Martial Roles (Buff for all martial classes)

by HugeGranolaBar

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Martial Roles

v1.0
It's no secret that martial classes in dnd5e are generally lacking in variety and power, only ever using the attack action and not much else. The goal of this homebrew is to give all martial classes viable, interesting options. (And, usually, at least some benefit out of combat.)

This was not made for use with DnD 5.24e. I have not played with the 2024 player's handbook, but if there's still just as much of a disparity between martials and casters, then it was supposedly designed to still allow all homebrew, so no issue there. *Looking over it, I'm not really a fan of weapon masteries, and the improvements to grappling and all that are good... if you want to play a grappling-focused character, which I usually don't.

Also, this was made for a very specific campaign setting, and some of the abilities and mechanics (especially for the Gadgetry role) may not quite mesh with a more traditional forgotten realms setting.

Roles

All barbarians, fighters, monks, rogues, paladins, and rangers choose one of the following roles, and gain increasing benefits starting from 3rd level. They only gain benefits from the role based on their levels in the listed classes, not from their overall character level. This functions somewhat like a sub-subclass, gaining more benefits as you level up. If you are playing as a Paladin or Battle Smith Artificer, you gain reduced benefits from your role, only contributing half of your levels to your role progression (A Brute Force paladin wouldn't get Greater Strength until level 14.)

The roles below are listed in order of least to most complex.


ROLE                                                 BRIEF DESCRIPTION

Brute Force Straightforward damage increase, with only marginally more thought than normal. To avoid analysis paralysis.
Striker Become speedy and hard-hitting, taking qualities from both rogue and monk.
Impose Become harder to kill with great defenses, drawing fire and insulting foes.
Superior Gain Battle Master Combat Superiority, but based on a long rest.
Gadgetry Gain a few gadgets which you can use freely, such as a grappling hook, smoke bomb, and hypnotist pendulum. At later levels, get extremely powerful, single-use gadgets, such as a grenade and steroids.
Special Technique Gain a few spell slots, which you can use to cast a limited selection of spells, with some new ones exclusive to martial classes.
Innate Psionics* Gain lesser psionic powers (Homebrew class by KibblesTasty)

Certain roles gain a number of new options, referred to as techniques, which are presented like spells for the sake of uniformity. These take no resource to perform, only the listed acting time. An acting time of 1 action means that it takes an action to perform, and a range of 15 feet means the target must be within 15 feet of the performer. An acting time of 1 attack means that you can replace any single attack you make with that technique, or use it as an action. Some techniques even take concentration, which functions identically to concentration on a spell. Sometimes, a technique won't require time to perform at all, and simply change the effects of a standard attack. These will be marked with Attack Modifier instead of the usual information.

All classes, including spellcasters, gain the Cover and Shove techniques at level 1.

Cover

  • Acting Time: 1 reaction
  • Range: 10 feet
  • Duration: 1 round

As a reaction when a creature within range is made the target of an attack, you immediately move to a space within 5 feet of them an make yourself the target instead. You must make this reaction before the attack roll of the attack is made. You redirect all attacks made against the targeted creature to yourself until the beginning of your next turn, or until you end it at will (no action required).

Shove

  • Acting Time: 1 attack
  • Range: Touch
  • Duration: Instantaneous

You touch a creature and make an Athletics check contested by their Athletics or Acrobatics check. On a success, you can either push the target 10 feet in any direction or render them Prone.

Rogue

For full transparency, I believe Rogue's cunning action grants an additional action that is not your bonus action and can be used individually on each turn, the intention of which is shown in the wording of the feature, as well as in several rogue subclasses. Starting at level 5, Rogues can use their cunning action to perform any technique with an acting time of 1 attack.

Extra Attack tweak

A significant factor in martials being boring to play is the 'extra attack' feature, which discourages them from using what may be more interesting options by making their basic attack almost always the most optimal action to take. You could try the following change, although it is fully untested, and these 'roles' are not built with it in mind.

Extra Attack

Starting at 5th level, once on each of your turns, you can make a single weapon attack without taking an action, given that you are currently able to take the attack action and do not use your action to cast a spell or take the hide action.

Barbarian

While a lot of martial classes start to be deprecated at level 11, Barbarian has it the worst. They get a new feature at 11th level, which gives them just a touch of extra damage.

Exceptional Strength

Starting at 11th level, you can add your rage damage to strength-based weapon attacks even if you aren't raging. Additionally, while raging, you can make an unarmed strike as a bonus action.

Brute Force

You devastate opponents with sheer physical might, caring little for tact. Not necessarily reliant on the strength stat. Viable for all classes except Rogue.

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Brute Force
Level Benefits
1st
2nd
3rd Bum Rush
4th
5th Charge Up, Power Strike
6th
7th Greater Power, Greater Body
8th
9th
10th Ability Score Increase
11th Titanic Power
12th
13th
14th Ability Score Increase
15th Annihilate
16th
17th
18th
19th
20th
Bum Rush

Brute Force Technique


  • Attack Modifier (Unarmed Only)

Before you make an attack with an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, it deals 5 additional damage, and for every 5 feet you moved in a straight line before making the attack, you add 1 additional damage, to a maximum total of 15 additional damage. Finally, the target must make a Strength saving throw. On a failure, you can either knock the creature prone or move it to an unoccupied space within 15 feet.

