Some classes have "Martial Action Dice", which they can use for multiple purposes, called "Martial Actions."The primary purpose of Martial Action Dice is to add damage to weapon attacks.Martial Actions reduce this pool of extra-damage dice to instead allow for special maneuvers and abilities that relate to those who focus on martial combat (as opposed to magical combat).There are also some classes and sub-class features that fueled by Martial Action Dice, but are not themselves Martial Actions.
Those classes that have the "Martial Actions" feature can use these rules. Their feature will have a few common sub-features:
Starting Martial Actions -- When a character gets the Martial Action feature from a class, sub-class, or Feat, it specifies how many Martial Actions they immediately learn.This sub-feature will also specify how often you learn new Martial Actions, if at all.If you learn Martial Actions from multiple sources, you may use any Martial Action with any of your Martial Action Dice, without regard to which source provided those Martial Action Dice.
Evolving Martial Actions -- This sub-feature specifies how often you can change which Martial Actions you know, and how many you can change at once.Note that if a Martial Action is awarded by name (and not as a free pick), that Martial Action can never be replaced: the character must always know that Martial Action once it has been awarded by name.
Martial Action Dice -- There are 3 types of Marital Action Dice.
(Regular) Martial Action Dice -- The sub-feature with the name "Martial Reaction Dice" specifies how many (regular) Martial Action dice the character gets each turn.Regular Martial Action Dice refresh at the end of each turn for that character.How many of these dice a character has, from each source, might be specified in the class table (or a sub-class table), or it might be specified in the sub-feature text.If a character has the Martial Action feature from multiple sources, each source specifies a different number of dice, but they can all be used with any Martial Action no matter which source the Martial Action came from.
Single Use Martial Action Dice -- This sub-feature specifies how many Martial Action dice the character gets that DO NOT refresh every turn.These Martial Action Dice refresh in a different way than every turn.They might refresh after a Short Rest or Long Rest, or not at all (they might be generated by converting them from some other source, such as Channel Divinity).They might also have an expiration.
Some Martial Actions or class/sub-class features also specify that they must use Single Use Martial Action Dice.At any given time, a Regular Martial Action Die can be converted to a Single Use Martial Action Die.This doesn't require an action of any type, nor is there a limit of how many can be converted (other than it can't be more than your currently unspent number of Regular Martial Action Dice).When this conversion is done, those Regular Martial Action Dice no longer refresh every turn. They do not start to refresh again until the character completes a Short Rest or Long Rest.
Martial Action Die Type -- This sub-feature specifies the die type (d6, d8, etc.) associated with this source's Martial Action Dice.It may also specify how they change over time, if they change over time (such as by gaining levels).Each source (class, sub-class, feat) of Martial Action Dice specifies the die type associated with those dice.While you don't have to keep track of which source provided a given Martial Action, you do have to track the dice separately, because they might all be different die types.
It would eliminate some of the book-keeping burden if all Martial Action Dice are the best type from any of your classes, but I'm not sure if that creates a Multiclassing exploit where a small dip in another class has disproportionate benefit.
Martial Action Saving Throw -- Some Martial Actions have saving throws.This sub-feature specifies how to calculate the Saving Throw DC for that character's Martial Actions.If a character has Martial Actions from multiple sources, they may choose which Martial Action Saving Throw DC calculation each time they invoke a Martial Action.
The sub-feature will specify which Ability modifier you can use for your Saving Throw DC, or might give a choice of Ability modifiers that you can use.
Martial Action Limitations:
You may only have one AC Bonus from Martial Actions active at any time; if you activate a different Martial Action, and it increases your AC, any previous AC Bonus from a Martial Action expires immediately.
Martial Actions should not directly inflict damage, they should only enable other effects (which might in turn do damage), impose conditions, etc.
While Martial Actions can be chained together (one Martial Action enabling another one to be brought into play from the same attack), only one extra attack (such as via Sweeping Attack or Swift Attack) that has no direct action cost may be awarded per turn.
Further, these extra attacks may not use Martial Actions: they must be a simple and direct attack.
For example, if you make the Light Weapon extra attack as a Bonus Action, you may use Martial Actions with it; but if you use Swift Attack to move that attack to your Attack Action (freeing up your Bonus Action for other uses), you may not use a Martial Action with that Swift Attack extra attack.
This limit does not apply to attacks that consume your Bonus Action or Reaction (such as Riposte, which is made as part of your Reaction, nor Quick Toss which is made as a Bonus Action).These are not "extra attacks", but regular attacks taken as a Bonus Action or Reaction.
For clarity, this rule does not impact extra attacks obtained via the Extra Attack feature.It only applies to extra attacks created by Martial Actions.
If a Martial Action does not mention working via Unarmed Strikes, and only mentions working via a weapon, then that Martial Action may be used with Unarmed Strikes if the character has the Feat "Fighting Style: Unarmed."If a Martial Action specifies that it can be used with Grapple or Shove, it can be used for those purposes even if that Fighting Style is not known to the character.If a Martial Action specifies that it can be used with Unarmed Strikes, then it can be used with Unarmed Strikes even if that Fighting Style is not known to the character.
Multiclassing: Each class that generates Martial Action Dice does so separately.Each class also determines the die type of their Martial Action Dice. The dice can be used with any Martial Action you know, regardless of where you learned it, but the number and type of each die is tracked independently.
Prerequisites: If a class is listed without subclass(es) in parenthesis, then the class in general meets the prerequisites.If any subclasses are listed, then only those subclasses meet the prerequisites.If a class or subclass awards a Martial Action by name (including from a list of options), then that bypasses any requirements (including Level and a prerequisite for other Martial Actions).Other prerequisites can be based on Level, or having other Martial Actions already known.If you replace a Martial Action that is a prerequisite for other Martial Action, you must also replace the Martial Actions that depend upon it.
Notes:
What's the difference between Evasive Damage Reduction vs Iron Skin? Iron Skin uses your Reaction, but doesn't require you to be using Dodge. Evasive Damage Reduction is the opposite.This means you can use Iron Skin once per turn, but you can do Evasive Damage Reduction once per attack against you, as long as you have Martial Action dice remaining.
The same relationship (note 1) exists between Evasive Parry vs Parry (Evasive Parry requires that you be using Dodge, while Parry requires that you use your Reaction).Evasive Parry also only works against that specific attack, while Parry lasts until your next turn.
Martial Actions List
Ambush:
Cost: 1 Single Use die
Prerequisite: Barbarian, Fighter, Ranger, Rogue
When you make a Dexterity (Stealth) ability check, or roll Initiative, and aren't Incapacitated, you may roll one Single Use Martial Action die and add it to the ability check or Initiative roll.
When you hit a target with an attack roll, each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or have the Charmed condition until the end of your next turn.As a Bonus Action, you may maintain an active Charmed condition on each target, by continuing to expend 3 Martial Action Dice one each of your turns, but the targets each get to re-try their saving throw each time you do so.
Bait and Switch:
Cost: 1 or 2 Single Use dice
Perquisites: 3rd Level
When you’re within 5 feet of a creature that is willing and isn't Incapacitated, and you aren't Incapacitated, you may expend 5 feet of movement and a Single Use Martial Action die to switch places with that creature.This movement doesn’t provoke opportunity attacks. You may also choose to expend a second Single Use Martial Action die, granting you or the creature you exchanged places with (your choice) a bonus to AC equal to the number rolled on that die.
Blinding Attack:
Cost: 3 dice
Prerequisites: 5th Level, Dazing Attack
Once per turn, when you hit with an attack roll, you may apply the Blinded condition to your target unit the end of its next turn.The target must succeed on a Constitution saving throw, or it has the Dazed condition until the end of its next turn.
Brace:
Cost: 1 die
Prerequisites: 4th Level
When a creature you can see moves into the Reach of a melee weapon you're already wielding, you may use your Reaction to make a melee attack against that creature with that weapon.
Centering:
Cost: 1 Single Use die
Prerequisites: Bard (College of Dance), Monk
As a Bonus Action, you may restore a number of hit points for yourself equal to the roll of the Single Use Martial Action die plus your Constitution Modifier or Mystical Attribute modifier.
Charging Attack:
Cost: 1 or 2 Single Use dice
As a Bonus Action, you may take the Dash action.After you have moved at least 10 feet, you may make one Bonus Action attack against a creature within your Reach if your last 10 feet of movement was in a straight line, and you are closer to the creature than you were at the start of that 10 feet of straight line movement.You may only gain this Bonus Action attack once per turn.You may spend a second Single Use Martial Action Die to have Advantage on this attack.
When you take the Attack action on your turn, you may forgo one (and only one) of your attacks to direct a friendly creature that can see or hear you to take make an attack.Choose a willing creature who can see you or hear you.That creature may choose to immediately use their Reaction to make a single attack.
When you roll a Charisma (Intimidation), Charisma (Performance), or Charisma (Persuasion) check, or make a Charisma Saving Throw, you may choose to roll one Single Use Martial Action Die and add the result to the ability check.
Dazing Attack:
Cost: 2 dice
Prerequisites: 5th Level
Once per turn, when you hit with an attack roll, you may apply the Dazed condition to your target unit the end of its next turn.The target must succeed on a Constitution saving throw, or it has the Dazed condition until the end of its next turn.
Defensive Attack:
Cost: 2 dice
Perquisites: 3rd Level
If you are not wearing heavy armor and nor wielding a shield, when you hit a creature with an attack roll, you may roll two Martial Action Dice and the average of those two dice to your AC until the start of your next turn.
Disarm:
Cost: 1 or 2 dice
Prerequisite: 5th Level
When you hit a creature with an attack roll, you can force it to drop one item of your choice that it’s holding (including a weapon). The target must make a Strength saving throw or Dexterity saving throw (your choice). You may choose to use a second die and add the roll of that die to their Save DC.On a failed save, the creature drops the object you chose, and the object lands at its feet.If you spend another die, and halve the roll of that die (drop fractions, but minimum 1), you may have the object land that many 5 foot spaces away.
Disorienting Attack:
Cost: 1 die
When you hit a creature with an attack roll, you may disorient it, keeping it from making an effective attack.It has Disadvantage on its next attack roll before the start of your next turn.
Distracting Attack:
Cost: 1 die
When you hit a creature with an attack roll, you may distract it, drawing its defensive attention to you.The next attack roll made against it, by someone other than you, before the start of your next turn, has Advantage.
Evasive Damage Reduction:
Cost: 2 dice
Prerequisites: Bard (College elf Dance, College of Fighting Arts), Fighter (Brawler), Monk, Rogue
When you are benefiting from the Dodge action, and an attack hits you, but before it is determined how much damage is caused, you may roll 2 Martial Action Dice to reduce the damage by the amount rolled.
Evasive Footwork:
Cost: 1 die
Perquisites: 3rd Level
When you move at least 5 feet on your turn, you can roll one Martial Action die and add the number rolled to your AC until the end of your turn.
Evasive Parry:
Cost: 2 dice
Prerequisites: Bard (College of Dance, College of Fighting Arts), Fighter (Brawler), Monk, Rogue
When you are benefiting from the Dodge action, and a melee attack that does bludgeoning, piercing, and/or slashing damage is made against you, after the attack is rolled but before it is determined whether or not it hit your AC, you may average the roll of the 2 Martial Action dice and add that average to your AC against that attack.
Goading Attack:
Cost: 1 die
Perquisites: 3rd Level
Prerequisites: Bard (College of Dance, College of Fighting Arts), Fighter, Rogue (Swashbuckler)
When you hit a creature with an attack roll, you can attempt to goad the target into attacking you. 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 its next turn.
Grappler:
Cost: 1 die
Prerequisites: Barbarian, Bard (College of Dance, College of Fighting Arts), Fighter, Monk
When you force an opponent to make a Saving Throw against a Grapple, Push, Shove, Throw, or Trip Attack, or any time they attempt to save against a Grapple or Joint Lock you have already applied to them, you may roll 1 Martial Action Die and add it to the Save DC for that check.You may also use this Martial Action to roll 1 Martial Action Die to add to your Saving Throws against being Grappled, Pushed, Shoved, or Tripped.
Grappling Attack:
Cost: 1 die
If you are not already grappling any creature, immediately after you hit a creature with a melee attack on your turn, you can then try to grapple the target without expending an action or attack.
Grazing Attack:
Cost: 1 die
Perquisites: 3rd Level
When you miss with a melee attack roll, you can deal damage to the creature equal to your the Ability Modifier that you used to make the attack roll.This damage is the same type that the attack would have done.You do not impose any other damage nor effects on the target from this Martial Action (no damage from Sneak Attack, Superior Strike, Blessed Strikes, not from your Ability modifier, nor any other source).
If the weapon you are using for this attack has the Heavy property, then add to the damage one roll of your Martial Action Die divided by two (drop fractions).
Immovable:
Cost: varies
Perquisites: 3rd Level; Grappler
If you are Grappled, and the creature Grappling you tries to move you, you may use your Reaction and expend Martial Action Dice (up to as many as you have available) to reduce the movement they are trying to use to move you this turn. You reduce the movement by the total amount you roll on the Martial Action Dice.
Once per turn, when you hit a creature with an attack roll, or expend a Bonus Action for this Martial Action, choose a creature that can see you, and you can see, within 30 feet of yourself.Until the end of that creature’s next turn, whenever it makes an attack roll or a saving throw, it can roll a Martial Action Die and add the number rolled to the attack roll or saving throw.
Iron Skin:
Cost: varies, Single Use Dice
Prerequisites: Barbarian, Fighter, Monk
When you are hit by an attack that does bludgeoning, piercing, and/or slashing damage, but before it is determined how much damage is caused, you may use your Reaction to roll any Single Use Martial Action Dice you have available to reduce the damage by the amount rolled.
Joint Lock:
Cost: 1 die per turn in which you initiate and maintain the Joint Lock
Perquisites: 3rd Level; Grappler
After you Grapple a target and they fail their Grapple Save, you may also force them to make a second Grapple Save.If they fail this second saving throw, you also apply the Restrained condition to them for as long as you maintain your Grapple on them.Further, they are unable to attack any target other than you, and they are at disadvantage to attack you.
Knock Out Attack:
Cost: 6 dice
Prerequisites: 11th Level
Once per turn, when you do damage with a weapon attack or Unarmed Strike, or have a single creature in a Joint Lock, you may force your target to make a Constitution saving throw or be unconscious for 1 minute.On each of its turns, it may repeat the saving throw to end the condition early.If it has taken damage since its last saving throw attempt, it has advantage on the saving throw.
