Battle Maneuvers (5e Variant Rule)
Battle Maneuvers[edit]
The elf is chased by a giant, she quickly jumps through a window with a smile on her face. The giant triggers a rune to dispel magic so the elf has no chance to escape, yet the elf jumps a distance far greater than the giant could thought possible without Magic.
The human is surrounded by a band of gnoll bandits, they taunt and laugh at him. The human unsheathes his swords and before any one of the gnoll ever blinks, the human has already cut the five gnolls to pieces.
The dwarf looks closely at those monsterous eyes without any fear. The red dragon uses his tail to crush the dwarf, but the dwarf grabs the dragon's tail with the strength of a giant and crashes the dragon's jaw by throwing him into 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.
This homebrew rule is intended to give the martial classes a boost in versatility and power, because as of right now, all of them are boring and plain to play with comparing to spellcasters in 5e. Here's a summary on how it works:
- Full-martials (Barbarian, Fighter, Rogue) gain access to Stamina Point and Battle Maneuvers, but they each have their own sets of Battle Maneuvers (much like a spellcasting class'spell list).
- Half-martials (Monk, Paladin, Ranger) and Third-martials (College of Swords Bard, Hexblade, War Cleric) also gain access to Stamina Point and Battle Maneuvers, but their abilities are limited compared to full-martials.
- Like the Battle Master subclass, all Stamina Points are regained upon completing a short or long rest.
- Each martial class's progression in maneuvers is different.
- Powerful maneuvers might cost more than one Stamina Point.
- If you have multiple martial classes and learn a maneuver that has different effects for each class. You can choose which effect you will have.
The specifics are listed below, sorted by class/subclass.
Starting Details and Progression (By Class)[edit]
If a subclass or class isn't here, refer to a similar class/subclass and use their details and progression.
Barbarian
Maneuver Feature gained at 1st level
Barbarian maneuvers focus on dealing brunt damage to nearby opponents and improving their tankiness even further.
Barbarians start with 3 Stamina Points. They gain another Stamina Point at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 20th level.
Saving throws for maneuvers with this class are calculated as follows:
Maneuver Save DC = 8 + Strength modifier + proficiency bonus
Barbarians get two barbarian maneuvers at 1st level. They learn one additional maneuver at 5th, 7th, 9th, 11th, 13th and 17th level.
Barbarian maneuvers are more of instinct than skill. When you gain a level in Barbarian class, you can choose one of the Barbarian maneuvers you know and replace it with another maneuver from the Barbarian maneuver list.
College of Swords Bard
Maneuver Feature gained at 3rd level
Bards from the College of Swords use Ranger maneuvers to enhance their martial abilities.
Bards from this college start with 2 Stamina Points. They gain another Stamina Point at 9th and 17th level.
Saving throws for maneuvers with this class are calculated as follows:
Maneuver Save DC = 8 + Strength or Dexterity modifier + proficiency bonus
Bards from this college get one maneuver at 3rd level, and they learn one additional maneuver at 9th and 17th level.
Bards learn maneuvers as randomly as they learn spells. When you gain three level in Bard class, you can choose one of the Ranger maneuvers you know and replace it with another maneuver from the Ranger maneuver list.
Fighter
Maneuver Feature gained at 1st level
Fighter maneuvers show a balance between offensive and defensive, allowing for almost any kind of fighting style.
Fighters start with 3 Stamina Points. They gain another Stamina Point at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 20th level.
Saving throws for maneuvers with this class are calculated as follows:
Maneuver Save DC = 8 + Strength or Intelligence modifier + proficiency bonus
Fighters get two maneuvers at 1st level, and they learn one additional maneuver at 5th, 7th, 9th, 11th, 13th and 17th level.
(Battlemaster and any similiar subclass had to be changed with the implementation of this homebrew supplement. See the bottom of this page.)
You can change your list of Fighter maneuvers when you finish a long rest. Preparing a new maneuver list requires time spent practicing with weapons and memorizing the essentials of the maneuvers: at least 1 minute per maneuver and 10 minutes per maneuver with Prerequisite for each maneuver on your list.
Hexblade
Maneuver Feature gained at 3rd level
Hexblade Warlocks use Ranger maneuvers to enhance their martial abilities.
Hexblade Warlocks start with 2 Stamina Points. They gain another Stamina Point at 9th and 17th level.
Saving throws for maneuvers with this class are calculated as follows:
Maneuver Save DC = 8 + Strength or Dexterity modifier + proficiency bonus
Hexblade Warlocks get one maneuver at 3rd level, and they learn one additional maneuver at at 9th and 17th level.
Warlocks' maneuvers are hard to controll like their spells. When you gain three level in Warlock class, you can choose one of the Ranger maneuvers you know and replace it with another maneuver from the Ranger maneuver list.
Monk
Maneuver Feature gained at 2nd level
Monks have acceess to Ranger maneuvers to enhance their unarmed martial abilities.
Monks start with 3 Stamina Points. They gain another Stamina Point at 5th, 8th, 11th, 14th and 17th level.
Saving throws for maneuvers with this class are calculated as follows:
Maneuver Save DC = 8 + Strength or Wisdom modifier + proficiency bonus
Monks get two maneuvers at 2nd level, and they learn one additional maneuver at 5th, 11th and 17th level.
Monks' maneuvers are learned through meditation and sudden inspiration. When you gain a level in Monk class, you can choose one of the Ranger maneuvers you know and replace it with another maneuver from the Ranger maneuver list.
Paladin
Maneuver Feature gained at 2nd level
Paladin maneuvers, much like Barbarian maneuvers, focus on hitting hard with their blessed vigor.
Paladins start with 3 Stamina Points. They gain another Stamina Point at 5th, 8th, 11th, 14th and 17th level.
