Академический Документы
Профессиональный Документы
Культура Документы
VERSION 1.3
CREDITS
Designer: Kittenhugs
Special Thanks: 4chan.org/tg/’s 5e General
Last updated July 3, 2015.
D&D and related product names are property of Wizards of the Coast.
Martial Options – D&D 5th Edition Homebrew
MARTIAL OPTIONS
The 5th Edition of Dungeons & Dragons is generally of blade oil is associated with one damage type, based
balanced, fun and quick. However, its combat is on the materials used. You can apply blade oil to a
considered dead simple by many. This isn’t melee weapon or 3 pieces of ammunition as an action.
necessarily a flaw, but to some it is. This supplement Every attack made with that weapon or ammunition
contains a variety of rule variants to make combat a before the oil dries deals an extra 1d4 damage of that
bit more interesting, from equipment to changing how specific oil’s damage type. The oil dries after 1 minute.
armor and hit points work. Smoke pellet. As an action or bonus action, you
There are already a host of extra options given in can throw a smoke pellet at a point within 10 feet of
the Dungeon Master’s Guide: flanking, lingering you. The smoke pellet then detonates, creating a 10-
injuries, cleaving through creatures, climbing on large foot cube filled with smoke. This area is heavily
creatures, tumbling through hostile spaces, and more. obscured until the end of your next turn.
There are also variant rules presented in Wizards of Smokestick. As an action, you can ignite a
the Coast’s Unearthed Arcana releases. Be sure to call smokestick using a torch, tinderbox, or other source
upon them first before considering using this of fire or intense heat. Once ignited, the smokestick is
document. consumed and a 10-foot cube around it is filled with
smoke, becoming heavily obscured, for one minute. A
EQUIPMENT moderate or strong wind disperses the smoke in one
round.
Thunderstone. As an action, you can throw a
Though a host of options are available, some players
thunderstone up to 30 feet. When it strikes a hard
are not satisfied with the removal of some unique
surface or is struck hard, it creates a deafening bang.
equipment options from past editions. Consider
Creatures within 10 feet of the stone must make a DC
offering some of these as loot or for purchase from
11 Constitution saving throw or be deafened for 1
exotic sellers. Details statistics can be found in the
hour. If a creature deafened in this way casts a spell
Martial Equipment table.
with verbal components, it must make a DC 11
ADVENTURING GEAR Charisma saving throw or fail to cast the spell.
Tindertwig. As an action or bonus action, you can
Most extra equipment has special rules, as explained
strike the end of this small, wooden stick on a
here.
flammable object. The object immediately ignites.
Arrow, Barbed. This piece of ammunition causes
bleeding wounds. A creature hit with a barbed arrow SHIELDS
or bolt takes 1 point of piercing damage at the
Two new shield types allow defensive characters a few
beginning of its turn until it uses its action to pull the
more options.
arrow free. Once pulled free of the wound, the
Buckler. While wielding a buckler, your Armor
ammunition is destroyed.
Class increases by 1. You can don or doff a buckler as
Arrow, Smoldering. This piece of ammunition has
though interacting with an object instead of as an
a hollow point containing alchemist’s fire and a simple
action.
ignition mechanism. A creature you hit with a
Tower shield. While wielding a tower shield, your
smoldering arrow or bolt takes 1d4 fire damage at the
Armor Class increases by 3, but your speed is reduced
beginning of its next turn. Once ignited, the
by 10 feet and you have disadvantage on Dexterity
ammunition is destroyed.
(Stealth) checks.
Arrow, Smoking. This piece of ammunition lets
out a blast of smoke on contact. A 10 foot radius area
centered on the creature or space you hit is heavily
SPECIAL WEAPONS
obscured for one minute, or for one round in heavy New weapons with special properties are described
wind. Once ignited, the ammunition is destroyed. here.
Arrow, Splintering. When you hit a creature with Ball and Chain. If you hit a creature no more than
a splintering arrow or bolt, it explodes into wooden or one size larger than you and roll the maximum value
bone shards. Each creature within 5 feet of the target on this weapon’s damage die, the creature is knocked
takes 1d4 piercing damage. Once it explodes, the back 5 feet.
ammunition is destroyed. Bola. When you hit a Large or smaller creature
Atlatl. Not a weapon in its own right, the atlatl is with a bola, it must make a DC 10 Dexterity saving
used to throw spears long distances. Javelins and throw or fall prone. A creature hit by a bola has its
spears thrown with an atlatl have their normal and speed reduced to 0 until it spends an action to untie
long ranges doubled. the bola or until the bola takes at least 1 point of
Blade oil. These fine oils are made by skilled slashing damage, which destroys it. A bola has no
alchemists. Some are said to be made from the spit of effect on creatures that are formless or that are Huge
dragons, others from the blood of gods. A given flask or larger.
