to immediately Move an extra 5ft without provoking Opportunity Attacks, and add your Martial Die to your Attack's Damage roll.

¿Too Many Damage Rolls?

If you feel that certain Maneuvers, such as Whirlwind of Attack, give too many Damage rolls, you can roll the Damage only once (like with the Damage roll of Saving Throws).

Of course, on a Critical Hit you would roll the additional Damage dice as expected.

Trip Attack

2nd-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and if the Target is Large or smaller, it must succeed on a Strength Saving Throw or fall Prone.

Whirlwind of Attacks

2nd-Rank Maneuver
You can Attack multiple Targets as a whirlwind in either Melee or Range:

Melee. As an Action, you can expend 1 Martial Die to make a Melee Martial Attack against any number of Creatures within 10ft of you, with a separate Attack roll for each Target. On a Hit, a Target takes Damage equal to one roll of your Martial Die + your Martial Ability Modifier.

Range. As an Action, you can expend 1 Martial Die to make a Ranged Martial Attack against any number of Creatures within 10ft of a point you can see within the Range of your Ranged Weapon Attacks. You must have Ammunition for each Target, as normal, and you make a separate Attack roll for each Target. On a Hit, a Target takes Damage equal to one roll of your Martial Die + your Martial Ability Modifier.

Wild Posture

2nd-Rank Maneuver
When you take the Attack Action, you can expend 1 Martial Die to gain Advantage on all your Melee Weapon Attack rolls until the start of your next Turn, and add your Martial Die to one of your Melee Weapon Attack's Damage rolls before the start of your next Turn, but Creatures have Advantage on their Attack rolls against you until the start of your next Turn.

You can use Maneuvers with Wild Posture, as long as it's not in the same Attack you add your Martial Die.

MARTIAL MIGHT

3rd-Rank Maneuvers

Aimed Attack

3rd-Rank Maneuver
When you make a Weapon Attack, you can expend 1 Martial Die to gain Advantage on it. On a Hit, add your Martial Die to the Attack's Damage roll.

Commanders Eye

3rd-Rank Maneuver
In place of a Weapon Attack or as a Bonus Action, you can expend 1 Martial Die to take the Search Action as part of it and add your Martial Die to the Ability Check.

Deny Death

3rd-Rank Maneuver
When you make a Death Saving Throw, or as a Reaction when a Creature within 30ft makes a Death Saving Throw, you can expend 1 Martial Die to add it to the Death Saving Throw of the Target. If the result of the Death Saving Throw is 20 or higher with the Bonus of your Martial Die, the Target can choose to immediately be Stabilized.

If the result is a 20 in the d20, the Creature regains a number of Hit Points equal to two rolls of your Martial Die.

Helpful Words

3rd-Rank Maneuver
In place of a Weapon Attack or as a Bonus Action, you can expend 1 Martial Die to take the Help Action. When you use the Help Action to aid an ally in Attacking a Creature with this Maneuver, the Target of that Attack can be within 30ft of you, rather than within 5ft, if your ally can see or hear you.

Hobbling Attack

3rd-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll, and the Target must succeed a Constitution Saving Throw or its Speed is reduced by 10ft and it can’t take Reactions until the end of its next Turn.

Knockout

3rd-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die and not deal any Damage on this Attack to instead roll five times you Martial Die. If the result is equal or higher than the Target's current Hit Points, it falls Unconscious for 10 Minutes, or until it receives Damage or a Creature uses its Action to wake it up.

You can expend multiple Martial Dice, up to your Martial Ability Modifier in total (minimum 1), to enhance Knockout. For each Martial Die after the first, you can roll two extra Martial Dice and add them to the result.

Longshot Posture

3rd-Rank Maneuver
When you take the Attack Action, you can expend 1 Martial Die to ignore the Disadvantage of your Ranged Weapon Attacks when you take a Target on your Long Range until the start of your next Turn, and add your Martial Die to one of your Ranged Weapon Attacks that Hits before the start of your next Turn.

You can use Maneuvers with Longshot Posture, as long as it's not in the same Attack you add your Martial Die.

Power of the Soul

3rd-Rank Maneuver
When you make an Intelligence, Wisdom or Charisma Saving Throw, you can expend 1 Martial Die to add it to the result.

Prowess of the Body

3rd-Rank Maneuver
When you make a Strength, Dexterity or Constitution Saving Throw, you can expend 1 Martial Die to add it to the result.

Rallying Mark

3th-Rank Maneuver
In place of a Weapon Attack or as a Bonus Action, you can expend 1 Martial Die to choose a hostile Creature within 30ft of you. The next time Damage is rolled against that Target by an allied Creature before the start of your next Turn, the Attacker can add your Martial Die to its Damage roll against that Target and regains a number of Hit Points equal to the result of the Martial Die.

Retaliation

3rd-Rank Maneuver
When a Creature Hits you with a Melee Attack, you can expend 1 Martial Die to make an Opportunity Attack against the Creature, but as a Melee Martial Attack. On a Hit, add your Martial Die to your Attack's Damage roll.

Revealing Attack

3rd-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and the Target must succeed on a Constitution Saving Throw or loose any Invisibility and Illusions (such as Mirror Image).

MARTIAL MIGHT

Urgent Orders

3rd-Rank Maneuver
In place of a Weapon Attack or as a Bonus Action, you can expend 1 Martial Die to choose a friendly Creature within 30ft of you that can see or hear you. The Target can immediately use its Reaction to Move its Speed up to 30ft without provoking Opportunity Attacks, and gains Temporary Hit Points equal to one roll of your Martial Die that last for up to 1 Minute.

Warrior's Challenge

3rd-Rank Maneuver
In place of a Weapon Attack or as a Bonus Action, you can expend 1 Martial Die to force a Creature within 30ft that can see or hear you to succeed on a Wisdom Saving Throw or have Disadvantage on any Attack roll it makes against Targets other than you for 1 Minute. The Creature can repeat the Saving Throw at the end of each of its Turns, ending the Effect on a success. This Effect ends early if you Attack a Creature other than the Target.

Creatures with Advantage or Immunity against the Charmed Condition also have it against this Maneuver.

4th-Rank Maneuvers

Counterfire

4th-Rank Maneuver
When a Creature you can see willingly Moves into a space within 10ft of you, you can expend 1 Martial Die to make an Opportunity Attack against the Creature, but as a Ranged Martial Attack. On a Hit, add your Martial Die to your Attack's Damage roll.

Disruptive Attack

4th-Rank Maneuver
When a Creature within your Melee Reach begins to Cast a Spell, you can expend 1 Martial Die to make an Opportunity Attack against the Creature, but as a Melee Martial Attack. On a Hit, add your Martial Die to the Attack's Damage roll and the Target must succeed on a Concentration Check against your Martial Save DC or fail to Cast the Spell and waste its Spell Slot.

Gale Pull Attack

4th-Rank Maneuver
Immediately before you make a Weapon Attack, you can expend 1 Martial Die to force a Large or smaller Creature up to 60ft from you to succeed on a Strength Saving Throw or be pulled towards you a number of feet equal to five times your Martial Ability Modifier (minimum of 5ft), either on a success or failure, you can then make your Weapon Attack. On a Hit, add your Martial Die to your Attack's Damage roll.

Glancing Attack

4th-Rank Maneuver
When you make a Weapon Attack and Miss, you can expend 1 Martial Die to immediately make another Weapon Attack. On a Hit, add your Martial Die to the Attack's Damage roll.

Immobilizing Attack

4th-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and if the Target is Large or smaller it must succeed on a Strength Saving Throw or reduce its Speed to 0 until the end of its next Turn.

Creatures with Resistance against your Bludgeoning, Piercing or Slashing Damage have Advantage on their Save, and automatically succeed the Save if they have Immunity.

Menacing Attack

4th-Rank Maneuver
When you Hit a Creature with a Melee Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and the Target must succeed a Wisdom Saving Throw or become Frightened of you until the start of your next turn.

Revival

4th-Rank Maneuver
As an Action, you can use tiny and exotic herbal Components worth 500gp and expend 1 Martial Die to choose one Creature within 5ft of you that has died within the last 10 Minutes. The Components are consumed, and the Creature returns to life with a number of Hit Points equal to one roll of your Martial Die.

Revival cannot bring back Constructs, Undead, Creatures that have died of old age, nor restore any lost body parts.

Silencing Attack

4th-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and the Target must succeed on a Constitution Saving Throw or be Deafened or unable to use its voice nor provide Verbal Components (your choice), until the start of your next Turn.

Opportunities and War Caster Feat

Remember that a Spell counts as your one Maneuver per Weapon Attack, so the War Caster Feat doesn't allow you to replace any Opportunity Attacks from Maneuvers with Spells.

MARTIAL MIGHT

Spring Attack

4th-Rank Maneuver
When a hostile Creature you can see gets within 10ft of you, as a Reaction you can expend 1 Martial Die to Move half your Speed up to 15ft, without provoking Opportunity Attacks, and make an Opportunity Attack against it, but instead of a Melee Weapon Attack you make a Melee or Ranged Martial Attack against it, doing it at any point of your Movement. On a Hit, add your Martial Die to your Attack's Damage roll.

Sundering Attack

4th-Rank Maneuver
As a Bonus Action when you Hit a Creature with a Melee Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and the Target must succeed on a Constitution Saving Throw or reduce its Armor Class by 1 for 1 Minute.

Unerring Posture

4th-Rank Maneuver
When you take the Attack Action, you can expend 1 Martial Die to ignore the Effects of Half Cover and Three-Quarters Cover with your Weapon Attacks until the start of your next Turn, and add your Martial Die to one of your Weapon Attacks that Hits before the start of your next Turn.

You can use Maneuvers in any of the Attacks affected by Unerring Posture, as long as it's not the one you add your Martial Die to.

Wounding Attack

4th-Rank Maneuver
As a Bonus Action when you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and the Target is wounded for 1 Minute. At the start of each of its Turns, the Creature must make a Constitution Saving Throw, taking Damage equal to one roll of your Martial Die on a failure, or ending the wound on a success. A Creature can also end the wound by regaining any Hit Points or by using its Action to close it.

5th-Rank Maneuvers

Absolute Focus

5th-Rank Maneuver
As a Bonus Action, you can expend 3 Martial Dice to start Concentrating for up to 1 Minute. Until you lose Concentration, you gain the following Effects:

  • Your Movement Speed is doubled.
  • You gain a +2 Bonus to your Armor Class.
  • You have Advantage on Dexterity Saving Throws.
  • You gain an additional Action on each of your Turns. It can only be used to take the Attack (one Weapon Attack only), Dash, Disengage, Hide, Search, or Use an Object Action.

When this Effect ends, you either can’t Move nor take Actions until after your next Turn or gain 1 Level of Exhaustion (your choice), as lethargy sweeps over you.


You can use Maneuvers along side Absolute Focus, but its Effects do not stack with the Haste Spell.

Blinding Attack

5th-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and the Target must succeed on a Constitution Saving Throw or be Blinded until the start of your next Turn.

Concentrated Mind

5th-Rank Maneuver
When you make an Intelligence, Wisdom or Charisma Saving Throw, as a Reaction you can expend 1 Martial Die to instead make a Constitution Saving Throw and add your Martial Die to the Saving Throw.

Defensive Posture

5th-Rank Maneuver
In place of a Weapon Attack, you can expend 1 Martial Die to take the Dodge Action as a Bonus Action.

Disruption

5th-Rank Maneuver
When a Creature you can see within 30ft begins to Cast a Spell, as a Reaction you can expend 1 Martial Die to force it to succeed on a Constitution Saving Throw or fail to Cast the Spell and waste its Spell Slot.

Imposing Attack

5th-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and the Target must succeed on a Wisdom Saving Throw or be Charmed by you until the end of its next Turn, or until you do anything harmful to it.

MARTIAL MIGHT

On Guard

5th-Rank Maneuver
If you have already used your Reaction, or an Effect is preventing you from taking Reactions, you can expend 1 Martial Die to gain an additional Reaction that you can use normally, which lasts until the start of your next Turn.

Once you use this Maneuver, you cannot do so again until the start of your next Turn.