Leaping Attack:
Cost: 1 die
Prerequisites: 3rd Level; Bard (College of Dance, College of Fighting Arts), Fighter (Brawler), Monk
When you wish to make a melee attack against a creature with at least 5 feet between you and your target, you may make a jump (with ability check) immediately before the attack to close the distance to the opponent.If you land within your Reach with that melee attack, you may make the attack with Advantage.This can be used even if you are initially outside of your Reach.
Lunging Attack:
Cost: 2 dice
When you make a melee attack roll, before determining if the creature is within Reach, you may extend your Reach by 5 feet for that attack (even if you decide to attack a different creature).
Maneuvering Attack:
Cost: 2 dice
Perquisites: 3rd Level
When you hit a creature with an attack roll, you can move yourself or one of your comrades into a more advantageous position. Choose a friendly creature (possibly yourself) 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.
Menacing Attack:
Cost: 1 die
Perquisites: 3rd Level
When you hit a creature with an attack roll, you can attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is Frightened of you until the end of your next turn.
Muting Grapple:
Cost: 3 dice
Prerequisites: 5th Level, Dazing Attack
Once per turn, when you successfully Grapple a target, you may silence your target.The target is unable to make any sounds (verbal, warning sounds, etc.) until the end of its next turn.
Parry:
Cost: 2 dice
If a melee attack that does bludgeoning, piercing, and/or slashing damage is made against you, after the attack is rolled but before it is determined whether or not it hit your AC, you may use your Reaction to average the roll of the 2 Martial Action Dice and add that average to your AC until the start of your next turn.
Precision Attack:
Cost: 1 die
Perquisites: 6th Level
Once per attack, when you miss with the attack roll, you can add the roll of one Martial Action die to the attack roll.
Preemptive Attack:
Cost: 1 die
Perquisites: 3rd Level
When a creature within your reach attempts to attack you with a melee attack, you may use your Reaction to make one weapon attack or Unarmed Strike against them immediately before they attack you, fully resolving your attack before they make their attack roll.If your attack result prevents them from completing the attack against you (for example: if you move them outside of their reach, or you apply a condition to them that prevents them from attacking you), then their attack against you is expended but nullified.
Prone Fighting:
Cost: 2 dice
Prerequisites: Bard (College of Dance, College of Fighting Arts), Fighter (Brawler), Monk
If you are Prone, but you not Grappled, Incapacitated, Restrained, nor Unconscious, and you make an attack, once you activate this ability, until the start of your next turn, you are immune to the Prone condition (the condition is not removed -- it just doesn't affect you).Additionally, any time during your turn, you may remove the Prone condition without expending any movement.
Pushing Attack:
Cost: 1 die
When you hit a creature with a ranged attack roll with a weapon that has the heavy property or a melee attack roll, you can attempt to drive the target back by expending 1 Martial Action Die.If the target is up to one size larger than you, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.The target's pushed movement does not provoke Attacks of Opportunity.
If you make this attack with a melee weapon that has the Heavy, Two-Handed, and/or Versatile properties, the target has Disadvantage on its saving throw.
Quick Toss:
Cost: 2 dice
Prerequisites: 4th level
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.
You can use a Bonus Action to bolster the resolve of one of your companions. When you do so, choose a friendly creature, other than you, who can see or hear you. That creature gains temporary hit points equal to the roll of the Single Use Martial Action Die roll + your Charisma modifier.These temporary hit points expire if they are granted more temporary hit points from any source, or they complete a Short Rest or Long Rest.
Reversal:
Cost: 1 die
When you successfully save against another creature's attempt to Grapple, Shove, or Push you, you may use your Reaction to attempt to Grapple, Shove, or Push them.
Riposte:
Cost: 2 dice
When a melee attack is made against you, that does bludgeoning, piercing, and/or slashing damage, you may use your Reaction to roll 1 Martial Action Die to increase your AC against the attack that triggered your Reaction.Whether that attack hits or misses, you may make one attack with a weapon you are already wielding, against the attacker that triggered your Reaction.
Superior Leap:
Cost: 1 or 2 dice
Prerequisites: 3rd Level; Bard (College of Dance, College of Fighting Arts), Fighter (Brawler), Monk
When you need to make an ability check to jump, you may add a Martial Action die to either add to your ability check for the jump, or instead to extend the distance of the jump (if you spend 2 dice, you can do both).
Superior Toss:
Cost: 1 die
Perquisites: 3rd Level
When you make a ranged attack with a weapon that has the Thrown property, you may double the ranges of the weapon.
Sweeping Attack:
Cost: 1 die
Once per turn, when you hit a creature with an Unarmed Strike or melee weapon, you can make a single attack, with that same weapon or unarmed strike, against another creature that is within 5 feet of the first creature, and with the Reach of the same weapon or your Unarmed Strikes.Do not add your ability modifier to the damage inflicted if this extra attack hits, unless that ability modifier is negative.
If the weapon you use for this attack has the Heavy property, you have Advantage on the extra attack granted by this ability.
Swift Attack:
Cost: 1 die
If you take the Attack action with one weapon, and are also wielding a different weapon that has the Light property, instead of using the Light weapon to make it's free Bonus Action attack, you may use it to make an extra attack as part of the Attack action.As with the Bonus Action version of the Light weapon attack, do not add your ability modifier to the damage inflicted if this extra attack hits, unless that ability modifier is negative.
When you make an Intelligence (Investigation or History) or Wisdom (Insight) check, you may add the roll of one Single Use Martial Action die to the ability check roll.
Throw:
Cost: varies
Prerequisites: Superior Strike or Sneak Attack
When you successfully knock a creature Prone (especially via the Trip Attack via a Grapple, Grappling Attack, or Shove), you may use your Superior Strike or Sneak Attack (but not both), to deal damage to the creature.The damage type is bludgeoning, but it is magical if your Unarmed Strikes are magical.They must make a Saving Throw (their choice of Dexterity or Constitution).If they fail, they take the full damage.If they succeed they take half damage.
Trip Attack:
Cost: 1 die
When you hit a creature with an attack roll, or a target fails a save against a Grapple, Grappling Attack, Shove, or Pushing Attack you made against them, you may attempt to knock the target Prone.If the target is no more than one size larger than you, it must make a Strength saving throw or Dexterity saving throw (your choice). On a failed save, you knock the target Prone.
If the weapon you used to make the attack roll has the Heavy, Reach, and/or Versatile properties, then the target has Disadvantage on its saving throw.
Unbalancing Attack:
Cost: 1 die
Once per turn, when you hit a creature with an attack roll, you may knock it off balance, reducing its speed by 10 feet until the start of your next turn.
Vexing Attack:
Cost: 1 die
When you hit a creature with an attack roll, you have advantage on your next attack against that creature before the end of your next turn.
If the weapon you make the next attack roll with has the Ammunition, Finesse, or Light properties, or is an Unarmed Strike, instead of using this ability after hitting a creature, you can instead expend a Bonus Action to gain this advantage.
Withdraw:
Cost: 1 die
Prerequisites: 5th Level
Immediately after making an attack, whether your hit or miss, you may move half of your Speed without provoking Opportunity Attacks.
Conversions from Weapon Masteries, Cunning Strikes, Battle Master Maneuvers, and Bardic Flourishes
Weapon Masteries have been completely removed via these rules. The following Weapon Masteries can be replaced by the listed Martial Action:
Cleave - Sweeping Attack
Graze - Grazing Attack
Nick - Swift Attack
Push - Pushing Attack
Sap - Disorienting Attack
Slow - Unbalancing Attack
Topple - Trip Attack
Vex - Vexing Attack
The Rogue "Cunning Strikes" and related features that reduce the Rogue's number of Sneak Attack dice, have been absorbed into Martial Actions as well.These features have been replaced by indicated Martial Action:
Disarm - (Martial Action has the same name)
Poison - (this has not been replaced with a general Martial Action, but with a Rogue class feature that also uses Martial Action dice)
Trip - Trip Attack
Withdraw - (Martial Action has the same name)
Daze - Dazing Attack
Knock Out - Knock Out Attack
Obscure - Blinding Attack
Goad - Goading Attack
Awe - (Martial Action has the same name)
Parrying Stance - Parry
Invigorate - (Martial Action has the same name)
Stealth Attack - (this has not been replaced with a general Martial Action, but with a Rogue class feature that also uses Martial Action dice)
Battle Master Maneuvers (some of the Martial Actions work very differently than the Battle Master Maneuver equivalents, but the concept of the maneuver is the same):
Ambush - (Martial Action has the same name)
Bait and Switch - (Martial Action has the same name)
Brace - (Martial Action has the same name)
Commander's Strike - (Martial Action has the same name)
Commanding Presence - (Martial Action has the same name)
Disarming Attack - Disarm
Distracting Strike - Distracting Attack
Evasive Footwork - (Martial Action has the same name)
Feinting Attack - Vexing Attack
Goading Attack - (Martial Action has the same name)
Grappling Strike - Grappling Attack
Lunging Attack (5e version) - (Martial Action has the same name)
Lunging Attack (new version) - Charging Attack
Maneuvering Attack - (Martial Action has the same name)
Menacing Attack - (Martial Action has the same name)
Parry - No direct mapping, but Iron Skin is comparable.The Parry Martial Action is AC based instead of damage reduction based.
Precision Attack - (Martial Action has the same name)
Pushing Attack - (Martial Action has the same name)
Quick Toss -(Martial Action has the same name)
Rally - (Martial Action has the same name)
Riposte - (Martial Action has the same name)
Sweeping Attack - (Martial Action has the same name)
Tactical Assessment - (Martial Action has the same name)
Trip Attack -(Martial Action has the same name)
Bardic Flourishes:
Defensive Flourish - Defensive Attack
Slashing Flourish - Sweeping Attack
Mobile Flourish - Pushing Attack
Feats:
Feat: Fighting Style: Unarmed (1st-Level Feat) Prerequisite: None Repeatable: No
For all purposes your Unarmed Strikes are also considered to be simple melee weapons with the Light and Finesse properties with which you are proficient.Whether or not you are considered armed vs unarmed, considered to be "wielding" this weapon, and/or have it "in hand," is up to you at any given moment.
Any feature, ability, etc. that works with/on a non-specific melee weapon and/or simple melee weapon works with/on the damage option of your Unarmed Strikes.Your Unarmed Strikes are also considered to have sufficient monetary value to satisfy any spell component requirement.(so, the Magic Weapon spell will work, the Shillelagh cantrip will not; Battle Master maneuvers will work)
The damage option of your Unarmed Strikes deal 1d4 bludgeoning damage unless you have a feature that replaces it with a larger die and/or modifies the damage type for your unarmed strikes.
Each appendage you have that can make attacks or wield weapons (when not wielding a weapon nor shield), and not holding any other object, counts as a "different light weapon" for the Light weapon extra attack with an Unarmed Strike.
All aspects of your Unarmed Strikes (including Save DCs when you Grapple or Shove someone else, and which stat you use when saving against a Grapple or Shove being used against you) can be based on your Strength or Dexterity.Not just the Attack and Damage modifiers.
Feat: Martial Adept
Prerequisite: 4th Level Repeatable: Yes
Martial Action Die: You have 2 Single Use Martial Action dice (or two more, if you already have them).They do not refresh each turn.When you complete a Short Rest or Long Rest, you regain either of these dice if you have spent them.
Martial Action Dice Type: The die type for your Martial Action Die from this Feat is always a d6.
Martial Actions: You learn 2 Martial Actions.Each one can be any Martial Action, as long as you meet all of the requirements for each Martial Action (such as Level requirements for certain Martial Actions, class or subclass requirements, etc.).
Martial Action Saving Throw DC: If a Martial Action requires someone to make a Saving Throw, the Save DC Is: 8 + your proficiency bonus + your Constitution modifier.If you have Martial Actions from different sources, you may choose which Martial Action Saving Throw DC calculation each time you invoke a Martial Action.
Classes and Subclasses:
Barbarian (modified from play test 7)
1st Level: Remove the "Weapon Mastery" feature.
1st Level: Add the "Martial Actions" feature:
Starting Martial Actions: You learn 1 Martial Action for which you meet the qualifications.
New Martial Actions: You gain one new Martial Action at each of these levels: 8th, 14th, and 18th.
Evolving Martial Actions: Any time you gain a level in the Barbarian class, you may replace one Martial Action you know with a different Martial Action for which you meet all of the requirements, unless that Martial Action was specifically awarded by name.
Martial Action Dice: You have 1 Martial Action Die.You gain a second Martial Action Die at 11th level.
Single Use Martial Action Dice: You have 1 Single Use Martial Action die (or one more, if you already have them).At 8th level, you gain another Single User Martial Action die, and one more at 15th level.These Single User dice do not refresh each turn.When you complete a Short Rest or Long Rest, you regain any of these dice if you have spent them.
Raging Martial Action Dice: While you are Raging, you have 1 extra Martial Action Die per turn.This increases to two at 11th level.
Martial Action Dice Type: The die type for your Barbarian Martial Action Dice (and Raging Martial Action Dice) starts as d6's and increase in size as you gain levels.At 8th level, they improve to d8's.At 15th level, they improve to d10's.
Martial Action Saving Throw DC: If a Martial Action requires someone to make a Saving Throw, the Save DC Is: 8 + your proficiency bonus + your Constitution modifier.If you have Martial Actions from different sources, you may choose which Martial Action Saving Throw DC calculation to use each time you invoke a Martial Action.
Barbarian Subclass: Brawler (adapted from Play Test 7 fighter subclass)
3rd Level
Fighting Style: You have the "Unarmed" Fighting Style, if you don't already have it.If you do, you may add another Fighting Style OR the Tavern Brawler feat.
Unarmed Expert: same as the Brawler Fighter 3rd level subclass ability of the same name.
Further, you learn the "Grappler" Martial Action.
Improvised Expert: same as the Brawler Fighter 3rd level subclass ability of the same name.
6th Level
Grappling Expert: same as the Brawler Fighter 7th level subclass ability of the same name.
Further, you learn the "Grappling Attack" Martial Action.
Throwing Dishes: If you chose the Thrown property for Improvised Expert, while you are in Rage, you can use a Bonus Action to make an improvised thrown weapon attack.
10th Level
Dirty Fighting: same as the Brawler Fighter 10th level subclass ability of the same name.
Further, you learn the "Trip Attack" Martial Action.
Fists of Rage: While you are in Rage, your Rage takes on a superior level of power.Your Unarmed Strikes overcome any source of resistance to bludgeoning, slashing, or piercing damage.
Sucker Punch: While you are in Rage, you can use a Bonus Action to make an Unarmed Strike.