Saving throws for maneuvers with this class are calculated as follows:
Maneuver Save DC = 8 + Strength or Charisma modifier + proficiency bonus
Paladins get two maneuvers at 2nd level, and they learn one additional maneuver at 5th, 11th and 17th level.
Paladin maneuvers come from blessed inspiration instead of practise. When you gain a level in Paladin class, you can choose one of the Paladin maneuvers you know and replace it with another maneuver from the Barbarian maneuver list.
Ranger
Maneuver Feature gained at 2nd level
Ranger maneuvers share the same versatility that Fighter maneuvers have, but with a smaller selection and mainly focus on speed.
Rangers start with 3 Stamina Points. They gain another Stamina Point at 5th, 8th, 11th, 14th and 17th level.
Saving throws for maneuvers with this class are calculated as follows:
Maneuver Save DC = 8 + Strength or Dexterity modifier + proficiency bonus
Rangers get two maneuvers at 2nd level, and they learn one additional maneuver at 5th, 11th and 17th level.
You can change your list of Ranger maneuvers when you finish a long rest. Preparing a new maneuver list requires time spent practicing with weapons and memorizing the essentials of the maneuvers: at least 1 minute per maneuver and 10 minutes per maneuver with Prerequisite for each maneuver on your list.
Rogue
Feature gained at 1st level
Rogue maneuvers focus on speed and flexibility, weaving their attacks around their opponent's guard to find a weak point.
Rogues start with 3 Stamina Points. They gain another Stamina Point at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 20th level.
Saving throws for maneuvers with this class are calculated as follows:
Maneuver Save DC = 8 + Dexterity modifier + proficiency bonus
Rogues get two maneuvers at 1st level. They learn one additional maneuver at 5th, 7th, 9th, 11th, 13th and 17th level..
You can change your list of Rogue maneuvers when you finish a long rest. Preparing a new maneuver list requires time spent practicing with weapons and memorizing the essentials of the maneuvers: at least 1 minute per maneuver and 10 minutes per maneuver with Prerequisite for each maneuver on your list.
War Domain Cleric
Feature gained at 3rd level
Clerics in the War Domain use Barbarian maneuvers to deliver hefty blows to the heathens.
War Domain Clerics start with 2 Stamina Points. They gain another Stamina Point at 9th and 17th level.
Saving throws for maneuvers with this class are calculated as follows:
Maneuver Save DC = 8 + Strength modifier + proficiency bonus
War Domain Clerics get one maneuver at 3rd level, and they learn one additional maneuver at at 9th and 17th level.
War Domain Clerics use their blessed inspiration instead of practise to master with maneuvers. When you gain a level in Cleric class, you can choose one of the Barbarian maneuvers you know and replace it with another maneuver from the Barbarian maneuver list.
Maneuver Lists[edit]
(Sorted by class)
(Side note: Some of these maneuvers came from the Hyrule campaign setting's tunic subclass. )
Barbarian[edit]
- Cleave
- Colossus
- Dash Attack
- Drain Essence
- Earthquake Slam
- Execution Blow
- Forceful Slam
- Gigaton Slam
- Goading Attack
- Grappling Strike
- Heavy Slam
- Herculean
- Heroic Breakthrough
- Heroic Leap
- Heroic Throw
- Never-Ending Rage
- Primal Roar
- Regeneration
- Rock Breaker
- Rumbling Tornado
- Sprint
- Strike of Giant
- Stunning Bash
- Tearing Strike
- Unfathomable Interference
- War Cry
- Whirlwind Barrage
- Zephyr Whirlwind
Fighter[edit]
- Bait and Switch
- Charge
- Cleave
- Commander's Strike
- Dash Attack
- Disruption
- Eagle Eye
- Escape Artist
- Execution Blow
- Goading Attack
- Grappling Strike
- Heavy Slam
- Herculean
- Heroic Breakthrough
- Heroic Concentrate
- Heroic Focus
- Heroic Leap
- Heroic Throw
- Martial Technique
- Misty Leap
- Rain of Pain
- Revenge
- Ricocheting Attack
- Rock Breaker
- Rumbling Tornado
- Second Wind
- Shining Wave
- Spell Reflection
- Spring Attack
- Sprint
- Steel Wind Attack
- Steel Wind Shield
- Strike of Giant
- Stunning Bash
- Symphony of Pain
- Tearing Strike
- Unfathomable Interference
- Up Thrust
- Withdraw
- Zephyr Whirlwind
Paladin[edit]
- Cleave
- Commander's Strike
- Dash Attack
- Drain Essence
- Earthquake Slam
- Execution Blow
- Forceful Slam
- Goading Attack
- Grappling Strike
- Heavy Slam
- Herculean
- Heroic Concentrate
- Heroic Throw
- Regeneration
- Rock Breaker
- Rumbling Tornado
- Sprint
- Stunning Bash
- Tearing Strike
- Zephyr Whirlwind
Ranger[edit]
- Back Slice
- Bait and Switch
- Cleave
- Dash Attack
- Eagle Eye
- Escape Artist
- Heavy Slam
- Heroic Concentrate
- Heroic Leap
- Heroic Throw
- Martial Technique
- Misty Leap
- Mountaineer
- Rain of Pain
- Revenge
- Ricocheting Attack
- Shining Wave
- Spring Attack
- Sprint
- Steel Wind Attack
- Steel Wind Shield
- Up Thrust
- Withdraw
Rogue[edit]
- Ambush
- Back Slice
- Bait and Switch
- Dash Attack
- Dead Ringer
- Disruption
- Eagle Eye
- Escape Artist
- Ethereal Mantle
- Execution Blow
- Hurricane of Blows
- Martial Technique
- Misty Leap
- Mountaineer
- Mystic Cheat
- Revenge
- Search
- Slow Fall
- Smoke Bomb
- Spring Attack
- Sprint
- Steel Wind Attack
- Strike of Cunning
- Sudden Death
- Up Thrust
- Wall Walk
- World-Swallowing Shadow
- Withdraw
Maneuver Details[edit]
If you do not meet the prerequisite for a maneuver, you cannot learn it. If the prerequisite requires you to know a previous maneuver, you must have it learned to get the new maneuver.