Prepared For Battle

5th-Rank Maneuver
When you are Surprised, or as a Reaction when a Creature within 30ft that can see or hear you is Surprised and you are not, you can expend 1 Martial Die to immediately make the Target act normally as if it was not Surprised.

Rumbling Tornado

5th-Rank Maneuver
You can make a Rumbling Tornado:

Attack. In place of a Weapon Attack, you can expend 1 Martial Die to make each Large or smaller Creature in a 5ft-Radius of you to make a Strength Saving Throw, taking Damage equal to two rolls of your Martial Die and be either pushed away from you a number of feet equal to five 5 times your Martial Ability Modifier (minimum 10ft), fall Prone or both (your choice) on a failure, or only half as much Damage and no other Effect on a success. The Radius then becomes Difficult Terrain for 1 Minute, and if the Radius gets within a solid surface, it becomes Difficult Terrain until cleared.

Action. As an Action, you can expend 1 to 3 Martial Dice to make each Large or smaller Creature in a 20ft-Radius of you to make a Strength Saving Throw, taking Damage equal to two rolls of each Martial Die you expended and be either pushed away from you a number of feet equal to five 5 times your Martial Ability Modifier (minimum 10ft), fall Prone or both (your choice) on a failure, or only half as much Damage and no other Effect on a success. The Radius then becomes Difficult Terrain for 1 Minute, and if the Radius gets within a solid surface, it becomes Difficult Terrain until cleared.

Steel Wind Attack

5th-Rank Maneuver
You can make Steel Wind Attacks:

Attack. In place of a Weapon Attack, you can expend 1 Martial Die to make a Martial Attack against up to 3 Creatures within your Reach or Range, and each Target must be within 20ft of each other when you Target them, you make a separate Attack roll for each Target. On a Hit, a Target takes Damage equal to one roll of your Martial Die + your Martial Ability Modifier.

Action. As an Action, you can expend 1 to 3 Martial Dice to choose up to 5 Creatures that you can see within 30ft and make a Martial Attack against each Target. On a Hit, a Target takes Damage equal to two rolls of each Martial Die you expended.

You can then choose to teleport to an unoccupied space you can see within 5ft of one of your Targets of the Action.

Unwavering Protection

5th-Rank Maneuver
When you see a Creature within half your speed (minimum 5ft) be Hit by an Attack or receive an Effect against its will, as a Reaction you can expend 1 Martial Die to Move up to half your Speed towards your Target and if you end your Movement within 5ft of it, the Attack or Effect is forced to take you as its new Target instead. If you take Damage from the Attack or Effect, you reduce the Damage a number equal to one roll of your Martial Die.

Weakening Attack

5th-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and the Target must succeed on a Constitution Saving Throw or the Damage dealt by its Weapon Attacks is halved until the start of your next Turn.

Creatures with Resistance to Necrotic Damage or Advantage against Exhaustion have Advantage on the Save, and Creatures Immune to Necrotic Damage or the Exhaustion Condition are Immune to it.

Words of Inspiration

5th-Rank Maneuver
In place of an Attack, you can expend 1 Martial Die to choose a friendly Creature within 30ft of you that can hear you. That Creature gains an Inspiration die, from the Bard's "Bardic Inspiration" Feature (PHB page 53), of equal Size to your Martial Die.

MARTIAL MIGHT

Whirlwind Barrage

5th-Rank Maneuver
You can make a Whirlwind Barrage:

Attack. In place of a Weapon Attack, you can expend 1 Martial Die to make a 15ft-Cone Adjacent to you. Each Creature within the Cone has to make a Dexterity Saving Throw, taking Damage equal to two rolls of your Martial Die on a failure, or half as much on a success.

Action. As an Action, you can expend 1 to 3 Martial Dice to create 40ft-Cone Adjacent to you. Each Creature within the Cone has to make a Dexterity Saving Throw, taking Damage equal to two rolls of each Martial Die you expended on a failure, or half as much on a success.

Zephyr Whirlwind

5th-Rank Maneuver
You can make Zephyr Whirlwind:

Attack. In place of a Weapon Attack, you can expend 1 Martial Die to make a 30ft-Long and 5ft-Wide Straight-Line Adjacent to you. Each Creature within the Line must make a Dexterity Saving Throw, taking Damage equal to two rolls of your Martial Die on a failure, or half as much on a success.

You can then choose to teleport to a any point within the Line that you can see and is unoccupied.

Action. As an Action, you can expend 1 to 3 Martial Dice to make a 60ft-Long and 15ft-Wide Straight-Line Adjacent to you. Each Creature within the Line must make a Dexterity Saving Throw, taking Damage equal to two rolls of each Martial Die you expended on a failure, or half as much on a success.

You can then choose to teleport to a any point within the Line that you can see and is unoccupied.

6th-Rank Maneuvers

Frightful Presence

6th-Rank Maneuver
In place of a Weapon Attack or as a Bonus Action, you can expend 1 Martial Die to force each Creature of your choice within 30ft of you that can see or hear you to make a Wisdom Saving Throw or become Frightened of you for 1 Minute. A Creature can repeat the Saving Throw at the end of each of its Turns, ending the Effect on a success.

Improved Initiation

6th-Rank Maneuver
Choose a Maneuver you already know of 5th-Rank or lower that requires 1 Action to Initiate. You can Initiate the chosen Maneuver by replacing one Weapon Attack instead, using your 6th-Level Maneuver Initiation (or higher) and expending any Martial Dice as normal.

Inspirational Presence

6th-Rank Maneuver
As an Action, you can expend 1 Martial Die to choose a number of friendly Creatures up to your Martial Ability Modifier (minimum 1) within 30ft of you that can see or hear you (you can Target yourself). The Targets gain a number of Temporary Hit Points equal to four rolls of you Martial Die + your Constitution Modifier and have Advantage on Saving Throw while they have these Temporary Hit Points.

Tearing Strike

6th-Rank Maneuver
As an Action, you can expend 1 Martial Die to make a Martial Attack with Advantage against a Creature or Object within the Reach of your Melee Weapon Attacks or within 30ft of your Ranged Weapon Attacks. On a Hit, the Target takes Damage equal to four rolls of your Martial Die + 30. If this Maneuver reduces the Target to 0 Hit Points, it is torn apart. A torn apart Creature and everything it is wearing and carrying, except Magic Items, are torn to unusable pieces. The Creature can be restored to life only by means of a Reincarnate, Resurrection, True Resurrection or a Wish Spell. This Maneuver automatically destroys a Large or smaller Non-Magical Object or a creation of Magical force. If the Target is a Huge or larger Object or creation of force, this Maneuver destroys a 10ft-Cube portion of it. A Magic Item is unaffected by this Maneuver.

Unstoppable

6th-Rank Maneuver
At the start of your Turn while under an Effect or Condition, you can immediately expend 1 Martial Die to repeat the original Saving Throw with Advantage against the Effect and add your Martial Die to the result, ending it on a success.

War Cry

6-Rank Maneuver
As a Bonus Action, you can expend 1 Martial Die to choose a number of friendly Creatures up to your Martial Ability Modifier (minimum 1) within 30ft of you that can see or hear you. The next time you and each of your Targets Hits with a Weapon Attack before the start of your next Turn, they can add two of your Martial Dice to their Damage roll.

MARTIAL MIGHT

7th-Rank Maneuvers

Steel Wind Shield

7th-Rank Maneuver
As a Bonus Action, you can expend 1 Martial Die to start Concentrating for up to 1 Minute. Until you lose Concentration, you create a 10ft-Radius that Moves with you and gives the following Effects:

  • You and each Creature of your choice that is within 10ft of you gains Three-Quarters Cover, except against Attacks made within 5ft of them.
  • The area within 10ft of you counts as Difficult Terrain for Creatures of your choice.
  • Each time a Creature of your choice gets within 10ft of you for the first time on a Turn, or starts its Turn there, you can force it to make a Dexterity Saving Throw, taking Damage equal to two rolls of your Martial Die on a failure, or half as much on a success.
  • As an Action, you can force any number of Creatures of your choice within 10ft of you to make a Dexterity Saving Throw, taking Damage equal to four rolls of your Martial Die on a failure, or half as much on a success.

You can use Maneuvers along side Steel Wind Shield.

Steel Wind Tornado

7th-Rank Maneuver
You can Attack multiple Targets as a tornado in either Melee or Range:

Melee. In place of a Weapon Attack, you can expend 1 Martial Die to make two Melee Martial Attacks against each Creature within 10ft of you. On a Hit, a Target takes Damage equal to two rolls of your Martial Dice + your Martial Ability Modifier.

Range. In place of a Weapon Attack, you can expend 1 Martial Die to make two Ranged Martial Attacks against each Creature within 10ft of a point you can see within the Range of your Ranged Weapon Attacks. You must have Ammunition for each Target. On a Hit, a Target takes Damage equal to two rolls of your Martial Dice + your Martial Ability Modifier.

Steel Wind Wall

7th-Rank Maneuver
As an Action you can expend 1 Martial Die to start Concentrating to create a Vertical Wall of Steel Wind that appears at a point of your choice within 30ft of you and lasts for 1 Minute or until you loose Concentration. You can make a Straight Wall up to 100ft Long, 20ft High, and 5ft Wide, or a Ringed Wall up to 30ft in Radius, 20ft High and 5ft Wide. The wall provides Three-Quarters Cover to Creatures behind it, and its space is Difficult Terrain. When a Creature enters the wall’s Area for the first time on a Turn or starts its Turn there, the Creature must make a Dexterity Saving Throw, taking Damage equal to six rolls of your Martial Die on a failure, or half as much on a success.

8th-Rank Maneuvers

Earthquake

8th-Rank Maneuver
As an Action, you can expend 1 Martial Die to apply the Effects of the Earthquake Spell as if Casted directly under you. This Effect is not Magical and cannot be Dispelled nor Countered by any Effect that only works against Magic.

Execution

8th-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll, threating it and your Weapon's or Unarmed Strike's Damage Dice as if you had rolled their maximum result. If the Damage from this Attack reduces the Target to 50 Hit Points or fewer, its instantly reduced to 0 Hit Points.

Strength Before Death

8th-Rank Maneuver
When you are reduced to 0 Hit Points and not killed outright, as a Reaction you can expend 1 Martial Die to delay falling Unconscious, and you can immediately take an extra Turn, interrupting the current Turn. While having 0 Hit Points, taking Damage causes Death Saving Throw failures as normal, three Death Saving Throw failures can still kill you. When the extra Turn ends, you fall Unconscious if you still have 0 Hit Points.

9th-Rank Maneuvers

Power Surge

9th-Rank Maneuver
As an Action, you can expend 1 Martial Die to immediately gain the benefits of completing a Short Rest.

Righteous Strike

9th-Rank Maneuver
When you Hit a Creature with a Weapon Attack, you can expend 1 Martial Die to add it to your Attack's Damage roll and you can choose either yourself or one Creature within 30ft of you that can see or hear you. The Target regains a number of Hit Points equal to 5 times your Martial Level and it ends Blindness, Deafness, and any Diseases and Poisons affecting it.

Time Stands Still

9th-Rank Maneuver
At the end of your Turn, you can expend 1 Martial Die to immediately take another Turn. While you are taking this extra Turn, no other Creature can use their Reaction as everything around you has frozen in time for what you perceive to be 6 seconds.

This Turn ends early if you Move 100ft away from the location where you Initiated this Maneuver.

MARTIAL MIGHT

Mights

Mights never expend Martial Dice, they generally grant more passive benefits.

You maintain the benefits of your Mights at all times, even when using Maneuvers and Martial Attacks.

1st-Rank Mights

Know Your Enemy

1st-Rank Might
You can measure the capabilities of other Creatures compared to your own. In place of a Weapon Attack or as a Bonus Action, you can choose a Creature you can see or hear within 60ft to Initiate this Might on it. Alternatively, if a Creature Attacks you or forces you to make a Saving Throw, you can instantly Initiate this Might on that Creature (no Action required).