2
Martial Options – D&D 5th Edition Homebrew
Martial Equipment
Name Cost Damage Weight Properties
Adventuring Gear
Atlatl 2 gp - 1 lb.
Blade oil (flask) 120 gp - 1 lb.
Smoke Pellet 15 gp - -
Smokestick 25 gp - 1/2 lb.
Thunderstone 30 gp - 1 lb.
Tindertwig 1 gp - -
Ammunition
Arrow, Barbed 20 gp - -
Arrow, Smoldering 20 gp - -
Arrow, Smoking 30 gp - -
Arrow, Splintering 20 gp - -
Simple melee weapons
Knuckleduster 2 gp 1d4 bludgeoning 1/2 lb. Concealable, light, special
Martial melee weapons
Ball and chain 20 gp 1d8 bludgeoning 20 lb. Heavy, reach, special, two-handed
Garrote 5 gp 1d4 bludgeoning 1 lb. Finesse, special, two-handed
Gunblade 320 gp 1d6 slashing 7 lb. Special
Kusarigama 20 gp 1d4 slashing/bludgeoning 8 lb. Disarm, special, trip, two-handed
Parrying dagger 5 gp 1d4 piercing 1 lb. Disarm, finesse, light
Spiked chain 20 gp 1d6 piercing 11 lb. Disarm, reach, trip, two-handed
Twin blade 50 gp 1d6 slashing 10 lb. Special, two-handed
War fan 10 gp 1d4 bludgeoning 1 lb. Concealable, disarm, finesse
Martial ranged weapons
Bola 1 sp - 1/4 lb. Finesse, special, thrown (range 10/30)
Boomerang 5 sp 1d4 bludgeoning 1 lb. Finesse, light, special, thrown (range 20/60)
Repeating crossbow 100 gp 1d6 piercing 10 lb. Ammunition (range 80/320), special, two-handed
Shields
Buckler 8 gp - 2 lb. AC +1, special
Tower shield 50 gp - 45 lb. AC +3, special
Boomerang. When you throw this weapon and Monks are proficient with the kusarigama and can
miss, it returns to your hand. Creatures that are treat it as a monk weapon.
proficient with javelins are also proficient with Parrying dagger. When you wield this weapon and
boomerangs. are targeted by a melee weapon attack, you can use
Garrote. When you attack with this weapon and your reaction to increase your AC by half your
hit, you can forgo damage to instead grapple the proficiency bonus (rounded down) against that attack.
target if it is Large or smaller and is not formless. Rogues are proficient with parrying daggers.
Until the grapple ends, the target can’t breathe, you Repeating crossbow. This crossbow has a small
have advantage on attack rolls against it, and you can magazine and a quick-reloading lever, allowing it to be
only attack it with the garrote or an unarmed strike. fired more quickly than a standard crossbow. The
Rogues are proficient with garrotes. magazine holds 5 bolts. After you have used these
Gunblade. This weapon is both a pistol and a bolts, you must use an action to reload it. The
sword. You can attack with its sword portion or its Crossbow Expert feat allows you to reload it or make a
pistol portion. The pistol has the same statistics as single attack with it as a bonus action.
the pistol in the DMG. Twin blade. This weapon is a short staff with
Knuckleduster. A knuckleduster counts as an blades on either end. When held in both hands, it
unarmed strike for the purpose of effects that specify counts as two light melee weapons, one held in each
them. Creatures that are proficient with unarmed hand.
strikes are also proficient with knuckledusters. War fan. This fan can be concealed as a regular
Kusarigama. An exotic weapon, a sickle attached fan and is not obviously a weapon. Monks are
to a weight by a long chain. You can attack with either proficient with the war fan and can treat it as a monk
the sickle (1d4 slashing) or the weight (1d4 weapon.
bludgeoning, with reach). When one end is wielded in
each hand, they are both treated as light weapons.
