Combat Stamina (5e Class Feature)
Combat Stamina[edit]
Variant Feature for Martial Classes
This 2nd-level feature replaces the 2nd-level features of paladins, rangers, fighters, barbarians and monks. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
For barbarians and fighters, they also lose the 9th, 13th and 17th level features.
You gain a resource called stamina, that can fuel special abilities called Combat Stamina Abilities.
- Gaining Stamina
When you roll initiative, you gain an amount of stamina equal to your proficiency bonus + your Constitution modifier (minimum of 3). If you take no action and don't move on your turn, at the end of that turn you regain all your stamina.
- Using Stamina
Your stamina abilities can be used multiple times per turn, but only once for each check, attack or saving throw altered by the use of your stamina. Each stamina has a standard cost, and a cost in parenthesis. The cost in parenthesis is used whenever the character is wearing light or no armor and not using a shield.
- Martial Levels
Some features are based on your level, which in context means your martial level - the amount of levels you have in classes that lack the spellcasting feature. Third casters are considered non-spellcasters for this purpose.
Combat Stamina Abilities[edit]
- Incredible Athletics
You can spend 2 (1) stamina to add 10 feet to your movement speed until the end of your turn. When you do so, you also have Advantage on your first Strength, Dexterity or Constitution check you make until the start of your next turn.
- Bashing Attack
When you hit a creature with an attack from a melee weapon, you can spend 2 (1) stamina force that creature to make a Strength saving throw. On a failed save, the target suffer the attack's normal effects and it is pushed to an unoccupied space within 15 feet of it.
- Armor Rolling
While wearing armor, you can spend 2 (1) stamina points as a reaction when you are attacked to roll with your armor, reducing the impact of that strike, reducing the damage by an amount equal to your proficiency bonus + your martial level + your Constitution modifier.
- Disarming Attack
When you hit a creature with a melee weapon attack, you can spend 2 (1) stamina to force it to make a Dexterity saving throw. On a failed save, you can remove one object that creature is holding. The object fall in a space of your choice within 5 feet, or on your hand, if you have one hand free and is able to hold the object in a single hand.
- Trip Attack
When you hit a creature with an attack from a melee weapon, you can spend 2 (1) stamina force that creature to make a Dexterity saving throw. On a failed save, the target suffer the attack's normal effects and it is knocked prone and have its movement speed reduced to 0 until the end of its turn.
- Counterattacking
When you are attacked by a creature within reach, you can spend 2 (1) stamina to make an opportunity attack against the attacker.
- Charging Attack
prerequisite: 5th level
You can spend 3 (2) stamina and forgo one attacks made as part of your attack action to make take the Dash action. If you move at least 10 feet when you take this action, you can make an attack with a melee weapon as part of that same action. On a hit, that attack is a critical and you can Shove that creature using your reaction.
- Strike of Wrath
prerequisite: 11th-level, Extra Attack feature
When you take the Attack action, you can spend 2 (1) stamina to forgo one of your attacks. When you do so, you cause three times the damage on a hit.
- Whirlwind Striking
prerequisite: 11th-level
You can spend 2 (1) stamina and forgo two attacks made as part of your attack action to make one melee weapon attack against each creature of your choice within 5 feet of you.
- Armor Breaker
When you make a weapon attack you can spend 4 (3) Stamina Points. If you hit a creature who is wearing non magical armor, has natural armor, or is wielding a non magical shield, the target takes a permanent and cumulative -1 penalty to their AC, or shield bonus to AC. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. (This can only affect magical armor if the player is wielding an Artifact or Legendary magic weapon, or a magic weapon specifically designed to do so. Legendary and Artifact magic Armor cannot be affected.)
Interaction with Class Resources[edit]
- Monk
Any feature that requires ki from your monk class now requires stamina.
- Fighter
Any feature that requires you to use Action Surge, Indomitable or Second Wind now require you to spend at least 1 stamina in order to be triggered.
- Barbarian
Any feature that would trigger with a Reckless Attack now triggers when you make an attack in which you have modified with stamina.
- Paladin and Ranger
Any spell granted by a feature that is not the Spellcasting feature, or ability that requires spell slots can be used by spending an amount of Stamina points equivalent to the spell level: 2 (1st-level), 3 (2nd-level), 5 (3rd-level), 6 (4th-level) and 7 (5th-level). You can use stamina to cast a spell you know twice, being unable to do so until you complete a short or long rest.
Back to Main Page → 5e Homebrew → Character Options → Class Features