Power Strike

Brute Force Technique

  • Attack Modifier Before you make an attack with a weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. This technique is most effective against opponents with poor defense. This damage increases +12 at 9th level, and to +15 at 15th level.
Charge Up
  • Acting Time: 1 Bonus Action/1 Attack
  • Range: Self
  • Duration: 2 rounds If you hit with the next attack roll you make, it will deal 1d6 additional damage of the attack's type to the target. Otherwise, the effects of this technique are lost. This technique can be applied up to three on a single attack. This damage increases to 2d6 at level 11, and 3d6 at level 17.

Greater Body

Starting at 7th level, your body is developed enough to give you an immutable presence in all situations. You gain the following benefits.

  • You can hold or carry up to 4 willing creatures in your hands, no matter their size category, if your hands are free.
  • As an action, you can charge forward. You move up to your speed without provoking opportunity attacks, and can move through the spaces of other creatures with this movement. Each creature you move through in this way takes bludgeoning damage equal to your Constitution modifier plus your Proficiency bonus, but can only take this damage once per turn. You cannot end your movement in another creature's space.
  • At the beginning of your turn, if you are charmed, you may try to snap out of it, immediately taking 1d10 damage, but are allowed to re-attempt the saving throw.

Greater Power

When rolling damage for any weapon attacks, your damage drastically improves. The following only applies to the BASE damage dice of the weapon (two d6s for a greatsword, even if it's a flametongue or you've charged up). Roll d6s instead of d4s, d10s instead of d6s, d12s instead of d8s, 2d8 for each single d10, and a d20 instead of a d12.

Titanic Power

The first time you use Power Strike or Bum Rush on your turn, you do not recieve a penalty to your attack roll.

Annihilate

Once per long rest, you can attempt to splatter the vitals of an opponent in place of one of your atttacks. Make an attack, using either your strength or dexterity modifier and your proficiency bonus, adding no additional bonuses or advantage. On a hit, the target takes 80 typeless damage, which cannot be resisted, or 160 damage if the attack was a critical. If the attack misses, it deals 25 typless damage, as the opponent is just barely nicked by your strike.

Striker

You zip around the battlefield, speeding ahead to hit first and hit where it hurts. Reccommended for Rogues, or Monks.

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Striker
Level Benefits Vital Strike Quick Movement
1st
2nd
3rd Quick Movement, Leaping Blade +5 ft
4th +5 ft
5th Vital Strike, Hit and Run 1d6 +5 ft
6th Pierce 1d6 +5 ft
7th Crush, Vault, Instant Opening 1d6 +10 ft
8th 1d6 +10 ft
9th Cyclone, Improved Two-Weapon Fighting 2d6 +10 ft
10th 2d6 +10 ft
11th Rend, Accelerated Mind 2d6 +10 ft
12th 2d6 +10 ft
13th 3d6 +10 ft
14th 3d6 +10 ft
15th Rushdown 3d6 +10 ft
16th 3d6 +10 ft
17th 4d6 +15 ft
18th 4d6 +15 ft
19th 4d6 +15 ft
20th 5d6 +15 ft

Quick Movement

You gain additional movement speed as you level up, as shown in the Quick Movement column.

Leaping Blade

Upon reducing a creature to 0 hit points using a melee weapon attack, you can immediately leap to a point of your choosing within 15 feet without using any movement and make an additional melee weapon attack against a creature within range.

Vital Strike

When you have the upper hand, you ensure that your attacks count. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The extra damage increases as you level up, as shown in the Vital Strike column.

Hit and Run

  • Attack Modifier

You do not add your ability modifier or any other bonuses to the damage of this attack, however, you can move up to your speed before making the attack, and on a successful hit, the target's speed is reduced by 15 feet. This technique can be used only once per turn.

Pierce

  • Attack Modifier

Instead of making an attack roll, you can force the target to make a Dexterity saving throw against a DC of 8 + your Proficiency bonus + your Dexterity modifier, taking damage from your attack on a hit. This technique can be used only once per turn.

Instant Opening

As a reaction when a creature within makes a successful melee attack against you, you can attempt to counterattack. Make an unarmed attack roll. If your attack roll exceeds theirs, you can instantly make a single weapon attack against them, and the triggering attack deals only half damage. You can use this feature a number of times equal to your Proficiency bonus, regaining all uses at the end of a long rest.

Crush

When dealing Vital Strike damage to a prone target, you may choose to immediately end the prone condition on that target to deal extra damage equal to 1d6 + your Vital Strike damage.

Improved Two-Weapon Fighting

When two-weapon fighting, you make your off-hand weapon attack as part of your Attack action instead of a bonus action, and you add your ability modifier to the damage of this attack. Additionally, you can always make a single weapon attack with a light weapon as a bonus action.

Vault

You can jump triple the height and distance you normally can, up to a minimum of 20 feet. Additonally, as a bonus action, you can vault over an enemy, moving through their space freely and imposing disadvantage on their first attack they make against you on their next turn. You cannot end your movement in their space. Finally, as an action, you can make a high-jump on the spot as if it were a running high jump, and you stay at the peak of this jump until the beginning of your next turn.

