Way of the Battle Master (5e Subclass)

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Way of the Battle Master[edit]

Monk Subclass

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Master Logan

Illustrator: Ricardo Rodriguez (Waveloop)

Those who seek the dao of battle employ martial art, also called wushu techniques passed down through generations. To a Wushu Master, combat is a way of life, sometimes including subjects beyond battle such as philosophy and calligraphy. Not every monk absorbs the lessons of history, theory, and artistry that are reflected in the way of Wushu, but those who do are well-rounded monk of great skill and knowledge.


Martial Art Superiority

When you choose this archetype at 3rd level, you learn the Wushu Techniques that are fueled by your Ki points. You learn three Wushu Techniques of your choice. Many Wushu Techniques enhance an attack in some way. You can use only one techniques per attack. You learn two additional tecniques of your choice at 6th, 11th, and 17th level. Each time you learn new techniques, you can also replace one techniques you know with a different one. You can use one technique for any attacks you successfully perform, each technique consumes 1 ki power.


Dao of Yinyang

At 3rd level, your martial arts training give you a supernatural strength. As a result, whenever you make a Dexterity (Acrobatics) or a Strength (Athletics) check you can add one Martial die to the roll, provided you aren't incapacitated. In addition you can add one of the following Fighting Style to your martial arts.

  • Push Technique. Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • Brutal. You deal one additional martial arts dice damage once per turn.
  • Staff Control. When you use a quarterstaff, or a spear, they gain the reach property.
  • Two-Weapon Fighting. When you engage in two monk weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons
  • Mariner. You have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • Defensive Stance. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
  • Blind Monk. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a monk weapon to use this reaction.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a monk weapon.
  • Thrown Weapon Fighting. You can draw a monk weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Close Quarters Shooter. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.


Omniscient

Starting at 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Alignment
  • Speed
  • Armor Class
  • Current hit points
  • Strength saving throw
  • Dexterity saving throw
  • Constitution saving throw
  • Challenge level


Improved Martial Arts

At 11th level, once on each of your turns when you make an attack, you can make another unarmed attack against a different creature that is within 5 feet of the original target and within range of your weapon. Additionally, every time you make a critical hit the target must succeed on a Constitution saving throw or be stunned until the end of your next turn.


Unstoppable

At 17th level, your martial arts training has allowed you to go beyond the human limit. Your body is so used to certain movements that they have become one with your being. You can take two reactions in each round of combat, instead of one. Additionally, choose one of the creatures you observed in the last hour with "Omniscient", if you have advantage, you gain a bonus damage rolls equal to your Wisdom modifier (minimum of +1).


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Wushu Techniques


Ninja When you make a Dexterity (Stealth) check or an initiative roll, you can add one Martial die to the roll, provided you aren't incapacitated.

Bait and Switch When you're within 5 feet of a creature on your turn, you can 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. Roll the Martial die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Tactical Strike When you take the Attack action on your turn, you can forgo 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. That creature can immediately use its reaction to make one weapon attack, adding the Martial die to the attack's damage roll.

Ki Emamation When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one 1 ki point and add the Martial die to the ability check.

Disarming Strike When you hit a creature with a weapon/unarmed attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the Martial die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike When you hit a creature with a weapon/unarmed attack, you can distract the creature, giving your allies an opening. You add the Martial die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork When you move, rolling the Martial die and adding the number rolled to your AC until you stop moving.

Feinting Attack You can use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the Martial die to the attack's damage roll.

Goading Attack When you hit a creature with a weapon attack, you can attempt to goad the target into attacking you. You add the Martial die 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 until the end of your next turn.

Grappling Strike Immediately after you hit a creature with a melee attack on your turn, you can try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the Martial die to your Strength (Athletics) check.

Lunging Strike When you make a melee weapon/unarmed attack on your turn, you can increase your reach for that attack by 5 feet. If you hit, you add the Martial die to the attack's damage roll.

Maneuvering Attack When you hit a creature with a weapon/unarmed attack, you can maneuver one of your comrades into a more advantageous position. You add the Martial die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Murderer Intent When you hit a creature with a weapon/unarmed attack, you can attempt to frighten the target. You add the Martial die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Absorb Energy When another creature damages you with a melee attack, you can use your reaction to reduce the damage by the number you roll on your Martial die + your Dexterity modifier.

Precision Strike When you make a weapon/unarmed attack roll against a creature, you can add your Martial die to the roll. You can use this technique before or after making the attack roll, but before any effects of the attack are applied.

Pushing Strike When you hit a creature with a weapon/unarmed attack, you can attempt to drive the target back. You add the Martial die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Quick Toss As a bonus action, you can make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the Martial die to the weapon's damage roll.

Energy Transfer On your turn, you can use a reaction to give some of your inner energy to one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to one Martial die roll + your Wisdom modifier.

Counter-Strike When a creature misses you with a melee attack, you can use your reaction to make a melee weapon/unarmed attack against the creature. If you hit, you add the Martial die to the attack's damage roll.

Sweeping-Strike When you hit a creature with a melee weapon/unarmed attack, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Martial die. The damage is of the same type dealt by the original attack.

Tactical Assessment When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can add the Martial die to the ability check.

Unbalancing Strike When you hit a creature with a weapon/unarmed attack, you can attempt to knock the target down. You add the Martial die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Devious Strike Whenever a creature within your reach attacks an ally, you can use you can use your reaction to make a melee weapon attack against the creature. If you hit, you add the Martial die to the attack's damage roll.

Overseer Whenever a creature leaving your reach attack, it take one opportunity attack from you even if they take the Disengage action before leaving. If you hit, you add the Martial die to the attack's damage roll.

Seer-strike Whenever a creature enter your reach attack, it take one opportunity attack from you. If you hit, you add the Martial die to the attack's damage roll.

Energy-Sensitive When a creature casts a spell within your reach attacks, it take one opportunity attack from you. If you hit, you add the Martial die to the attack's damage roll.

No Mercy As a reaction you instantly leap at the creature that is prone, and make a single unarmed strike. If you hit, the target’s movement speed is reduced by 10 feet until the end of their next turn and they must make a Constitution saving throw or take one Martial die bludgeoning damage and be poisoned until the end of your next turn.



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