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MARTIAL OPTIONS A FAN-MADE SUPPLEMENT FOR D&D 5TH EDITION

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.

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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.

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Martial Options – D&D 5th Edition Homebrew

WEAPON PROPERTIES OBSIDIAN


Melee weapon or ammunition (20), common
Several new weapon properties are shared among
This volcanic glass is prized for its sharpness, but it is
several entries in the Martial Equipment table.
quite fragile. Obsidian weapons, bolts, and arrows
Concealable. When you attempt to hide a
that deal piercing or slashing damage deal 3 extra
concealable weapon on your person, you have
point of damage. When a 1 is rolled on an attack roll
advantage on Dexterity (Sleight of Hand) checks to do
with an obsidian weapon, it breaks, becoming
so. Daggers, darts, and slings have this property.
unusable until repaired by a craftsman or via mending
Disarm. When you attempt to disarm a creature
or similar spell. Obsidian ammunition always breaks
while wielding this weapon and you are proficient with
once fired.
it, you can add your proficiency bonus to your
opposed roll or saving throw DC twice. Whips have
this property.
HIRELINGS
Trip. When you attempt to make a creature fall Since the earliest editions of D&D, hired help—
prone while wielding this weapon and you are mercenaries, sellswords, even casters and craftsmen—
proficient with it, you can add your proficiency bonus have been an important part of any adventuring party.
to your opposed roll or saving throw DC twice. Whips 5e’s rules for them are somewhat lackluster, leaving
have this property. them to the DM’s discretion. These rules can be used
as guidelines to give players use of their gold for
SPECIAL MATERIALS services and not just goods.
Generally, the daily wages a trained hireling will
The following special materials can give certain pieces
ask for is 2 gp. For those hired for combat purposes,
of equipment special properties. If given a rarity,
this amount is increased by their CR. For spellcasters
objects made of the materials are considered magic
asked to perform out-of-combat services, this is
items for the purpose of rarity.
increased by the level at which they cast spells.
ADAMANTINE Expensive materials must be provided or simply paid
Melee weapon or ammunition (20), rare for, should the materials be readily available to the
This jet-black metal is unmatched in its strength. hireling.
Weapons and ammunition made of adamantine deal Below is a list of some more common hirelings:
double damage against objects not also made of Chronicler. These musicians and storytellers
adamantine. The roll required for a critical hit with an record the epics of adventurers. Chroniclers demand a
adamantine weapon or piece of ammunition is 1 less wage of 4 gp per day, to pay for their expenses and the
than normal. Ammunition made of adamantine never added cost of ink and paper.
break. Adamantine weapons and ammunition are Fence. These shadier hirelings are paid on a
magical. Adamantine armor can be found in the DMG. commission basis. A fence is capable of selling stolen
or risky goods for an adventuring party, but they take
COLD IRON 10% of the total return of any goods they sell. For
Melee weapon or ammunition (20), uncommon every 50 gp worth of goods they’re given to sell, a fence
This dark metal comes from deep within the earth, takes 1 day to sell them.
forged at low temperatures to preserve its innate For magic items and extremely rare goods (such as
properties. Fey creatures are vulnerable to damage a dragon’s egg), a fence will search for a buyer for up
done by cold iron weapons. to 30 days using the rules for selling magic items in
the DMG on page 129. A fence has a +3 modifier for
ICE, LIVING its Intelligence (Investigation) checks, or +5 if the fence
Melee weapon, common has dealt with selling magic items beforehand. A fence
Though it looks as glass, weapons made of living ice will never sell a magic item for less than half its base
are made of frozen water, forged with magic. Weapons price, but a fence will always sell to a shady dealer.
made of living ice are not magical but deal an extra Fences will demand an up-front payment of 20 gp to
1d6 points of cold damage on a successful hit. When a sell a magic item. If they sell the magic item, they’ll
1 is rolled on an attack roll with a living ice weapon, it keep 15% of its returned value. If they fail to sell the
breaks. When left in a cool and humid place, the magic item within 30 days, they will return it to the
weapon reforms after 12 hours. party but keep the 20 gp.
Sellsword. These fighters-for-hire often wield
MASTERWORK sword, axe, or bow. They rarely, if ever, use magic. If
Weapon, common knowingly hired for battle, a sellsword will demand a
Not a material in its own right, some nonmagical 50% increase in their daily pay unless promised a
weapons are of such fine make that they are much share of any reward or loot the party gets during its
easier to wield. Attacks with masterwork weapons are escapades. Sellswords of CR 5 or higher will demand
made with a +1 bonus to hit. half their expected pay in advance of an adventuring
trip.