14th Level
Improvised Specialist: same as the Brawler Fighter 15th level subclass ability of the same name.
Unarmed Specialist:same as the Brawler Fighter 18th level subclass ability of the same name.
Bard: College of Dance (modified from play test 6)
3rd Level:
Add:Fighting Style: You gain the "Fighting Style: Unarmed" feat.
Change "Bardic Damage" to: Your Martial Arts Die type for Unarmed Strikes matches your Bardic Inspiration Die type.
Add: "Bardic Martial Action Dice": If you learn Martial Actions, you may expend uses of your Bardic Inspiration as Single Use Martial Action Dice.The die type for these Martial Action Dice will be the same die type as your Bardic Inspiration Dice.(You do not directly learn any Martial Actions through this subclass).
Martial Action Saving Throw DC: If you learn a Martial Action that requires someone to make a Saving Throw, the Save DC Is: 8 + your proficiency bonus + your Charisma modifier.If you have Martial Actions from different sources, you may choose which Martial Action Saving Throw DC calculation to use each time you invoke a Martial Action.
Bard: College of Fighting Arts (modified from 5e)
3rd Level: Fighting Style:You may choose one of the following Fighting Styles:
Defense, Dueling, Two-Weapon Fighting, Unarmed
3rd Level: Martial Training:
You gain proficiency with Martial Weapons that have the Finesse and/or Light property, and training with Medium Armor and Shields.
You may use a one handed weapon (not including Unarmed Strikes) that you are proficient with as a spellcasting focus.
3rd Level: Martial Actions
Starting Martial Actions: You learn 3 Martial Actions
Bardic Martial Action Dice: You may expend uses of your Bardic Inspiration as Single Use Martial Action Dice.The die type for these Martial Action Dice will be the same die type as your Bardic Inspiration Dice.
Martial Action Saving Throw DC: If a Martial Action requires someone to make a Saving Throw, the Save DC Is: 8 + your proficiency bonus + your Charisma modifier.If you have Martial Actions from different sources, you may choose which Martial Action Saving Throw DC calculation each time you invoke a Martial Action.
6th Level: Extra Attack.You may also replace one (and only one) of your Attack action attacks to cast a Cantrip that you know.
6th Level: Martial Advancement: You learn one more Martial Action, and gain one (regular) Martial Action Die.
14th Level: Martial Excellence: You learn one more Martial Action, and gain one more (regular) Martial Action Die.
Cleric: War Domain (modified from play test 6)
3rd Level: Change the "Domain Spells" list as follows:
Replace "Divine Favor" with "Elemental Smite".
3rd Level: Change the "War Priest" feature:
Remove the existing wording (both paragraphs)
Martial Action Dice: You gain 1 Martial Action die.You gain another die when you reach 11th level in this class.These dice refresh every turn.
Martial Actions: You learn the one of the following Martial Actions:
If you already know all of those Martial Actions, you may learn 1 Martial Action of your choice for which you meet all of the requirements.
Evolving Martial Actions: Any time you gain a level in the Cleric class, you may replace one Martial Action you know with a different Martial Action, unless that Martial Action was specifically awarded by name.
Bonus Action Attack: Once per turn, you may use 1 Martial Action die to make 1 attack with a Bonus Action.This is a feature and not a Martial Action.
3rd Level: Change the "Guided Strike" feature:
Remove the existing paragraph/benefits.
You learn the Invigorate Martial Action, and you may also use it as a Reaction when a creature you can see within 30 feet of you misses an attack roll or Saving Throw.The target of your Invigorate may immediately use its benefit to attempt to make the attack roll or saving throw succeed.
You learn the Precision Attack Martial Action.
3rd Level: Add the "Divine Martial Action Dice" feature: As a Bonus Action, you may expend one of your Channel Divinity uses to create Single Use Martial Action dice that do not refresh each turn.The number of dice you add is equal to your Wisdom modifier (minimum 2).These dice last until you either use them, use this feature again, or complete a Short Rest or Long Rest.
Fighter (modified from play test 7)
Fighter Table Martial Action Columns
Level
Martial Action Dice
1
1d6
2
1d6
3
2d6
4
2d6
5
3d8
6
3d8
7
4d8
8
4d8
9
5d8
10
5d10
11
6d10
12
6d10
13
7d10
14
7d10
15
8d12
16
8d12
17
9d12
18
9d12
19
10d12
20
10d12
1st Level: Remove the "Weapon Mastery" feature
1st Level:Add the "Martial Actions" feature:
Starting Martial Actions: You start with 3 Martial Actions.
New Martial Actions: You gain two new Martial Actions at each of these levels: 8th, 14th, and 18th.
Evolving Martial Actions: Any time you gain a level in the Fighter class, you may replace one Martial Action you know with a different Martial Action, unless that Martial Action was specifically awarded by name.
Martial Action Dice: You have a number of Martial Action Dice equal to the "Martial Action Dice" column of the Fighter Table.
Single Use Martial Action Dice: You may expend uses of Second Wind as Single Use Martial Action Dice.
Martial Action Dice Type: The die type for your Martial Action Dice is also given in the"Martial Action Dice" column of the Fighter class table.Martial Action Dice from different sources have different die types, and the die type is determined by its source.
Martial Action Saving Throw DC: If a Martial Action requires someone to make a Saving Throw, the Save DC Is: 8 + your proficiency bonus + (either your Strength modifier or Dexterity modifier, your choice when you invoke the Martial Action).If you have Martial Actions from different sources, you may choose which Martial Action Saving Throw DC calculation each time you invoke a Martial Action.
1st Level: Add the "Superior Strike" feature:
When you hit with a weapon attack or Unarmed Strike, you may use up to 3 Martial Action dice to increase the damage of the attack.From 1st - 7th levels, you may spend 1 Martial Action Die per attack for this feature. From 8th - 14th levels, you may spend 2 Martial Action Dice per attack for this feature.Starting at 15th level and above, you may spend 3 Martial Action dice per attack, for this feature.The damage type can be any type the attack is already capable of doing, and it is "magical" if the base attack's damage is "magical".You may not use Sneak Attack and Superior Strike with the same attack.
9th Level:Change the "Master of Armaments" feature to "Master of Martial Action":
You may use your "Evolving Martial Actions" feature every time you complete a Short Rest or Long Rest.
Fighter: Battle Master (modified from play test 7)
3rd Level: Change the "Combat Superiority" feature as follows:
Maneuvers: Any "Battle Master Maneuvers" you might learn are replaced by learning Martial Actions: you learn 3 Martial Actions at 3rd level, and 2 additional Martial Actions at each of 7th, 10th, and 15th levels.
Superiority Dice: You replace your Superiority Dice with Single Use Martial Action Dice.
7th Level: Change the "Know Your Enemy" feature as follows:
Change the last sentence to: "You can also restore the use of the feature by expending one Single Use Martial Action Die."
10th Level: Change the "Improved Combat Superiority" feature as follows:
You learn this special/restricted Martial Action:
Quick Attack
Cost: 1 Martial Action Die
When you have a weapon in hand that has the Heavy, Two-Handed, and/or Versatile properties, you may use a Bonus Action to make an attack with that weapon.
15th Level: Change the "Relentless" feature as follows:
Once per turn, when you use any feature or Martial Action that requires a Single Use Martial Action Die, you immediately regain a Single Use Martial Action die.
18th Level: Change the "Ultimate Combat Superiority" feature as follows:
When you deal damage with a weapon that has the Heavy, Two-Handed, and/or Versatile properties, you may add 1d6 to the damage done by that weapon.The damage type of this extra damage can be any type that can be dealt by that weapon.This is a feature and not a Martial Action.
Fighter: Pugilist (replaces/modifies from the Brawler subclass in play test 7)
3rd Level:Change the "Unarmed Expert" feature:
Fighting Style: If you do not already have Fighting Style: Unarmed, you acquire it now.If you did already have it, you may choose another Fighting Style OR the Tavern Brawler feat.
Improved Unarmed Strikes:Your Unarmed Strikes do 1d6 damage.Your Unarmed Strikes are the same die type as your Martial Action dice.
New Martial Actions: In addition to the Martial Actions you learn as a Fighter, you gain one new Martial Action at each of these levels: 3rd, 10th, and 18th.These bonus Martial Actions must be related to Grapple, Shove, Push, or trip.
7th Level: Add the "Crushing Blow" feature:
Each time you make an Unarmed Strike, before you make the attack roll, you can expend 1 Martial Action die to make your Unarmed Strike overcome any source of resistance to bludgeoning, slashing, or piercing damage.This is a feature and not a Martial Action.
10th Level: Add the "Rapid Strikes" feature:
When you take the Attack Action and use all of your attacks to make Unarmed Strikes, you may use a Bonus Action to make another Unarmed Strike.
18th Level: Remove the "Unarmed Specialist" feature.
18th Level: Add the "Brutal Strike" feature:
Once per turn, when you deal damage with an Unarmed Strike or Improvised Weapon, you may add one Martial Action die to the damage done by your Unarmed Strike or Improvised Weapon.The damage type of this extra damage can be any type that can be dealt by your Unarmed Strikes.This is a feature and not a Martial Action.
Fighter: Eldritch Sniper (adapted-from/replaces Arcane Archer from 5e)
3rd Level:
Eldritch Lore:You learn the magical theory and some of the secrets of nature.
You may choose to gain Proficiency with the Arcana skill, the Nature skill, or the Religion skill.If you already know all three of those skills, you may choose a skill from the Fighter skill list.
You may choose to learn either the Druidcraft cantrip, the Elementalism cantrip, the Prestidigitation cantrip, or the Thaumaturgy cantrip.
You may choose Wisdom, Intelligence, or Charisma as your Spellcasting Attribute for this subclass.
Eldritch Weapon:
Each time you complete a Long Rest, you pick one ranged weapon, or weapon that has the Thrown property, in your possession that you are proficient with.This weapon becomes your Eldritch Weapon.
If your Eldritch Weapon has the Ammunition property, you ignore the Ammunition requirement for it.You conjure the Ammunition into the weapon as soon as it is ready to fire.(Loading still applies, as the weapon still needs to be readied in other ways, such as winding a crossbow, etc.)Ammunition conjured this way disappears as soon as it hits or misses its target.You may suppress this ability, with no action cost, if you have a specific piece of ammunition you wish to fire.
If your Eldritch Weapon has the Thrown property, it has the Returning feature.
When making ranged/thrown attacks with your Eldritch Weapon, you do not have Disadvantage when making an attack against a creature due to them being within 5 feet of you.
Your Eldritch Weapon can be used as a spell casting focus for any spells that you know.
Whether or not your Eldritch Weapon is magical or not, any ranged/thrown attacks it makes are magical.The magic fades from any ammunition it fires as soon as it hits or misses its target.
You may use the Spellcasting Attribute you chose with Archer Lore as your Saving Throw DC for any Martial Actions related to an attack you make with your Eldritch Weapon, or with spells you know via Eldritch Shots.
You learn these special/restricted Martial Actions:
Transmuted Shot
Cost: 1 Martial Action Die
Each time you hit a creature with your Eldritch Weapon, you may use a Martial Action die to change the damage type to Acid, Cold, Fire, Lightning, Poison, or Thunder.
Quick Shot
Cost: 1 Martial Action Die
You can make a Bonus Action Attack with your Eldritch Weapon.
7th Level:
You learn 3 special/restricted Martial Actions:
Eldritch Range:
Cost: 1 Martial Action Die
When you make an attack roll with your Eldritch Weapon against a target beyond its normal range, you do not have Disadvantage due to the target being beyond the weapon's normal range.
Bankshot
Cost: 1 Single Use Martial Action Die
When you miss with a ranged/thrown attack with your Eldritch Weapon, you may use your Reaction to re-roll the attack against a different target that is within 60 feet of the original target.Line of sight and cover are tracked as though the shot came from the original target to the second target, as the shot makes one bounce off of the original target to deflect to the secondary target.
Seeking Shot
Cost: 2 Single Use Martial Action Dice
When you make a ranged/thrown attack with your Eldritch Weapon against a creature you have seen within the last minute, who is still within long range of your Eldritch Weapon, the attack curves around obstacles and cover and/or bounces/banks off of multiple surfaces, finding the target no matter where they might be.Before you make the attack, spend the Single Use Martial Action Dice: for this attack you can ignore line of sight, invisibility, and cover for this shot.
Eldritch Shots:
You learn the following spells, and you always have them prepared, without counting against any limit on prepared spells:
Elemental Smite, Ensnaring Strike, Hail of Thorns, Searing Smite+, Shining Smite+ + these spells work via your Eldritch Weapon (and only your Eldritch Weapon) even though it is a ranged/thrown weapon attack and the spells specify melee weapons.
You may cast these spells via your Eldritch Weapon, once each, without spending a spell slot.You may not cast them this way again until you complete a Short Rest or Long Rest.
You may also cast them, via your Eldritch Weapon, using a number of Single Use Martial Action Dice equal to the spell's level, instead of using a spell slot.
If you have spell slots that can cast these spells, you may cast them via spell slots as well, with their usual restrictions (such as requiring a melee weapon or unarmed strike for the smite spells).
15th Level:
Improved Eldritch Shots:
You learn the following spells that you can use with the Eldritch Shot feature.You always have them prepared, without counting against any limit on prepared spells.
Blinding Smite+, Conjure Barrage
18th Level:
Superior Eldritch Shots:
You learn the following spells that you can use with the Eldritch Shot feature.You always have them prepared, without counting against any limit on prepared spells.
Banishing Smite+, Conjure Volley
Monk (modified from play test 6)
Monk Table (Martial Arts Die and Martial Action Dice columns):
Level
Martial Arts Die
Martial Action Dice
1
d6
-
2
d6
1d6
3
d6
2d6
4
d6
2d6
5
d8
3d8
6
d8
3d8
7
d8
4d8
8
d8
4d8
9
d8
5d8
10
d10
5d10
11
d10
6d10
12
d10
6d10
13
d10
7d10
14
d10
7d10
15
d12
8d12
16
d12
8d12
17
d12
9d12
18
d12
9d12
19
d12
10d12
20
d12
10d12
1st Level: Replace the "Martial Arts" sub-features with:
Fighting Style: You gain the "Fighting Style: Unarmed" feat.
(this DOES qualify you for other "Fighting Style" Feats)
Martial Arts Die: (no change)
Dexterous Attacks: (removed, replaced with Mystical Fighting)
Combination Strikes: (replaces Bonus Unarmed Strike) If you have at least two limbs that can make unarmed strikes, neither of which is wielding a weapon nor shield nor holding an object, you may use your Bonus Action to make an Unarmed Strike.Unlike the Bonus Action attack with a Light weapon, you do not omit the attribute modifier to damage.