Rend

You cut through the target's defenses with unparalleled precision. Upon missing an attack, you can choose for it to hit instead. You can apply your vital strike and sneak attack damage to this attack, if you have not used them this turn. You can use this feature once per long rest, or twice, starting at 15th level.

Cylone

As an action, you can spin into a frenzy of attacks. You can make two melee attacks against all creatures of your choice within 15 feet of you. You can use this feature twice per long rest.

Accelerated Mind

You gain an additional reaction on each of your turns.

Rushdown

In a burst of charged fury, you cut rapid, deep gashes into your target. Once per long rest, as an action, you can make 4 melee attacks against a target. Each hit deals additional damage equal to your Vital Strike damage.

Impose

You insert yourself when unneeded, being annoying, rude, and cowardly. Your effectiveness in controlling the battlefield is undeniable, however. Reccommended for fighters, barbarians, and paladins. In order to take this role, you must have proficiency in at least one of the Persuasion, Intimidation, or Deception skills. You gain the following benefits:

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Impose
Level Benefits Imposing Bonus
1st +0
2nd +0
3rd Spook, Cower +0
4th +0
5th Braced, Greater Presence +1
6th +1
7th Beat Up, Fortify +1
8th +1
9th Instigate, Ram +2
10th +2
11th Overrule, Tremor +2
12th +2
13th +3
14th +3
15th Conquer +3
16th +3
17th +4
18th +4
19th +4
20th +5

Impose Technique Save DC = 8 + your Proficiency Bonus + your Charisma modifier

Spook

Impose Technique


  • Acting Time: 1 attack
  • Range: 20 feet
  • Duration: 1 round

You force the target to make a Wisdom saving throw or become frightened of you until the end of your next turn.

Several features and techniques refer to your Imposing bonus, which increases with your level and is shown in the table above.

Cower

Impose Technique

  • Acting Time: 1 reaction
  • Range: Self
  • Duration: 1 attack As a reaction to an attack or being forced to make a Dexterity, Strength, Constitution, or Wisdom saving throw, you can recede in to your defenses momentarily. Against an attack, you gain a bonus to your AC equal to 5 + your Imposing bonus, and for a saving throw, you gain a bonus to your roll equal to 1 + your Imposing bonus.

Braced

Starting at level 5, you begin to become more adept at your specific brand of control. You gain the following benefits:

  • When forcing a wisdom saving throw through nonmagical means, you gain a bonus to the DC equal to your Imposing bonus.
  • Your range when performing the Cover technique increases by 10 feet. Additionally, when performing the Cover technique, you do not have to move, and can redirect attacks to yourself from two allies instead of one.
  • While wielding a shield or wearing heavy armor, you gain a bonus to AC equal to your Imposing bonus.
  • You gain maximum hit points equal to your level, and one more each time you level up.

Greater Presence

Additionally at 5th level, you have an immutable presence in any space. You have advantage on intimidation checks, and twice per long rest, you can negate any effect that causes you to move against your will for 1 round.

Beat Up

Once per turn, when dealing damage to an enemy who is frightened of you, you deal additional damage equal to your Proficiency bonus.

Fortify

Impose Technique

  • Acting Time: 1 bonus action
  • Range: Self
  • Duration: Until dismissed as a bonus action or the user is incapacitated.

You must have not moved this turn in order to perform this technique. You adopt a powerful stance. While you are in this stance, your movement speed is set to 0, but you gain the following benefits:

  • You gain a bonus to attack and damage rolls equal to your Imposing bonus.
  • Enemies provoke an attack of opportunity from you when moving out of your reach, even if they take the Disengage action, teleport, or otherwise prevent opportunity attacks.
Instigate

Impose Technique


  • Acting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous

You attempt to start a fight between your opponents. Choose a target within range, which must make a DC 12 Charisma saving throw. If the target fails their save, they must take a reaction to move up to their speed without provoking attacks of opportunity towards their nearest ally and make a single melee attack against them. If the target has no appropriate basic melee attack, they make a strength based attack with proficiency that deals 1d4 + STR on a hit. If the target cannot reach any of their allies, they are unaffected by this technique and do not use their reaction.

Shoulder Charge

When performing the Cover technique, if the enemy whose attack triggered the technique is within range of the technique, you can make a melee strength-based attack with proficiency against them as part of the same reaction, dealing 1d4 + STR bludgeoning damage on a hit.

Overrule

Impose Technique

  • Acting Time: 1 action
  • Range: 60 feet, 15 foot Radius
  • Duration: 1 minute, concentration.

Choose a point within range. The ground within 15 feet of that point becomes difficult terrain for all hostile creatures, and attack rolls against creatures within that area recieve a +2 bonus. The first time a hostile creature enters the area, they must succeed on a Dexterity saving throw or fall prone.

Tremor
  • Acting Time: 1 action
  • Range: 20 foot cone
  • Duration: Instantaneous

You stomp the ground and cause the earth to tremble. All targets within the affected area must make a Strength saving throw or take 6d8 Bludgeoning damage, taking half as much on a successful save.

Conquer

Once per long rest, you can take a bonus action to assert your iron will over all. All creatures within 30 feet, excluding yourself, must make a saving throw or suffer the effects of your Spook technique. Additionally, until the end of your next turn, you can add your proficiency bonus to any damage roll you make against a creature that is frightened by you.