Ambush
Rogue
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one Stamina Point and choose your Intelligence modifier or your Wisdom modifier to add into the result.
If you succeed on the Dexterity (Stealth) check you make to hide yourself aftering using this maneuver, you become invisible until you use any action, reaction or bonus action besides move and dash.
Back Slice
Ranger, Rogue
You can use this maneuver as part of a weapon attack before you make the attack roll by expending one Stamina Point. On an attack roll against a creature with 17 or higher AC, this attack treats its AC as 16. This attack also gains bonus damage equal to your Dexterity modifier.
Bait and Switch
Fighter, Ranger, Rogue
When you're within 5 feet of a creature on your turn, you can expend one Stamina Point and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Charge
Fighter | Prerequisite: 5th level, Dash Attack maneuver
To learn this maneuver, you must already know the Dash Attack maneuver. When you use your action to dash, you can expend one Stamina Point to immediately move up to your movement speed without using movement. If you hit a creature with Dash Attack maneuver during your dash, you deal 1d6 additional damage for each 10 feet you have moved towards the target this turn.
Cleave
Barbarian, Fighter, Paladin, Ranger | Prerequisite: Using a heavy two-handed weapon
You can expend one Stamina Point to use this maneuver as part of a melee weapon attack you make against a creature. You have disadvantage on the attack roll on this attack. On a hit, you deal 10 additional damage and deal equal damage to any creature at your choice within 10 feet around the first target.
Colossus
Barbarian | Prerequisite: 13th level, 15 Charisma
The primal energy within your body suddenly turns you into a juggernaut. As a bonus action, you can expend one Stamina Point to gain following benefits:
- You have advantage on Strength and Constitution checks and saving throws.
- A melee weapon deals two extra die of its damage when you hit with it.
- Your movement speed and jumping distance are doubled.
- You are treated as three sizes larger for the amount you can push, drag, and lift.
This effect last for 1 minute. When the effect ends, you feel very tired which will make you stunned until the end of your next turn. Once you use this technique, you must finish a short or long rest before you can use it again.
Commander's Strike
Fighter, Paladin
When you take the Attack action on your turn, you can skip one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one Stamina Point. That creature can immediately use its reaction to make one weapon attack.
Dash Attack
Barbarian, Fighter, Paladin, Ranger, Rogue
When you use your action to dash, you can expend one Stamina Point as a bonus action to use attack action with melee weapon or make a shove attempt.
If you move at least 10 feet straight towards the target of your attack before making the attack roll or the Strength (Athletics) check, you gain advantage on it. If you hit, you deal additional damage equal to 1d6 + your Strength or Dexterity modifier.
Dead Ringer
Rogue | Prerequisite: 9th level, 13 Wisdom
When losing 20 or more hit points, you can use your reaction to spend one Stamina Point to use this maneuver.
You become invisible until the start of your next turn. You can move at your movement speed. If the damage would reduce you to 0 hit points, you are reduced to 1 hit points instead.
Once you use this maneuver, you must finish a short or long rest before you can use it again.
Disruption
Fighter, Rogue | Prerequisite: 5th level
When a Creature you can see within 30 feet begins to Cast a Spell, as a reaction you can expend one Stamina Point to force it to succeed on a Constitution saving throw or fail to Cast the Spell and waste its Spell Slot.
Drain Essence
Barbarian, Paladin
You can expend one Stamina Point to use this maneuver whenever you make a melee weapon attack. On a hit, the target takes additional damage equal to your Strength modifier. The additional damage type is necrotic for Barbarian and radiant for Paladin. You gain temperal hit points equal to the additional damage you dealt with this maneuver.
Eagle Eye
Fighter, Ranger, Rogue | Prerequisite: 5th level
As a bonus action, you can expend one Stamina Point to gain blind sense 60 feet for 1 minute.
Earthquake Slam
Barbarian, Paladin | Prerequisite: 13th level, Forceful Slam maneuver
As an Action, you can expend two Stamina Points 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.
Escape Artist
Fighter, Ranger, Rogue
When you make a Strength (Athletics) or Dexterity (Acrobatics) check to avoid having your speed reduced, to avoid or end being grappled, or to avoid or end being restrained, you can expend one Stamina Point to automatically succeed on the check.
Ethereal Mantle
Rogue | Prerequisite: 17th level
Your have reached a point beyond the hinder of mortal form.
As an action, you can spend three Stamina Points to turn yourself and any equipment you are wearing or carrying invisible. While invisible, you can move through other creatures or objects as if they were difficult terrain, taking 1d10 force damage if you are inside an object at the end of your turn.
Your invisibility lasts until you die or you use an action to remove it. If you are inside another creature or object when you remove your invisibility, you are immediately pushed away to the nearest unoccupied space and take 6d10 force damage.
Execution Blow
Barbarian, Fighter, Paladin, Rogue | Prerequisite: 5th level
As an action, you can expend one Stamina Point to make one weapon attack against a prone or incapacitated creature within 10 feet of you. You don't make an attack roll; instead, you treat the d20 as if it had landed on 20.
Forceful Slam
Barbarian, Paladin | Prerequisite: 5th level
You expend one Stamina Point to jump into the air and slam your weapon downwards, creating a shockwave. Every creature within 10 feet of you must succeed on a Strength saving throw.
On a failed save, a creature takes thunder damage equal to 2d6 * your Strength modifier and is launched 10 feet away from you. (Ex: If your Strength is 17, this maneuver deals 6d6 thunder damage.) On a succeed, a creature takes half damage and isn't launched. All Medium or smaller unattended objects are launched 10 feet away from you.