Monk's Weapons: Simple Weapons are your Monk's Weapons.
More Monk's Weapons: Pick two Martial Weapons.You gain proficiency with those weapons, and add them to your Monk's Weapons.
NOTE: (major revision) This feature does NOT depend upon what weapons nor shield you are or aren't wielding, nor what armor you may or may not be wearing.But some other features and Martial Actions do (Mystical Fighting, Patient Defense, Step of the Wind, Unarmored Movement, Deflect Missiles, Acrobatic Movement)
1st Level: Add "Monastic Discipline": You learned a form of Martial Art that channels some other form of energy though your body, fueling your Martial Arts and Mystical Abilities.Pick one of the three fundamental disciplines of your Monastic Order:
Mind over Matter: You use Intelligence as your Mystical Attribute (replaces Wisdom for your DC calculations for your special abilities, Unarmored Defense, etc.).When you gain the Energetic Strikes feature, with each individual attack, you may choose to do Psychic damage as your Unarmed Strike damage type.
Spirit over Matter: You use Wisdom as your Mystical Attribute (DC calculations for your special abilities, Unarmored Defense, etc).When you gain the Energetic Strikes feature, with each individual attack, you may choose to do Radiant damage or Necrotic damage (pick when you gain this feature) as your Unarmed Strike damage type.
Self Over Matter: You use Charisma as your Mystical Attribute (DC calculations for your special abilities, Unarmored Defense, etc).When you gain this feature, with each individual attack, you may choose to do Force damage as your Unarmed Strike damage type.
1st Level: Add "Mystical Fighting":
When you are not wearing armor, nor wielding a shield, you may replace Strength orDexterity with your Mystical Attribute as the Attribute Modifier for your Attack and Damage rolls with Unarmed Strikes, your Grapple/Shove Saves, your Grapple/Shove DCs, Athletics checks, Acrobatics checks, and your Monk's Weapons.
Your Monk's Weapons are also considered to be Finesse weapons as long as they do not have the Heavy property.
1st Level: Change the "Unarmored Defense" feature so that the AC calculation is:
Base AC = 10 + Dex modifier + Mystical Attribute modifier
1st Level: Remove the "Weapon Mastery" feature.
1st Level: Add the "Martial Actions" feature: You learn Martial Actions and have Martial Action Dice.
Starting Martial Actions: You learn 1 Martial Action for which you meet all of the requirements.
New Martial Actions: At each of these levels: 8th, 14th, and 18th; you learn 2 more Martial Actions of your choice, if you have all of their requirements.
Evolving Martial Actions: Any time you gain a level in the Monk class, you may replace one Martial Action you know with a different Martial Action for which you have all of the requirements, unless that Martial Action was specifically awarded by name.
Martial Action Dice: You have a number of Martial Action Dice equal to the "Martial Action Dice" column of the Monk Table.
Single Use Martial Action Dice: In addition to Single Use Martial Action dice you might have from other sources, you have a number of Single Use Martial Action Dice equal to your Mystical Attribute Modifier (minimum 1).The minimum increases to 2 at 8th level, and 3 at 15th level.These Single User dice do not refresh each turn.When you complete a Short Rest or Long Rest, you regain any of these dice if you have spent them.
Martial Action Die Type: Martial Action dice you get through the Monk class are the same die type as your Martial Arts Die type.
Martial Action Saving Throw DC: If a Martial Action requires someone to make a Saving Throw, the Save DC Is: 8 + your proficiency bonus + (either your Strength modifier or Dexterity modifier or your Mystical Attribute modifier, your choice when you invoke the Martial Action)If you have Martial Actions from different sources, you may choose which Martial Action Saving Throw DC calculation each time you invoke a Martial Action.
2nd Level: Revise "Martial Discipline" feature as follows:
You learn the following abilities (while two of these use Martial Action dice, these are features and not Martial Actions):
Flurry of Blows: (costs 1 Single Use Martial Action die) You may make an extra Unarmed Strike EITHER as part of Combination Strikes in your Bonus Action, OR as part of your Attack action (but not both).
Patient Defense: If you are not wearing any armor, nor wielding a shield, you may take the Dodge action as a Bonus Action.
Step of the Wind: (optional cost of 1 martial action die) If you are not wearing any armor, nor wielding a shield, you may take the Dash OR Disengage action as a Bonus Action.You may optionally spend 1 Martial Action Die to do both as a single Bonus Action.
2nd Level: Add the "Superior Strike" feature:
When you hit with an Unarmed Strike or Monk Weapon attack, you may use up to 3 Martial Action dice to increase the damage of the attack.From 2nd - 7th levels, you spend 1 Martial Action Die per attack for this feature. From 8th - 14th levels, you may spend 2 Martial Action Dice per attack for this feature.Starting at 15th level and above, you may spend 3 Martial Action dice per attack, for this feature.The damage type can be any type the attack is already capable of doing.You may not use Sneak Attack and Superior Strike with the same attack.
3rd Level, Revise “Deflect Missiles” feature as follows (replacing the text of the feature):
You learn the Riposte Martial Action, and also pick one of these:
If you already know Riposte, you may pick a different Martial Action for which you have all of the requirements.
If you already know all four of the other Martial Actions, you may pick a different Martial Action for which you have all of the requirements.
If you are not wearing armor nor wielding a shield, and you can see or hear the attacker, you may use the Evasive Damage Reduction, Evasive Parry, Parry, and/or Riposte Martial Actions (whichever of those you might know) against ranged attacks that do bludgeoning, piercing, and/or slashing damage types.
If you use Riposte this way, you must be able to see the target of the Riposte attack, the target of the Riposte attack must be within 60 feet of you, but the target of the Riposte attack does not need to be the attacker that triggered your Reaction.The Riposte attack does two martial arts dice of damage (of the same damage type as the attack you deflected).
5th Level: Revise "Stunning Strike":
Same as the existing feature, except that it costs 1 Single Use Martial Action Dice per use.This is a feature and not a Martial Action.
6th Level: Revise "Empowered Strikes" with:
At 6th level, your Unarmed Strikes damage and Martial Action damage is "magical".
Your Unarmed Strikes become +1 magic weapons.This bonus also applies to the Saving Throw DC for creatures trying to resist your Grapple or Push options for Unarmed Strikes, and any other aspect of your Unarmed Strikes.
At 13th level, Your Unarmed Strikes become +2 magic weapons.This bonus also applies to the Saving Throw DC for creatures trying to resist your Grapple or Push options for Unarmed Strikes, and any other aspect of your Unarmed Strikes.
6th Level: Add the "Energetic Strikes" feature:
You may substitute your damage type with Unarmed Attacks with Poison, or the damage type from "Monastic Discipline".You may also now use the Evasive Damage Reduction and Iron Skin Martial Actions (whichever of those you might know) against these damage types as well.
9th Level: Add the "Physical Excellence" feature:
You may choose Proficiency with either Athletics or Acrobatics, if you don't have it already.If you already have both, you may pick one additional Monk skill, or a Musical Instrument, or an Artisan's Tool.
When you make an ability check or saving throw with Acrobatics or Athletics, and you roll a 5 or less, you may treat the roll as if you rolled a 6.
10th Level: Add this feature:
Disciplined Strike: Once per turn, when you deal damage with an Unarmed Strike, you may add another roll of your Martial Arts Die to the damage.The damage type of this extra damage can be any type that can be dealt by your Unarmed Strikes.This is a feature and not a Martial Action.
13th Level: Change the "Deflect Energy" feature as follows:
You may also now use the Evasive Parry, Iron Skin, Parry, and/or Riposte Martial Actions (whichever of those you might know) against all attacks without regard to melee nor ranged, and without regard to damage type.
13th Level: Add the "Martial Master" feature:
You may use your "Evolving Martial Actions" feature every time you complete a Long Rest.
14th Level: Change the "Disciplined Survivor" feature as follows:
The cost for re-rolling a saving throw is 1 Martial Action Die.
15th Level, Change the "Perfect Discipline" feature:
When you roll Initiative, if you have no Single Use Martial Action Dice or your (Regular) Martial Action Dice refresh is currently less than it's maximum, you may either:
Restore the refresh of 2 of your (Regular) Martial Action Dice (if they're currently down by 2 or more dice per turn), or
Add two Single Use Martial Action dice, or
Add 1 Single Use Martial Action die and restore the refresh of 1 of your (Regular) Martial Action Dice (if they're currently down by 1 or more dice per turn).
15th Level, Add a new feature:
Extra Flurry of Blows: Once per turn, in any turn in which you use the Attack action, if you spend 1 Single Use Martial Action Die you can add one extra Unarmed Strike to the Attack action.You may use this in the same turn as "Flurry of Blows."This is a feature and not a Martial Action.
18th Level: Change the "Superior Defense" feature:This costs 2 Single Use Martial Action Dice .
20th Level: Change the "Defy Death" feature:
The initial cost for this feature, the first time you use it since your last Short Rest or Long Rest, is 2 Single Use Martial Action Dice.
Each time you use the feature, the cost increases by 1 Single Use Martial Action Die.
When you complete a Short Rest or Long Rest, the cost resets to 2 Martial Action Dice.
Monk Subclass: Warrior of Weapons (replaces the Way of the Kensei subclass)
3rd Level
Disciplined Weapons: You gain proficiency with all Martial Weapons.
Chosen Weapons:
You pick one melee weapon and one ranged weapon.You may pick another Chosen Weapon each time you gain a subclass feature (at 6th level, 11th level, and 17th level), as long as you are already proficient with that weapon.
Your Chosen Weapons are added to your Monk's Weapons.
Each time you attack with a Chosen Weapon, you may chose to use the weapon's defined base damage (in the Damage column of the weapon table), or to substitute your Martial Arts Die instead.
If any of your Chosen Weapons have the Thrown property, whenever you make a thrown weapon you may expect two Martial Action dice to bestow the "Returning" property to that weapon for the current attack.
6th Level
Empowered Blade: Your “Empowered Strikes” Monk class feature also applies to your Chosen Weapons.If the Chosen Weapon you are wielding is not already "magical" for the purposes of "magical damage", it is "magical" while you are wielding it.If the Chosen Weapon you are wielding does not have a magical attack or damage bonus, then the magical bonus you get from Empowered Strikes can also be applied to it while you are wielding it.If the Chosen Weapon you're wielding already has a magical attack bonus or magical damage bonus, then you can choose to use either of the bonuses between the weapon's bonus(es) or the bonus you gain from Empowered Strikes, and you may make that choice separately for each attack.
Energetic Blade: Your "Energetic Strikes" Monk class feature also applies to your Chosen Weapons.Any of the energy damage types that you can do with your Unarmed Strikes via Energetic Strikes (not including Bludgeoning, Piercing, or Slashing) can be used as a substitute for the damage type of your Chosen Weapon, and you may make that choice separately for each attack.
11th Level
Flurry of Blades: You may use a Bonus Action to make an attack with one of your Monk's Weapons.
Disciplined Weapon: Once per turn, when you deal damage with a Chosen Weapon, you may add another roll of your Martial Arts Die to the damage (at no Martial Action cost).The damage type of this extra damage can be its normal type, or the type currently being dealt by the weapon, or any of the damage types you have via Energetic Strikes.This is a feature and not a Martial Action.
17th Level
Disciplined Aim: Once per turn, if you miss with an attack roll using a Simple Weapon or Chosen Weapon, you may re-roll the attack roll.
Extra Blades: Once per turn, in any turn in which you use the Attack action and/or the Flurry of Blades feature, you may spend 2 Martial Action Dice to add an extra attack with a Monk's Weapon to EITHER the Attack action OR the Flurry of Blades feature, but not both.This is a feature and not a Martial Action.
Monk: Warrior of Shadow (modified from play test 6)
3rd Level:"Darkness": You learn the "Darkness" spell, and may cast it with spell slots if you have them.You can instead cast this spell without using a spell slot (effectively casting it as if it was a 2nd level spell slot, for purpose of things like Counterspell), but once you cast the spell this way you may not do so again until you complete a Short Rest or Long Rest.You may also cast it by expending 2 Single Use Martial Action Dice.If you cast it via Single Use Martial Action dice, then you may spend more Single Use Martial Action Dice (up to 9 per turn), to increase the effective spell slot level.This is a feature and not a Martial Action.
11th Level: The cost for this ability is 3 Martial Arts Dice, not 1 Discipline Point.
17th Level: This ability costs 2 Single Use Martial Action Dice.This is a feature and not a Martial Action.
Monk subclass: Warrior of Elements (modified from play test 6)
3rd Level: Starting the 10 minute benefit does not cost DP nor MD.You must use your Bonus Action to start the feature.While you are using this feature, any damage caused by a Martial Action related to an Unarmed Strike may use the damage types chosen (and does not need to be the same as the damage type inflicted by the Unarmed Strike itself).
6th Level: This feature costs 2 Martial Action Dice.This is a feature and not a Martial Action.
Monk Subclass: Warrior of the Hand (modified from play test 6)
3rd Level: Instead of the options presented, you learn these Martial Actions:
Dazing Attack, Pushing Attack, Trip Attack
If you already know all three of those Martial Actions, you may pick a different Martial Action, for each one you already know, for which you have all of the requirements.
6th Level: Instead of the option presented, you learn the Centering Martial Action (or a Martial Action of your choice, for which you already have all of the requirements, if you already had Centering).Further, you may use Centering one time without expending a Martial Action Die.Once you use it this way you may not do so again without spending Martial Action Die until you complete a Short Rest or Long Rest.You are not limited in the number of times you may use this feature (other than the requirement to have Martial Action Dice available to expend after the one free use).
11th Level: You learn the Maneuvering Attack and Bait and Switch Martial Actions if you don't already know them (or a Martial Action of your choice, for which you meet all of the requirements, to replace either one if you already new it).
17th Level: This feature costs 3 Single Use Martial Action Dice.You may also expend 1 Single Use Martial Action Die to increase the saving throw (adding the roll of the die to the saving throw DC).Last, you may change the damage type that this feature does to instead be a damage type that you have via your Energetic Strikes feature.This is a feature and not a Martial Action.
Paladin (modified from play test 6)
1st Level: Remove the "Weapon Mastery" feature
2nd Level: Add Unarmed to the list of Fighting Styles that can be taken.
2nd Level: Add the "Martial Actions" feature:
Starting Martial Actions: You learn 1 Martial Martial Action.
Evolving Martial Actions: Any time you gain a level in the Paladin class, you may replace one Martial Action you know with a different Martial Action, unless that Martial Action was specifically awarded by name.
