Martial Class Revamp v0.6.2 #
Barbarian (S3->1)
- Rage(1) *B: Rage damage on any attack using Strength & +1 damage at all ranks. Your rage lasts a duration of 1 minute, until you dismiss it at will, or if you fall unconscious. When you roll initiative you can choose to enter your rage. When you finish a Short Rest you can restore one expended usage of this feature, you can do so a number of times equal to your proficiency bonus per long rest.
- When you reach 8th Level in this class you can choose to spend 10 minutes in pure focus to regain all expended usages of this feature, you can do so only once per Long Rest.
- Unarmored Defense(1) *B: AC equals 11 + Dexterity Mod + Constitution Mod.
- Reckless Attack(2) *B: Full effect (benefits and negative) last until the start of your next turn. Effects all Attack Rolls using Strength. You can use this feature before making an attack or after missing an Attack if it is not already active, thus allowing you to roll-to-hit again via the advantage.
- Danger Sense(2) *B: Replace “against effects you can see,” with “while you are not Incapacitated”.
- Technique Execution(2) *N: You gain access to the Technique Execution Feature
- Primal Knowledge(3) TCE-S & you can also make Intimidation checks using Strength, and Acrobatics checks using Constitution.
- Vicious Attacks(5) *N: When you use your Reckless Attack Feature you can select an alternative benefit, this benefit replaces the advantage that you would receive on your Attack rolls. However, enemies attacks are still made at advantage against you.
- Hemorrhaging Attack. Your Attacks deal an additional amount of damage equal to double your proficiency bonus.
- Immobilizing Attack. Your Attacks reduce the target’s speed by 15 feet until the start of your next turn.
- Lobbing Attack. Your Attacks push foes 15 feet straight away from you, the foe must be no more than one size larger than you. You can additionally move up to half your speed towards the targets without provoking Attacks of Opportunity.
- Primal Fury(7) *N: You are immune to the frightened condition.
- Primal Nature(7) *R: now a choice:
- Primal Instincts.
- Primal Pounce. TCE-S *B: Full Speed
- Primal Menace. *N: Part of BA to Rage, give Attack Roll Disadvantage to enemies against targets other than you while raging, 20ft radius.
- Savage Attacks(9) *N: When you use your Vicious Attacks feature you can choose a second option that lasts until the start of your next turn. Additionally you gain new options:
- Pulverizing Attack. Your Attacks give enemies disadvantage on the next save they make until the start of your next turn.
- Butchering Attack. Your Attacks leave your enemies weak, the next time an ally lands an Attack on an enemy hit with this attack, the enemy takes additional Damage equal to the total rolled on a number of d4s equal to your Rage Damage bonus.
- Brutal Savagery(9) *R/N: Formerly “Brutal Critical”.
- When you make an Attack Roll, for every 6 points above the Target’s AC that you roll, add 1 additional Weapon Damage Die to the Attack’s Damage. The requirements of this effect reduce by 1 when you reach 11th level (5 points above AC), 13th level (4 points above AC), 15th level (3 points above AC), and 17th level (2 points above AC).
- Relentless Rage(11) *B: Regain hit points equal to twice your Barbarian Level.
- Apex Brutality(13) *N: When you roll initiative if you are not currently raging, you can enter your Rage. You can choose one of the listed benefits that lasts the duration of your Rage. If you have no Rages remaining you can use this feature to enter your Rage, however, when your Rage ends you take damage equal to 2d4 times your Barbarian Level.
- Limitless. You have Advantage on all Attack Rolls and gain a third attack whenever you take the Attack Action.
- Vanquisher. When you reduce a Creature to 0 Hit Points you regain Hit Points equal to half your Barbarian level.
- Subjugator. You are counted as one size larger for the purposes of Grappling, targets grappled by you additionally take 2d6 damage at the start of their turn.
- Unstoppable(16) *N: Choice of feature.
- Unstoppable Force. Your speed increases by an additional 20 feet. On your turn, for every 15ft you move in a straight line towards a Creature you can see, you gain a +1 to hit against that Creature on your next attack.