You learn if it is your equal, superior, or inferior in regards to a number of the following options equal to half your Proficiency Bonus:

Armor Class One Ability Score
Current Hit Points Proficiency Bonus
Martial Levels Maneuvers and Mights Known

At the GM's option, you can instead choose to realize that you know a piece of the Creature's history or one of its personality traits, if it has any.


You can use this Might a number of times equal to 1 + your Martial Ability Modifier (minimum 1). You regain all expended uses when you finish a Long Rest.

Jump Rules

The rules to calculate Jumps are in the Player's Handbook page 182, and in page 175 there are rules to jump even further than the calculation with an Athletics (STR) Check.

Student of War

1st-Rank Might
You gain one of the following benefits of your choice:

  • Proficiency with three Tools.
  • Proficiency with one Skill.
  • Expertise (adding double your Proficiency Bonus) with one Skill in which you are already Proficient.

2nd-Rank Mights

Great Athlete

2nd-Rank Might
You can use your Martial Ability to calculate your Jump Distance.

You can also make a running Long Jump or a running High Jump after Moving only 5ft, rather than 10ft.

In addition, when you make a Strength or Dexterity Check that doesn't use a Skill, you can choose to use your Martial Ability instead, and when you make an Athletics (STR) or Acrobatics (DEX) Check, you can choose to use the other Skill instead.

Interpose Shield

2nd-Rank Might
When a Creature you can see Attacks a Target other than you that is within 5ft of you, as a Reaction you can impose Disadvantage on the Attack roll. You must be wielding a Shield to Initiate this Might.

3rd-Rank Mights

Aggressive Speed

3rd-Rank Might
You can take the Dash Action as a Bonus Action.

Night Stalker

3rd-Rank Might
You gain Darkvision out to a Range of 60ft.

If a Trait or Feature would give you benefits for having Darkvision from your Race, you can threat the one from this Might as if it was from your Race.

Steady Aim

3rd-Rank Might
As a Bonus Action on your Turn, you give yourself Advantage on your next Attack roll on your current Turn. You can use this Bonus Action only if you haven't Moved during this Turn, and after you use the Bonus Action, your Speed becomes 0 until the end of your current Turn.

Unarmed Training

3rd-Rank Might
You gain Proficiency with Improvised Weapons, and your Unarmed Strike uses 1d4 for Damage rolls (unless its already higher).

And while you are not wearing any Armor, your Armor Class equals 12 + your Dexterity or Constitution Modifier (your choice). You can use a Shield and still gain this benefit.

MARTIAL MIGHT

4th-Rank Mights

Atlatl

4th-Rank Might
The Normal and Long Ranges of Weapons with the Thrown Property that you wield and are Proficient with are increased a number of times equal to your Martial Ability Modifier (minimum times 2).

Body Builder

4th-Rank Might
You count as one Size larger when determining your Carrying Capacity and the Weight you can Push, Drag, and Lift.

If a Trait or Feature, that is not Magical or a Spell, says that you can only use it on Creatures of a specific Size (such as a Grapple, Shove or Maneuver), now you can also use it on Creatures up to one Size above what it specifies.

Cleansing Exercise

4th-Rank Might
So long as you are not Incapacitated, you can perform a ritual of meditative movements over the course of a Short Rest. When you do so, you remove the Effects of a single Poison, Disease, Curse, Spell, Level of Exhaustion, or other Condition from yourself. Though this activity is strenuous, it does not prevent you from gaining the other benefits of a Short Rest. The first time you roll Initiative after this Short Rest, you do so with Advantage.

Once you Initiate this Might, you cannot Initiate it again until you finish a Long Rest.

Danger Sense

4th-Rank Might
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.

Diver

4th-Rank Might
You gain a Swimming Speed equal to your Walking Speed.

In addition, you can Hold your Breath for a number of Hours equal to your Constitution Score + your Constitution Modifier, and survive while Choking a number of Minutes equal your Constitution Score + your Constitution Modifier.

Martial Technique

4th-Rank Might
You can't be Disarmed of Weapons you are wielding and are Proficient with, unless you are Incapacitated or dead.

In addition, your Weapon Attacks and Maneuvers count as Magical for the purposes of overcoming Resistance and Immunity to Non-Magical Attacks and Damage.

Lastly, when you roll a Martial Die, you can instead choose to roll a number of Technique Dice as shown below:

Martial Die Technique Dice
1d8 2d4
1d10 1d6+1d4
1d12 2d6

Mountaineer

4th-Rank Might
You gain a Climbing Speed equal to your Walking Speed.

In addition, when you take Damage from falling, as a Reaction you can reduce the Damage a number equal to 5 times your Martial Level.

Relentless

4th-Rank Might
In place of a Weapon Attack or as a Bonus Action, you can regain a number of expended Martial Dice equal to 1 + your Constitution Modifier (minimum 1).

Once you Initiate this Might, you cannot Initiate it again until you finish a Long Rest.

5th-Rank Mights

Agile Step

5th-Rank Might
Opportunity Attacks made against you have Disadvantage, and you can Move through Difficult Terrain without it costing you extra Movement.

Feral Senses

5th-Rank Might
When you Attack a Creature you can't see, your inability to see it doesn't impose Disadvantage on your Attack rolls against it nor it gives it Advantage on its Attack rolls against you (unless it has successfully taken the Hide Action).

Mythic Athlete

5th-Rank Might
You gain the 2nd-Rank Great Athlete Might, and it doesn't count against your number of Maneuvers and Mights known.

You can also make a running Long Jump or a running High Jump even if you haven't Moved a single foot before Jumping.

In addition, your Jump Distance is now always equal to how much you can Move on your Turn (such as 30ft, or 60ft with the Dash Action).

Pin Down

5th-Rank Might
You have Advantage on Attack rolls against a Creature you are Grappling.

In addition, you can make a Special Attack to Restraint Creatures. In place of a Weapon Attack against a Creature you are currently Grappling, you can make another Grapple Check against it. If you succeed, you and the Grappled Creature are both Restrained until your Grapple ends.

6th-Rank Mights

Brave Heart

6th-Rank Might
You gain Advantage on Saving Throws against being Charmed, Frightened, Possessed, Diseases and Poisons.

Suffocating Rules

The normal rules for Suffocation can be found in the Player's Handbook page 183.

MARTIAL MIGHT

7th-Rank Mights

Herculean

7th-Rank Might
You count as two Sizes larger when determining your Carrying Capacity and the Weight you can Push, Drag, and Lift.

If a Trait or Feature, that is not Magical or a Spell, says that you can only use it on Creatures of a specific Size (such as a Grapple, Shove or Maneuver), now you can also use it on Creatures up to two Sizes above what it specifies.

In addition, when you deal Damage with a Weapon Attack to an inanimate Object that is not being worn or carried, or to a structure, you deal double Damage to it.

Tongue of None

7th-Rank Might
You learn a way to connect yourself with others, you understand all spoken Languages and Creature that can understand a Language can understand what you say.

8th-Rank Mights

Magic Resistance

8th-Rank Might
You have Advantage on Saving Throws against Spells and other Magical Effects.

Timeless Body

8th-Rank Might
You no longer need food or water to live, 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, for every 10 Years that pass, your Body ages only 1 Year.

9th-Rank Mights

Soul of Deceit

9th-Rank Might
Your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Deception (CHA) Check contested by the mind reader's Insight (WIS) Check.

Additionally, no matter what you say, Magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by Magic.

Still Standing

9th-Rank Might
Having 0 Hit Points doesn't knock you Unconscious, but taking Damage causes Death Saving Throw failures as normal, which can still kill you.

Mights for Monk and Ranger

Many Mights take the form of similar/improved versions of the more "narrative and weak" Features of certain Classes. For this reason, you should give the following Classes the Mights below as additional free Mights/Features:

Monk

Mights:

At 1st Level: 3rd-Rank: Unarmed Training.

At 6th Level: 4th-Rank: Martial Technique.

At 9th Level: 4th-Rank: Mountaineer.

At 15th Level: 8th-Rank: Timeless Body.

Ranger

Mights:

At 18th Level: 5th-Rank: Feral Senses

MARTIAL MIGHT

Official Optional Rules

The following are an adaptation of official optional rules so they are compatible with Martial Might.

Multiclassing

Your Martial Level determines the number and size of your Martial Dice, the Martial Ranks you have access to, and your combined number of Maneuvers and Mights Known. Your Martial Level is determined in Classes by Category.

If you Multiclass, now any Artificer and Martial Subclass Levels you have round down their Martial Level.

Feats

The following are a list of Revised and new Feats, only Martial Adept and Fighting Initiate are mandatory, the rest can be used at the GMs discretion:

Ability Increase for Feats

The following Feats now give an Ability Increase of 1, to a maximum of 20, when you choose them as shown on the following table. If a Feat in the following table lists multiple Ability Scores, you choose which one gets the Ability Increase.

Feat Ability Increase
• Dungeon Delver (PHB) Any one
• Healer (PHB) Intelligence or Wisdom
• Prodigy (XGE) Any one
• Inspiring Leader (PHB) Constitution or Charisma
• Skilled (PHB) Any one
• Skulker (PHB) Dexterity or Wisdom

Defensive Duelist (PHB)

Prerequisite: Strength or Dexterity 13 or higher
Thanks to your martial training, you are capable of parrying attacks. You gain the following benefit:

  • Increase your Strength or Dexterity Score by 1, to a maximum of 20.

  • When you are wielding a Weapon or Unarmed Strike that deals at least 1d4 Damage in which you are Proficient with and you are Hit by a Melee or Ranged Attack, as a Reaction you can add a Bonus to your Armor Class equal your Proficiency Bonus against this Attack, potentially causing the Attack to Miss you.

Dual Wielder (PHB)

Prerequisite: DEX 13 or higher
You master fighting with two weapons, gaining the following benefits:

  • Increase your Strength or Dexterity Score by 1, to a maximum of 20.

  • You learn the Fighting Style "Two-Weapon Fighting", found in those available to the Fighter Class. If you already have it, you can choose a different option from the original Feature that granted you a Fighting Style.

  • You can use Two-Weapon Fighting even when the one-handed Melee Weapons you are wielding aren't Light.

  • You can draw or stow two one-handed Weapons when you would normally be able to draw or stow only one with your Interaction.

Fighting Initiate (TCE)

Prerequisite: Proficiency with a Martial Weapon
Your martial training has helped you develop a particular style of fighting. You gain the following benefit:

  • Increase your Strength or Dexterity Score by 1, to a maximum of 20.

  • You learn one Fighting Style option of your choice from the Fighter Class. If you already have a Fighting Style, the one you choose must be different. Whenever you gain a Level, you can replace this Feat's Fighting Style with another one from the Fighter Class that you don't have.

Mage Slayer (PHB)

You have practiced techniques useful in Melee combat against Spellcasters, gaining the following benefits:

  • When a Creature within your Melee Reach Casts a Spell, you can use your Reaction to make a Melee Weapon Attack against that Creature.

  • When you Damage a Creature that is Concentrating on a Spell, that Creature has Disadvantage on the Saving Throw it makes to maintain its Concentration.

  • You have Advantage on Saving Throws against Spells Cast by Breatures within your Melee Reach.

MARTIAL MIGHT

Martial Adept (PHB)

You have have practiced the secret art of true Martial Might, granting you the following benefits:

  • Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.

  • If you have the Martial Might Feature, you gain 1 additional Martial Die and a combined number of 2 additional Maneuvers and Mights of your choice.

  • If you lack the Martial Might Feature, you instead gain 1 Martial Die (which is a d4), a combined number of 2 Maneuvers and Mights of 1st-Rank (which you can only replace each time you reach a level that grants the Ability Score Improvement feature), and you must choose between Strength and Dexterity as your Martial Ability (you cannot change this choice once made).

Martial Steps

Prerequisite: Martial Might Feature
You have trained to become faster. You gain the following benefits:

  • Increase your Strength, Dexterity or Constitution Score by 1, to a maximum of 20.

  • Your Speed increases with your Character Level (or maximum amount of Hit Dice for Creatures with CR). At 1st Level you gain a +5ft Speed Bonus, at 3rd Level increases to +10ft Speed Bonus, at 5th increases to +15ft Speed Bonus, at 9th to +20ft Speed Bonus, at 13th to +25ft Speed Bonus, and at 17th to +30ft Speed Bonus.