Martial Action Dice: You have 1 Martial Action Die.You gain a second Martial Action Die at 8th Level in this class, and a third Martial Action Die at 15th Level in this class.
Martial Action Dice Type: The die type for your Paladin Martial Action Dice start as d6's and increase in size as you gain levels.At 8th level, they improve to d8's.At 15th level, they improve to d10's.
Martial Action Saving Throw DC: If a Martial Action requires someone to make a Saving Throw, the Save DC Is: 8 + your proficiency bonus + (either your Strength modifier or Dexterity modifier, your choice when you invoke the Martial Action).If you have Martial Actions from different sources, you may choose which martial Action Saving Throw DC calculation each time you invoke a Martial Action.
11th Level: Add to "Channel Divinity" another option:
Divine Martial Action Dice: As a Bonus Action, you may expend one of your Channel Divinity uses to create single use Martial Action dice that do not refresh each turn.The number of dice you add is equal to your Charisma modifier (minimum 2).These dice last until you either use them, use this feature again, or complete a Short Rest or Long Rest.
Ranger (modified from play test 6)
1st Level: Remove the "Weapon Mastery" feature
2nd Level: Add Unarmed to the list of Fighting Styles that can be taken.
2nd Level: Add the "Martial Actions" feature:
Starting Martial Actions: You learn 1 Martial Action.
Evolving Martial Actions: Any time you gain a level in the Ranger class, you may replace one Martial Action you know with a different Martial Action, unless that Martial Action was specifically awarded by name.
Martial Action Dice: You have 1 Martial Action Die.You gain a second Martial Action Die at 8th Level in this class, and a third Martial Action Die at 15th Level in this class.
Martial Action Dice Type: The die type for your Ranger Martial Action Dice (and Primal Martial Action Dice) start as d6's and increase in size as you gain levels.At 8th level, they improve to d8's.At 15th level, they improve to d10's.
Martial Action Saving Throw DC: If a Martial Action requires someone to make a Saving Throw, the Save DC Is: 8 + your proficiency bonus + (either your Strength modifier or Dexterity modifier, your choice when you invoke the Martial Action).If you have Martial Actions from different sources, you may choose which Martial Action Saving Throw DC calculation each time you invoke a Martial Action.
11th Level: Add a new feature:
Primal Martial Action Dice: As a Bonus Action, you may expend any number of your unspent 1st level spell slots to gain Martial Action Dice.Each spell slot expended grants 2 single use Martial Action Dice.These dice last until you either use the feature again, or complete a Short Rest or Long Rest.They do not refresh each turn.
Rogue (modified from play test 6)
1st Level: ChangeWeaponProficiencies to:
Simple Weapons, Martial Weapons that have the Finesse or Light Properties.
1st Level: Remove the "Weapon Mastery" feature
1st Level: Update the "Sneak Attack" feature as follows:
You may not use Sneak Attack and Superior Strike with the same attack.
Instead of being limited to using Sneak Attack once per turn, you do not have to use all of your Sneak Attack dice to add damage to a single attack.If you're capable of making multiple attacks in a turn, you may choose to only use some of your remaining Sneak Attack dice on any given attack.The limitation is that you cannot use more than your total number of Sneak Attack dice per turn.
1st Level: Add the "Martial Actions" feature:
Starting Martial Actions:
You learn the Ambush Martial Action.
If you already know that Martial Action, you may replace it with a different Martial Action for which you have all of the requirements.
You learn a second Martial Action of your choice, for which you have all of the requirements.
Evolving Martial Actions: Any time you gain a level in the Rogue class, you may replace one Martial Action you know with a different Martial Action, unless that Martial Action was specifically awarded by name.
Martial Action Dice: You may use your Sneak Attack dice as Martial Action dice.When you use your Sneak Attack dice as Martial Action dice, you are only limited by the conditions of Sneak Attack if you're also using some of those Sneak Attack dice for Sneak Attack damage for that same attack.
You may not use Martial Action dice as Sneak Attack dice.
Single Use Martial Action Dice: You have 1 Single Use Martial Action die (or one more, if you already have them).At 11th level, you gain another Single User Martial Action die.These Single User dice do not refresh each turn.When you complete a Short Rest or Long Rest, you regain any of these dice if you have spent them.
Martial Action Saving Throw DC: If a Martial Action requires someone to make a Saving Throw, the Save DC Is: 8 + your proficiency bonus + Dexterity modifier.If you have Martial Actions from different sources, you may choose which Martial Action Saving Throw DC calculation each time you invoke a Martial Action.
5th Level: Replace the "Cunning Strikes" feature with:
You learn the following Martial Actions:
Dazing Attack, Disarm, Trip Attack, and Withdraw
If you already know any of those Martial Actions, you may replace the ones you know with another Martial Action for which you have all of the prerequisites.
5th Level: Add the "Poisoned Attack" feature:
(this works exactly the same as the "poison" option from Cunning Strikes) (this is a feature and not a martial action) (you may use both Martial Action dice and Sneak Attack dice with this feature)
14th Level: Change the "Devious Strikes" feature:
You learn the following Martial Actions:
Blinding Attack, Knockout Attack, Stunning Attack
If you already know any of those Martial Actions, you may replace it with a different Martial Action.
Rogue Subclass: Assassin (modified from play test 6)
13th Level: Clarification of Envenom Weapons: this feature works with the Rogue's revised "Poisoned Attack" feature.
Rogue Subclass: Swashbuckler (modified from play test 6)
9th Level: Change this feature to instead award the "Goading Attack" and "Awe" Martial Actions.
If you already know either of these Martial Actions, you may replace it with a different Martial Action.
13th Level:
You learn the "Defensive Attack" and "Invigorate" Martial Actions.
Rogue Subclass: Thief (modified from play test 6)
9th Level: Stealth Attack: (no substantive change, other than you can use either Sneak Attack dice or Martial Action dice with this feature) (This is a feature and not a martial action)
Casting Time: Bonus Action, which you take immediately after making an attack roll.
Range: Self
Component: V
Duration: Instantaneous
If the attack was made with a weapon that was thrown, whether it hits or misses, it immediately returns to your hand after fully resolving the attack.
If the attack hits, then your attack emits elemental energy.Choose Acid, Cold, Fire, Lightning, Poison, or Thunder.The target takes an extra 1d6 of damage of the chosen type.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, any damage dealt by the spell increases by 1d6 for each spell slot above 1st level.
Designer's Note: This spell is intended to be a generalization (and partial replacement) for Searing Smite.Generalized in that it allows you to pick the energy type, but doesn't do the special effect of Searing Smite.And like Searing Smite, it's available to more classes than just the Paladin (in 5e it was also available to Rangers, and in early 2024 Play Test documents it was also available to Clerics; this adds to that with the Eldritch/Arcane/Divine/Primal Knight).With this spell available, Searing Smite could be made a Paladin only smite spell.This spell should be on the Domain Spell list for the Cleric War and Nature Domains.It might make sense to allow an Eldritch Invocation that requires Pact of the Blade, and grants this spell to a Warlock without counting against their spells known.
Major Caveat: this is draft level -- it needs meaningful feedback about balance.The aim of that balance should be wrt to not being too over-powered in early tiers, while trying to elevate the non-caster classes to be closer (in both interesting options, and potency) to the caster classes.
Reason:This started as a way to add flavor and martial arts options, comparable to Weapon Masteries and Battle Master maneuvers, to the 2023 play test Monk.Along the way, discussions about ways to add flavor and potency to all of the non-caster classes came up frequently, in the hope of making the late tier capabilities of the non-caster classes more interesting if not more in balance with the caster classes. These rules now encompass all of the "martial" classes, as well as trying to include the "partial-martial subclasses for caster classes" (a modified College of Swords Bard (College of Fighting Arts) and the War Domain Cleric are presented in this category, while the Bladesinger is not, nor is the Pact of the Blade Warlock).
This was also mostly written before Play Test 7, but updated the Battle Master Maneuvers after Play Test 7 was released.It was updated to reflect the new Brawler subclass and the Battle Master subclass (which would largely be obsoleted by giving the Martial Actions features to all Fighters).No changes were necessary for the Champion or Eldritch Knight subclasses.
The source of the Martial Actions comes from multiple places: the Martial Arts options from the 1e OA book, some of the Monk's abilities, Battle Master maneuvers, College of Swords flourishes, the play test Weapon Mastery options, and the play test Cunning Strikes mechanics.Ultimately, this is a generalization of Cunning Strikes, with an eye toward keeping the Rogue better with at least a few things (such as a much higher cap on how many dice can be used for "Sneak Attack" vs a comparable option for the "Warrior" type classes called "Superior Strike").
The original focus on "Martial Arts" is also still there, but generalized past the stereotype of what that term means (which is usually only considered for unarmed fighting styles, when the term can encompass all fighting skills, archaic or modern, armed or unarmed).The "College of Swords" has been brought forward, but generalized to all fighting arts. The Fighter now has a specific unarmed fighting subclass which can represent anything from Boxers to Pro Wrestlers to pragmatic/non-mystical unarmed fighting styles.And, of course, applying these rules to the Monk as well.The combination of Martial Actions can be used to emulate several different fighting styles. And, by focusing on the way Cunning Strikes is written, they almost entirely eliminate the long term book keeping of things like Discipline Points (Single Use Martial Action Dice are still a book-keeping issue, but shouldn't be any worse than Discipline Points).
I'd really like constructive criticism, things that would help improve balance, simplify book keeping (there's really only per-round dice and single-use dice, which should be pretty simple .. but who knows), and things like that.
From what I can see your solution to Fighters competing with caster classes is to make them casters based on spell points (aka martial dice).
You may as well use spells for the martial abilities so you have a set of base mechanics, or better yet, you know, just play 4e rather than redesigning 5e into 4e. It’s a lot less work.
You clearly put a lot of thought and work into it you should test it and see how it plays out but I think as a design you have created a situation where martial classes have all the complexity of casters.
It’s the same base mechanic as Cunning Strikes, just applied to all Martial classes.
Which is not to say that I exactly disagree with making it points instead of dice (because pragmatically, you could look at Sneak Attack dice as a type of “point” under the Cunning Strike rules), I’m just saying that part wasn’t really my choice. It’s a choice I inherited from basing this on Cunning Strikes.
So, what I’m saying is: It’s not _my_ solution to make a point system for Martials, it’s WOTC’s playtest 6 solution for Rogues. I just generalized it for all Martials (pure, half, and subclasses).
It is a good structural mechanic, and the way you have set it up to emulate existing 5e systems for class construction is pleasingly aesthetic. I am likely to steal a few things, lol.
Agreed it needs to be playtested, but it does have flow.
Which is not to say that I exactly disagree with making it points instead of dice
Overall, I would prefer points -- the dice aspect tends to be used to give something a bit of variability and introduce a sense of unreliability or chance, and this would be a core mechanic for certain players.
as a design you have created a situation where martial classes have all the complexity of casters
THis is not a bad thing, however, and it is already a challenge present in the game as it currently exists when you look at barbarian and fighter subclasses. Indeed, some of the most popular classes are those that do grant that higher level of complexity, with the exception of battle manaster, which I don't think most players understand.
My solution for monks was simply to give them an increasing damage die, for unarmed combat as a whole to revisit the options and layer in conditions, to enable brawling (in a manner that wasn't quite as in depth as the brawler subclass) and provide a mechanism for bartitsu in game, but without changing core basic stuff.
Less involved, but it playtested well, so we are using it. I like the structure here (in that it fits with the existing stuff and layers upon it) so will talk to my DM group. We already have a full playtest schedule for the end of the year, but who knows.
thumbs up from me, for whatever that's worth.
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This is far more complex than cunning strikes. Cunning Strikes: normally you deal this much damage on a sneak attack hit, instead deal this much less damage and do this thing.
To get all martials to be on a cunning strike like system they would need to all deal scaling additional damage on a hit. The additional damage is the currency for the other thing.
Your system looks fine and might have originally been based off cunning strikes, but it evolved it to something far more complex.
This is far more complex than cunning strikes. Cunning Strikes: normally you deal this much damage on a sneak attack hit, instead deal this much less damage and do this thing.
To get all martials to be on a cunning strike like system they would need to all deal scaling additional damage on a hit. The additional damage is the currency for the other thing.
The Fighter and Monk get "Superior Strike" (as a class feature) which lets you use your Martial Action Dice to deal more damage on a strike. It's limited to 1-3 dice per strike, where Sneak Attack is as many of your dice as you want to use (mainly because Rogues normally just get the one potential hit per turn, and I wanted their version of this to remain a little unique).
But my point is: yes, "scaling additional damage on a hit" is in there. And if you spend your dice on that, you can't spend it on the Actions/maneuvers, so yes it acts as a currency: doing an Action lessens the dice you have for dealing extra damage.
(I did not add this feature to the other Martial classes because they have OTHER ways to generate extra damage .. and they get far fewer Martial Action Dice, basically just giving them access to the Actions instead of the damage enhancement; but a lesser version of Superior Strike could be added to each of the other Martial classes).
Your system looks fine and might have originally been based off cunning strikes, but it evolved it to something far more complex.
It's definitely more complex. Mainly because there's a ton more of the options, and they're generalized past what Rogues can do and how Rogues do it.
Okay so it’s closer to Battle Master Maneuvers. Martial Action Die are superiority die, but you can spend more than one at a time at higher levels. I was picturing that you don’t do the additional damage when you do a thing because you forfeit a MA Die like cunning strikes. This system could be a cool add on for experienced players, but WotC didn’t want to add the BM maneuvers to all fighters because some players found that too complex.
1- I had removed a reference to Unarmed Strikes being both Light and Finesse (just making them Finesse here). I've added that back in to the first message of the thread.
2- These were other things I had in mind for Martial Classes in the 1DD UA material, but didn't include them above because they're not really about Martial Actions.
Feats:
Fighting Style: Eldritch Warrior
Prerequisite: Fighting Style feature Repeatable: No
You learn 2 cantrips from the Arcane spell list.
Choose Intelligence, Wisdom, or Charisma as your spell casting attribute for these cantrips.
You may use an Arcane Focus for casting these cantrips, or any spell focus you already have the ability to use.
Fighting Style: Blessed Warrior
Prerequisite: Fighting Style feature Repeatable: No
You learn 2 cantrips from the Divine spell list.
Choose Intelligence, Wisdom, or Charisma as your spell casting attribute for these cantrips.
You may use an Divine Focus for casting these cantrips, or any spell focus you already have the ability to use.
Fighting Style: Druidic Warrior
Prerequisite: Fighting Style feature Repeatable: No
You learn 2 cantrips from the Primal spell list.