- Unstoppable Onslaught. Your AC increases by 2. While within 5ft of three or more enemies you gain a +1 to Attack Rolls for every enemy within 5ft of you.
- Unstoppable Predator. Every time your Relentless Rage feature activates you gain a +3 to Attack Rolls until your Rage ends.
- Primal Titan(20) *R/B: In addition, your carrying capacity (including maximum load and maximum lift) is multiplied by 10.
- Apex Titan(20) *N: Your options listed in the “Apex Brutality” Feature gain additional benefits.
- Limitless. Starting at 20th level you can take the Attack Action as a Bonus Action, for the duration of this rage.
- Vanquisher. Starting at 20th level you gain immunity to Bludgeoning, Piercing, and Slashing damage, for the duration of this rage.
- Subjugator. Starting at 20th level you can grapple a two Creatures at a time, additionally Creatures grappled by you have disadvantage to escape from your grapple.
Fighter (S3->2)
- Second Wind(1) *R: You gain a pool of Vigor represented as one d10 per Fighter Level. As a Reaction to taking damage from a Hostile Creature you can spend a number of Vigor Dice and Heal an amount equal to the Total Rolled + 2 Points per Fighter Level. You regain all spent Vigor Dice on a Long Rest. Additionally as part of the Reaction you can make one Attack against a Creature within your Reach.
- Fighting Style(1) *B: When you gain a level in this class you can change one of your chosen Fighting Styles with another available to you.
- Action Surge(2|11|17) *B: When using Action Surge you can not cast a spell as an action or bonus action until the start of your next turn. You gain an additional usage of Action Surge at level 11.
- Technique Execution(2) *N: You gain access to the Technique Execution Feature
- Maneuvers of War(3) *N: Maneuvers of War
- Weapon Mastery(8) *N: One option of your choice from Weapon Mastery you gain a second option at 12th level (two total), and a third at 16th level (three total).
- Indomitable(9|13|17) *R: Works like Legendary Resistance.
Monk (S3->1)
- Base Class(1) *N: You gain proficiency in Martial Weapons with the Light Property.
- Martial Arts(1) *B: You can make an Unarmed Strike as a Bonus Action. When grappling or shoving you can use your Dexterity Modifier to determine the Saving Throw DC those actions.
- S-Ki Feature(1) *B: Once per Long Rest you can use your Subclasses Level 1 Feature that cost Ki without needing to spend Ki.
- Unarmoured Defence(1) *B: At level 7 you can additionally add your Proficiency Bonus to your AC.
- Ki(2) *B:
- Flurry of Blows. Does not require you to Attack first.
- Patient Defense. Default no Ki Cost Dodge Action Bonus Action. 1 Ki Point = Dodge AND +2 AC.
- Step of the Wind. Default no Ki Cost Disengage Action Bonus Action. 1 Ki Point = Disengage AND Dash.
- Technique Execution(2) *N: You gain access to the Technique Execution Feature
- Dedicated Weapon(2) TCE-S
- Heightened Self(2) *N: Once per Long Rest when you roll for Initiative you can choose to restore your Ki Points to full.
- Martial Arts Master(3) *N: Martial Arts Master
- Tempered Deflection(3) *B: Formerly Deflect Missiles. Now works on Ranged Weapon Attacks AND Melee Weapon Attacks If you reduce the Damage of the Missile to 0 you regain 1 Ki Point. Deflected melee attacks have a range of 5ft. Deals damage equal to two rolls of your Martial Arts Die + your Dexterity Modifier.
- At 12th Level this feature can trigger on any Attack you are hit by.
- Ki-Fueled Attack(3) TCE-S
- Quickened Healing(4) TCE-S *R: A2 BA3 RA4.
- Focused Aim(5) TCE-S
- Stunning Strike(5) *C: Now costs 2 Ki Points to activate but deals Force Damage equal to three rolls of your Martial Arts Die + your Wisdom Saving Throw on a successful save as the resisted energy bursts outwards. Stun condition lasts until the end of your next turn.
- Elevated Self(20->7) *B: If your Heightened Self feature is expended, you regain 3 spent Ki Points when you roll for Initiative.