This maneuver deals twice as much damage against objects and structures.
Gigaton Slam
Barbarian | Prerequisite: 13th level, Forceful Slam maneuver
To learn this maneuver, you must already know the Forceful Slam maneuver. As an action, you can expend one Stamina Point to slam the ground with enough force to cause the ground to shake. Every creature within 30 feet of you must succeed on a Strength saving throw.
On a failed save, a creature takes thunder damage equal to 3d6 * your Strength modifier times and is launched 30 feet away from you (Ex: If your Strength is 17, the amount of damage dealt is 9d6). On a successful save, a creature takes half damage and is launched half the distance. All Large or smaller unattended objects are launched 30 feet away from you.
This maneuver deals twice as much damage against objects and structures.
Goading Attack
Barbarian, Fighter, Paladin | Prerequisite: 13 Intelligence (Fighters) or 13 Charisma (Barbarians or Paladins)
When you hit a creature with a weapon attack, you can expend one Stamina Point to attempt to taunt the target into attacking you. As a Fighter, you add your Intelligence modifier to the attack's damage roll. As a Barbarian or Paladin, you add your Charisma modifier to the attack's damage roll. And the target must make a Wisdom saving throw.
On a failed save, the target has disadvantage on all attack rolls against targets other than you while any creature other than you has an advantage on saving throws that the target forces him to make until the end of your next turn.
A creature can only receive one taunt at a time. If the target is taunted by another attacker or you choose to move away from the target, your taunt instantally ends.
Grappling Strike
Barbarian, Fighter, Paladin
Immediately after you hit a creature with a melee attack on your turn, you can expend one Stamina Point and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add your Strength modifier to your Strength (Athletics) check.
Heavy Slam
Barbarian, Fighter, Paladin, Ranger
When you miss a melee weapon attack, you can use your bonus action and expend one Stamina Point to immediately deal bludgeoning damage equal to 1d8 + your Strength modifier to the target.
Herculean
Barbarian, Fighter, Paladin | Prerequisite: 13th level
You don't need to offensively active this maneuver to gain benefit. After learning this maneuver, you count as two sizes larger when determining your carrying capacity and the weight you can push, drag, and lift as long as this maneuver is in your maneuver list.
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.
Heroic Breakthrough
Barbarian, Fighter
You don't need to offensively active this maneuver to gain benefit. After learning this maneuver, you have immunity to any spell or effect that would alter your form or reduce your speed as long as this maneuver is in your maneuver list. You have a disadvantage on your next attack roll or ability check if this maneuver triggers.
Fighters can gain this maneuver as a bonus maneuver which replaces second wind feature at 1st Level.
Heroic Concentrate
Fighter, Paladin, Ranger | Prerequisite 5th level
When you make an Intelligence, Wisdom or Charisma saving throw, as a reaction you can expend one Stamina Point to instead make a Constitution saving throw. If you are not Proficent with Constitution saving throw, add your Proficency Bonus to the saving throw.
Heroic Focus
Fighter | Prerequisite 9th level, 13 Intelligence
You put yourself to the edge, trigger your inner potential for a charge. As a bonus action, you can expend one Stamina Point to gain following benefits:
- You have advantage on Strength and Dexterity checks and saving throws.
- You have an additional action each turn which can be used to Attack (one weapon attack only), Dash or Use an Object.
- Your movement speed and jumping distance are doubled.
This effect last for 1 minute. It doesn't stack with similiar effects like haste spell. When the effect ends, you feel very tired which will make you stunned until the end of your next turn. Once you use this maneuver, you must finish a short or long rest before you can use it again.
Heroic Leap
Barbarian, Fighter, Ranger
You spend one Stamina Point to make a jump as a bonus action. Your jumping distance is five times longer and your jump doesn't count against your movement speed for this jump. Additionally, if you make a melee weapon attack at the end of the jump, you can knock the target to the ground which causes its flying movement speed drops to 0 on its next turn.
Heroic Throw
Barbarian, Fighter, Paladin, Ranger
When you attack while wielding a melee weapon, you can spend one Stamina Point to throw that weapon even if it normally lacks the thrown property. For this attack, the weapon gains thrown and a range of 60 feet. The range of a melee weapon that already has the thrown property increases to 60 feet if it would be lower. When you throw a weapon with this maneuver, it has no long range.
No matter the shape of the weapon you throw with this maneuver, it always returns to you after a heroic throw. You can catch it without using any action or the weapon will drop within 5 feet around you.
Hurricane of Blows
Rogue | Prerequisite: 13th level
As an action, you can expend two Stamina Points to unleash countless attacks against any creatures within reach. You make an amount of melee or ranged attacks equal to your Dexterity modifier. The attacks can be split up amongst any creatures within your reach. If the last hit is successful, it deals additional damage equal to your Dexterity modifier.
Once you use this technique, you must finish a short or long rest before you can use it again.
Martial Technique
Fighter, Ranger, Rogue | Prerequisite: 5th level
You don't need to offensively active this maneuver to gain benefit. After learning this maneuver, you can't be Disarmed of Weapons you are wielding and are Proficient with unless you are incapacitated as long as this maneuver is in your maneuver list. In addition, your Weapon Attacks and Maneuvers count as Magical for the purposes of overcoming Resistance and Immunity to Non-Magical Attacks and Damage.
Misty Leap
Fighter, Ranger, Rogue | Prerequisite: 5th level, 13 Intelligence (Fighters) or 13 Wisdom (Rangers or Rogues)
As an bonus action, you can spend one Stamina Point to teleport. This allows you to teleport to a point you can see within 60 feet if there is enough space.
Mountaineer
Ranger, Rogue | Prerequisite: 5th level, 17 Dexterity
You don't need to offensively active this maneuver to gain benefit. After learning this maneuver, you gain climbing speed equal to your movement speed as long as this maneuver is in your maneuver list. In addition, when you take damage from falling, as a reaction you can reduce the damage a number equal to 5 times your class Level.