Choose Intelligence, Wisdom, or Charisma as your spell casting attribute for these cantrips.
You may use an Druidic Focus for casting these cantrips, or any spell focus you already have the ability to use.
Fighting Style: Defense
Change: Prerequisite: None Repeatable: No Change: The AC bonus applies without regard to whether or not armor is worn.
(if you're concerned that "everyone will take this", keep in mind that a) it still costs a Feat or a Fighting Style feature, and b) most characters could still get the same AC benefit by taking a +2 Dex ASI as their Feat, which would also benefit every other aspect of their Dexterity; this Fighting Style is less beneficial than the Dex increase unless you have a specific reason you can't use a Dexterity increase to benefit your AC -- this Feat will most likely only be taken by characters who are already at 20 Dex, can't otherwise make use of more Dex bonus to their AC (such as Heavy Armor or being a Tortle), and/or just happen to be getting a Fighting Style and don't want one of the other Fighting Styles; the niche nature of who can't take the old version of this Feat, but who would want to take this Feat over the Dex ASI, keeps this from being an "everyone will take this" Feat)
Prerequisite: Barbarian, or Fighting Style feature AND Proficiency with Shields Repeatable: No
You are proficient with making attacks with a Shield.For all purposes, your Shield is considered to be a simple melee weapon that does 1d4 bludgeoning damage, and has no specific weapon properties.If it has one or more spikes, you may choose to do piercing damage with any particular attack.If it has a metal edge, it can be sharpened so that you may choose to do slashing damage with any particular attack.If the shield has a magical bonus, its damage is magical, but the bonus does not apply to the attack and damage rolls of the shield (unless explicitly stated to do so).
If your shield is made of mithral, it has the Light property.If it is adamantine, it has the Heavy property.
If the shield you're wielding has a shape that is a regular polygon or circle, it has the following property: Thrown (Range 20/60). An "Animated Shield" can also have this property, but only while it is being wielded in hand: if the "hands free" ability of the shield has been activated, then it cannot be used as a throwing weapon while it is being used that way.
Spells and Features that can be used on/with non-specific weapon types apply to your Shield (Including "Magic Weapon", but not Shillelagh since it works on specific weapon types) but the spell/feature ends if you aren't wielding the Shield at the end of your turn, or immediately if it is wielded by another creature.These spells only affect (for example: granting bonuses) to the Shield's use as a weapon, and not its defensive use.
Feat: Skilled Change: Each Proficiency pick can also be made from Standard Languages, Gaming Sets, or Artisan's Tools.
Classes and Subclasses:
Fighter Subclass: Arcane/Divine/Primal Knight (modified Eldritch Knight from Play Test 7)
(This is 3 separate Fighter subclasses, which only slightly differ from each other; these subclasses are otherwise identical to the Play Test 7 Eldritch Knight subclass)
3rd Level: Modify the "Eldritch Knight Spellcasting" table and "Spellcasting" feature as follows:
Reduce every entry in the "Spells Prepared" column by 2.So, 1 at 1st level, 2 at 4th-6th levels, etc. up to 11 at 20th level.Similarly change the 1st paragraph of the "Prepared Spells of Level +" sub-feature, and remove the reference to Abjuration and Evocation schools of magic.
Spell List mentioned throughout the feature:
Arcane Knight: You prepare spells from the Arcane (or Wizard) spell list.
Divine Knight: You prepare spells from the Divine (or Cleric AND Paladin) spell list.
Primal Knight: You prepare spells from the Primal (or Druid AND Ranger) spell list.
Spellcasting Focus:
Arcane Knight: You may use an Arcane Focus as a Spellcasting Focus.
Divine Knight: You may use a Divine Focus as a Spellcasting Focus.
Primal Knight: You may use a Druidic Focus as a Spellcasting Focus.
3rd Level: Add the "Bonus Spells" feature:
Arcane Knight:
You learn the "Elemental Smite" spell.
You may prepare 2 spells that can be from the Abjuration or Evocation schools of magic.Each time you gain a level, you may change either these spells to prepare different spells from the Abjuration or Evocation schools, if your class level in this class would provide spell slots for that spell's level via the Eldritch Knight Spellcasting table.
Divine Knight:
You learn the "Elemental Smite" spell.
Choose a Cleric Domain subclass.You may prepare any 2 spells from that Cleric Domain's spells for which your class level in this class would provide spell slots for that spell's level via the Eldritch Knight Spellcasting table.
Primal Knight:
You learn the "Elemental Smite" spell.
Pick a terrain type from the Druid's "Circle of the Land" subclass.You may prepare any 2 spells from that terrain type's spells for which your class level in this class would provide spell slots for that spell's level via the Eldritch Knight Spellcasting table.
3rd Level: Modify the "War Bond" feature as follows:
Add: If a bonded weapon has the Thrown property, it also has the Returning property: it returns to you immediately after it misses the target, or immediately after resolving its full effects if it hits the target.A Bonus Action is not required to summon it back to you immediately after you make a Thrown attack with that weapon.
Add: Your bonded weapons can be used as a Spellcasting Focus.
7th Level: Add the "Magical Strike" feature:
If your bonded weapons are not already magical, then when you are wielding them, they deal magical damage.
15th Level: Add the "Elemental Weapon" feature:
You learn the "Elemental Weapon" spell.It is always prepared, and it does not count against your number of prepared spells.It is not a concentration spell for you.
Monk Subclass: Warrior of Mysticism
3rd Level
Spellcasting:You may learn spells using the same progression and number of spells known as the Arcane Trickster.When you gain this feature, you must choose one of the 3 main spell lists (Arcane, Divine, or Primal) as your spell list. (if you're not using those 3 spell lists, then the Warrior of Mysticism can choose one of: the Cleric spell list, the Druid spell list, or the Wizard spell list as its source for preparing spells)
Your Spellcasting Ability is determined by the Mystical Attribute from your Monastic Discipline feature.
Unlike the Arcane Trickster, you do notuse one of your cantrips known to learn Mage Hand.Instead, you freely pick from the cantrips of the spell list you chose.
Unlike the Arcane Trickster, and you are not limited to the Enchantment nor Illusion schools of magic for 2 of your spell picks.Instead, at all times, half of your prepared leveled spells (round up) must have at least one of the following properties:
Range: Touch or Self
Be related to an energy type from your Monastic Discipline feature.
Starting at 6th level, be related to an energy type that is usable with your Unarmed Strikes (whether from Monastic Discipline, Energetic Strikes, or a subclass).
The spell you learn from the 11th level feature "Bonus Spell" counts toward this fraction.
You otherwise use and are bound by the rules for the Arcane Trickster's 3rd level Spellcasting feature (this DOES NOT include "Mage Hand Legerdemain" nor any of the higher level Subclass features for the Arcane Trickster, which this subclass does not get).
Martial Focus: You may use a Simple Weapon, except those that have the Heavy property, as a spellcasting focus.
6th Level
Cantrip Attack: When you take the Attack Action, you may use one (and only one) of your Attack Action attacks to cast a cantrip that you know.
Font of Magic: You gain two Sorcery Points (or two more, if you already have them).You regain spent Sorcery Points when you complete a Long Rest.You gain two more Sorcery Points at each of these levels: 11th (a total of 4 Sorcery Points from this subclass), and 17th (a total of 6 Sorcery Points from this subclass).This subclass does not grant you the ability to convert between Sorcery Points and Spell Slots.
Metamagic: You learn one Sorcerous Metamagic option.
Bonus Cantrip: You learn one new Cantrip, increasing the number of Cantrips you know.It can be from any of the Arcane, Divine, or Primal spell lists.It must be a Cantrip that has a range of Touch or Self, or it must be related to an energy type that is compatible with your Energetic Strikes feature.
11th Level
Transmute Spell: If you do not already know the Transmute Spell metamagic option, you learn it now.If you do know it, you may choose a different metamagic option, but you must always know Transmute Spell going forward.If you use the Transmute Spell metamagic option, you may spend 2 Sorcery Points to transmute the spell's damage type to any of your Energetic Strike damage types that aren't already covered by the Transmute Spell metamagic option.
Improved Font of Magic: As a Bonus Action you may convert any of your Discipline Points to Sorcery Points on a 1 for 1 basis.(0r 1 Single Use Martial Action die to 1 Sorcery Point, if using Martial Actions)
Bonus Spell: You learn one leveled spell.It is always prepared, and doesn't count against your limitation of spells known/prepared.It can be from any of the Arcane, Divine, or Primal spells.It must be a 1st or 2nd level spell.It must be a spell that has a range of Touch or Self, or it must be related to an energy type that is compatible with your Energetic Strikes feature and/or the Transmute Spell metamagic option.In addition to using your Spell Slots to cast this spell, you may cast this spell without a Spell Slot once per Long Rest.
17th Level
Spell Strike: Once per turn, when you hit with an unarmed strike, you may use your Bonus Action to immediately cast a spell you have prepared or cantrip you know, that could be cast with a casting time of Action or Bonus Action, and that can only affect one target.That target must be the target of your unarmed strike.You must still obey the limit on casting leveled spells per turn.
Paladin (modified from play test 6)
2nd Level: Add "Blessed Warrior" to the list of Fighting Styles that can be taken.
2nd Level: Change the "Paladin's Smite" feature:
Remove the "Divine Smite" spell from the list of spells learned in the feature.
Remove the "Divine Smite" spell from the spell list (the spell no longer exists).
Add the "Elemental Smite" spell to the list.
Change the second paragraph of this feature to:
In addition, when you cast the "Divine Favor" spell or the "Holy Weapon" spell, they are not a concentration spell for you.Further, once this class gives you a high enough spell slot to cast the spell, you always have them prepared without it counting against your number of spells prepared.You can cast the "Divine Favor" spell once without expending a spell slot.Once you cast it this way, you may not do so again until you finish a Long Rest.
3rd Level: Add to "Channel Divinity" another option:
Divine Smite: When you hit a creature with a weapon attack, as a Bonus Action or Reaction, you may focus some of your divine energy into that attack.Roll 1d6 and add your Charisma modifier. If the creature fails a Constitution saving throw, the creature takes Necrotic or Radiant (your choice) damage equal to that total. On a successful save, the creature takes half as much damage (round down).You roll additional d6s when you reach certain Paladin levels: 7th level (2d6), 13th level (3d6), and 18th level (4d6).
Ranger (modified from play test 6)
1st Level: Modify the "Spellcasting" feature as follows:
You may prepare spells from the Druid, Primal, and Ranger spell lists.
2nd Level: Add "Druidic Warrior" to the list of Fighting Styles that can be taken.
2nd Level: Change the "Favored Enemy" feature as follows:
Return to the play test 2 version in which "Hunter's Mark" is not a Concentration spell for Rangers.Add one free casting per Long Rest.
Rogue Subclass: Eremite Vagabond (based on the Arcane Trickster from Play Test 6)
You are a traveler of the world, usually on the outskirts of any society as you travel, as a hobomancer; or you might be a hermit or solitary woodsman who has a "knack".Being an outsider causes some to call you a vagrant or nomad, others to describe you as a migrant or feral wild mystic.You have a wanderlust that keeps you from putting down permanent settlement roots, but this type of living also keeps you on the move.
3rd Level:
Spellcasting:As with Arcane Trickster, but you use the Druid spell list (or Primal spell list if you retain it), and Wisdom is your spell casting attribute.You may use a Druidic Focus as a spell casting focus.Instead of Mage Hand and spell school restrictions, you have the following:
Two of your three cantrips are Friends and Spare the Dying, and you must always keep these cantrips prepared.
One of your 1st Level Spells is, and must remain, Find Familiar.
Naturalist: You gain proficiency with the Nature and Survival skills if you don't already have them. If you already have one or both of those proficiencies, you may instead replace this with Herbalism Kit, Healer's Kit, Woodcarver's Tools, Leather Worker's Tools, or a Rogue skill.You also gain Expertise with the Nature and Survival skills.
9th Level:
Nature's Friend: When you cast Friends on a Beast or Plant of Intelligence 4 or less, they do not automatically become hostile toward you when the spell ends.You may cast "Spare the Dying" on a Beast or Plant to repair cosmetic damage, scars, and minor injuries not reflected by hp loss, etc.(these minor injuries must not rise to the level of requiring a Lesser Restoration nor Greater Restoration spell).
Natural Sneak: You may prepare the "Invisibility" and/or "Misty Step" spells.They DO count against your number of spells prepared.
Bonus Cantrip: You learn an extra (4th) cantrip from the Primal spell list.
13th Level:
Land's Stride: the same as the 5e Ranger 8th level class feature.
Nurturing Aura: You always have the "Aura of Vitality" spell prepared, but it doesn't count against your number of spells prepared.
Living off the Land: Once per short rest, you may cast the Goodberry spell without having it prepared nor using a spell slot.
17th Level:
Once you have 4th level spell slots, you have the "Greater Invisibility" and "Aura of Purity" spells prepared.These spells do not count against your number of spells prepared.
You always have the "Commune with Nature" and "Greater Restoration" spells prepared, and they don't count against your number of spells prepared.You may cast one or the other them once per Long Rest without using a spell slot.
Rogue Subclass: Preacher (based on the Arcane Trickster from Play Test 6)
Whether you're are a traveling missionary, a tentpole revivalist, a priest of a local parish, a faith healer, a reformed criminal who found religion, or maybe even a swindling false prophet, you are the semi-miraculous individual of a divine tradition.Your skills are more about swaying the masses than grand miracles.
3rd Level:
Spellcasting:As with Arcane Trickster, but you use the Cleric spell list (or Divine spell list if you retain it), and Charisma is your spell casting attribute.You may use a Holy Symbol (including a prayer book) as a spell casting focus.Instead of Mage Hand and spell school restrictions, you have the following:
Two of your three cantrips are Friends and Thaumaturgy, and you must always keep these cantrips prepared.
One of your 1st Level Spells is, and must remain, Charm Person.
Evangelist: You gain proficiency with the Performance and Religion skills if you don't already have them. If you already have one or both of those proficiencies, you may instead replace this with a Musical Instrument (esp. a pitch pipe) or a Rogue skill.You also gain Expertise with the Performance and Religion skills.
9th Level:
Divine Word: When you cast Friends on a Humanoid, they do not automatically become hostile toward you when the spell ends (but they might wonder why they were swayed by you, and become wary of you).You may cast "Spare the Dying" on a Humanoid to repair cosmetic damage, scars, and minor injuries not reflected by hit point loss, etc.(these minor injuries must not rise to the level of requiring a Lesser Restoration nor Greater Restoration spell).