This Speed Bonus does not stack with any other increases to Movement Speed beyond the base Speed, such as that of the Monk Class or Mobile Feat. It does work with multiplications to Speed (such as the Haste Spell).

Power Attack

Replaces the Great Weapon Master and Sharpshooter Feats
Prerequisite: Strength or Dexterity of 13 or higher
You are capable of increasing the power of your Attacks, but at the cost of accuracy. You gain the following benefits:

  • Increase your Strength or Dexterity Score by 1, to a maximum of 20.

  • Before making a Weapon Attack that deals at least 1d4 Damage in which you are Proficient, you can choose to receive a Penalty to your Attack roll (a number up to your Proficiency Bonus). On a Hit, you add the Penalty as a Bonus to your Damage roll for that Weapon Attack.

  • If you wield a Weapon that lacks the Reach Property and has the Versatile or Two-Handed Property while wielding it with both hands, or from a Weapon Attack of an 11th Level Monk or higher, you can add one and a half times the Penalty as a Bonus to your Damage roll for that Weapon Attack (rounded down).

At the GMs discretion, Creatures that Attack with special muscles, such as a Bite, Charge, Slam or Tail, can also add one and a half times the Penalty to the Damage roll.

Savage Attacker

Prerequisite: Lacking the Savage Attacks and the Relentless Endurance Traits
Your endurance and strikes in Melee Combat seems to have no limits. You gain the following benefits:

  • Increase your Strength or Constitution Score by 1, to a maximum of 20.

  • When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. You can't use this Feature again until you finish a Long Rest.

  • When you score a Critical Hit with a Melee Weapon Attack (that is not from a Weapon made from a Spell, such as with the Shadow Blade Spell), you can roll the Weapon's base Damage dice one additional time and add them to the extra Damage of the Critical Hit.

Rules for Magic Item Bonus

Damage Bonus for Maneuvers

If you have an Magic Item that gives you a static Bonus to both your Weapon Attack and Damage rolls (such as a +1, +2 or +3 Weapon), you can also add the same Bonus to the Attack and Damage rolls of your Martial Attacks, and to the Damage rolls of Maneuvers that require a Saving Throw.

Increasing Martial Save DC

If a Magic Item gives you a Bonus to both your Weapon Attack and Damage rolls, the Magic Item can also add the same Bonus to your Martial Save DC, but if it does, its rarity increases by two (such as from Rare to Legendary).

Magic Items

Tome of Battle

Wondrous Item, Rare

This tome is a detailed compilation of text, instructions and images to deepened one's Martial Might. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, you gain a combined number of 2 additional Maneuvers and Mights of your choice, which are added to your total amount known. You also gain 1 additional Martial Die, which you add to your total amount of Martial Dice. The Tome of Battle then loses its magic, leaving the pages blank without its contents. It regains its magic, and its contents, in a century.

Maximum Dice, Maneuvers and Mights

It's not intended nor expected, but if a Creature was able to get unlimited Tomes of Battle, then use the following limit:

Mightless. A Creature without Martial Levels can have a maximum amount of Maneuvers and Mights Known equal to twice its Proficiency Bonus, and a maximum amount of Martial Dice per Short Rest equal to its Proficiency Bonus.

Mighty. A Martial Adepts can have up to a maximum amount of Maneuvers and Mights Known equal to twice its Martial Level + its Martial Ability Modifier, and a maximum amount of Martial Dice per Short Rest equal to its Martial Level.

MARTIAL MIGHT

Homebrew Rules

The following rules are recommended to use with Martial Might to remove a few issues that can happen without them.

Unlike the official optional rules where they go to the point, here there is a bit of text explaining why you should use them:

Barbarian's and Temporary HP

Mixing Temporary Hit Points with a Resistance, such as with the Barbarian's Rage Feature, can be extremely powerful, even game breaking.

To fix this, apply the following rule in your table:

Unresisting Temporary HP

Temporary Hit Points ignore any Resistances and Vulnerabilities when determining the Damage taken.

Monks, TWF and Bonus Actions

Monk's, Two-Weapon Fighting users and certain Subclasses end up loosing attacks as some Maneuvers require Bonus Actions, which don't affect much a greatsword Fighter, but do for a Two-Weapon Fighter.

To fix this, I recommend another Homebrew I've made, specifically the Improved Bonus Action Attacks option:

Improved Martial Actions

INT, WIS or CHA as Martial Ability

It is not recommended, at all, to allow any Creature to use anything besides STR or DEX as their Martial Ability, as doing so is like allowing Spellcasters to use STR or DEX as their Spellcasting Ability.

Secret Language

If you want to make Martials mythic, you can give them a secret language (similar to Druidic and Thieves' Cant):

Words of the Sublime Way

Prerequisite: Access to Martial Rank 4th or higher
You learn the Words of the Sublime Way, the secret language of the truly capable Martial Adepts. This language is not spoken nor written, it's the body language of those who fight one another, being able to understand each other as if talking with their rhythmic Attacks and Movements. Only another Creature that knows the Words of the Sublime Way can understand it, and it must either be able to see the Creature without obstructions, or be the Target of the Creature's Attacks or Maneuvers to receive any message.

Revised Fighting Styles

The following are a revision and changes to certain Fighting Styles, the only mandatory is Martial Training, which replaces Superior Technique, the others are changes that I myself find more balanced (but can be ignored at the GMs choice):

Martial Training

Replaces Superior Technique
If you have the Martial Might Feature, you gain 1 additional Martial Die and a combined number of 2 additional Maneuvers and Mights of your choice.

If you lack the Martial Might feature, you instead gain 1 Martial Die (which is a d4), a combined number of 2 Maneuvers and Mights of 1st-Rank (which you can only replace each time you reach a level that grants the Ability Score Improvement feature), and you must choose between Strength and Dexterity as your Martial Ability (you cannot change this choice once made).

Unerring

Replaces Archery
You can ignore Half Cover and threat Three-Quarters Cover as Half Cover with your Weapon Attacks.

Simplify NPC Martial Adepts

Might for Creatures is meant to be an analog of the progression of PCs, but running NPC Martial Adepts can be as demanding as NPC Spellcasters, so to simplify:

The following is a Trait if you want to completely ignore Maneuvers and Mights in your NPC Martial Adepts, but still give a sense that they are formidable foes:

Martial Advantage

Once per Turn, when a Martial Adept Hits a Target with a Weapon Attack, it can deal a number of Martial Dice equal to 1 + the amount of Attacks it has with the Multiattack Action as extra Damage, and a Martial Effect takes place chosen by the GM or a dice roll. If an Effect shows a Saving Throw, the Target of the Martial Adept must succeed on it, on a failure it receives the Effects, both shown on the Martial Effects table.

Martial Effects
d6 Save Ability Effect
1 The Adept or one of its allies within 30ft gains Temporary Hit Points equal to the roll of the Adept's Martial Dice.
2 Strength You fall Prone.
3 Strength You are pushed 20 feet away from the Adept.
4 Strength You immediately drop an item you are holding or wielding (the Adept's choice).
5 Wisdom You have Disadvantage on Attack rolls against the Adept until the end of your next Turn.
6 Wisdom You have Disadvantage on Attack rolls against any Creature besides the Adept until the end of your next Turn.
MARTIAL MIGHT

Resources per Long Rest

If you want to make all resources work by Long Rest, use the following changes:

Martial Dice. You have a number of Martial Dice equal to one and a half (1.5) times your Martial Level (rounded up), and regain all expended ones when you finish a Long Rest.

Multiple Uses per Short Rest. If you have a resource with 2 or more uses per Short Rest, then you instead gain triple (x3) its amount of uses, but they can only be regained when you finish a Long Rest.

One use per Short Rest. If you have a resource with 1 use per Short Rest, you instead gain a number of uses equal to your Proficiency Bonus, and regain all expended ones when you finish a Long Rest.

Making your Own Maneuvers

You can create new Maneuvers, as long as you can imagine a humble soldier to a greek heroe doing it, and you work it's mechanics, you can add them to the list. But keep in mind the following details:

  • If a Maneuver is part of a Weapon Attack, you add 1 Martial Die to the Damage roll, and one Effect that requires a Saving Throw; never make Maneuvers that give Effects automatically, even if minor, without a Save.

  • If a Maneuver does an Area-of-Effect, it deals two rolls of each Martial Die expended, or four rolls if the Maneuver is of 6th-Rank or higher, to calculate Damage.

  • If a Maneuver deals Damage in an Area-of-Effect, it should either replace one Weapon Attack and have a small AoE, or it should use an Action with a large AoE.

  • If a Maneuver gives an additional Attack, or an Opportunity Attack, it should be a Martial Attack so it can't be abused, such as with the Paladin's Improved Divine Smite or the Rogue's Sneak Attack Features.

  • If a Maneuver gives an additional Attack outside a Creature's Turn, it should be described as an Opportunity Attack so it cannot be used if a Creature doesn't provoke them (such as with the Disengage Action).

  • Rarely should a Maneuver be used without it rolling the Martial Die and using it in someway; such as additional Damage, HP, Temporary HP, an AC Bonus, etc.

Maneuver Saves

Think carefully about which Save Ability should be used to resist the Effects of a Maneuver you create. The following are the general intended Effects of a Save:

  • Strength Saves are for Effects that would stop or Move a Creature around.

  • Dexterity Saves are to avoid Effects that would do alot of Damage in an AoE.

  • Constitution Saves are for Effects that would affect a Target physically beyond just Damage.

  • Wisdom Saves are for Effects that would alter the Target's judgement.

  • Intelligence and Charisma Saves are really hard to fit with Maneuvers, as Intelligence is to resist mental assaults, and Charisma to resist altering your sense of "self" (like with possession and teleportation), concepts that can be hard (but not impossible) to justify as purely Martial.

Finishing Maneuvers

Once you have the Maneuver completed, choose in which Martial Rank it fits best by comparing its Effects with Maneuvers of the Martial Rank you intend to put it, make sure the Maneuvers it's appropriate for that Rank.

And remember that Rank 6th-9th Maneuvers have extremely limited uses per Long Rest.

MARTIAL MIGHT

Optional Class Features

The following are Optional Class Features, like the ones in TCE, allowed at the GMs discretion:

Breaking Limits

Improvement to the 1st-Level Martial Might Feature
In place of a Weapon Attack or as a Bonus Action, you can expend 2 Hit Dice to regain 1 Martial Die you have expended.

Martial Preparation

Improvement to the 1st-Level Martial Might Feature
When you finish a Long Rest, you can replace one Maneuver or Might you know with a different one.

Appendix

Martial Levels by Class

To quickly know how many Martial Levels a Class has, see the following table:

Level Martial Class Half Spellcaster Class Martial Subclass Multiclass Artificer, Martial Subclass
1st 1 1 1
2nd 2 1 1
3rd 3 2 1 1
4th 4 2 2 1
5th 5 3 2 1
6th 6 3 2 2
7th 7 4 3 2
8th 8 4 3 2
9th 9 5 3 3
10th 10 5 4 3
11th 11 6 4 3
12th 12 6 4 4
13th 13 7 5 4
14th 14 7 5 4
15th 15 8 5 5
16th 16 8 6 5
17th 17 9 6 5
18th 18 9 6 6
19th 19 10 7 6
20th 20 10 7 6

Argument for Martial Might

The Martials in many parts of fantasy are known by their constant refinement of special techniques to dominate the battlefield. This Martial fantasy is not really present in D&D5e, as only a few Subclasses have options beyond doing Damage. This makes Martials a repetitive, and eventually boring: "I Attack, Hit or Miss, on Hit do Damage, repeat".

In addition, there is the gap between Martials and Spellcasters.

Gap. At high Levels Spellcasters get new Spell Slots, which allows them to do stuff they would never be able to at low Levels. From teleporting 30ft to entire continents, from throwing fire rays to giant meteors, from curing wounds to resurrecting the dead. Their progression is amazing, you feel they are Magic wielders of myth.

Martials at high Levels get more Attacks, more Damage, more accuracy... And that's it. This makes Martials feel less special, instead of warriors of legend, they're just hard to kill soldiers.