- Stillness of Mind(7) *B: At the end of your turn you can end one effect on yourself that is causing you to be Charmed, Frightened, or Poisoned.
- Purity of Body(10) *B: Additionally grants advantage on all Saves vs Poisons & forgoing food and water does not grant you levels of exhaustion.
- Purity of Mind(10) *N: When you spend Ki Points to activate Flurry of Blows, Patient Defense, or Step of the Wind you gain the following benefits.
- Flurry of Blows Augment. You can make three Unarmed Strikes instead of two.
- Patient Defense Augment. You gain temporary HP equal to two rolls of your Martial Arts Die.
- Step of the Wind Augment. You and one ally you can see within 10ft of you that you gain advantage on Dexterity Saving Throws until the end of your next turn.
- Purity of Soul(10) *N: You gain a number of Purity Dice equal to double your proficiency bonus. Your Purity Dice recharge on Long Rest.
- Enhanced Ki Flow(11) *N: When you activate a feature or effect that costs 1 Ki Point or more, until the start of your next turn, the next time you hit a Creature with an Unarmed Strike you restore 1 Ki Point.
- Perfect Self(13) *N: Your Elevated Self feature no restores 6 spent Ki Points when you roll for Initiative.
- Empty Body(18) *B: At the start of your turn you can activate this effect by spending 4 Ki Points. No longer makes you invisible, ends early if you are incapacitated.
- Capstone(20) *N: Enlightenment:
- Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.
- You gain 1 Ki Point at the start of every round while in combat.
Rogue (S3->2)
- Prof w/ Ranged Martial Weapons
- Vital Strike(1) *R/B: Formerly “Sneak Attack”.
- Roguish Gambits(1) *N: By manipulating your Vital Strike you can employ powerful gambits to beguile and subvert your enemies. For the rules of this Feature and your options see: Roguish Gambits.
- Technique Execution(2) *N: You gain access to the Technique Execution Feature.
- Scoundrel Fledgling(3) *N: You gain your choice of a Scoundrel Specialization and its Fledgling Feature(s) presented in: Scoundrel Specializations.
- Steady Aim(3) TCE-S *B: All attack rolls on current turn.
- Devious Strikes(5) *N: You gain additional options for your Roguish Gambits feature following the same rules Roguish Gambits.Deadly Focus(6) *N: If you do not possess the Extra Attack feature, when you hit a Creature with a Weapon Attack on a Roll of 17-20 the Attack is scored as a Critical Hit.
- This feature’s effect improves when you reach 9th level (16-20), 13th level (15-20), and 17th level (14-20).
- Evasion(7) *B: Additionally once per Short Rest Creatures of your choice within 5ft of you also gain this benefit.
- Scoundrel Gifted(7) *N: You gain access to the Gifted Features offered by your chosen Scoundrel Specializations.
- Enhanced Gambits(8) *N: A number of your Gambit Slots equal to half your Proficiency Bonus (rounded down) become Upgraded Gambit Slots.
- Cunning Strikes(11) *N: You gain additional options for your Roguish Gambits feature following the same rules Roguish Gambits.
- Scoundrel Savant(11) *N: You gain access to the Savant Features offered by your chosen Scoundrel Specializations.
- Scoundrel Master(15) *N: You gain access to the Master Features offered by your chosen Scoundrel Specializations.
- Stroke of Luck(20->16) *B: Moved from Level 20 to Level 16.
- Fatal Strikes(19) *N: You gain additional options for your Roguish Gambits feature following the same rules Roguish Gambits.
- Additionally, once per Short Rest when you roll the dice for your Vital Strike you can choose a number of the dice equal to your proficiency bonus and reroll them.
- Capstone(20) *N: Afterimage:
- Your base Speed is doubled.
- Vital Strike is no longer limited to only activating once per turn.
- Creatures that have yet to hit you on their turn have disadvantage on Attack Rolls they make against you, if a target misses on an Attack against you, you can teleport 5 feet to an unoccupied space you can see.
- When you score a Critical Hit the target of the Attack takes extra Damage equal to your Rogue Level.