Silver Tongue: You may prepare the "Detect Thoughts" and/or "Suggestion" spells.They DO count against your number of spells prepared.
Bonus Cantrip: You learn an extra (4th) cantrip from the Divine spell list.
13th Level:
Divine Resistance: You always have the "Protection from Energy" spell prepared, and it doesn't count against your number of spells prepared.
Divine Protection: Once per short rest, you may cast the Shield of Faith spell without having it prepared, nor using a spell slot, nor using your concentration.
17th Level:
Once you have 4th level spell slots, you have the "Arcane Eye" and "Compulsion" spells prepared.These spells do not count against your number of spells prepared.
You always have the "Commune" and "Greater Restoration" spells prepared, and they don't count against your number of spells prepared.You may cast one or the other them once per Long Rest without using a spell slot.
Spells:
(The class listings for these spells do not preclude subclasses that directly award or allow the cantrip)
Divine Blade
Transmutation Cantrip (Cleric, Paladin)
Casting Time: Bonus Action
Range: Touch
Component: V, S, M
Duration: 1 Minute
The versatile weapon you are wielding becomes imbued with divine power.For the duration of the spell, you may use your spellcasting ability modifier instead of Strength or Dexterity for the attack and damage rolls using that weapon.Further, the weapon does its Versatile damage even if you're wielding it one handed, and if its damage is not already "magical" it becomes "magical," overcoming any Resistance to the damage's base damage type.
Divine Favor
Changes:
Explicitly works with Unarmed Strikes.
At Higher Levels: It scales by adding 1d4 per 2 spell slot levels, up to 3d4 (2d4 with a 3rd or 4th level spell slot, 3d4 with a spell slot of 5th level or higher).
Weapons:
Weapon Name
Cost
Damage
Weight
Properties
Glaive
20 gp
1d10 (slashing or piercing)
6 lb
Heavy, Reach, Two-handed
Halberd
20 gp
1d10 (slashing or piercing)
6 lb
Heavy, Reach, Two-handed
Pike
5 gp
1d10 piercing
18 lb
Heavy, Reach, Two-handed
Poleaxe
25 gp
1d10 (varies)
6 lb
Heavy, Two-handed, special
Glaive: Glaives can choose the damage type for their main attack as either slashing or piercing.They can also add a spike to their opposite end, for use with the Polearm Master Bonus Action attack, to change that damage to 1d4 piercing.Adding this spike costs 2 gp, and adds 1 lb to the weight.This spike must be separately enchanted from the main attack head, if the Glaive is a magic weapon.
Halberd: Halberds can choose the damage type for their main attack as either slashing or piercing.The piercing attack can be a stab with a top spike, or a pick or beak on the back of the axe head.They can also add a spike to their opposite end, for use with the Polearm Master Bonus Action attack, to change that damage to 1d4 piercing.Adding this spike costs 2 gp, and adds 1 lb to the weight.This spike must be separately enchanted from the main attack head, if the Halberd is a magic weapon.
Pike:Pikes can also add a spike to their opposite end, for use with the Polearm Master Bonus Action attack, to change that damage to 1d4 piercing.Adding this spike costs 2 gp, and adds 1 lb to the weight.This spike must be separately enchanted from the main attack head, if the Pike is a magic weapon.
Poleaxe: Poleaxes are hafted weapons much like a Halberd, but with a shorter overall length. The poleaxe essentially gives up Reach compared to the Halberd, but also has more variety in its damage type options. Poleaxes tend to have a head at one end (the main/major end of the weapon) that has a stabbing/piercing spike, along with a combination of two bits, each of which might be an axe, a pick, or a hammer (the pick+hammer combination is sometimes called a polehammer, but this is/was a retronym - historically, all of the combinations were called poleaxes).This allows the wielder to choose bludgeoning, slashing, or piercing damage each turn.Further, the weapon can be used with the Polearm Master feat, and the poleaxe also has a stabbing spike at the minor end of the weapon, at the opposite end of the haft from the main weapon head.This spike does 1d4 piercing damage instead of the 1d4 bludgeoning damage specified by Polearm Master.The wielder can choose which end to use for the Attack action, leaving the other end to be used as with the Polearm Master Bonus Action attack.Many Poleaxe techniques put the minor spike forward for initial contact, and then making a larger motion attack when the major axe/hammer/pick end is swung for an attack.
Really cool ideas! While I feel your specific implementation is overly complicated, I love the concept of this kind of flexibility and customization for martials.
It reminds me of "Focus Points" from...somewhere. I really wish I could remember where. I think it was a 5e hack that redid all the classes, but you start combat with X Focus Points, and gain more as the fight goes on, so you could use a maneuver thing each round or save up for the right moment.
My two biggest issues are (1) the name and (2) having separate pools of dice with different kinds of recharge that you can convert but still have to track all separately. It just feels like way too much. "Single Use Martial Action Die" is also a super cumbersome and confusing name. Not to mention the whole host of edge case rules and exceptions you have there, which doesn't mesh well with 5e.
Since this would replace Maneuvers, maybe just call them Maneuvers, and you have Maneuver Dice or maybe Focus Dice. "Martial Action" sounds like a type of action, which is misleading. You COULD also have separate Superiority Dice for your dice that recharge on a short or long rest, but it might be better just have some Maneuvers be only usable once per short rest, rather than adding yet another trackable resource.
Here's a possible base-feature redesign:
Martial Focus
Your training grants you exceptional focus in combat.
Focus Dice. You have one Focus Die, a dX, which you can use to enhance your martial prowess. When you hit with a weapon or Unarmed Strike, you can spend a Focus Die to roll it and add the number rolled to your damage roll. You regain all spent Focus Dice at the end of each of your turns.
Maneuvers. You learn a number of combat maneuvers, which you can fuel with your Focus Dice. You learn the ______ Maneuver(s), as well as <X> of the following Maneuvers of your choice: ______. Whenever you <finish a long rest / gain a level in this class> you can replace one maneuver you know from that list with a different one from the same list. Each Maneuver is detailed in chapter <X>.
At Higher Levels. You gain additional Focus Dice and your Focus Die changes when you reach certain levels in this class, as shown in the <Class or Subclass Name> Martial Focus Table.
<Insert Table Here, showing class level and focus dice.>
Have this at the start of the section that lists all the maneuvers:
The Maneuvers are presented in alphabetical order.
If a Maneuver requires a Saving Throw, the DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
If multiple Maneuvers grant you a bonus to AC, you only benefit from one bonus at a time, whichever is highest while their durations overlap. If a Maneuver lets you make an additional attack as part of the Attack action, you can't use Maneuvers as part of that attack, and no other Maneuver can grant you further attacks as part of that same action.
For multiclassing, if this is supposed to be the martial equivalent to Spellcasting, maybe have a Multiclass Martial Focus Table and let you add your Martial Focus levels together like you would a spellcaster, with some classes getting 1/2 progression and subclasses getting 1/3 progression. Would need more thought and testing, but it would probably be more balanced and WAY easier to track than every class/subclass giving you a separate pool.
I say just get rid of the Unarmed Strikes restriction. They're almost always inferior to weapons anyway, so if someone wants to fight unarmed, just let them. Also get rid of prerequisites that require you to already have other maneuvers. It just feels unnecessarily complicated to me and gives me 3.5e flashbacks.
Anyway, those are my two cents. Cool stuff, either way!
As mentioned before, what you are doing is converting martial classes into casters. It's not that I think it's bad, but I highly doubt WoTC will do that. WoTC believes (whether they are right or not) that players who play martial classes do not want complexity. At least a large part of those players. That, in fact, was the reason Jeremy Crawford argued for the fighter not having the battlemaster's maneuvers as a class feature.
As mentioned before, what you are doing is converting martial classes into casters. It's not that I think it's bad, but I highly doubt WoTC will do that. WoTC believes (whether they are right or not) that players who play martial classes do not want complexity. At least a large part of those players. That, in fact, was the reason Jeremy Crawford argued for the fighter not having the battlemaster's maneuvers as a class feature.
Oh, yeah, this redesign isn't going to happen, but it's fun to think about it.
By making it bonus damage by default, with alternate effects for forgoing damage, you have a relatively easy choice between simplicity and depth. At least I think that's the idea.
Things like this should be modular options of classes and sub divide classes with different lvls of complexity, no need to remake them just build on them, that way u get a new book u can use with the original.
I'm not sure it's fair to say this converts martials to being casters, though. Unless that's how you see the Battle Master and Rogue's Cunning Strikes.
But I will think about ways to make it more streamlined.
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Martial Actions (Rules)
Some classes have "Martial Action Dice", which they can use for multiple purposes, called "Martial Actions." The primary purpose of Martial Action Dice is to add damage to weapon attacks. Martial Actions reduce this pool of extra-damage dice to instead allow for special maneuvers and abilities that relate to those who focus on martial combat (as opposed to magical combat). There are also some classes and sub-class features that fueled by Martial Action Dice, but are not themselves Martial Actions.
Those classes that have the "Martial Actions" feature can use these rules. Their feature will have a few common sub-features:
Martial Action Limitations:
Multiclassing: Each class that generates Martial Action Dice does so separately. Each class also determines the die type of their Martial Action Dice. The dice can be used with any Martial Action you know, regardless of where you learned it, but the number and type of each die is tracked independently.
Prerequisites: If a class is listed without subclass(es) in parenthesis, then the class in general meets the prerequisites. If any subclasses are listed, then only those subclasses meet the prerequisites. If a class or subclass awards a Martial Action by name (including from a list of options), then that bypasses any requirements (including Level and a prerequisite for other Martial Actions). Other prerequisites can be based on Level, or having other Martial Actions already known. If you replace a Martial Action that is a prerequisite for other Martial Action, you must also replace the Martial Actions that depend upon it.
Notes:
Martial Actions List
Conversions from Weapon Masteries, Cunning Strikes, Battle Master Maneuvers, and Bardic Flourishes
Weapon Masteries have been completely removed via these rules. The following Weapon Masteries can be replaced by the listed Martial Action:
The Rogue "Cunning Strikes" and related features that reduce the Rogue's number of Sneak Attack dice, have been absorbed into Martial Actions as well. These features have been replaced by indicated Martial Action:
Battle Master Maneuvers (some of the Martial Actions work very differently than the Battle Master Maneuver equivalents, but the concept of the maneuver is the same):
Bardic Flourishes:
Feats:
Feat: Fighting Style: Unarmed
(1st-Level Feat)
Prerequisite: None
Repeatable: No
Feat: Martial Adept
Prerequisite: 4th Level
Repeatable: Yes
Classes and Subclasses:
Barbarian (modified from play test 7)
Barbarian Subclass: Brawler (adapted from Play Test 7 fighter subclass)
Bard: College of Dance (modified from play test 6)
Bard: College of Fighting Arts (modified from 5e)
Cleric: War Domain (modified from play test 6)
Fighter (modified from play test 7)
Fighter Table Martial Action Columns
Level
Martial Action Dice
1
1d6
2
1d6
3
2d6
4
2d6
5
3d8
6
3d8
7
4d8
8
4d8
9
5d8
10
5d10
11
6d10
12
6d10
13
7d10
14
7d10
15
8d12
16
8d12
17
9d12
18
9d12
19
10d12
20
10d12
Fighter: Battle Master (modified from play test 7)
Fighter: Pugilist (replaces/modifies from the Brawler subclass in play test 7)
Fighter: Eldritch Sniper (adapted-from/replaces Arcane Archer from 5e)
+ these spells work via your Eldritch Weapon (and only your Eldritch Weapon) even though it is a ranged/thrown weapon attack and the spells specify melee weapons.
Monk (modified from play test 6)
Monk Table (Martial Arts Die and Martial Action Dice columns):
Level
Martial Arts Die
Martial Action Dice
1
d6
-
2
d6
1d6
3
d6
2d6
4
d6
2d6
5
d8
3d8
6
d8
3d8
7
d8
4d8
8
d8
4d8
9
d8
5d8
10
d10
5d10
11
d10
6d10
12
d10
6d10
13
d10
7d10
14
d10
7d10
15
d12
8d12
16
d12
8d12
17
d12
9d12
18
d12
9d12
19
d12
10d12
20
d12
10d12
You learned a form of Martial Art that channels some other form of energy though your body, fueling your Martial Arts and Mystical Abilities. Pick one of the three fundamental disciplines of your Monastic Order:
You learn Martial Actions and have Martial Action Dice.
You may make an extra Unarmed Strike EITHER as part of Combination Strikes in your Bonus Action, OR as part of your Attack action (but not both).
If you are not wearing any armor, nor wielding a shield, you may take the Dodge action as a Bonus Action.
If you are not wearing any armor, nor wielding a shield, you may take the Dash OR Disengage action as a Bonus Action. You may optionally spend 1 Martial Action Die to do both as a single Bonus Action.
Monk Subclass: Warrior of Weapons (replaces the Way of the Kensei subclass)
Monk: Warrior of Shadow (modified from play test 6)
Monk subclass: Warrior of Elements (modified from play test 6)
Monk Subclass: Warrior of the Hand (modified from play test 6)
Paladin (modified from play test 6)
Ranger (modified from play test 6)
Rogue (modified from play test 6)
Rogue Subclass: Assassin (modified from play test 6)
Rogue Subclass: Swashbuckler (modified from play test 6)
Rogue Subclass: Thief (modified from play test 6)
Spells
Elemental Smite
1st-Level Evocation Spell (Artificer, Paladin, Ranger)
If the attack hits, then your attack emits elemental energy. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder. The target takes an extra 1d6 of damage of the chosen type.
Designer's Note: This spell is intended to be a generalization (and partial replacement) for Searing Smite. Generalized in that it allows you to pick the energy type, but doesn't do the special effect of Searing Smite. And like Searing Smite, it's available to more classes than just the Paladin (in 5e it was also available to Rangers, and in early 2024 Play Test documents it was also available to Clerics; this adds to that with the Eldritch/Arcane/Divine/Primal Knight). With this spell available, Searing Smite could be made a Paladin only smite spell. This spell should be on the Domain Spell list for the Cleric War and Nature Domains. It might make sense to allow an Eldritch Invocation that requires Pact of the Blade, and grants this spell to a Warlock without counting against their spells known.
Major Caveat: this is draft level -- it needs meaningful feedback about balance. The aim of that balance should be wrt to not being too over-powered in early tiers, while trying to elevate the non-caster classes to be closer (in both interesting options, and potency) to the caster classes.