3
Martial Options – D&D 5th Edition Homebrew
4
Martial Options – D&D 5th Edition Homebrew
Suggested stat blocks for sellswords include: Morale. A number of events may send a hireling
assassin, bandit captain, berserker, cult fanatic, fleeing or surrendering in the face of danger. Refer to
gladiator, guard, knight, scout, spy, thug, and the Morale rules in the DMG on page 273. When a
veteran. You can then adjust these using the rules for hireling would flee, it must make a DC 15 Wisdom
monster creation in the DMG. saving throw. If the hireling is CR 5 or higher, the DC
Spellcaster. Spellcasters come in two flavors as decreases to 10. If the hireling is CR 10 or higher, it
hirelings: combat companions, and service providers. will never flee. On a failure, it retreats along the
In combat, a spellcaster hireling acts as a fastest obvious path and tries to hide, or it
sellsword. If you require them to cast a specific spell, surrenders. A hireling may flee under the following
they will do so, but you must provide them with circumstances:
expensive material components that the spell would
The party is ambushed.
consume.
The hireling is reduced to half its hit points or
As a service provider, spellcasters generally charge
fewer.
on a per-spell basis, using the following formula:
The hireling finds its attacks ineffective against a
target, such as through resistance, high AC, or
Spell cost = Spell level x (spell level x 10) + expensive
high HP.
material components
A player character in the party drops to 0 hit
If an expensive material component is not points.
consumed when casting the spell, instead add only a A player character in the party is otherwise
tenth of its price to the spell cost. rendered helpless or unable to fight back.
Spellcasters as service providers usually limit
themselves to three spells per customer, per day.
Spellcasters that can cast spells above 5th level are
RULE VARIANTS
rarely service providers, and spellcasters rarely cast
spells that could cause harm to others.
ACTIONS IN COMBAT
Suggested stat blocks for spellcasters include: In the Player’s Handbook, two examples of “special
acolyte, archmage, cult fanatic, druid, mage, and actions” are given: grappling, and shoving. The
priest. You can then adjust these using the rules for Dungeon Master’s Guide contains other such actions,
monster creation in the DMG. such as disarming opponent or tumbling through
hostile spaces. Here are a few other options you can
HIRELINGS IN COMBAT give your players in the same vein, as well as some
Hirelings are rarely as brave as the adventurers that rules expanding existing options.
hire them. Even with good pay, the harsh nature of
battle can leave them fleeing. AIM
Advancement. When the party’s lowest-level When you take the Attack action on your turn and
player character levels up and there would then be no make a ranged weapon attack against a target that
other party members of a lower level than it, hirelings has cover, you can attempt to aim it precisely. Make a
that have spent more than a week with the party Wisdom (Insight) check with a DC of 10 + the target’s
advance in skill. The hireling gains one hit die, taking current bonus to AC from cover. On a success, you
the average and increasing its maximum hit points by make the attack and the target loses its bonus to AC
that amount. from cover. On a failure, you make the attack at
For every two hit dice a hireling gains in this way, disadvantage and the target retains its bonus to AC
one of its ability scores increases by 1, its CR from cover. You can only aim one attack per turn in
increases by one step, and the level at which it casts this manner.
spells increases by 1. For every five hit dice gained in
this way, the hireling gains a multiattack of two
FEINT
weapon attacks, or it gains an extra attack if it already When you take the Attack action on your turn, you
has the multiattack feature. In place of a multiattack, can make a false strike to catch a creature off-guard
the hireling may instead gain or advance other with one of your attacks.
features at the DM’s discretion, such as increasing an You can’t make a feint with an attack if you would
assassin’s Sneak Attack damage or gaining the have disadvantage on the attack. Make a Charisma
benefits a feat. A hireling’s proficiency bonus is based (Deception) check contested by the Wisdom (Insight)
on its CR, as given in the Monster Statistics by check of your attack’s target. If you succeed, your
Challenge Rating table on page 274 of the DMG. attack against it is made with advantage. If you fail,
Experience Points. Hirelings that contribute your attack against it is made with disadvantage. Any
meaningfully to an encounter receive an equal share creature that has seen you attempt a feint has
of the encounter’s XP. advantage on Wisdom (Insight) checks against your
Initiative. Hirelings in combat act on one initiative feints for 24 hours.
count as a group, adding the highest initiative bonus
among them to their initiative roll.
5
Martial Options – D&D 5th Edition Homebrew
6
Martial Options – D&D 5th Edition Homebrew
7
Martial Options – D&D 5th Edition Homebrew
points is dealt directly to hit points. Critical hits deal Exceptional Training. Your beast companion’s
damage directly to hit points. attacks become magical.