Mystic Cheat
Rogue | Prerequisite: 9th level, 13 Wisdom
Your will to survive protect you from one of the fatal spells that would instantally knock you out. As a reaction, you spend one Stamina Point to dispel a spell that would affect you. The spell doesn't have effect on you as if its duration is reduced to 0 turn.
Once you use this maneuver, you must finish a long rest before you can use it again. Beginning at 13th level, you can use it twice before finishing a long rest. Beginning at 17th level, you can use it three times before finishing a long rest.
Never-Ending Rage
Barbarian | Prerequisite: 9th level
You don't need to offensively active this maneuver to gain benefit. As long as this maneuver is in your maneuver list, your rage can't end early.
Furthermore, you have immunity to charmed, frightened, paralyzed, petrified, stunned and any spell or effect that would alter your form, send you to another plane or possesse you as long as this maneuver is in your maneuver list.
You spend one Stamina Point each time you use this maneuver if you have more than one Stamina Point remaining. You can choose to not active this maneuver at will.
Primal Roar
Barbarian | Prerequisite: 9th level, 13 Charisma
You let out a ferocious roar. As an action, you can expend one Stamina Point to force every creature of your choice that you can see within 60 feet of you to make a Wisdom saving throw. Any creature that cannot hear you automatically succeed. On a failed save, a creature becomes paralyzed and frightened until the start of your next turn.
You can only use this maneuver if you're raging.
Rain of Pain
Fighter, Ranger | Prerequisite: 5th level
As an action, you can expend a Stamina Point to make three attacks at once with a ranged weapon. The attacks each must be on different targets, and all of the targets must be within 10 feet of each other.
Regeneration
Barbarian, Paladin | Prerequisite: 5th level, 17 Constitution
As an action, you can expend one Stamina Point to regain hit points equal to three times your class level.
Additionally, if you regain any hit points from magical healing until the end of your next turn after using this maneuver, you can regrow your lost organs.
You must finish a long rest before you can use this feature again.
Revenge
Fighter, Ranger, Rogue
When a creature make a melee attack against you, you can use your reaction and expend one Stamina Point to make a melee weapon attack against the creature. If you hit, you add your Strength modifier or Dexterity modifier to the attack's damage roll.
Ricocheting Attack
Fighter, Ranger | Prerequisite: 9th level
As an action, you can expend one Stamina Point to move up to an unoccupied space next to a creature that you can see within 20 feet of you, without using any movement. This movement does not provoke opportunity attacks.
You then can make one melee attack roll against the creature. On a hit, you deal additional damage equal to your Strength modifier.
Furthermore on a hit, you can then bounce from that creature to unoccupied space next to a creature you can see within 20 feet of the original creature and repeat the same attack with a disadvantage on attack roll. You repeat this process until you miss an attack or you run out of targets. Any attack after the first one does not gain additional damage.
Rock Breaker
Barbarian, Fighter, Paladin | Prerequisite: 5th level, 13 Intelligence (Fighters) or 13 Charisma (Barbarians or Paladins)
As a bonus action you can expend a Stamina Point to use this maneuver when you make a weapon attack that deals bludgeoning, piercing, or slashing damage. Instead of that damage type, the weapon deals your Strength modifier * 2d6 force damage (at a minimum of 4d6). This attack deals double damage against objects or structures.
On an attack roll against a creature with 17 or higher AC, this attack treats its AC as 16.
Until the start of your next turn after using this maneuver, all attack rolls have an advantage against you.
Rumbling Tornado
Barbarian, Fighter, Paladin | Prerequisite: 9th level, 13 Intelligence (Fighters) or 13 Charisma (Barbarians or Paladins)
You can make a Rumbling Tornado:
- Attack: In place of a Weapon Attack, you can expend one Stamina Point to make each Large or smaller Creature in a 5 feet Radius of you to make a Strength saving throw, taking 2d12 force damage and be either pushed away from you a number of feet equal to five 5 times your Strength 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 one to three Stamina Points to make each Large or smaller Creature in a 20 feet adius of you to make a Strength saving throw, taking 2d12 force damage for each Stamina Point you expended and be either pushed away from you a number of feet equal to five 5 times your Strength 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.
Search
Rogue | Prerequisite: 13 Wisdom
When you make a Wisdom (Perception) check, you can spend one Stamina Point to use this maneuver to know more details about the target.
You have an advantage on the check. On a succeed, you know the target's equipments and abilities. If the target is invisible, you know the direction of it and have an advantage on attack rolls against it.
Second Wind
Fighter
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to spend one Stamina Point to regain hit points equal to 1d10 + your fighter level.
Once you use this maneuver, you must finish a short or long rest before you can use it again.
Fighters can gain this maneuver as a bonus maneuver which replaces second wind feature at 1st Level.
Shining Wave
Barbarian, Fighter, Ranger | Prerequisite: 13 Strength
By slashing with perfect technique, you can create an edge of cutting wind with your blade and life energy to hit foes.
Once per turn as a bonus action, when you take the attack action, you can expend one Stamina Point to replace one of your attacks with this special attack. Make a melee weapon attack with your weapon. Your weapon's reach is 60 feet for this attack. On a hit, you deal force damage equal to 1d10 * your Strength modifier (with a minimum damage of 1d10).
Slow Fall
Rogue
You can use your reaction to spend one Stamina Point to use this maneuver when you fall to reduce any falling damage you take by an amount equal to five times your Rogue level.
Smoke Bomb
Rogue | Prerequisite: Poisoner's Kit
You use an action to spend one Stamina Point to create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Spell Reflection
Fighter | Prerequisite: 13th level, 13 Intelligence
You are able to reflect spells cast against you with your parry or fortitude. As a reaction, you spend one Stamina Point to neglect the effect of a spell or other magical effect used against you or includes you in its area of effect.
