User:Guy/Martial
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Hit stuff.
Table: The Martial
Level | PB | Feat | Features |
---|---|---|---|
1st | +2 | — | Ability Gains, Defense, Offense |
2nd | +2 | — | Subclass |
3rd | +2 | Martial | Adaptability, Surge |
4th | +2 | General | Subclass feature |
5th | +3 | Martial | Second Action |
6th | +3 | General | Subclass feature |
7th | +3 | Martial | Indomitable Defense |
8th | +3 | General | Subclass feature |
9th | +4 | Martial | Critical Focus, Surge (2) |
10th | +4 | Legendary | Dire Strike |
- Proficiencies
- Weapons: You are proficient with all simple and martial weapons. You can forgo gaining proficiency with all martial weapons to instead gain any one of the following benefits:
- (a) Raw Talent. Increase your Strength, Dexterity, or Constitution score by 1.
- (b) Brawler. Increase the damage of your unarmed strike to 1d8. Add your PB to your attack roll when you attack with an improvised weapon, but you don't gain this benefit on subsequent attacks with the same improvised weapon.
- (c) Martial Artist. Increase the damage of your unarmed strike to 1d6. You can add your Dexterity modifier to the attack and damage rolls of these unarmed strikes, instead of your Strength modifier.
- (d) Technician. Gain proficiency only with martial weapons have the finesse or light property. You also gain proficiency in one more skill or tool of your choice.
- Armor: You are proficient with light armor, medium armor, heavy armor, and shields. You can forgo gaining proficiency with heavy armor to instead gain proficiency in a skill or tool of your choice. You can additionally forgo proficiency with medium armor and shields to gain proficiency in another skill or tool of your choice.
- Saves: You are proficient with Constitution saving throws.
- Skills: You are proficient in Acrobatics or Athletics.
- Tools: You are proficient in one tool of your choice, or learn one extra language of your choice.
Multiclass: If martial isn't your first class, to gain a level in this class at least two of your ability scores from Strength, Dexterity, and Constitution must be 13 or higher. If you become martial after 1st level, you only gain proficiency with light armor, medium armor, shields, and simple weapons—instead of all the proficiencies listed above.
Ability Gains
As a martial, you can get the most out of your natural abilities. If any ability score of yours is at least 13 or 17 (either now or later), you gain an extra benefit as detailed below. You only gain these benefits if martial is your first class.
Strength
- Strength 13: Your Hit Dice from this class improves from d8 to d10. Increase your hit points by 1 for every previous level you've gained in this class.
- Strength 17: Your Hit Dice from this class improves from d10 to d12. Again increase your hit points by 1 for every previous level you've gained in this class.
Dexterity
- Dexterity 13: Either (a) you gain proficiency in any one skill or tool of your choice or (b) you can add your Dexterity to attack and damage rolls of your unarmed strikes.
- Dexterity 17: Gain proficiency in Dexterity saving throws. If you are already proficient, instead gain proficiency in any other save of your choice.
Constitution
- Constitution 13: Your sheer toughness can somewhat overcome a lack of armor or evasiveness. Your AC is never lower than your Constitution DC: 8 + your PB + your Constitution modifier.
- Constitution 17: Whenever you expend one or more hit dice to restore your own hit points, use the maximum possible result of the Hit Dice without rolling.
Intelligence
- Intelligence 13: Gain proficiency in any one skill or tool of your choice.
- Intelligence 17: Choose one skill or tool in which you're proficient. Add double your PB to ability checks using that proficiency.
Wisdom
- Wisdom 13: You can rely on instinct and sharp senses to rely on defending yourself from attacks. Whenever you add your Dexterity modifier to your AC, you can add your Wisdom modifier instead. (You don't gain this benefit if your Wisdom modifier is already added to your AC through another effect.)
- Wisdom 17: Gain proficiency in Wisdom saving throws. If you are already proficient, instead gain proficiency in any other save of your choice.
Charisma
- Charisma 13: Gain proficiency in any one skill or tool of your choice.
- Charisma 17: Choose one skill or tool in which you're proficient. Add double your PB to ability checks using that proficiency.
Martial Defense
You are particularly adept at defending yourself from conventional attacks. Gain one Martial Defense from the following options. As a downtime activity, you can replace your chosen Defense with another one.
- Armored Defense. While you wear medium or heavy armor: Increase your AC by 1.
- Cunning Defense. While you wear light armor: You can use your bonus action to Dash, Disengage, or Hide.
- Darting Defense. Can't hit what you can't catch. While you aren't wearing armor or wielding a shield, your walking speed increases by 20 feet.
- Evasive Defense. While you wear light armor or no armor: Whenever you make a Dexterity saving throw to take half damage, on a success you instead take no damage, and half damage on a failure.
- Headstrong Defense. You can overcome the frailness of your body through sheer willpower. You can add your Wisdom (instead of Constitution) to your maximum hit points for each martial level you have. You lose this Martial Defense if you gain any feature that uses Wisdom as your casting ability, as the willpower keeping you together is redirected to power magic instead. (You can still replace this Defense as a downtime activity.)
- Hearty Defense. Whenever you finish a short rest or long rest, gain temporary hit points equal to your martial level + your Constitution modifier. These temporary hit points are replenished whenever you again finish a rest.
- Heavy Defense. Gain proficiency with heavy armor. Your speed isn't reduced if your Strength doesn't meet the requirements of your heavy armor.
- Reactive Defense. While you wear light armor or no armor: You cannot be flanked or knocked prone, unless you are also incapacitated.