Manufactured Armor. Armor provides AC as in
the Armor as Damage Reduction table. In place of CRITICAL HITS
damage reduction, armor gives a creature armor Instead of the normal effects of a critical, wherein the
points based on the armor type. Light armor provides attacker rolls all damage dice of the attack twice, the
2 times the wearer’s proficiency bonus, medium armor attacker takes the maximum value of all the attack’s
3 times, and heavy armor 4 times. This amount is damage dice.
then adjusted by the specific armor type’s DR
Adjustment, as given in the Armor as Damage EXPLODING CRITICAL VARIANT
Reduction table. For example, a level 1 character in Under this variant, damage rolls on a critical hit
chain mail will have 10 armor points (2 x 4 + 2). “explode.” Whenever the maximum value is rolled on a
Natural Armor. A creature with natural armor has damage die during a critical hit, that die is rolled
an AC equal to 10 + its Dexterity modifier, and armor again and the result added to the total damage. You
points equal to its proficiency bonus plus its normal can continue to roll and add dice as long as the
AC – 10, then doubled if it is Small or Medium, tripled maximum value is rolled.
if it is Large, quadrupled if it is Huge, or quintupled it
if is Gargantuan. You can calculate a creature’s FEATS
proficiency bonus using the Monster Statistics by This section describes additional feats and changes to
Challenge Rating Table on page 274 of the Dungeon existing feats.
Master’s Guide.
DEFENSIVE DUELIST
CLASSES Along with the feat’s normal benefits, you gain
This section contains adjustments to existing classes. proficiency with shields if you do not already have it.
DRUID GRAPPLER
Wild Shape. If you are reduced to 0 hit points The last line of this feat is, by the rules as written,
while in your wild shape form, you gain a level of useless. Although the official errata moves this line
exhaustion. entirely, instead replace it with the following:
You can attempt to grapple a creature of Huge size
FIGHTER or smaller.
Weapon Bond. You can use your bonded weapon
as a spellcasting focus, ignoring inexpensive material INSPIRING LEADER
components for spells you cast. You can also perform Along with the feat’s normal benefits, you gain the
somatic components for your spells with the hand you following:
wield it in.
If a creature has temporary hit points from this
MONK effect, it can sacrifice its remaining temporary hit
Disciple of the Elements. At 3rd level, you learn points to gain advantage on a single attack roll,
three Elemental Disciplines besides Elemental ability check, or saving throw.
Attunement instead of one.
At 11th level, choose one Elemental Discipline you
MARTIAL ADEPT
know that costs 2 ki points or fewer to use. You can Along with the feat’s normal benefits, you gain the
now perform that Elemental Discipline by expending 2 following:
fewer ki points, to a minimum of 0. If you already have superiority dice, choose one
At 17th level, choose one Elemental Discipline that maneuver that you know. You can now use this
costs 4 ki points or fewer to use. You can now perform maneuver without expending superiority dice,
that Elemental Discipline by expending 3 fewer ki though any superiority dice you would roll for a
points, to a minimum of 1. maneuver used in this way instead count as a
result of 1.
RANGER
Ranger’s Companion. Your beast companion has MONKEY GRIP
hit points equal to six times your ranger level. Your Prerequisite: Strength 13 or higher
proficiency bonus is added to the saving throw DC of Your sure grip and stance allow you to wield heavier
any abilities your beast has, such as poison. After you weapons more easily. You gain the following benefits:
command your beast companion to attack a creature,
You can wield two-handed melee weapons in one
it will take the Attack action and target that creature
hand. While doing so, the damage die for the
on subsequent turns until you tell it to move away
weapon is decreased by one step: 2d6/1d12,
from the target or use your action to command it to
1d10, 1d8, 1d6, 1d4, to a minimum of 1.
attack another target.
If you are a Small creature, you no longer have
disadvantage on attack rolls with heavy weapons.
8
Martial Options – D&D 5th Edition Homebrew
9
Martial Options – D&D 5th Edition Homebrew
action, expend one Martial Die and choose a creature such as going against a very strong creature in melee
that you can touch. That creature regains hit points or jumping across a deep gorge. If the creature does
equal to 1d6 + your Wisdom modifier. not share a language with you, commanding it takes
Disarm. When you attempt to disarm a creature, an action or bonus action. The creature may still
you can expend one Martial Die to gain advantage on attempt dangerous acts if you perform them first. For
your opposed check or increase your saving throw DC the duration, the creature has a bonus to its attack
for the attempt by 5. If you successfully disarm a rolls, damage rolls, and saving throws equal to your
creature after expending a Martial Die in this manner, proficiency bonus.
you can immediately kick the object they dropped up Magic Weapon. As a bonus action, expend two
to 30 feet away. Martial Dice and choose a weapon you are wielding.