Once you use this maneuver, you must finish a long rest before you can use it again.
Spring Attack
Fighter, Ranger, Rogue | Prerequisite: 9th level
When a hostile Creature you can see gets within 10 feet of you, as a reaction you can expend one Stamina Point to Move half your Speed up to 15 feet, 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, you deal 1d12 additional damage.
Sprint
Barbarian, Fighter, Paladin, Ranger, Rogue
As a bonus action, you can spend one Stamina Point to use this technique to make a dash action and increace your movement speed for additional 20 feet. (For example, if your normal movement speed is 30 feet, your movement speed becomes 80 feet after making a sprint.)
You don't need to spend Stamina Point for the first you use this maneuver after finishing a short or long rest. If you have 19 or higher Constitution, you can use this maneuver twice times before spending one Stamina Point on itor finishing a short or long rest.
Steel Wind Attack
Fighter, Ranger, Rogue | Prerequisite: 9th level, Misty Leap maneuver
To learn this maneuver, you must already know the Misty Leap maneuver. You can make Steel Wind Attacks:
- Attack: In place of a Weapon Attack, you can expend one Stamina Point to make a Weapon Attack against up to 3 Creatures within your Reach or Range, and each Target must be within 20 feet of each other when you Target them, you make a separate Attack roll for each Target. On a Hit, a Target takes takes 4d8 + your Strength or Dexterity modifier slashing Damage.
- Action: As an Action, you can expend one to three Stamina Points to choose up to 5 Creatures that you can see within 30 feet and make a Weapon Attack against each Target. On a Hit, a Target takes 4d8 + your Strength or Dexterity modifier slashing Damage for each Stamina Point you expended.
You can then choose to teleport to an unoccupied space you can see within 5 feet of one of your Targets.
Steel Wind Shield
Fighter, Ranger | Prerequisite: 13th level
As a Bonus Action, you can expend one Stamina Point to start Concentrating with your Strength ability 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 10 feet of you gains Three-Quarters Cover, except against Attacks made within 5 feet of them.
- The area within 10 feet of you counts as Difficult Terrain for Creatures of your choice.
- Each time a Creature of your choice gets within 10 feet 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 4d6 slashing damage 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 4d6 slashing damage on a failure, or half as much on a success.
You can use Maneuvers along side Steel Wind Shield.
Strike of Cunning
Rogue
You have developed cunning ways to utilize your Sneak Attack. When you deal Sneak Attack damage, you can spend one Stamina Point to add one of the following Cunning Strike effects. Each effect has a damage dice cost, which is the number of Sneak Attack damage dice you must forego to add the effect. You remove the dice before rolling, and the effect occurs immediately after the attack's damage is dealt:
- Blind (cost 3d6): You strike the target's head to make it dazzled. The target must succeed on a Constitution saving throw or become blinded until the end of its next turn.
- Confusion (cost 5d6): Your fast attack makes the target faint. The target must succeed on a Wisdom saving throw or have 50% chance not doing anything on its turns for 1 minute. The target can make another saving throw at the end of each of its turns, ending the effect on itself on a succeed. Constructs, undeads and any creature with immunity to paralyzed are immune to this effect.
- Disable (cost 5d6): The target must succeed on a Constitution saving throw or become paralyzed for 1 minute or until it takes any damage. The paralyzed target can make another Constitution saving throw at the end of each of its turns, ending the effect on itself on a succeed. Constructs and undeads are immune to this effect.
- Poison (cost 1d6): You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target is poisoned for 1 minute. At the end of each of its turns, the poisoned target can make another Constitution saving throw, ending the effect on itself on a succeed. To use this effect, you must have a Poisoner's Kit on your person.
- Sap (cost 3d6): You strike the target's limb or other athletic organ. The target must succeed on a Constitution saving throw or have its movement speed reduced by half until the end of its next turn.
- Trip (cost 1d6): If the target is a Large or smaller creature, it must succeed on a Strength saving throw or be knocked prone.
Strike of Giant
Barbarian, Fighter | Prerequisite: 13 Intelligence (Fighters) or 13 Charisma (Barbarians)
You have developed primeval magic that gives you an echo of the might of giants. When you put this maneuver into your maneuver list, choose one of the benefit listed below. You can change the benefit by preparing a new maneuver list and choosing this maneuver again or replacing this maneuver with itself.
Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can spend one Stamina Point to imbue the attack with an additional effect depending on the benefit you chose:
- Cloud Strike: The target takes 1d4 additional thunder damage. For the next 1 minute or until you dismiss it (which cost no action), you gain flying speed equal to 10 + your movement speed.
- Fire Strike: The target takes 1d6 additional fire damage. If the target is a creature, it must succeed on a Dexterity saving throw or shed dim light in a 10-foot radius until the end of its next turn. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being invisible.
- Frost Strike: The target takes 1d6 additional cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.
- Mountain Strike: The target takes 1d6 additional bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet from you and knocked prone.
- Ocean Strike: The target takes 1d10 additional lightning damage.
- Stone Strike: The target takes 1d6 additional force damage. For the next 1 minute or until you dismiss it (which cost no action), all damage you would take is reduced by 5. If an attack is reduced to 0 or lower damage, it is bounced away without any additional effect.
- Wood Strike: The target takes 1d6 additional piercing damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make any action or attack roll. A creature with immunity to charmed is immune to this effect.
Stunning Bash
Barbarian, Fighter, Paladin | Prerequisite: 5th level
You can expend one Stamina Point to use this maneuver to perform a shield bash in place of one attack you would make as part of your attack action, but only if you are wielding a shield or a weapon that deals at least 1d4 Damage in which you are Proficient. You make a melee weapon attack roll with your Strength against any creature within 5 feet of you. On a hit, you deal bludgeoning damage equal to 1d8 + your Strength modifier. If the target is a Humanoid, Aberration, Beast, Celestial, Dragon, Fey, Fiend or Plant, it must succeed a Constitution saving throw or be stunned on its next turn.