More Options are More Power. This gap also becomes greater with each new book. If you made a Barbarian and a Druid before any new book, and now you made the same characters with the same Subclasses, the Barbarian would be the same, but the Druid now has a greater selection of Spells to choose.

Martials stay the same, they don't have a list of techniques that increases with time, thus the gap widens.

Feat taxes. Martials also have this weird "tax" to get their builds truly going, as they can be seen as lesser without Feats such as Great Weapon Master and Sharpshooter. A Spellcaster doesn't need this "tax" to be considered completely viable, but in Martials they feel like a necessity.

Conclusion. The argument is that Martial Classes should also have some sort of resource system to do great deeds and exploits (even if its not with this Homebrew), and have interesting options to keep away the monotony of doing the same thing over and over. And until that happens, there will be a gap between the Martials and Spellcasters.

MARTIAL MIGHT

Might for Creatures

If you wish to have Creatures and NPCs also have Martial Might, then use the following guide.

Martial Adepts

Creatures with at least one Martial Level can begin to learn Maneuvers and Mights, once they do they are called Martial Adepts, they must have similarities with Martial Classes/Subclasses and undergone a rigorous training.

Not Every Soldier. The average soldier doesn't have Manuevers, as they can be compared to a Spellcaster that can only Cast Cantrips, while a Martial Adept can be compared to a Spellcaster with Leveled Spells.

Rarity of Martial Adepts. Martial Adepts should be as rare as the Spellcasters on your Settings. Just as a royal court has a few Wizards and Clerics, there should be about the same amount of Martial Adepts as mercenaries and generals.

Otherworldly Creatures. Creatures of other planes or supernatural origin that are Martial Adepts are scarce, as they usually have some Magical capabilities that they choose to focus and develop to complement their Weapon Attacks.

Beasts and Non-Consciousness. Creatures such as Beasts can be Martial Adepts, but its hard as they cannot be trained or teach by traditional means, generally its an accomplishment of their own, such as a wolf developing Maneuvers to be an unrivaled pack leader.

But it's way easier for Beasts and such to learn Maneuvers after gaining consciousness, such as a wolf that has a Spellcaster Cast on it the Awaken Spell.

Martial level

The Martial Level of a Martial Adept depends on its CR and its resemblance to a Martial Class/Subclass (at the GM discretion), as explained in Classes by Category.

Martial. Its Martial Level is determined by its CR, and its maximum Martial Level is 20.

Half Martial. Its Martial Level is determined by half its CR (rounded up), and its maximum Martial Level is 10.

Third Martial. Its Martial Level is determined by one third its CR (rounded up), and its maximum Martial Level is 7.

Martial Dice and Ranks

The Martial Level of a Martial Adept determines the number and size of its Martial Dice, and the Martial Ranks it has access to, as shown on the Martial Adepts table.

Known Maneuvers and Mights

A Martial Adept knows a combined number of Maneuvers and Mights equal to its Martial Ability Modifier + its Martial Level (minimum of 1 Maneuver or Might).

CR Adjustment for XP

When making a Creature a Martial Adept, its CR increases a number determined by its Martial Level. This adjustment should only be used to determine its CR for the encounter and the XP awarded to PCs, without any more changes to it.

Martial Level CR Increased
1st-2nd +0
3rd-8th +1
Martial Level CR Increased
9th-16th +2
17th-20th +3
Martial Adepts
CR Martial Level Martial Dice Martial Ranks
0 0
1/8 1st-2nd 2d4 1st
1/4 1st-2nd 2d4 1st
1/2 1st-2nd 2d4 1st
1 3rd-4th 3d6 2nd
2 3rd-4th 3d6 2nd
3 5th-6th 4d8 3rd
4 5th-6th 4d8 3rd
5 7th-8th 5d8 4th
6 9th-10th 6d10 5th
7 9th-10th 6d10 5th
8 11th-12th 7d10 6th
9 13th-14th 8d10 7th
10 13th-14th 8d10 7th
11 15th-16th 9d10 8th
12 17th-18th 10d12 9th
13 17th-18th 10d12 9th
14+ 19th-20th 10d12 9th

Martial Ability

A Martial Adept uses either Strength or Dexterity as its Martial Ability.

Its Martial Ability is used to determine the Saving Throw DC of its Maneuvers and the Attack Bonus of its Martial Attacks, which are calculated as follows:

Martial save DC = 8 + its Proficiency Bonus

+ its Martial Ability Modifier
 

Martial Attack modifier = its Proficiency Bonus

+ its Martial Ability Modifier
MARTIAL MIGHT

Martial Adept NPCs

The following are NPCs with Martial Might added to them.

Martial

The Warblade has great similarities to the Martial Class Fighter, so we use its CR of 7 to determine its Martial Level, as shown on the Martial Adepts table.


Warblade

Medium Humanoid (any Race), any Alignment


  • Armor Class 18 (Plate)
  • Hit Points 127 (15d8+60)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 14 (+2) 12 (+1) 8 (-1)

  • Saving Throws Str +8, Dex +5, Con +7
  • Skills Athletics +8, History +5, Intimidation +8, Perception +4
  • Senses Passive Perception 14
  • Languages any three Languages
  • Challenge 7 (2,900) Proficiency Bonus +3

Traits

Blade of War. The Warblade can add one and a half times (x1.5) its Strength Modifier (rounded down) to its Damage rolls while wielding a Weapon with the Versatile or Two-Handed Property with both hands (Damage already included).

Actions

Multiattack. The Warblade makes three Weapon Attacks.

Greatsword. Melee Weapon Attack: +8 to Hit, Reach 5ft., one Target. Hit: 14 (2d6+7) Slashing Damage.

Javelin. Melee or Ranged Weapon Attack: +8 to Hit, Reach 5ft., Range 30/120ft., one Target. Hit: 8 (1d6+5) Piercing Damage.

Warblade Lore

He who embarks on the path of physical mastery becomes a Warblade one of the most skillful and dedicated warriors in the world. Fierce and uncompromising, they know no fear.

The Warblades are seekers of glory and power, mercenaries for gold, and warriors for the thrill of combat, seeking conflict to test their capabilities with worthy foes. Older and wiser Warblades still seek battle, for deep down they all know what they truly are, true warriors.


Warblade Adept

If you make the Warblade a Martial Adept, it will receive the following changes:

  • Challenge Rating 9 (5,000)

Traits

Martial Adept (6d10 Martial Dice per Short Rest). The Warblade is a 10th-Level Martial. Its Martial Ability is Strength (Martial Save DC 16, +8 Martial Attacks). The Warblade knows the following Maneuvers and Mights:

Maneuvers:

1st-Rank: Ambush, Brutal Strike.

2nd-Rank: Brace Up, Parry, Riposte.

3rd-Rank: Retaliation, Prowess of the Body.

4th-Rank: Menacing Attack.

5th-Rank: Absolute Focus, Concentrated Mind, Weakening Attack.

Mights:

3rd-Rank: Aggressive Speed.

4th-Rank: Atlatl, Martial Technique.

5th-Rank: Feral Senses.

MARTIAL MIGHT

Half Martial

The Crusader has great similarities to the Half Spellcaster Class Paladin, so we use half its CR of 6 (rounded up) to determine its Martial Level, as shown on the Martial Adepts table.


Crusader

Medium Humanoid (any Race), Any non-Neutral Alignment


  • Armor Class 20 (Plate, Shield)
  • Hit Points 105 (14d8+42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 16 (+3)

  • Saving Throws Str +7, Wis +5
  • Skills Athletics +7, Persuasion +6, Religion +3
  • Senses Passive Perception 12
  • Languages any two language
  • Challenge 6 (2,300) Proficiency Bonus +3

Traits

Spellcasting. The Crusader is a 5th-Level Spellcaster. Its Spellcasting Ability is Charisma (Spell Save DC 14, +6 to Hit with Spell Attacks). The Crusader has the following Paladin Spells Prepared:

1st-Level (4 Slots): Cure Wounds, Wrathful Smite

2nd-Level (3 Slots): Branding Smite, Lesser Restoration, Zone of Thruth.

Actions

Multiattack. The Crusader makes two Weapon Attacks.

Longsword. Melee Weapon Attack: +7 to Hit, Reach 5ft, one Target. Hit: 8 (1d8+4) Slashing Damage or 9 (1d10+4) if wielding it with both hands.

Light Crossbow. Ranged Weapon Attack: +4 to hit, Range 80/320 ft., one Target. Hit: 5 (1d8+1) Piercing Damage.

Crusader Lore

The Crusader is a warrior who seeks victory through the discipline of the spirit. Devotion, piety, and zeal are her weapons, becoming living vessel of their deity’s will, an instrument of justice or vengeance who can overcome the most insuperable of obstacles with the strength and faith.

The Crusaders are honorable champions and knights, ready to prove themselves worthy of their cause. Whether they fight for a kingdom, a god, for the people or an ideal, they are willing to give their lives for a greater purpose.


Crusader Adept

If you make the Crusader a Martial Adept, it will receive the following changes:

  • Challenge Rating 7 (2,900)

Traits

Martial Adept (4d8 Martial Dice per Short Rest). The Crusader is a 5th-Level Martial. Its Martial Ability is Strength (Martial Save DC 15, +7 Martial Attacks). The Crusader knows the following Maneuvers and Mights:

Maneuvers.

1st-Rank: Brutal Strike, Defensive Attack, Supernatural Assessment.

2nd-Rank: Brace Up, Parry, Riposte, Trip Attack, Whirlwind of Attacks.

3rd-Rank: Power of the Soul.

MARTIAL MIGHT

Third Martial

The Swordsage has great similarities to both the Martial Subclasses of Wizard: Bladesinger and Warlock: Hexblade, so we use one third of its CR of 6 to determine its Martial Level (rounded up), as shown on the Martial Adepts table.


Swordsage

Medium Humanoid (any Race), any Alignment


  • Armor Class 17 (Unarmored Defense)
  • Hit Points 78 (12d8+24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 14 (+2) 20 (+5) 16 (+3) 14 (+2)

  • Saving Throws Dex +5, Int +8
  • Skills Acrobatics +5, Arcana +8, Insight +6, Investigation +8, Stealth +5
  • Senses Passive Perception 13
  • Languages any four Language
  • Challenge 5 (1,800) Proficiency Bonus +3

Traits

Knowledge is Power. The Swordsage can use Intelligence instead of Strength or Dexterity for its Weapon Attack and Damage rolls with the Rapier, and the Rapier counts as its Spellcasting Focus.

Unarmored Defense. While not wearing Armor nor a Shield, the Swordsage Armor Class is equal to 10 + its Dexterity Modifier + its Intelligence Modifier.

Spellcasting. The Swordsage is a 8th-Level Spellcaster. Its Spellcasting Ability is Intelligence (Spell Save DC 16, +8 Spell Attacks). The Swordsage has the following Wizard Spells Prepared:

Cantrips: Booming Blade, Firebolt, Light, Mind Sliver, Prestidigitation.

1st-Level (4 Slots): Detect Magic, Feather Fall, Find Familiar, Shield.

2nd-Level (3 Slots): Blur, Darkvision, Misty Step, Shadow Blade.

3rd-Level (3 Slots): Counterspell, Dispel Magic, Lightning Bolt, Thunder Step.

4th-Level (1 Slot): Dimension Door.

Actions

Multiattack. The Swordsage makes one Weapon Attack and Casts one Cantrip.

Rapier. Melee Weapon Attack: +8 to Hit, Reach 5ft., one Target. Hit: 9 (1d8+5) Piercing Damage.

Hand Crossbow. Ranged Weapon Attack: +5 to Hit, Range 30/120ft., one Target. Hit: 5 (1d6+2) Piercing Damage.

Swordsage Lore

The Swordsage seeks to know her own mind, and to perceive and act with perfect clarity.

Swordsages combine Martial Might with Magical Talent, philosophers, historians and sages, they follow the path of the warrior for its discipline, being humbled and grounded by it.