Superior

You gain special Maneuvers to take during combat, which are fueled by Superiority dice. Viable for all classes except Rogue.

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Superior
Level Benefits Superiority Dice Sup. Die Size Maneuvers Learned
1st
2nd
3rd Combat Superiority 3 d6 2
4th 4 d6 2
5th 5 d6 3
6th 6 d6 3
7th 8 d8 4
8th 9 d8 4
9th 10 d10 4
10th 11 d10 5
11th Overclock 12 d10 5
12th 13 d10 5
13th 14 d12 6
14th 15 d12 6
15th 16 d12 6
16th 18 d12 7
17th 20 d12 7
18th 21 d12 7
19th 23 d12 8
20th 25 d12 8

Combat Superiority

When you choose this role at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have two superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long rest. The size and amount of your superiority dice increase as you level up, as shown in the Superiority Dice and Sup. Die Size columns of the Superior table.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

If you are already a Battle Master Fighter, you can add twice your Proficiency bonus to the amount of superiority dice you have from the Superior role, and learn additional maneuvers as you would from the Battle Master subclass, and use a d8 in place of a d6 from levels 3-6. However, as your Battle Master superiority dice are added to the superiority dice from this role, you only regain them on a long rest.

Overclock

Starting at 11th level, you can throw yourself into overdrive. Twice per long rest, you can apply up to 2 maneuvers to a single attack, instead of one, and you gain 2 temporary superiority dice to fuel the chosen maneuvers, which disappear at the end of your turn. Starting at 15th level, you can apply 3 maneuvers, and gain 3 temporary superiority dice.

Additional Maneuvers

Knock Around

When hitting a creature with a melee weapon attack, you can expend one superiorty die to knock them into another creature. The creature must make a Strength saving throw or be moved 15 feet in a direction of your choosing. If this movement causes them to collide with another creature or wall, both take bludgeoning damage equal to one roll of your superiority die.

Crush

By expending a superiority die as part of a melee weapon attack, you can force the target into a disadvantageous position. On a hit, the target takes no damage from the attack, but all attack rolls made against the target are made with advantage until the beginning of your next turn.

Trick Shot

When attacking with a ranged weapon, you can perform your shot in a particularly attention-grabbing way. You take a -5 penalty to the attack roll, but if the attack hits, it deals extra damage equal to your Superiority die and the target has disadvantage on attack rolls against all creatures other than you until the end of your next turn.

Full-Force Swing

You can expend two superiority dice when making an attack with a melee weapon or unarmed strike to make an identical attack against every creature within range.

Recede

At the end of your turn, you can expend one superiority die to tense up your body, bracing for oncoming damage. Until the start of your next turn, you gain a bonus to your AC equal to the amount rolled.

Ruthless Attacks

You are spurred on by your ferocity to slash with reckless abandon. Immediately after making a successful weapon attack, you may expend two superiority dice to make another weapon attack with disadvantage against the same creature. You cannot apply maneuvers to this additional attack.

Speed Slash

You attack with a blinding speed, although without the time to build up the necessary momentum. As a bonus action, you can expend a Superiority die to move up to half your movement speed towards an enemy and make one attack with advantage, dealing damage equal to one roll of your superiority die. You can apply a maneuver to this additional attack.

Momentum Cleave

You drag your weapon behind you while charging before swinging it forward in a wide arc, a careless motion with an extreme amount of power. When making a successful attack, you may expend one superiority die to add 1 extra damage to the damage roll for every 5 feet traveled in a straight line immediately before making the attack, to a maximum extra damage equal to your character level.

Bladed Boomerang

You throw your weapon with all your might, and it spins through the air before returning to your hand. As an attack, you can expend superiority dice up to your Proficiency bonus and roll them to throw your weapon to any point you can see within 60 feet, forcing all creatures within a 15 foot radius of that point to make a dexterity saving throw. On a failed save, they take slashing damage equal to the total rolled on the expended superiority dice plus your strength modifier, or half as much on a successful save.

Gadgetry

Instead of sheer physical might, you additionally utilize a number of unorthodox tools. Viable for all classes.

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Gadgetry
Level Benefits
1st
2nd
3rd Gadgetry, Smoke Bomb
4th
5th Hypno-Pendulum, Grappling Hook
6th Vanish
7th Wall Staples, Startling Device, Knowledgable
8th
9th Low Power Explosives, Suture
10th
11th Injections, Drive Bolt
12th
13th Grenade
14th
15th Compound Mirror
16th
17th Drone
18th
19th
20th

Gadgetry

All of your Gadgetry techniques require a physical object to use, which you gain upon reaching the appropriate level for that item. Each item weighs 1 pound, and if you lose one of these items, you can create a gadget which you have reached the appropriate level for over a long rest by expending 100 GP worth of materials.

Gadget Save DC = 8 + your Intelligence modifier

Gadget: Smoke Bomb

Gadgetry Technique


  • Acting Time: 1 attack
  • Range: 40 feet
  • Duration: 1 minute

You toss a capsule that bursts into thick smoke at a target, forcing them to make a Wisdom saving throw or be blinded for the duration. The target can repeat the saving throw at the beginning of each of their turns, ending the effect on a success.