Sudden Death
Rogue | Prerequisite: 13th level, Strike of Cunning maneuver
By spending two Stamina Points, you can bring a creature's swift demise. You can use this maneuver whenever you land a sneak attack. The damage dealt by your sneak attack gains additional damage equal to the sum of the rolls of 2d6 * your proficiency bonus.
Once you use this maneuver, you must finish a long rest before you can use it again.
Symphony of Pain
Fighter | Prerequisite: 17th level
As an Action, you can expend three Stamina Points to put yourself beyond your body's limit. You make 10 attacks with your weapon as an Action.
Making this attack is really exhausting. Once you use this maneuver, you must finish a long rest before you can use it again. You will also get one level of exhausted. Such exhaustion ends after 1 hour.
Tearing Strike
Barbarian, Fighter, Paladin | Prerequisite: 9th level
As an Action, you can expend one Stamina Point to make a Weapon Attack with advantage against a Creature or Object within the Reach of your Melee Weapon Attacks or within 30 feet of your Ranged Weapon Attacks. On a Hit, the Target takes force damage equal to four times of your Weapon's damage dice + 30. If this Maneuver reduces the a Large or smaller Non-Magical Object to 0 Hit Points, it is destroyed. This Maneuver automatically destroys Large or smaller creation of Magical force. If the Target is a Huge or larger creation of force, this Maneuver destroys a 10ft-Cube portion of it. A Magic Item is unaffected by the additional effect but still takes the damage.
Up Thrust
Fighter, Ranger, Rogue
You can expend one Stamina Point to use this maneuver as part of a melee weapon attack made against a creature that is currently flying, or physically above you. The reach of your attack increases by 5 feet, and you gain advantage on the attack roll. Additionally, the damage for your attack gains a bonus equal to the number rolled on your Stamina Point.
Unfathomable Interference
Barbarian, Fighter | Prerequisite: 17th level
Your will power can temporarily isolate the area around you from the magic flowing through the multiverse.
As an action, you can expend three Stamina Points to create a 30-foot-radius antimagic sphere, as the spell antimagic field. The sphere is always centered on you and moves with you. It lasts for 1 hour or until you use an Action to dismiss it. The sphere persists even if you fall unconscious.
Additionally, the sphere has no effect on yourself or any attack of magical weapon.
Wall Walk
Rogue
You can spend one Stamina Point to use this maneuver as a bonus action. Once used, you gain Climbing speed equal to your movement speed for 1 minute.
Additionally during this maneuver, you can walk through the surface of water or other liquid as long as you start and end your movement on solid ground.
War Cry
Barbarian | Prerequisite: 9th level, 13 Charisma
Your battle spirit encourages your companions. When you do so, you spend one Stamina Point and use an action. Yourself and all friendly creatures at your choice within 30 feet of you who can see or hear you recieve temporary hit points equal to 10 + 5*your Charisma modifier.
Once a creature recieves temporary hit points from this maneuver, it must finish a long rest before it can do this again.
Whirlwind Barrage
Barbarian | Prerequisite: 17th level
As an Action you can expend three Stamina Points to start Concentrating with your Strength ability to create a Vertical Wall of Steel Wind that appears at a point of your choice within 30 feet of you and lasts for 1 Minute or until you loose Concentration. You can make a Straight Wall up to 100 feet Long, 20 feet High, and 5 feet Wide, or a Ringed Wall up to 30 feet in Radius, 20 feet High and 5 feet 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 6d12 force damage on a failure, or half as much on a success.
Withdraw
Fighter, Ranger, Rogue | Prerequisite: 5th level
You can spend one Stamina Point to use this maneuver as a bonus action. Once used, your movement does not provoke opportunity attacks and you can move through difficult terrain without it costing you extra movement for 1 minute.
World-Swallowing Shadow
Rogue | Prerequisite: 17th level
When you deal Sneak Attack damage, you can spend three Stamina Points to melt the target into shadow. The target turn pinch black. It takes 50 necrotic damage and gets incapacitated for 1 minute. A Construct, Elemental, Giant, Monstrosity, Ooze or Undead or a creature with Legendary Resistance or any target that DM considers to be too tough to be instantally slain is immune to this effect.
Zephyr Whirlwind
Barbarian, Fighter, Paladin | Prerequisite: 9th level
You can make a Whirlwind Barrage:
- Attack: In place of a Weapon Attack, you can expend one Stamina Point to make 30ft-Long and 5ft-Wide Straight-Line Adjacent to you. Each Creature within the Line must make a Dexterity saving throw, taking 4d8 force damage on a failure, or half as much on a success.
- Action: As an Action, you can expend one to three Stamina Points to create 40ft-Cone Adjacent to you. Each Creature within the Cone has to make a Dexterity saving throw, taking 4d8 force damage for each Stamina Point 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.
Feats[edit]
There are a few homebrew feats that were created to go with this homebrew rule. They are listed below.
Always a Chance
Prerequisite: ability to use one or more maneuvers
You've become quite efficient at making precise attack.
Once per turn, if you roll a 1 on your attack roll, you can choose to spend 1 Stamina Point to reroll the attack roll.
Once per turn, if the target roll a 20 on its saving throw against your maneuver, you can spend 1 Stamina Point to force it rerolling its saving throw and use the new result.
Defensive Duelist
Prerequisite: 13 Strength or 13 Dexterity
Thanks to your martial training, you are capable of parrying attacks. You gain the following benefit:
- Your Strength or Dexterity score increases by 1. As normal, you can't increase an ability score above 20 using this feature.
- When you are wielding a Weapon or using a Shield and you are Hit by a Melee or Ranged Attack, as a Reaction you can spend 1 Stamina Point to add a Bonus equal your Proficiency Bonus to your Armor Class against this Attack, potentially causing the Attack to Miss you.