Swordsage Adept

If you make the Swordsage a Martial Adept, it will receive the following changes:

  • Challenge Rating 6 (2,300)

Traits

Martial Adept (3d6 Martial Dice per Short Rest). The Swordsage is a 3rd-Level Martial. Its Martial Ability is Dexterity (Martial Save DC 13, +5 Martial Attacks). The Swordsage knows the following Maneuvers and Mights:

Maneuvers.

1st-Rank: Ambush, Disarming Attack, Supernatural Assessment, Tactical Assessment.

2nd-Rank: Pushing Attack.

MARTIAL MIGHT

Bloodclaw Master

My blades thirst for blood.

A Bloodclaw Master embraces the animal within, partially transforming into a beast of its Martial Arts; the Tiger Claw. Generally this style employs small, Light Weapons, and Claws, in Two-Weapon Fighting, striking quickly like the feline of the styles namesake.


Bloodclaw Master

Medium Humanoid (any Race), any Chaotic Alignment


  • Armor Class 17 (Studded Leather)
  • Hit Points 110 (13d8+52)
  • Speed 50ft, Climb 50ft

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 18 (+4) 12 (+1) 16 (+3) 12 (+1)

  • Saving Throws Str +4, Wis +6
  • Skills Acrobatics +8, Survival +6, Perception +9
  • Senses Darkvision 60ft, Passive Perception 19
  • Languages any three Languages
  • Challenge 7 (2,900) Proficiency Bonus +3

Traits

Dual-Wield Master. The Bloodclaw Master can make 2 Attacks with its off-hand Weapon while Two-Weapon Fighting, without expending its Bonus Action (it cant use TWF more than once per Turn).

Relentless (1xLong Rest). If the Bloodclaw Master is reduced to 0 Hit Points but not killed outright, it is reduced to 1 Hit Point instead.

Shifting (3xLong Rest). The Bloodclaw Master can Magically Shift as a Bonus Action, gaining for 1 Minute feral Tiger-like characteristics (cat eyes, claws, sharp teeth, long ears, etc) while remaining distinctly as its Race. While in this state it gains the following benefits:

• When it makes its first Attack on its Turn, it can decide to Attack Recklessly. Doing so gives it Advantage on Melee Weapon Attack rolls during this Turn, but Attack rolls against it have Advantage until its next Turn.

• Its Unarmed Strike uses 1d4 as a Damage Die (unless already higher), and it can deal Bludgeoning, Piercing or Slashing Damage with its Unarmed Strikes (its choice each Attack).

• When it makes a Melee Weapon Attack, it can add 1d4 to the Damage roll.

• It has Advantage on Perception (WIS) Checks.


Actions

Multiattack. The Bloodclaw Master makes three Weapon Attacks; or five with Two-Weapon Fighting.

Shortsword. Melee Weapon Attack: +8 to Hit, Reach 5ft., one Target. Hit: 8 (1d6+5) Slashing Damage and 2 (1d4) extra Damage if Shifted.

Claws (only when Shifted). Melee Weapon Attack: +8 to Hit, Reach 5ft., one Target. Hit: 10 (2d4+5) Slashing Damage.


Bloodclaw Adept

If you make the Bloodclaw Master a Martial Adept, it will receive the following changes:

  • Challenge Rating 9 (5,000)

Traits

Martial Adept (6d10 Martial Dice per Short Rest). The Warblade is a 10th-Level Martial. Its Martial Ability is Dexterity (Martial Save DC 16, +8 Martial Attacks). The Bloodclaw Master knows the following Maneuvers and Mights:

Maneuvers:

1st-Rank: Ambush, Brutal Strike.

2nd-Rank: Lunging Posture, Parry, Step-Dodge Attack.

3rd-Rank: Retaliation, Prowess of the Body.

4th-Rank: Menacing Attack, Spring Attack.

5th-Rank: Defensive Posture, Weakening Attack.

Mights:

3rd-Rank: Aggressive Speed.

5th-Rank: Agile Step, Feral Senses, Mythic Athlete.

MARTIAL MIGHT

Monsters of Might

The following Monsters and NPCs are directly connected to Maneuvers. Many don't follow the same progression as the Might for Creatures; those are guidelines to start Homebrewing already existing creatures, but can be overruled to make unique beings.

Reth Dekala

A terrible armored figure with much of its body is composed of sorcerous green fire, leaving only the chest, arms, taloned hands, and helmed head floating in midair.

A Lost Mortal Race. Long ago, a Race of Mortal warrior-sorcerers known as the "Reth" sold their Souls to an infernal power for the strength to destroy all who opposed them. They became the scourge of the world, and when they died, their debt came due and they were enslaved by the Archdevil who had aided them. Now renamed as the Reth Dekala, they served their master as fierce warriors, fighting in the endless wars of the lower Planes, but when the Archdevil turned them against their own Mortal descendants, the Reth Dekala rebelled against their infernal lord. As the nameless Archdevil of the Crimson Citadel was being destroyed, it cursed his faithless warriors with the very power it had granted them, burning them perpetually with Vilefire; with the properties of acid and flame which sickens mortals who contact it.

A Cursed Race. The Reth Dekala now exist as cursed infernal warriors, eternally tormented by the sorcerous green flames that consume but do not kill them. To end their torment they must fulfill the oath they broke long ago, and destroy every one of their own living descendants. Their Mortal lives were long ago, and many generations have passed, so hundreds of individuals scattered around the world now carry traces of Reth blood. The cursed warriors seek out these living scions of their own Race, and slay them wherever they are found. While they search, they serve as capable mercenaries, guardians, and overseers for those who appreciate strength and honor without mercy.


Reth Dekala Adept

If you make the Reth Dekala a Martial Adept, it will receive the following changes:

  • Challenge Rating 6 (2,300)

Traits

Martial Adept (5d8 Martial Dice per Short Rest). The Reth Dekala is a 7th-Level Martial. Its Martial Ability is Strength (Martial Save DC 15, +7 Martial Attacks). The Reth Dekala knows the following Maneuvers:

Maneuvers.

1st-Rank: Ambush, Blocking, Nature's Instinct, Tracing Attack

2nd-Rank: Brace Up, Riposte, Wild Posture

3rd-Rank: Commanders Eye, Power of the Soul, Revealing Attack

4th-Rank: Disruptive Attack


Reth Dekala

Medium Fiend, Typically Lawful Evil


  • Armor Class 16 (Breastplate)
  • Hit Points 52 (7d8+21)
  • Speed 0ft, Air-Walk 30ft (Hover)

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 16 (+3)

  • Saving Throws Str +7, Dex +6, Con +6
  • Skills Athletics +7, History +5, Insight +5, Intimidation +6, Persuasion +6, Perception +5
  • Damage Resistances Acid, Fire; Bludgeoning, Piercing and Slashing from Non-Magical Attacks that aren't Silvered
  • Senses Darkvision 60ft, Passive Perception 15
  • Languages Common, Infernal
  • Challenge 5 (1,800) Proficiency Bonus +3

Traits

Air-Walk. The Reth Dekala cannot truly Fly, but it naturally remains aloft. It can Hover up to 30ft above the ground, if above this height it begins to fall 60ft each Round and takes no falling Damage.

Honorable Duelist. The Reth Dekala will never hover outside melee reach nor use Ranged Attacks against worthy Melee foes; Ranged shooters/Spellcasters and stealthy foes are unworthy of this honor.

Magic Weapons. The Reth Dekala's Weapon Attacks and Maneuvers are Magical.

Vilefire Aura. At the start of each of the Reth Dekala’s Turns, each Creature within 10ft of the Reth Dekala must make a DC 14 Constitution Saving Throw, taking 4 (1d8) Acid Damage, 4 (1d8) Fire Damage, and become Poisoned until the end of their next Turn on a failed Save, or half as much Damage and no other Effects on a success.

Actions

Multiattack. The Reth Dekala makes two Weapon Attacks or two Vilefire Blasts.

Claw Bracer. Melee Weapon Attack: +7 to Hit, Reach 5ft., one Target. Hit: 6 (1d4+4) Piercing Damage.

Halberd. Melee Weapon Attack: +7 to Hit, Reach 10ft., one Target. Hit: 9 (1d10+4) Slashing Damage.

Vilefire Blast. Ranged Spell Attack: +6 to Hit, Range 60/240ft., one Target. Hit: 4 (1d8) Acid Damage and 4 (1d8) Fire Damage. On a Hit, a Target must succeed on a DC 14 Constitution Saving Throw or become Poisoned until the end of their next Turn.

MARTIAL MIGHT

Reth Dekala, Thaumakarch

Medium Fiend, Typically Lawful Evil


  • Armor Class 17 (Half Plate)
  • Hit Points 127 (15d8+60)
  • Speed 0ft, Fly 60ft (Hover)

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 12 (+1) 16 (+3) 18 (+4)

  • Saving Throws Str +9, Dex +7, Con +8
  • Skills Athletics +9, History +5, Insight +7, Intimidation +8, Persuasion +8, Perception +7
  • Damage Resistances Acid, Fire; Bludgeoning, Piercing and Slashing from Non-Magical Attacks that aren't Silvered
  • Senses Darkvision 60ft, Passive Perception 17
  • Languages Common, Infernal
  • Challenge 9 (5,000) Proficiency Bonus +4

Traits

Honorable Duelist. The Reth Dekala will never hover outside melee reach nor use Ranged Attacks nor Ranged Effects against worthy Melee foes; Ranged shooters/Spellcasters and stealthy foes are unworthy of this honor.

Magic Resistance. The Valkyrie has Advantage on Saving Throws against Spells and other Magical Effects.

Magic Weapons. The Reth Dekala's Weapon Attacks and Maneuvers are Magical.

Vilefire Aura. At the start of each of the Reth Dekala’s Turns, each Creature within 10ft of the Reth Dekala must make a DC 16 Constitution Saving Throw, taking 9 (2d8) Acid Damage, 9 (2d8) Fire Damage, and become Poisoned until the end of their next Turn on a failed Save, or half as much Damage and no other Effects on a success.

Actions

Multiattack. The Reth Dekala Thaumakarch makes two Weapon Attacks or two Vilefire Blasts.

Claw Bracer. Melee Weapon Attack: +9 to Hit, Reach 5ft., one Target. Hit: 6 (1d4+5) Piercing Damage and 9 (2d8) Acid or Fire Damage (its choice).

Halberd. Melee Weapon Attack: +9 to Hit, Reach 10ft., one Target. Hit: 9 (1d10+5) Slashing Damage and 9 (2d8) Acid or Fire Damage (its choice).

Vilefire Blast. Ranged Spell Attack: +8 to Hit, Range 60/240ft., one Target. Hit: 9 (2d8) Acid Damage and 9 (2d8) Fire Damage. On a Hit, the Target must succeed on a DC 16 Constitution Saving Throw or become Poisoned until the end of their next Turn.


Actions

Vilefire Orb (Recharge 4-6). The Reth Dekala Thaumakarch throws an orb of Vilefire at a point within 120ft that it can see. Each Creature within 20ft of that point must make a DC 16 Constitution Saving Throw, taking 18 (4d8) Acid Damage, 18 (4d8) Fire Damage and being Poisoned for 1 Minute on a failed Save, or only half as much Damage and no other Effect on a success. A Creature Poisoned this way can repeat the Save at the end of each of their Turns, ending the Effect on a success.

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Honorable to the Bones. Reth Dekala are good guards for evil masterminds. They are extremely loyal, one would sooner die rather than dishonor itself by failing to uphold its word. In battle, Reth Dekala use their Air-Walk to avoid dishonorable foes (such as Rogues, skirmishers, or minions) and seek out a suitable opponent to duel in Melee. Reth Dekala only use their Vilefire Blast against archers and Spellcasters as they will avoid him at Melee, but never against Melee worthy foes.

The Spread of Evil. The ancient Reth were a proud Race of Mortal sorcerer-warriors, heroes for many ages. However, after their enemies grew ever larger, as the legacy of their ancestors was destroyed with their names tarnished, and as the greed and desire for strength grew, they fell to the corruption of the nameless Archdevil of the Crimson Citadel. Now they are cursed without sex nor gender, and are effectively ageless. To make more of their kind, they perform a special rite that infuses the body of a captive Humanoid with the corrupt Vilefire, an agonizing process that the Reth Dekala view as a great honor to bestow upon a worthy foe.