Gadget: Hypno Pendulum

Gadgetry Technique


  • Acting Time: 1 action
  • Range: 10 feet
  • Duration: 1 minute

You wave a pendulum, forcing one enemy within range to make an Intelligence saving throw or fall asleep for the duration, as per the Sleep Spell.

Gadget: Grappling Hook

Gadgetry Technique


  • Acting Time: 1 bonus action
  • Range: 30 feet
  • Duration: Instantaneous

You shoot a grappling hook to a point within range, and are quickly pulled to that point. If you're trying to grapple onto a very specific point, such as the ledge of a building, you must make a DC 14 Dexterity check or the grappling hook fails. You can additionally use this gadget as a reaction when falling.

Vanish

Starting at 6th level, you've practiced a new use for your smoke bomb. As an action, you can throw a smoke bomb at your feet, and teleport to a location within 30 feet. However, you must have been able to reach that location with your normal movement in order to teleport in this way.

Gadget: Wall Staples

Gadget Technique Gadgetry Technique


  • Acting Time: 1 action
  • Range: 25 feet
  • Duration: Until Escaped

You throw an item that restrains the target. Make a thrown weapon attack (d20 + Proficiency + Dexterity/Strength) against a target within range. If the attack is successful, the target is restrained. As an action, it can attempt to escape the restraints via a Strength throw.

Alternatively, over the course of 1 minute, you can drive these oversized staples into the side of a wall, creating a sturdy ladder up to 40 feet tall which can then be freely climbed by you or others.

Gadget: Startling Device

Gadget Technique Gadgetry Technique


  • Acting Time: 1 action
  • Range: 30 feet
  • Duration: 1 round

You have a device that causes mass panic, whether it be through alarming sounds or frightening visuals. Upon using this device, creatures of your choice within range must make a Wisdom saving throw or be Turned until the end of your next turn. They have advantage on this save if they have been the target of this device before.

Knowledgable

Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Intelligence or Wisdom check you make that doesn't already use your proficiency bonus.

Gadget: Low Power Explosives

Gadgetry Technique

You have a device which can produce tiny explosive packets which burst on even light impacts. You can only have up to 6 of these packets at a time. The explosion forces all creatures within 5 feet of the point of impact to make a dexterity saving throw against your gadget DC or take 1d8 fire damage. The packets can be thrown to any point within 30 feet, and an amount up to your proficiency bonus can be used at once, sent to one location or multiple. Any amount of these explosives can also be used, centered on the user, as part of an Unarmed Strike attack. If a creature is affected by multiple low-power explosives at once, they only make a single saving throw, with the DC increased by 2 for each additional explosion, taking the full damage from all explosions combined. If applied to an object, the object immediately takes max damage instead of rolling. As an action, you can produce two of these packets, or as a bonus action, you can produce one.

Gadget: Suture

Gadgetry Technique


  • Acting Time: 1 bonus action

You can touch a target to attempt to quickly patch them up. Roll a number of d4s equal to your proficiency bonus, and the target gains temporary HP equal to the total rolled. A creature can only benefit from this technique once per short or long rest.

Gadget: Drive Bolt

Gadgetry Technique


  • Acting Time: 1 attack

Your attempt to drive a small iron rod into the spine of the target. You deal 1d4 + your Intelligence modifier damage, and the target must make a Constitution saving throw or be stunned until the end of your next turn.

Gadget: Injections

Gadgetry Technique


  • Acting Time: 1 attack
  • Range: 60 feet
  • Duration: 1 minute

You develop special injections which affect the body in a variety of ways. You target a creature within 5 feet, choosing the type of injection to use. The effects last for the full duration, but do not effect a creature with immunity to poison, and can be ended by an effect that removes poison. If trying to use an injection on an unwilling creature, you make a dexterity-based melee attack roll with proficiency against their AC. On a failure, the injection does not take effect, but a use is not consumed. This gadget can only be used twice regaining all uses at the end of a long rest.
Enhancer. When under the effects of this injection, a creature adds 1d6 damage to all of its damage rolls for weapon attacks.
Toxin. When under the effects of this injection, a creature subtracts 1d6 damage to all of its damage rolls.
Stimulant. When under the effects of this injection, a creature recieves an extra action on each of their turns, which can only be used to take the dash, disengage, hide, attack (one attack only), or use an object actions.
Depressant. When under the effects of this injection, a creature cannot take reactions or concentrate on spells, and can only take an action or bonus action on its turns, not both.

Gadget: Grenade

  • Acting Time: 1 action
  • Range: 60 feet

You hurl this grenade to a spot within range, forcing all creatures within 20 feet of the point of impact to make a Dexterity saving throw or take 3d8 Fire damage + 3d8 Thunder damage, or half as much on a failed save. This gadget can only be used once per long rest.

Gadget: Compound Mirror

  • Acting Time: 1 reaction
  • Range: Self

This mirror is layered and folded in such a way to reflect energy itself. As a reaction to being made the target of a spell, you can make a Sleight of Hand check against the caster's saving throw DC. On a success, you deflect the spell harmlessly. On a critical success, the caster is made the target of the spell, instead of you.