Reason: This started as a way to add flavor and martial arts options, comparable to Weapon Masteries and Battle Master maneuvers, to the 2023 play test Monk. Along the way, discussions about ways to add flavor and potency to all of the non-caster classes came up frequently, in the hope of making the late tier capabilities of the non-caster classes more interesting if not more in balance with the caster classes. These rules now encompass all of the "martial" classes, as well as trying to include the "partial-martial subclasses for caster classes" (a modified College of Swords Bard (College of Fighting Arts) and the War Domain Cleric are presented in this category, while the Bladesinger is not, nor is the Pact of the Blade Warlock).
This was also mostly written before Play Test 7, but updated the Battle Master Maneuvers after Play Test 7 was released. It was updated to reflect the new Brawler subclass and the Battle Master subclass (which would largely be obsoleted by giving the Martial Actions features to all Fighters). No changes were necessary for the Champion or Eldritch Knight subclasses.
The source of the Martial Actions comes from multiple places: the Martial Arts options from the 1e OA book, some of the Monk's abilities, Battle Master maneuvers, College of Swords flourishes, the play test Weapon Mastery options, and the play test Cunning Strikes mechanics. Ultimately, this is a generalization of Cunning Strikes, with an eye toward keeping the Rogue better with at least a few things (such as a much higher cap on how many dice can be used for "Sneak Attack" vs a comparable option for the "Warrior" type classes called "Superior Strike").
The original focus on "Martial Arts" is also still there, but generalized past the stereotype of what that term means (which is usually only considered for unarmed fighting styles, when the term can encompass all fighting skills, archaic or modern, armed or unarmed). The "College of Swords" has been brought forward, but generalized to all fighting arts. The Fighter now has a specific unarmed fighting subclass which can represent anything from Boxers to Pro Wrestlers to pragmatic/non-mystical unarmed fighting styles. And, of course, applying these rules to the Monk as well. The combination of Martial Actions can be used to emulate several different fighting styles. And, by focusing on the way Cunning Strikes is written, they almost entirely eliminate the long term book keeping of things like Discipline Points (Single Use Martial Action Dice are still a book-keeping issue, but shouldn't be any worse than Discipline Points).
I'd really like constructive criticism, things that would help improve balance, simplify book keeping (there's really only per-round dice and single-use dice, which should be pretty simple .. but who knows), and things like that.
From what I can see your solution to Fighters competing with caster classes is to make them casters based on spell points (aka martial dice).
You may as well use spells for the martial abilities so you have a set of base mechanics, or better yet, you know, just play 4e rather than redesigning 5e into 4e. It’s a lot less work.
You clearly put a lot of thought and work into it you should test it and see how it plays out but I think as a design you have created a situation where martial classes have all the complexity of casters.
It’s the same base mechanic as Cunning Strikes, just applied to all Martial classes.
Which is not to say that I exactly disagree with making it points instead of dice (because pragmatically, you could look at Sneak Attack dice as a type of “point” under the Cunning Strike rules), I’m just saying that part wasn’t really my choice. It’s a choice I inherited from basing this on Cunning Strikes.
So, what I’m saying is: It’s not _my_ solution to make a point system for Martials, it’s WOTC’s playtest 6 solution for Rogues. I just generalized it for all Martials (pure, half, and subclasses).
It is a good structural mechanic, and the way you have set it up to emulate existing 5e systems for class construction is pleasingly aesthetic. I am likely to steal a few things, lol.
Agreed it needs to be playtested, but it does have flow.
Overall, I would prefer points -- the dice aspect tends to be used to give something a bit of variability and introduce a sense of unreliability or chance, and this would be a core mechanic for certain players.
THis is not a bad thing, however, and it is already a challenge present in the game as it currently exists when you look at barbarian and fighter subclasses. Indeed, some of the most popular classes are those that do grant that higher level of complexity, with the exception of battle manaster, which I don't think most players understand.
My solution for monks was simply to give them an increasing damage die, for unarmed combat as a whole to revisit the options and layer in conditions, to enable brawling (in a manner that wasn't quite as in depth as the brawler subclass) and provide a mechanism for bartitsu in game, but without changing core basic stuff.
Less involved, but it playtested well, so we are using it. I like the structure here (in that it fits with the existing stuff and layers upon it) so will talk to my DM group. We already have a full playtest schedule for the end of the year, but who knows.
thumbs up from me, for whatever that's worth.
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This is far more complex than cunning strikes. Cunning Strikes: normally you deal this much damage on a sneak attack hit, instead deal this much less damage and do this thing.
To get all martials to be on a cunning strike like system they would need to all deal scaling additional damage on a hit. The additional damage is the currency for the other thing.
Your system looks fine and might have originally been based off cunning strikes, but it evolved it to something far more complex.
The Fighter and Monk get "Superior Strike" (as a class feature) which lets you use your Martial Action Dice to deal more damage on a strike. It's limited to 1-3 dice per strike, where Sneak Attack is as many of your dice as you want to use (mainly because Rogues normally just get the one potential hit per turn, and I wanted their version of this to remain a little unique).
But my point is: yes, "scaling additional damage on a hit" is in there. And if you spend your dice on that, you can't spend it on the Actions/maneuvers, so yes it acts as a currency: doing an Action lessens the dice you have for dealing extra damage.
(I did not add this feature to the other Martial classes because they have OTHER ways to generate extra damage .. and they get far fewer Martial Action Dice, basically just giving them access to the Actions instead of the damage enhancement; but a lesser version of Superior Strike could be added to each of the other Martial classes).
It's definitely more complex. Mainly because there's a ton more of the options, and they're generalized past what Rogues can do and how Rogues do it.
Okay so it’s closer to Battle Master Maneuvers. Martial Action Die are superiority die, but you can spend more than one at a time at higher levels. I was picturing that you don’t do the additional damage when you do a thing because you forfeit a MA Die like cunning strikes. This system could be a cool add on for experienced players, but WotC didn’t want to add the BM maneuvers to all fighters because some players found that too complex.
People who don't want to deal with the complexity of the Actions/maneuvers/masteries can just focus on using the dice for damage.
2 things:
1- I had removed a reference to Unarmed Strikes being both Light and Finesse (just making them Finesse here). I've added that back in to the first message of the thread.
2- These were other things I had in mind for Martial Classes in the 1DD UA material, but didn't include them above because they're not really about Martial Actions.
Feats:
Fighting Style: Eldritch Warrior
Prerequisite: Fighting Style feature
Repeatable: No
Fighting Style: Blessed Warrior
Prerequisite: Fighting Style feature
Repeatable: No
Fighting Style: Druidic Warrior
Prerequisite: Fighting Style feature
Repeatable: No
Fighting Style: Defense
Change: Prerequisite: None
Repeatable: No
Change: The AC bonus applies without regard to whether or not armor is worn.
(if you're concerned that "everyone will take this", keep in mind that a) it still costs a Feat or a Fighting Style feature, and b) most characters could still get the same AC benefit by taking a +2 Dex ASI as their Feat, which would also benefit every other aspect of their Dexterity; this Fighting Style is less beneficial than the Dex increase unless you have a specific reason you can't use a Dexterity increase to benefit your AC -- this Feat will most likely only be taken by characters who are already at 20 Dex, can't otherwise make use of more Dex bonus to their AC (such as Heavy Armor or being a Tortle), and/or just happen to be getting a Fighting Style and don't want one of the other Fighting Styles; the niche nature of who can't take the old version of this Feat, but who would want to take this Feat over the Dex ASI, keeps this from being an "everyone will take this" Feat)
Fighting Style: Dueling
Change: Prerequisite: Barbarian, Bard, Monk, Rogue, and/or Fighting Style feature
Fighting Style: Two-Weapon Fighting
Change: Prerequisite: Barbarian, Bard, Monk, Rogue, and/or Fighting Style feature
Fighting Style: (all others)
Change: Prerequisite: Barbarian, Monk, and/or Fighting Style feature
Fighting Style: Shield Basher
Prerequisite: Barbarian, or Fighting Style feature AND Proficiency with Shields
Repeatable: No
Feat: Skilled
Change: Each Proficiency pick can also be made from Standard Languages, Gaming Sets, or Artisan's Tools.
Classes and Subclasses:
Fighter Subclass: Arcane/Divine/Primal Knight (modified Eldritch Knight from Play Test 7)
(This is 3 separate Fighter subclasses, which only slightly differ from each other; these subclasses are otherwise identical to the Play Test 7 Eldritch Knight subclass)
Monk Subclass: Warrior of Mysticism
Paladin (modified from play test 6)
Ranger (modified from play test 6)
Rogue Subclass: Eremite Vagabond (based on the Arcane Trickster from Play Test 6)
You are a traveler of the world, usually on the outskirts of any society as you travel, as a hobomancer; or you might be a hermit or solitary woodsman who has a "knack". Being an outsider causes some to call you a vagrant or nomad, others to describe you as a migrant or feral wild mystic. You have a wanderlust that keeps you from putting down permanent settlement roots, but this type of living also keeps you on the move.
Rogue Subclass: Preacher (based on the Arcane Trickster from Play Test 6)
Whether you're are a traveling missionary, a tentpole revivalist, a priest of a local parish, a faith healer, a reformed criminal who found religion, or maybe even a swindling false prophet, you are the semi-miraculous individual of a divine tradition. Your skills are more about swaying the masses than grand miracles.
Spells:
(The class listings for these spells do not preclude subclasses that directly award or allow the cantrip)
Divine Blade
Transmutation Cantrip (Cleric, Paladin)
Divine Favor
Changes:
Weapons:
Weapon Name
Cost
Damage
Weight
Properties
Glaive
20 gp
1d10 (slashing or piercing)
6 lb
Heavy, Reach, Two-handed
Halberd
20 gp
1d10 (slashing or piercing)
6 lb
Heavy, Reach, Two-handed
Pike
5 gp
1d10 piercing
18 lb
Heavy, Reach, Two-handed
Poleaxe
25 gp
1d10 (varies)
6 lb
Heavy, Two-handed, special
Glaive: Glaives can choose the damage type for their main attack as either slashing or piercing. They can also add a spike to their opposite end, for use with the Polearm Master Bonus Action attack, to change that damage to 1d4 piercing. Adding this spike costs 2 gp, and adds 1 lb to the weight. This spike must be separately enchanted from the main attack head, if the Glaive is a magic weapon.
Halberd: Halberds can choose the damage type for their main attack as either slashing or piercing. The piercing attack can be a stab with a top spike, or a pick or beak on the back of the axe head. They can also add a spike to their opposite end, for use with the Polearm Master Bonus Action attack, to change that damage to 1d4 piercing. Adding this spike costs 2 gp, and adds 1 lb to the weight. This spike must be separately enchanted from the main attack head, if the Halberd is a magic weapon.
Pike: Pikes can also add a spike to their opposite end, for use with the Polearm Master Bonus Action attack, to change that damage to 1d4 piercing. Adding this spike costs 2 gp, and adds 1 lb to the weight. This spike must be separately enchanted from the main attack head, if the Pike is a magic weapon.
Poleaxe: Poleaxes are hafted weapons much like a Halberd, but with a shorter overall length. The poleaxe essentially gives up Reach compared to the Halberd, but also has more variety in its damage type options. Poleaxes tend to have a head at one end (the main/major end of the weapon) that has a stabbing/piercing spike, along with a combination of two bits, each of which might be an axe, a pick, or a hammer (the pick+hammer combination is sometimes called a polehammer, but this is/was a retronym - historically, all of the combinations were called poleaxes). This allows the wielder to choose bludgeoning, slashing, or piercing damage each turn. Further, the weapon can be used with the Polearm Master feat, and the poleaxe also has a stabbing spike at the minor end of the weapon, at the opposite end of the haft from the main weapon head. This spike does 1d4 piercing damage instead of the 1d4 bludgeoning damage specified by Polearm Master. The wielder can choose which end to use for the Attack action, leaving the other end to be used as with the Polearm Master Bonus Action attack. Many Poleaxe techniques put the minor spike forward for initial contact, and then making a larger motion attack when the major axe/hammer/pick end is swung for an attack.
Really cool ideas! While I feel your specific implementation is overly complicated, I love the concept of this kind of flexibility and customization for martials.
It reminds me of "Focus Points" from...somewhere. I really wish I could remember where. I think it was a 5e hack that redid all the classes, but you start combat with X Focus Points, and gain more as the fight goes on, so you could use a maneuver thing each round or save up for the right moment.
My two biggest issues are (1) the name and (2) having separate pools of dice with different kinds of recharge that you can convert but still have to track all separately. It just feels like way too much. "Single Use Martial Action Die" is also a super cumbersome and confusing name. Not to mention the whole host of edge case rules and exceptions you have there, which doesn't mesh well with 5e.
Since this would replace Maneuvers, maybe just call them Maneuvers, and you have Maneuver Dice or maybe Focus Dice. "Martial Action" sounds like a type of action, which is misleading. You COULD also have separate Superiority Dice for your dice that recharge on a short or long rest, but it might be better just have some Maneuvers be only usable once per short rest, rather than adding yet another trackable resource.
Here's a possible base-feature redesign:
Have this at the start of the section that lists all the maneuvers:
For multiclassing, if this is supposed to be the martial equivalent to Spellcasting, maybe have a Multiclass Martial Focus Table and let you add your Martial Focus levels together like you would a spellcaster, with some classes getting 1/2 progression and subclasses getting 1/3 progression. Would need more thought and testing, but it would probably be more balanced and WAY easier to track than every class/subclass giving you a separate pool.
I say just get rid of the Unarmed Strikes restriction. They're almost always inferior to weapons anyway, so if someone wants to fight unarmed, just let them. Also get rid of prerequisites that require you to already have other maneuvers. It just feels unnecessarily complicated to me and gives me 3.5e flashbacks.
Anyway, those are my two cents. Cool stuff, either way!
As mentioned before, what you are doing is converting martial classes into casters. It's not that I think it's bad, but I highly doubt WoTC will do that. WoTC believes (whether they are right or not) that players who play martial classes do not want complexity. At least a large part of those players. That, in fact, was the reason Jeremy Crawford argued for the fighter not having the battlemaster's maneuvers as a class feature.
Oh, yeah, this redesign isn't going to happen, but it's fun to think about it.
By making it bonus damage by default, with alternate effects for forgoing damage, you have a relatively easy choice between simplicity and depth. At least I think that's the idea.
Things like this should be modular options of classes and sub divide classes with different lvls of complexity, no need to remake them just build on them, that way u get a new book u can use with the original.
Thanks for the feedback!
I'm not sure it's fair to say this converts martials to being casters, though. Unless that's how you see the Battle Master and Rogue's Cunning Strikes.
But I will think about ways to make it more streamlined.