- Resilient Defense. Gain proficiency in any one saving throw of your choice.
- Tough Defense. You can add your Constitution modifier to your AC instead of your Dexterity modifier. You don't gain this benefit if your Constitution is already added to your AC, such as with Unarmored Defense.
- Unarmored Defense. While you are not wearing armor: Your AC equals 10 + your Dexterity modifier + the highest ability modifier from Constitution, Intelligence, Wisdom, and Charisma. A shield bonus bonus can add to this AC.
Martial Offense
There are many ways to conquer foes and monsters in this world, and you've adapted one to be your specialty. Gain one Martial Offense of your choice.
Your chosen specialty becomes more powerful as your martial level increases, as detailed within the Martial Offense itself. Sometimes, the subclass you gain at 2nd level will change your chosen Martial Offense to a different one.
Subclass
At 2nd level, you choose an archetype that you strive to emulate in your martial prowess. The archetype you choose grants you features at 2nd, 4th, 6th, and 8th levels as shown in the martial table.
Feats
At 3rd level, you can gain one Martial Feat of your choice. As shown in the martial table, you gain another Martial Feat every odd-numbered level hereafter.
At 4th level, you gain one General Feat of your choice. (This list is intentionally different from 5e Feats.) As shown in the martial table, you gain another General Feat upon reaching 6th and 8th levels.
Finally, at 10th level you gain one Legendary Feat of your choice. Legendary Feats are exceptionally powerful, but if you prefer you can forgo gaining one to instead gain another General Feat or Martial Feat.
Surge
Once you reach 3rd level, you can draw upon a Surge of stamina or willpower (or just pure luck) to do the impossible. Once during your turn (no action required), you can consume your Surge to do either of the following. You can Surge even while incapacitated or unconscious. Once you consume your Surge, you can't use any Surge again until you finish a long rest.
- Healing Surge. Regain half your maximum hit points.
- Speed Surge. Immediately take another turn. (You can't cast a spell multiple times per round, except for cantrips and reactions.)
Once you reach 9th level, you have two Surges, and both are restored when you finish a long rest. You cannot Surge on consecutive rounds.
Adaptability
As an experienced adventurer, you know how to get the job done—even if you've never done the job before. When you reach 3rd level, gain one Adaptability of your choice.
As a downtime activity, you can replace your chosen Adaptability with another you would be able to learn.
Second Action
Once you reach 5th level, you are a paragon of swiftness and decisive action. Once on each of your turns you can take a second action.
As normal, you can't cast a spell (or use the Magic action) more than once per turn—unless casting a cantrip.
Indomitable Defense
By 7th level, you've seen the myriad of monsters this world can throw at you. You've taken it upon yourself to adapt to these unconventional threats, and gain one Indomitable Defense from the following options. Sometimes one of these will have prerequisites, and you must meet the prerequisites to gain the benefit.
If you prefer, you can forgo an Indomitable Defense and instead gain another Martial Defense of your choice. As a downtime activity, you can replace your chosen Defense with another you would be able to learn, but you can't have more than one Indomitable Defense at a time.
- Aura Defense. (Prerequisite: Charisma 15 or higher) Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus.
- Blindsense Defense. (Prerequisite: Proficiency in Perception) While you are able to hear, you have blindsense out to a range of 10 feet.
- Deflecting Defense. (Prerequisite: Wisdom 15 or higher) When you would be hit by a ranged weapon attack, you can use your reaction to reduce the damage you take by an amount equal to 1d10 + your Dexterity modifier + your martial level. If this reduces the damage to 0 and you have a free hand, you can harmlessly catch the projectile if it is something you can hold in one hand.
- Elemental Defense. (Prerequisite: Constitution 15 or higher) You've trained your body to endure an esoteric type of damage. You have damage resistance to one damage type of your choice from acid, cold, fire, lightning, and poison. If you choose poison, you also have advantage on any saving throw to prevent or end the poisoned condition on yourself.
- Fading Defense. (Prerequisite: Wisdom 15 or higher) You can use your bonus action to become magically invisible until the start of your next turn. You can do this a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.
- Gritty Defense. Immediately after you fail a saving throw, you can choose to re-roll the saving throw and use the new result if it is higher. You can't use this benefit again until you finish a long rest.
- Heavier Defense. (Prerequisite: Strength 15 or higher) While you are wearing heavy armor: If you take damage from a melee attack, the damage you take is reduced by 3. (If you have multiple sources of damage reduction, they don't stack. Only the greatest reduction applies.)
- Lucid Defense. You cannot be charmed or frightened.
- Prompt Defense. The best defense is a swift offense. You have advantage on any ability check made to determine turn order.
- Uncanny Defense. (Prerequisite: Dexterity 15 or higher) While you are wearing light armor and your speed isn't reduced: When an attacker that you can see hits you with an attack roll, you can use your reaction to halve the attack's damage against you.
Critical Focus
By 9th level, your experience on the field of battle has taught you how to get the most out of your critical hits. Gain one Critical Focus of your choice.
As a downtime activity, you can replace your chosen Critical Focus with another you would be able to learn.
Dire Strike
Upon reaching 10th level, you can exert your sheer martial prowess to deal debilitating damage to the toughest titans that would stand in your way. Just before you make an attack roll you can decide to apply -5 to the result. If you do but the attack hits anyway, add +10 to the damage roll.
You don't gain this benefit with a "bonus attack" or any attack roll made as part of a bonus action.
You must declare you're making a Dire Strike before you roll the d20.