Gadget: Drone

  • Acting Time: 1 action
  • Range: 5 feet

You deploy a drone to an unoccupied space within range. The drone is a small construct, with 28 HP, 19 AC, and a 20 foot fly speed. The drone does not share a language, but you can check and see what it has seen during its time active as a bonus action if it is within 5 feet. It shares your same count in initiative, but takes its turn after yours. It can use the Help, Use an Object, or Pellet Gun actions on its turn. You can only use this gadget once per long rest.
Pellet Gun. Ranged weapon attack (20/60 feet), +8 to hit, 1d8 + 3 Piercing damage on a hit.

Special Technique

You've practiced to perform a small number of extraordinary skills, the act of which takes an immense effort but has impressive results. Viable for all classes.

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Special Technique
Level Benefits Cantrips Known Spells Known 1st-Level Slots 2nd-Level Slots 3rd-Level Slots Burst Slot Level Caster Level
1st 1
2nd 1
3rd Spellcasting 1 2 2 1
4th 1 3 2 1
5th 2 4 3 2
6th 2 4 3 2
7th Burst Slot 2 4 3 2nd 2
8th 2 5 3 2nd 2
9th 2 5 4 2 2nd 3
10th 2 5 4 2 2nd 3
11th War Magic 3 6 4 2 3rd 3
12th 3 6 4 2 3rd 3
13th 3 7 4 3 3rd 4
14th 3 7 4 3 3rd 4
15th 3 8 4 3 3rd 4
16th 3 8 4 3 3rd 4
17th 3 9 4 3 2 4th 5
18th 3 9 4 3 2 4th 5
19th 3 10 4 3 2 4th 5
20th 3 10 4 3 2 4th 5

Spellcasting

You gain the ability to cast spells, as well as the necessary spell slots to do so. The spells you can learn, as well as your spellcasting modifier, is determined by your class, and count as class spells for you. You can only learn spells for which you have an appropriately leveled spell slot for. Upon leveling up, you may replace one spell you know with another spell from your class list. (If you are a Rogue, you may choose between Intelligence, Wisdom, and Charisma. If you are a barbarian, you may cast your barbarian spells while raging, but not spells from other classes.)

Intelligence: Fighter, Artificer
Wisdom: Barbarian, Ranger, Monk
Charisma: Paladin

Your effective Caster Level is also shown in the table, for use with rules such as multiclassing or spell slots.

Spellcasting is used because it is already mechanically sound and interesting, not necessarily because you have to be magic in order to be effective.

Spellcasting Progression

Most martial classes can only become 1/4th as powerful as a full spellcaster, although some may have a better connection to magic, and be somewhat more adept in its usage. Certain subclasses and classes already have minor spellcasting, and so improve upon their existing capabilities when using the Special Technique role. When having two sources of spellcasting for a single class, you learn spells both from your Special Technique table and your class or subclass, but only learn cantrips for whichever total is higher between your Special Technique progression and Base Class progression. A level 8 Artillerist Artificer with 18 intelligence would be able to prepare 8 Artificer spells, will have learned 4 additional Artificer spells from its Special Technique role, and know 3 cantrips. The table you use to determine the number and level of slots available to you is determined by your class and subclass, as shown below.

War Magic

Starting at 11th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Burst Slot

Sterting at 7th level, your exceptional constitution allows you to perform a technique beyond your means, but at a cost. You gain a single Burst Slot, which functions like a normal spell slot, and is regained on a long rest, except that you must take 2d6 damage upon expending it which cannot be mitigated or resisted. Additionally, you can learn one Burst Spell, which does not count against your spells learned, and can be either from your class' spell list or the sorcerer's spell list, and can be a level equal to your Burst Slot level. You can change your Burst Spell to another spell from your or the sorcerer's spell list after a long rest.


Spell Lists and unique spells can be found here
(not actually, im still working on it lole)
But, I'll update this section with the spell lists pretty soon, and then fill out the unique spells over time.





1/4th Caster
  • Barbarian
  • Fighter
  • Monk
  • Rogue

  • Warlord*
  • Gunslinger*
  • Blood Hunter*
1/2 Caster
  • Warden*
  • Barbarian - Path of the Empowered*
2/3rds Caster
  • Paladin
  • Rogue - Arcane Trickster Archetype
  • Fighter - Eldritch Knight Archetype
  • Monk - Way of Four Elements
  • Artificer - Battle Smith Specialization

  • Gunslinger - Spellslinger Creed*
3/4ths Caster
  • Artificer
  • Ranger

  • Spellblade*








Classes or subclasses marked with an asterisk* are all homebrew.