Tyrants of Honor. Reth Dekala view themselves as a strictly governed order of warriors. They do not see themselves as an army; they are a brotherhood of knights, every Reth Dekala expects to be treated as an overlord and conqueror by any lesser being. The Reth Dekala are bound to follow the orders of their superiors, and they undertake few missions or tasks on the Material Plane unless ordered.

MARTIAL MIGHT

Thaumakarch Adept

If you make the Reth Dekala Thaumakarch a Martial Adept, it will receive the following changes:

  • Challenge Rating +1

Traits

Martial Adept (5d8 Martial Dice per Short Rest). The Reth Dekala Thaumark is a 7th-Level Martial. Its Martial Ability is Strength (Martial Save DC 17, +9 Martial Attacks). The Reth Dekala knows the following Maneuvers:

Maneuvers.

1st-Rank: Ambush, Blocking, Nature's Instinct, Tracing Attack

2nd-Rank: Brace Up, Riposte, Wild Posture

3rd-Rank: Commanders Eye, Power of the Soul, Revealing Attack

4th-Rank: Disruptive Attack

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Reth Hierarchy. Most Reth Dekala are known as Dekarchs; above these are the Ur-Dekarchs, the Thaumakarchs, and the high Thaumakarchs. To earn the title of Thaumakarch, a Reth Dekala must learn to complement its Martial capabilities with Sorcerery, so the highest-ranking Reth Dekala are dangerous Sorcerers as well as Martial foes. Exacting oaths of fealty and behavior dictate their behavior toward one another, creating a complex hierarchy of fealty and obligation from the common Dekarch all the way up to the High Thaumakarch of the Crimson Citadel.

Reth Fortresses. The Reth Dekala are natives of Thuldanin, second layer of the Plane of Acheron; the Infernal Battlefield. A few roam the broken debris-fields of the layer, or stand lonely vigils in isolated watchtowers scattered across the Plane, but most remain in or near the vast fortress monastery known as the Crimson Citadel. Once the seat of the nameless Archdevil who originally corrupted the Reth, the Citadel is now the home for the cursed warriors. On the Material Plane, the Reth Dekala can be found in almost any terrain or climate. They are most comfortable in warm environs, but they pursue their missions wherever they lead.

Marked for Death. The Reth Dekala must make sure that all their descendants perish and stay that way, there is no escape from this fate as even reincarnations are still considered Reth blooded. This is why they perform a special ritual over the dead bodies of their descendants to mark their body and soul. This mark can Magically inform the High Thaumakarch if the descendant is ever resurrected, reincarnated, cloned, or finds any other way to escape death. The mark also allows the Reth Dekala and other Fiends to feel the presence of the descendant, making them able to have an approximation of its whereabouts. In special cases when an individual is too powerful to remain dead by conventional means, they will capture it, trapping its soul in the Crimson Citadel forever.


Thaumakarch Spellcaster

The Reth Dekala Thaumakarch can be used as is, but if you want to add its true sorcerous potential, it will receive the following changes:

  • Challenge Rating 11 (7,200)

Traits

Spellcasting. The Reth Dekala is a 10th-Level Spellcaster. Its Spellcasting Ability is Charisma (Spell Save DC 16, +8 Spell Attacks). The Reth Dekala has the following Sorcerer Spells prepared:

Cantrips: Control Flames, Green-Flame Blade

1st-Level (4 Slots): Absorb Elements, Charm Person, Detect Magic, Shield

2nd-Level (3 Slots): Flaming Sphere, Hold Person, Misty Step, See Invisibility

3rd-Level (3 Slots): Counterspell

4th-Level (3 Slots): Banishment, Sickening Radiance, Wall of Fire

5th-Level (2 Slots): Dominate Person, Far Step

Actions

Multiattack. The Reth Dekala Thaumakarch Cast one Cantrip and makes one Weapon Attack or Vilefire Blast.

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MARTIAL MIGHT

Valkyrie

With a peal of thunder, a vision of fury appears before you. With wings like storm clouds and eyes that spit lightning, this elegant yet fierce womanlike creature waves two swords in your direction, each crackling with electricity.

Angels of War. Valkyries, often called storm angels by the ignorant, soar through the skies of Plane of Ysgard seeking battle with anyone within it. Outside, in the Material Plane, they choose more carefully for worthy foes. These Celestials are composed of only females, being fearless paragons of Martial prowess, thrilled to fight worthy foes at every opportunity. Although prone to disobedience, Valkyries often serve deities of war as messengers and enforcers.

Valkyrie Kind. Valkyries stand about 9 to 10 feet tall and weigh 300 to 350 pounds. Although all female and capable of giving birth, Valkyries do not give birth to more Valkyries, instead they have celestial or half-celestial children. They rarely have room in their hearts for emotions other than battle fury, but when they do find love in men the union produces offspring.

‎‎

Worthy Combat. A Valkyrie descends to engage in Melee combat, preferring one on one duels. They praise Martial opponents, but let them know that surrender or truce are not an option; only accepted by direct orders from the one they serve or by extreme circumstances. If a Valkyrie finds herself outmatched she might flee, surrender, or fight until death, depending on her foes nature. If overcome by a Martial foe they will surrender, offering themselves in service and homage for their lives and learning something of her opponents superior might. Rarely they will fight to the death, unless the fight is one of a lifetime to experience the honor of defeat by a formidable enemy; or if her opponent has no intention of sparing her. They will normally flee at being overcome by pure Spellcasters or other non-Martial foes, commonly leaving to search a more worthy Martial-oriented opponent; but sometimes they return with reinforcements to deal with such tricky foes.

Saved for Battle. Valkyries travel alone or in small groups. Soaring through the clouds, challenging any intelligent creature bearing the armament of a warrior who seems worthy. Often, Valkyries happen upon a battle and observe the combatants from the air or from hiding. The Valkyries then swoop down to "rescue" skilled fighters from the Melee, taking them to a safe place where they can recuperate and ready themselves to do battle with their saviors.

Plague of Nations. As Celestials they don't eat, drink nor sleep, so they don't affect natural habitats. However, due to their lust for worthy battles, they end up killing the best warriors of many kingdoms, leaving them vulnerable to outside attacks and indirectly being the ruin of great nations.

Sisters of Battle. Valkyries instinctively recognize each other as siblings of a sort, and this sisterhood causes them to feel a sort of camaraderie with one another. On their home plane of Ysgard, this camaraderie becomes blurred as the Valkyries fight one another regularly and often participate in the celebrations in the Hall of the Valiant. Yet on other planes, Valkyries rarely fight one another, preferring to work together to find brave opponents or to serve a great fighter.

Made by Bloodshed. Valkyries come into being when a deity’s battleshed blood falls on the hallowed grounds of one of Ysgard’s layers. If the deity lived through the combat, the blood it lost to the earth sprouts glory flowers on the following dawn, carpeting the landscape in glowing blood-red blossoms. The short-lived glory flower’s blossoms are prized components in magic items, and when properly brewed can be used to make potions of heroism. Should the glory blossoms be left undisturbed until the following dawn, the glow they emit builds to an almost blinding crimson light as they die, and a Valkyrie appears when the light is most intense. The newly born Valkyrie seeks out its parent deity to serve it. Most Valkyries in service to a deity serve a god or goddess that lives on the plane, such as Kord or Olidammara, but such service rarely lasts more than a hundred years of a Valkyrie’s immortal life due to their independent natures.

MARTIAL MIGHT

Valkyrie

Large Celestial, Always Chaotic Neutral


  • Armor Class 18 (Unarmored Defense)
  • Hit Points 147 (14d10+70)
  • Speed 40ft, Fly 90ft

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 20 (+5) 14 (+2) 16 (+3) 16 (+3)

  • Saving Throws Dex +9, Con +9
  • Skills Acrobatics +9, Insight +7, Persuasion +7, Perception +11
  • Damage Resistances Bludgeoning, Piercing and Slashing from Non-Magical Attacks that aren't Silvered
  • Damage Immunities Cold, Lightning, Thunder
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 120ft, Passive Perception 21
  • Languages Common, Abyssal, Celestial
  • Challenge 10 (5,900) Proficiency Bonus +4

Traits

Lightning Gaze. When a Creature that can see the Valkyrie's eyes starts its Turn within 30ft of her, the Valkyrie can force it to succeed on a DC 15 Dexterity Saving Throw or take 14 (4d6) Lightning Damage if the Valkyrie isn't Incapacitated and can see the Creature. Unless Surprised, a Creature can avert its eyes to avoid the Saving Throw at the start of its Turn. If the Creature does so, it can't see the Valkyrie until the start of its next Turn, when it can avert its eyes again. If the Creature looks at the Valkyrie in the meantime, it must immediately make the Save.

Magic Resistance. The Valkyrie has Advantage on Saving Throws against Spells and other Magical Effects.

Magic Weapons. The Valkyrie's Weapon Attacks and Maneuvers are Magical.

Storm Touch. The Valkyrie can add 1d6 Lighting Damage to any of its Melee Attacks with Weapons and Unarmed Strikes (Damage already included).

Unarmored Defense. While not wearing Armor nor a Shield, the Valkyrie Armor Class is equal to 10 + its Dexterity Modifier + its Charisma Modifier


Actions

Multiattack. The Valkyrie makes two Weapon Attacks.

Shortsword. Melee Weapon Attack: +9 to Hit, Reach 5ft., one Target. Hit: 13 (2d6+5) Piercing Damage and 3 (1d6) Lightning Damage.

Unarmed Strike. Melee Weapon Attack: +8 to Hit, Reach 5ft., one Target. Hit: 8 (1d6+4) Bludgeoning Damage and 3 (1d6) Lightning Damage.

Bonus Actions

Sonic Burst (Recharge 4-6). A Valkyrie claps its wings together in a thunderclap. Creatures within 30ft of the Valkyrie must make a DC 15 Constitution Saving Throw, taking 14 (4d6) Thunder Damage on a fail Save, or half as much on a success.


Valkyrie Adept

If you make the Valkyrie a Martial Adept, it will receive the following changes:

  • Challenge Rating 12 (8,400)

Traits

Martial Adept (7d10 Martial Dice per Short Rest). The Valkyrie is an 11th-Level Martial. Its Martial Ability is Dexterity (Martial Save DC 17, +9 Martial Attacks). The Valkyrie knows the following Maneuvers:

Maneuvers.

1st-Rank: Ambush, Survivor's Instinct

2nd-Rank: Grappling Attack, Trip Attack

3rd-Rank: Commanders Eye, Power of the Soul, Retaliation, Revealing Attack

4th-Rank: Disruptive Attack, Gale Pull Attack

5th-Rank: Defensive Posture, Prepared For Battle, Steel Wind Attack, Whirlwind Barrage

6th-Rank: Tearing Strike

MARTIAL MIGHT

Ragewalker

An gigantic yet slender figure appears before you, with all kinds of Weapons flying through him like a whirlwind, its only intent is to kill everything in this land, until only itself can be found within it.

The Answer to War. Ragewalkers embody the natural forces of destruction brought by war and combat. These deadly fey emerge from a landscape torn and twisted by war, specially where an insane number of lives were lost, and they are nature’s response to the ravages of such battles. The Ragewalker, also known as the war torn fey, exists to end the war that brought them to being through the annihilation of all who are capable of waging war in the kingdom.

The End of Nations. A Ragewalker will only want the end the kingdom that brought the war and perpetuated it, not going after other kingdoms. Once its only goal is finished, it will return to the first desolate battlefield in which it was born. There it will remain, motionless, in a trance-like state, to make sure the kingdom it destroyed remains so.

Under the Helmet. Ragewalkers have light gray skin, a generally humanoid build, and fair elf like characteristics. Few ever see their faces, distorted by bloodlust, since they are covered from head to foot in tight-fitting metal armor. The most unusual trait of a Ragewalker is the cloud of weapons that spins around it in a tight orbit. Any who come close to the creature risk injury from these flying weapons. A Ragewalker stands 15ft tall and weighs 500 pounds.

