User:Guy/Martial/Martial Offense
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There are many ways to conquer foes and monsters in this world, and you've adapted one to be your specialty. At 1st level, gain one Martial Offense of your choice from the following options.
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.
Barbarian
As a bonus action, if you aren't wearing heavy armor, you can use your bonus action to summon a rush of primal ferocity called a Rage. While in a Rage you gain the following benefits:
- You have resistance to damage from weapon attacks and unarmed strikes.
- You have advantage on Strength checks and Strength saving throws. (As normal, Strength-based attack rolls are not ability checks.)
- When you hit with a melee attack that adds Strength to the damage roll, add a +2 bonus to the damage roll.
- You can't cast spells or maintain concentration.
Your Rage lasts for 1 minute. Your Rage ends early when any of the following apply:
- You fall unconscious.
- At the start of your turn, you have neither taken damage nor attacked a hostile creature (regardless of hit or miss) since the start of your last turn.
- You use your bonus action to end your rage.
You can use this bonus action up to two times, and both uses are restored when you finish downtime.
Starting from 3rd level, whenever you use a Surge, you can enter a Rage as part of using that Surge. This doesn't use the bonus action you otherwise need to enter a Rage, and thus doesn't count against your two uses.
Brute
Overcome foes with raw power and beastly endurance.
- Brutal Strike. The first time on each of your turns you hit a creature with a weapon attack or unarmed strike, add your martial level to the damage dealt.
- For each martial level you have or gain, increase your maximum hit points by 1.
- Add 1 to your AC and to all saving throws you make.
Champion
You embody a mysterious divine power, whether through faith in a higher cause or mastery of your own body and senses. This gives you a pool of life points you can expend to perform minor miracles. You have a number of life points equal to double your martial level. You can expend these life points on the features below, and you regain all expended life points when you finish downtime.
- Lay on Hands. As a (Magic) action, you can expend any number of these life points to cause yourself or a willing creature you touch to regain 5 hit points for each life point expended.
- Divine Smite. During your turn, when you hit a creature with a melee weapon attack or an unarmed strike that deals damage, you can expend life point to add 1d8 radiant damage to the the damage roll for each life point expended.
You can initially expend up to 2 life points during each of your turns. The amount of life points you can expend at once increases with your martial level, becoming 3 once you reach 5th level, and become 4 once you reach 9th level. (The amount of life points you can expend equals your proficiency bonus, unless you're multiclassing, unless you're multiclassing)
Ki Fighter
(I want to remix ki, because I feel like monk's implementation of ki has a lot of untapped potential.)
Master
You're a master of battle maneuvers. Etc.
Choose one [Maneuver School]. This defines what maneuvers you can choose from. Etc.
Sneak
You can exploit a foe's drop in defenses to hit its weak points for greater damage. Once per turn, if you hit a creature with a weapon attack or unarmed strike that adds your Dexterity modifier to the damage roll, you deal an extra 1d6 damage if either:
This extra damage increases by 1d6 at every odd-numbered martial level. It becomes 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and 5d6 at 9th level.
Spellcaster
Level | Cantrips Known |
Spells Known |
Spell Slots | |
---|---|---|---|---|
1st | 2nd | |||
1st | — | — | — | — |
2nd | 2 | 2 | 2 | — |
3rd | 2 | 3 | 2 | — |
4th | 2 | 3 | 3 | — |
5th | 3 | 4 | 3 | — |
6th | 3 | 4 | 3 | — |
7th | 3 | 5 | 4 | 2 |
8th | 3 | 5 | 4 | 2 |
9th | 3 | 6 | 4 | 2 |
10th | 4 | 6 | 4 | 3 |
You blend martial prowess with a minor talent for spellcasting. See About Spells and Casting a Spell for the general rules about spellcasting. Choose one [Spell Source], which defines the spells you can learn and cast through this feature. Sometimes a Spell Source has other features in addition to defining your spell list.
Cantrips. You learn two cantrips of your choice from your chosen Spell Source. You learn one more upon reaching 5th level, and yet another upon reaching 10th level. As a downtime activity, you can replace one cantrip you've learned from this feature with another you'd be able to learn.
Spell Slots. To cast one of your spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish downtime.
You initially have two 1st-level slots. You gain another one of these slots upon reaching 4th level and 7th level. Also at 7th level you gain two 2nd-level spell slots, and upon reaching 10th-level you gain a third 2nd-level spell slot. This is all summarized in the adjacent table.
Spells Known. You initially know two 1st-level spells chosen from your [Spell Source]. Each time you gain a new odd-numbered martial level, you can learn a new 1st-level spell of your choice: another at 3rd, 5th, 7th, and 9th levels. At 7th and 9th levels you can choose 2nd-level spells.
Replacing Spells Known. As a downtime activity, you can replace any 1st-level spell you've learned from this feature with another 1st-level spell you'd be able to learn. Once you reach 7th level in this class, you can replace a 1st-level spell with a 2nd-level spell, and vice versa.
Spellcasting Ability. Unless your chosen [Spell Source] specifies otherwise, your casting ability is the highest from Intelligence, Wisdom, and Charisma.
Volley
If using the areas variant rule, when you Volley you can target:
|
Once per turn, as an Attack action, using a ranged weapon and a [bundle] of ammo for that weapon, you can rapidly volley an impossible number of projectiles over a wide range. When you Volley, you can target one of these areas:
- A 15-foot cone originating from you.
- A 30-foot line that is 5 feet wide, originating from you.
- A 10-foot radius centered on a point within 60 feet of you. The path from you to that area must be unobstructed.
Each creature in this area must make a Dexterity saving throw against your Dexterity DC. A creature takes 2d8 damage on a failed save, or half as much on a success. The damage type is the same as the one used for your weapon. This damage increases to 3d8 at 5th level, 4d8 at 7th level, and 5d8 at 9th level.
Doing this completely depletes the entire [bundle] of ammo. To attack with the same weapon again, or perform another Volley, you need a second [bundle]. You can scavenge the area to recover a bundle expended on a Volley, or or replenish your bundle during downtime as normal.