Dual Wielder
Prerequisite: 13 Strength or 13 Dexterity
You master fighting with two weapons, gaining the following benefits:
- Your Strength or Dexterity score increases by 1. As normal, you can't increase an ability score above 20 using this feature.
- 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.
Power Attack
Replaces the Great Weapon Master and Sharpshooter Feats Prerequisite: 13 Strength or 13 Dexterity
You are capable of increasing the power of your Attacks, but at the cost of accuracy. You gain the following benefits:
- Your Strength or Dexterity score increases by 1. As normal, you can't increase an ability score above 20 using this feature.
- Before making a Weapon Attack that deals at least 1d4 Damage in which you are Proficient, you can choose to receive a -5 Penalty to your Attack roll. On a Hit, you add a +10 Bonus to your Damage roll for that Weapon Attack.
- If you wield a Weapon that 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 choose to receive a Penalty equals to 5 + your Proficency Bonus to your Attack roll. On a Hit, you add a Bonus equal to 10 + 2 * your Proficency Bonus to your Damage roll for that Weapon Attack.
Reactive
Prerequisite: the ability to use at least one maneuver that requires a reaction to use
You've honed your reaction time to an unmatched level with your maneuvers. You gain the following benefits:
- You can take an extra reaction once per round. This reaction can only be used to use one of your maneuvers.
- When you use a maneuver that requires a reaction to use, you can deal 1d6 additional damage with it.
Vessel of Stamina
Prerequisite: ability to use one or more maneuvers
Your endurance has improved dramatically. You gain the following benefits:
- Your Constitution score increases by 1. As normal, you can't increase an ability score above 20 using this feature.
- You gain one additional Stamina Point.
Fighter: Battlemaster Changes[edit]
Since this supplement gives every martial a maneuver list like battlemaster, some changes are made to battlemaster and similiar subclasses:
Stamina Points
You gain one additional Stamina Point when you choose this subclass at 3rd level. You gain one additional Stamina Point at 7th, 10th, and 15th level.
Surging Stamina
Starting at 3rd level, when you use your Action Surge, you immediately regain an expended Stamina Point.
Maneuver Specialist
Starting at 10th level, you can choose one of the Fighter maneuvers that you can learn as your specialty maneuver.
Your specialty maneuver can be used once without expending a Stamina Point. After that, you must spend Stamina Points as normal. You may use this feature again after finishing a long rest.
Pure Skill
Starting at 18th level, you regain 4 expended Stamina Points once you roll for initiative .
Magic Items and Rules for Magic Item Bonus[edit]
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.
Martial Art Scroll
Scroll, rarity varies
A Martial Art Scroll is a small scroll of paper or bamboo marked with letters that hold the secret of a Battle Maneuver. If you read the letters on the scroll, you can use the Battle Maneuver recorded on it once if you have the Stamina Points required and reach the Prerequisite of the Battle Maneuver. This effect last for 1 hour or until you use the Battle Maneuver. Once the Battle Maneuver is expended, the words on the scroll fade, and it becomes useless.
The rarity of the scroll and the Stamina Points required to use the held Battle Maneuver depend on the Battle Maneuver's Prerequisite:
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Tome of Battle
Wondrous Item, Legendary
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 an additional Battle Maneuver that your class has access to added to your total amount known (casters that are not related with melee gain Ranger maneuvers). You also gain one additional Stamina Point, which you add to your total amount of Stamina Points. 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.
A creature without Martial Class Levels can have a maximum amount of Maneuver Known equal to its Proficiency Bonus, and a maximum amount of Stamina Point per Short Rest equal to its Proficiency Bonus.
A Martial Adepts can have up to a maximum amount of Maneuver Known equal to twice its Proficiency Bonus, and a maximum amount of Stamina Point per Short Rest equal to three times its Proficiency Bonus.
Battle Maneuver for Creatures[edit]
If you wish to have Creatures and NPCs also have Battle Maneuver, then use the following guide.
Martial Adepts
Creatures with at least one Martial Level can begin to learn Battle Maneuver, 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 foot soldiers don't have Battle Maneuver, as they can be compared to an apprentice or a lesser Caster that can only cast Cantrips, while a Martial Adept can be compared to a Caster with Leveled Spells.
Rarity of Martial Adepts: Martial Adepts should be as rare as the Casters on your Settings. Just as a country has a few Wizards and Clerics as their Casters, there should be about the same amount of Mercenaries and Generals who work as their Martial Adepts.
Otherworldly Creatures: Creatures of other planes or supernatural origin that are Martial Adepts are not common, as they usually have some Magical capabilities that they choose to focus and develop to complement their natural Weapon Attacks. However, humanoid shaped outsiders like Genies, Erinyes or Planetar are sometimes heared of developing Battle Maneuvers. The flavor of such Martial Adept can be different. For example, a Djinn Martial Adept maybe able to deal lightning damage with 'Steel Wind Attack'.
Beasts and Non-Consciousness: Creatures such as Beasts and Oozes can hardly become Martial Adepts just like they are unlikely to become Casters, as they cannot be trained or teach by traditional means.
Martial Adept CR
The Martial Class Level of a Martial Adept depends on its CR and its resemblance to a Martial Class/Subclass (at the GM discretion).
- Full-martials. Its Martial Class Level is determined by its CR, and its maximum Martial Level is 20.
- Half-martials. Its Martial Class Level is determined by half its CR (rounded up), and its maximum Martial Level is 10.
- Third-martials. Its Martial Class Level is determined by one third its CR (rounded up), and its maximum Martial Level is 7.
Martial Ability
Saving throws for maneuvers with a Martial Adept are calculated as follows:
Maneuver Save DC = 8 + Strength or Dexterity modifier + proficiency bonus
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