Fear. You can only expend Martial Dice in this Roll the Martial Dice and add them together. Attacks
manner if you have proficiency in Intimidation. As an with that weapon are made with a +1 bonus to attack
action, expend two Martial Dice and choose a creature and damage and are magical for a number of rounds
within 60 feet that can see and hear you. That target equal to the result. If you apply this effect to a familiar
must make a Wisdom saving throw. On a failure, roll or animal companion, their attacks gain this bonus
the Martial Dice and add them together. The target is instead.
frightened of you for a number of rounds equal to the Revivify. You can only expend Martial Dice in this
result. At the end of its turn, the frightened creature manner if you have proficiency in Medicine. As an
can make another saving throw to end the effect early. action, you can expend three Martial Dice and attempt
Feather Fall. You can only expend Martial Dice in to revive a creature you can touch that has died
this manner if you have proficiency in Acrobatics or within the last minute. Make a Wisdom (Medicine)
Athletics. If you are falling, you can expend one or check with a DC of 20 + the number of rounds the
more Martial Dice as a reaction. Roll the Martial Dice creature has been dead. On a success, the creature
and add them together. For the purpose of falling returns to life with 0 hit points but is stable. So long
damage, the fall is reduced by a number of feet equal as you do not move away from the creature and it has
to 5 times the result. not been dead for more than 1 minute, you can
Fly. You can only expend Martial Dice in this attempt this check again as an action without
manner if you have proficiency in Acrobatics or expending more Martial Dice.
Athletics. Expend three or more Martial Dice as a Spider Climb. You can only expend Martial Dice in
bonus action. Roll one Martial Die. You gain a fly this manner if you have proficiency in Athletics or
speed of 60 feet for a number of rounds equal to the Acrobatics. As a bonus action, expend 2 Martial Dice.
result. At the end of each turn while you have this fly Roll the Martial Dice and add them together. You gain
speed, you fall if you end your turn in midair. a climb speed equal to your walking speed for a
Grappling. When you attempt a grapple, you can number of rounds equal to the result.
expend a Martial Die to grapple a creature one size
larger than you regularly can. You can roll the Martial RESOURCE RECOVERY
Die and add the result to your Strength (Athletics) Many players feel that the Battle Master’s maneuvers
check to engage the grapple. and the Monk’s ki abilities are limited largely by small
Haste. As an action, expend three Martial Dice. resource pool relative to their ability costs. Consider
Roll one Martial Die. You cast haste targeting yourself, using one or more of the following variant rules to give
lasting for a number of rounds equal to the result. such characters a wider resource pool.
Invisibility. You can only expend Martial Dice in
If a Battle Master scores a critical hit, they regain
this manner if you have proficiency in Stealth. As an
1 superiority dice.
action, expend two Martial Dice. Roll one Martial Die.
If a Battle Master rolls an 8 or higher on a
You become invisible for a number of rounds equal to
the result or until you make an attack or cast a spell. superiority dice roll, that superiority dice is not
Leadership. You can only expend Martial Dice in spent.
this manner if you have proficiency in Persuasion or If a Monk scores a critical hit, they regain 1 ki
Animal Handling. If you have proficiency in point.
Persuasion, you can attempt this with humanoids that When a Monk hits a creature with a melee attack
share a language with you. If you have proficiency in that drops it to 0 hit points, they regain 1 ki point.
Animal Handling, you can attempt this with beasts or Alternatively, allow a Battle Master or Monk to
non-evil monstrosities. spend five minutes meditating once per day to regain
By talking or interacting with a creature with a CR their superiority dice or ki as if they completed a short
of no more than half your level that is friendly with rest. With this option you might wish to extend this to
you for 10 minutes, you can expend two Martial Dice other classes dependent on short rests, such as the
to convince them to follow you for the cost of living for Warlock.
24 hours. This cost is equivalent to a number of gold
pieces equal to twice its CR per day, minimum 2. The
creature will follow your commands during this period
so long as doing so does not clearly threaten its life,
10