One-Fourth Caster
Level 1st-Level Slots 2nd-Level Slots 3rd-Level Slots Caster Level
1st
2nd
3rd 2 1
4th 2 1
5th 3 2
6th 3 2
7th 3 2
8th 3 2
9th 4 2 3
10th 4 2 3
11th 4 2 3
12th 4 2 3
13th 4 3 4
14th 4 3 4
15th 4 3 4
16th 4 3 4
17th 4 3 2 5
18th 4 3 2 5
19th 4 3 2 5
20th 4 3 2 5
One-Third Caster
Level 1st-Level Slots 2nd-Level Slots 3rd-Level Slots 4th-level Slots Caster Level
1st
2nd
3rd 2 1
4th 3 2
5th 3 2
6th 3 2
7th 4 2 3
8th 4 2 3
9th 4 2 3
10th 4 3 4
11th 4 3 4
12th 4 3 4
13th 4 3 2 5
14th 4 3 2 5
15th 4 3 2 5
16th 4 3 3
17th 4 3 3
18th 4 3 3
19th 4 3 3 1
20th 4 3 3 1
Two-Thirds Caster
Level 1st 2nd 3rd 4th 5th 6th Caster Level
1st 2 1
2nd 2 1
3rd 3 2
4th 4 2 3
5th 4 2 3
6th 4 3 4
7th 4 3 2 5
8th 4 3 2 5
9th 4 3 3 6
10th 4 3 3 6
11th 4 3 3 1 7
12th 4 3 3 1 7
13th 4 3 3 2 8
14th 4 3 3 3 1 9
15th 4 3 3 3 1 9
16th 4 3 3 3 2 10
17th 4 3 3 3 2 1 11
18th 4 3 3 3 2 1 11
19th 4 3 3 3 2 1 12
20th 4 3 3 3 2 1 12
Three-Fourths Caster
Level 1st 2nd 3rd 4th 5th 6th 7th 8th Cast. Lvl
1st 2 1
2nd 3 2
3rd 3 2
4th 4 2 3
5th 4 3 4
6th 4 3 2 5
7th 4 3 2 5
8th 4 3 3 6
9th 4 3 3 1 7
10th 4 3 3 2 8
11th 4 3 3 2 8
12th 4 3 3 3 1 9
13th 4 3 3 3 2 10
14th 4 3 3 3 2 1 11
15th 4 3 3 3 2 1 11
16th 4 3 3 3 2 1 12
17th 4 3 3 3 2 1 1 13
18th 4 3 3 3 2 1 1 14
19th 4 3 3 3 2 1 1 14
20th 4 3 3 3 2 1 1 1 15

Innate Psionics

You manifest powerful effects through your mind alone. Viable for all classes.

Back to Page 1

Manifester
Level Benefits Psi Points Psi Points (Long Rest Variant) Psi Limit Psion Level
1st
2nd
3rd Psionics 1 2 1 1
4th 2 4 1 2
5th 2 4 1 2
6th 3 6 2 3
7th Psionic Talent 3 6 2 3
8th 3 6 2 3
9th Psionic Mastery 4 8 2 4
10th 4 8 2 4
11th 5 10 3 5
12th 5 10 3 5
13th Psionic Talent (x2) 5 10 3 5
14th 6 13 3 6
15th 6 13 3 6
16th 6 16 4 7
17th 7 16 4 7
18th 7 16 4 7
19th 8 19 4 8
20th 8 19 5 8

Psionics

You develop a minor grasp of psionic power, either uncovering an innate potential within yourself, through contact with a psionic source, or through training. You gain one of the psionic disciplines of the Psion class, gaining the attached psionic feature, psionic power, and psionic spells.

You gain psi points as shown in the Manifester table. If you recover psi points on a short or long rest, you use the Psi Points column, or if you only recover psi points on a long rest, you may use the Psi Points (long rest variant) column.

For more details on how to use your psionic discipline, please refer to the Psion class proper.

Psionic Talent

Starting at 7th level, you can choose to gain one psionic talent from the Psion class which you meet the requirements for. You gain a second at 13th level.

Psionic Mastery

When you reach 9th level, you gain mastery of your psionic powers. At the start of your turn you get 1 free Psi Point. This can be spent to empower Psionic Disciplines, but not to recreate spells or fuel Psionic Talents. If you have any unspent free Psi Points left at the end of your turn, then they are lost.

Ramblings

The roles are over, but I feel a compulsive need to explain myself, so that's going down here.

Bahaha, I didn't expect someone to read this already, but apparently artemis checked my page. Yeah, it needs work, and I don't really have a good way of testing it as-is, but for now, I'm mostly just putting together the spells page for the campaign.

Why?

I think it should be pretty obvious why! I've played a martial class a single time and I was miserable. And then, when I do try to play a spellcaster, I feel guilty for ending up being the most powerful character, and just undercutting everyone else. In one particular campaign, out of 8 characters, my sorcerer was the only full caster. Even though everyone else got unique feats and upgraded weapons, my character still centralizes all the fights, dealing better damage at longer ranges with more options and less consequences. Look, I enjoy optimizing things, really, I do, and I think sorcerers are cool as shit, but I also think swordfighters and monks and all that are cool as shit, and should be able to do more than roll a d20 and deal damage.

Oh, you're asking why the icon for this page is duster? That's just because he's one of the only characters I can think of in fiction that can keep up with powerful magic users through his own nonmagical skills. I mean, he got an entire role dedicated to him here, bahahah.

Half Casters

While logic would dictate that all 'half casters' would get exactly half the benefits of a martial as well, most artificers and rangers are also lackluster, and need the same boosts as other martials. Paladins and battlesmiths, by contrast, are plenty powerful, and only need a boost at much later levels. This is more about balancing than logic. Even giving paladin slightly better spell slots is already arguably too far, since they have a niche... But, they're still not as good as casters.