Divide and Conquer. Ragewalkers are tacticians, they carefully watch the battlefield before they engage, picking a correct spot to divide its foes with its Blade Barrier, but before doing so it expects to induce a blood frenzy on them so they slay one another while it retreats in the safety of the Blade Barrier to a more advantageous position. If it has Flying Swords at his command, it will use them to flank its opponents or distract them while he focuses on a lone party member.

The Weapons of the Fallen. Ragewalkers are usually followed by multiple Flying Swords, which follow its command, they are Animated by its presence after slaying Martial enemies.

Regional Effects

The mere presence of a Ragewalker inflicts Regional Effects, which creates one or more of the following Effects:

  • Each Creature of CR 4 or lower (or Level 4 or lower) that is within 12 Miles of the Ragewalker becomes affected by the Ragewalker Induce Blood Frenzy Trait, having to make the Save each 1 Hour they are within this Radius.

  • Each Creature of CR 4 or lower (or Level 4 or lower) that is within 6 Miles of the Ragewalker feels its being constantly hunted, having Disadvantage on Saving Throws against being Charmed and Frightened.

  • 1 Day after slaying a Creature of CR 4 or lower (or Level 4 or lower), the Weapon of the foe can Animate as a Flying Sword, following the commands of the Ragewalker. These Flying Swords cannot be further than 1 Mile from the Ragewalker, and the Ragewalker cannot have more than 10 Flying Swords at the same time.

MARTIAL MIGHT

Ragewalker

Huge Fey, Always Neutral Evil


  • Armor Class 19 (Natural Armor)
  • Hit Points 187 (15d12+90)
  • Speed 50ft

STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 22 (+6) 12 (+1) 16 (+3) 20 (+5)

  • Saving Throws Dex +11, Int +6, Wis +8, Cha 10
  • Skills Acrobatics +11, Athletics +10, Intimidation +10, Survival +8, Perception +11
  • Damage Resistances Bludgeoning, Piercing and Slashing from Non-Magical Attacks that aren't Silvered
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60ft, Passive Perception 21
  • Languages Common, Abyssal, Infernal, Sylvan
  • Challenge 14 (11,500) Proficiency Bonus +5

Traits

Induce Blood Frenzy. Whenever a Creature starts its Turn within 10ft of the Ragewalker, it must succeed on a DC 18 Wisdom Saving Throw or become Charmed for 1 Minute. While Charmed this way, the Creature flies into a mindless blood frenzy, having Advantage on Attack rolls, but Attack rolls against it also have Advantage. On each of its Turns, the Creature must use its Movement to Move within 5ft of the nearest Creature to it that is not the Ragewalker, then use the Attack Action to make Melee Attacks against a randomly determine Creature within its Reach that is not the Ragewalker. The Creature acts incoherent while Charmed, being unable to talk, communicate nor Cast Spells while in frenzy. A Charmed Creature can repeat the Save at the end of each of its Turns, ending the Effects on a success. A Creature that succeeds on its Save becomes Immune to it for 24 Hours.

Magic Resistance. The Ragewalker has Advantage on Saving Throws against Spells and other Magical Effects.

Magic Weapons. The Ragewalker's Weapon Attacks and Maneuvers are Magical.

Weapon Cloud. The Ragewalker Magically commands Weapons to whirlwind around itself, granting it Three-Quarters Cover against any Attack made further away than 5ft of the Ragewalker. In addition, whenever a Creature gets within 5ft of the Ragewalker for the first time in a Turn, or starts its Turn there, it must succeed on a DC 18 Dexterity Saving Throw or take 13 (3d8) Slashing Damage.


Traits

Innate Spellcasting. The Ragewalker can Cast the following Spells, requiring no Material Components and using Charisma as its Spellcasting Ability (Spell Save DC 18, +10 Spell Attack):

5/Day each: Earthbind, Blade Barrier

Actions

Multiattack. The Ragewalker makes three Weapon Attacks.

Spiked Chain. Melee Weapon Attack: +11 to Hit, Reach 15ft., one Target. Hit: 16 (3d6+6) Piercing Damage or 19 (3d8+6) Piercing Damage if wielding it with both hands.

Claws. Melee Weapon Attack: +11 to Hit, Reach 5ft., one Target. Hit: 13 (3d4+6) Slashing Damage.

Reactions

Repel Missile. When the Ragewalker is Missed with a Ranged Attack, it can use its Reaction to force the Attack to be redirected towards the original Attacker. The Attacker becomes the Target of its own Attack, using the same Attack roll that Missed the Ragewalker against itself.


Ragewalker Adept

If you make the Ragewalker a Martial Adept, it will receive the following changes:

  • Challenge Rating 16 (15,000)

Traits

Martial Adept (9d10 Martial Dice per Short Rest). The Ragewalker is a 15th-Level Martial. Its Martial Ability is Dexterity (Martial Save DC 19, +11 Martial Attacks). The Ragewalker knows the following Maneuvers:

Maneuvers.

1st-Rank: Ambush, Brutal Strike, Deflect, Disarming Attack, Nature's Instinct, Prodigious Physique, Survivor's Instinct

2nd-Rank: Brace Up, Parry

3rd-Rank: Commanders Eye, Power of the Soul, Prowess of the Body, Retaliation

4th-Rank: Disruptive Attack, Glancing Attack, Menacing Attack

5th-Rank: Blinding Attack, Prepared For Battle

6th-Rank: Warcry

8th-Rank: Earthquake, Execution

MARTIAL MIGHT

Martial Lore

New information and world-building can be found below, adding Lore to the world of Martial Might:

The Sublime Way

The world is filled with great warriors, but many lack the highest of a warrior’s arts, the Sublime Way.

The Sublime Way is a more spiritual way of seeing ones Martial Might, to a certain extend in a religious way, both as something beyond the physical and as a way of life.

The Sublime Way is not Magical, at least not in a normal sense. It is a teaching that harnesses a student’s discipline and determination through knowledge, practice, and study. A master of the Sublime Way can perform Martial exploits nearly, or outright, superhuman.

The Sublime Way represents small moments of clarity, self-knowledge, piety, or perfection. While a normal warrior simply Attacks to defeat foes, a student of the Sublime Way performs a very specific mental and physical exercise that results in a mighty blow; if it is executed just right.

Source of Power. Some believe that a practitioner of the Sublime Way creates the power for his Maneuvers by invoking a cosmic principle of perfection. This theory holds that if the student moves in a precise pattern while calling to mind the very specific mental images or analogies corresponding to that Maneuver, he forges a brief connection with a source of power that lends strength and precision to his strike. Others believe that followers of the Sublime Way draw the necessary power from their own souls by harnessing Ki; the energy of life. But whatever the truth of the matter, the results are spectacular. Few can match the agility, strength, and skill of a master of the Sublime Way.

Path of True Warriors. At the heart of the Sublime Way, lies one simple precept: The warrior who knows himself perfectly cannot be defeated. You cannot predict where you will fight, or what weapons you will have, or how your enemies will strike at you. But you can prepare yourself for that moment through constant practice, study, and reflection.

Conquer your own body, mind, and spirit, and you cannot help but be victorious over your enemies.

Martial Adepts. Those who devote their lives to studying some aspect of the Sublime Way are known as Martial Adepts. All are skilled in combat, but they rely on perception, learning, and willpower, in addition to pure physical aptitude for battle. Martial Adepts seek to fuse tangible physical prowess with utmost control of the mind and spirit.

Fate and the Path. Some believe that the Sublime Way is a force of its own, not conscious like a god, but able to guide those it deems worthy towards it. The cosmic principle of perfection that Martial Adepts imitate to Initiate Maneuvers, it lays a Path ahead, beyond just physical prowess, some call it fate or destiny, and is up to each individual to embrace or deny it, for good or ill, heroism or evilness, in this or the next life, the Path will always be waiting those who walk it.

MARTIAL MIGHT

Reth Race

As the last of the Reth, we have flowing through our veins the blood of a warrior Race. The more we fight, the more powerful we become. Tell me what has more meaning than your own strength!

The Reth, a Race of sorcerer-warriors, the great heroes and later conquerors of their Age, now hunted down by their cursed ancestors, in this age the pure-blooded Reth still exist.

Reth Character

Reth have great resemblance to Humans, females can grow up to 6 feet tall while males can go up to 7, with golden skins and vibrant hair colors, from strong reds to dark purple. They posses taloned hands with 4 muscular fingers with dark claws-like nails, eyes tinted with a peculiar color from their sorcerous ancestry, which can glow intensely when angered.

They are stubborn and prone to anger, but they are taught from childhood to use this anger in productive manners and as a catalyst of their sorcerous capabilities.

Meant for War

The Reth have always seen themselves as paragons of war, focusing their sorcery into improving their Martial capabilities. Their culture is one of honor and warfare, expecting great combat prowess of very man and woman as only the strongest must rule; for without strength evil cannot be fought. In antiquity, they were great conquerors and heroes that brought order in times of chaos, but after many generations, and as the achievements of their ancestors were torn apart by their ever increasing foes, greed and the ever present desire for strength overcame many of them. This was all the plan of the nameless Archdevil of the Crimson Citadel, which gifted them Vilefire in a cursed pact.

Persecuted Among Many Races

The Race of Reth presented here are pure descendants, keeping their golden skins, tinted eyes, taloned hands, and the power of Vilefire. However, they are compatible with other Humanoids, so any Race with an ancestor of the Reth is also persecuted by the Reth Dekala to extinguish their bloodline.

The Fall and Persecutions

After centuries of an iron fisted empire, many descendant Reth distanced themselves from the nameless Archdevil as they didnt want to follow what they considered a mistake by their ancestors. As these new generations didn't pledge their souls to him, yet kept the power of Vilefire in their bloodline. Full of anger at this, the Archdevil reinvigorating their long conquered foes, beginning the fall of their empire. Even after this, he tormented the descendants for many centuries, until the Archdevil ordered the now cursed Reth Dekala to end their Mortal lineages. Although the Dekalas fought against this fate, now they are forever tortured by the Vilefire until this order is completed.

Survival at any Cost

The Reth are still out there, whether as nomad tribes, scavengers, warlords, in secret societies, or as exotic slaves, they have hidden from the ever present spies and influence of the cursed Reth Dekala that hunt them down. They know their lineage is cursed, but they will not allow themselves to be vanquished to oblivion. This warrior Race will fight till the end, passing the burden and responsability from one generation to the next, seeking to break the curse without ending their lineages; extinction is not an option.

Reth Traits

As a Reth, you gain the following Traits:

Ability Score Increase. Your Strength, Dexterity and Constitution Scores increase by 1.

Creature Type. You are a Humanoid.

Age. They’re adults by their late teens and live less than two centuries.

Size. Your Size is Medium.

Speed. Your Walking Speed is 30ft.

Languages. You can speak, read, and write Common and Undercommon.

Darkvision. You can see in Dim Light within 60ft of you as if it were Bright Light and in Darkness as if it were Dim Light. You discern colors in that Darkness only as shades of gray.

Might & Magic. You gain Proficiency with two of the following Skills of your choice: Arcana, Acrobatics, Athletics, History, or Intimidation.

Reth Sorcery. You know the Green-Flame Blade Cantrip. Starting at 3rd-Level you can Cast the Absorb Elements Spell with this Trait. Starting at 5th Level you can Cast the Branding Smite Spell with this Trait. Once you Cast Absorb Elements or Branding Smite with this Trait, you can't Cast that Spell again with this Trait until you finish a Long Rest. You can also Cast either of those Spells using any Spell Slots you have of the appropriate Level.

Intelligence, Wisdom, or Charisma is your Spellcasting Ability for these Spells when you Cast them with this Trait (choosen when you select this Race).

Reth Resiliance. As a Bonus Action, you can expend 1 Hit Die to regain a number of Hit Points equal to on roll of your Hit Die + your Constitution Modifier + your Proficiency Bonus.

You can use this Trait a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.

MARTIAL MIGHT

Martial Might

Become a Martial Adept with this expansion to all Martial Classes!

By Larry2233

Discord: @Larry2233

Reddit: /u/Little-Mist-Walker

Art Credits:
Updates:

Published: v1.0 - 06/11/2022
Last Update: v2.1 - 28/07/2024

 

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