Melee combatants

I still haven't addressed the issue of melee fighting being pretty strictly worse than fighting at a range, but... come on, let's take it one step at a time, here. If you want a tweak, you could try one of these:

  • Make the Strength modifier apply twice to damage rolls within 5 feet (also makes dexterity less generally dominant, what with AC and saving throws)
  • Allow melee attacks made against foes holding ranged weapons to be made with advantage
  • Greatly reduce the range of ranged attacks (Maybe half? Nobody needs a range of 150/600 feet...)

Yes, I know that in 5.24e melee attacks can be made to be better than ranged, since there's extra feats and masteries n shit that only apply to melee attacks, but that's for optimizers, and not for everyone.

General Power

The roles might seem like an overcorrection that makes fighters too powerful, especially since they get benefits even at levels 3 and 5, when they are usually considered 'still useful'. However. Even at these low levels, a well-made caster is still better than a well-made martial, already with access to spells like mirror image, guiding bolt, binding ice, hold person, and spike growth. Casters in their current form are objectively better than martials in every way, from damage, to defense, to effects, when they should only really be superior in effects. Martials need a genuinely significant boost in order to be good at the things they're supposed to be good at, let alone be better at them by comparison. If you do have longer adventuring days where martials start to be more useful near the end, then maybe just give casters a couple extra spell slots to compensate.

Brute Force

As much as I love adding complexity and choice and all that, I have friends who do just want to keep things simple, and take comfort in knowing that they'll always contribute to the team by saying 'I attack the closest guy to me'. There is a tiny bit to keep track of, with the changed damage dice, and the power attack added, but it shouldn't be that hard. And then they get a couple ASI's so that they don't just get entirely overshadowed by... literally everything else.

Impose

This was meant to allow tanks to, y'know, exist, but... I may have gone overboard. They get a lot of benefits, and the damage isn't negligible, either. But then I look at a caster, and see that they have better survivability, damage, and effects than any possible tank build, and I say... Ah, it's probably fine.

Superior

I played in a game where even the barbarian got superiority dice, and, I mean... It kinda works? I don't think combat superiority is nearly as cool as people give it credit for, but an extra whatever-d8 damage and effects certainly can't hurt. I thought about including some of the exploits from Laserllama's classes, but that's something else entirely.

Striker

Monk and rogue both suck ass, which is sad, because they're both cool... But their mechanics also do work pretty well together, so just combine it, halve it, and you've got yourself a speedy stabby guy. Nothing else really was working with rogue, either, so I kinda had to just upgrade them slightly by giving them more sneak attack.

Gadgetry

Alright, I may have been playing favorites, because... It's duster from mother 3. Yeah... I mean, he manages to stay relevant the whole game just through having wall staples and smoke bombs, so I wanted to do something similar. But, this is DnD, not mother 3, so there needed to be some really strong stuff here. Right? No? I'm just biased? Alright.

Special Technique

I made a barbarian subclass with a bunch of custom spells that were pretty much just superpowers, and it was so fun! And actually viable! So why not give it to everybody, eh? I already have most of the framework... Burst slot is just to address how miserable it feels to use your entire action to cast 1st-level spells when you have buddies casting Dimension Door and Fireball, but hopefully it being single-use keeps it in check.

Ok but where the fuck is it Ouargh, I'm working on it! Even just the basic spell lists are tedious as shit to put together, especially over 6 or so classes... Hell, this isn't even for you, it's for my own table, so you can put one together yourself if you need it.

Wacky Spell Progressions: I've heard the concept of 3/4ths casters or 2/3rds casters brought up before and the counter argument that I hear is: "This type of spellcasting progression overlaps with already established leaps in power. Getting access to higher level spells at the same level you get another class feature or ability score improvement goes against the design for 5e, and makes some levelups much more valuable than others, which won't be as impactful." The thing is... I don't care. I'm always gonna feel better getting 4th level spells at level 11 rather than 17, and my spellcaster buddies won't be mad because they also just got access to 6th level spells. I care more about how it feels to play than I do about these unwritten rules.

Overpowered Eldritch Knight and Ranger: Uh... Yeah, probably. Eldritch Knight and Ranger are both already decent, so giving them spellcasting that little bit closer to wizards means that they're gonna be much stronger. But still, Eldritch Knight is attached to fighter, so you would rely mostly on your spellcasting at that point, and Ranger is kinda the same story. While I love the shit out of eldritch knight, I do think the sole reason it's so underrepresented is because you don't get 3rd-level spells until level 13, when those really useful spells are already outclassed, so all Eldritch Knight really functions as is up to 3 uses of the shield spell and 2 uses of mirror image for the whole campaign, which will probably take place from levels 3-9. On the other hand, now I'm not so sure any other fighter combination can hold up to special technique > eldritch knight. Is 12 superiority dice really comparable to having the entirety of a 5th level spellcaster? I might make Eldritch Knight and Arcane Trickster go down to 1/2 casting after some testing. So frustrating...

Psionic

I've wanted to make characters with just innate psionics before, but I didn't want to make a full-on psion, because... well, because I wanted the psionics to be supplemental to bashing people's skulls in. Again, earthbound fan, here. This one is pretty alright, being able to shoot out a big blast or make use of a couple spells around twice a day at every level. Maybe could stand to gain more talents, to make up for that gap everywhere else...

 

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