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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.

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Martial Options – D&D 5th Edition Homebrew

GOAD Regular weapons should be considered Small,


When you take the Attack action on your turn, you having 10 hit points, while shields and weapons with
can forgo one of your attacks to goad a hostile the Heavy property should be considered Medium,
creature into attacking you. usually 18 hit points.
Choose one creature that can hear you and is As a rule, magic equipment is immune to damage
within 60 feet of you. Make a Charisma (Persuasion) altogether, can only be damaged by other magic
check contested by its Wisdom (Insight) check. If you equipment, or has ten times as many hit points.
succeed, the target has disadvantage on attack rolls
against creatures other than you until the end of your
WRESTLING
You can use a bonus action to make a grapple contest
next turn. Once you attempt to goad a creature, it has
against a creature you are grappling. If you win the
advantage on Wisdom (Insight) checks against your
contest, you can choose to shove the grappled
goads for 24 hours.
creature prone or make it restrained until the
LUNGE beginning of your next turn.
When you take the Attack action on your turn, you If you are grappling a creature on your turn, you
can make a DC 15 Dexterity (Acrobatics) check to can use your action to choke it. Make a grapple
increase your reach with one attack by 5 feet. If you contest with the creature. If you win the contest, the
fail the check, you make the attack but automatically creature can no longer breathe for the duration of the
miss. You can only attempt a lunge once per turn in grapple, and at the beginning of your turn while the
this manner. grapple is maintained, the amount of time the
creature can hold its breath decreases by 1 minute.
MENACE
When you take the Attack action on your turn, you ANATOMIC COMBAT
can forgo one of your attacks to frighten a creature. While called shots as a specific action can add
Choose a creature within 10 feet of you, and make optional verisimilitude to combat, adding a system on
a Charisma (Intimidation) check contested by its top of combat in general can make combat even more
Wisdom (Insight) check. If you succeed, the target is daring and immersive.
frightened of you until the end of your next turn. Once When a creature makes a successful melee or
you attempt to menace a creature, it is has advantage ranged attack, roll a d20. The attack deals damage as
on Wisdom (Insight) checks against your menaces for normal, and the attack targets a part of the target’s
24 hours. Barbarians have advantage on menace body based on the result, as given on the Anatomic
contests while raging. Combat table. If the attack targets a body part that
the target has multiples of, determine which is hit
SUNDER randomly. If the attacking creature chooses to target a
When you take the Attack action on your turn, you specific body part as a called shot, the target instead
can use one of your attacks to attempt to damage an gains a bonus to its AC against that attack as given on
opponent’s equipment. the Anatomic Combat table, and it takes the
Choose a weapon or shield that is being wielded or respective effect on a hit.
worn by a creature you can see. Make a weapon Creatures that are formless or incorporeal are
attack against it. A worn or wielded object has an AC generally immune to the effects of anatomic combat,
based on the material it’s made of plus its wielder’s and creatures without the appropriate body part
Dexterity modifier. On a hit, the object takes damage ignore the given effect.
from the attack as normal. A weapon made of a Anatomic combat gives the following effects:
material with a lower AC than the material of the Torso. The attack deals normal damage.
target object deals only half damage to the target Leg. The target’s walking speed is decreased by 10
object. feet until the end of its next turn. This effect can
When a piece of equipment drops to 0 hit points, it instead apply to wings, fins, or other body parts
breaks. A creature wearing a broken shield gains no appropriate to the target’s form of movement. If its
bonus to its AC from that shield. A creature wielding a speed drops to 0 in this way, it falls prone.
broken weapon cannot attack with it, except as an
improvised weapon.
Equipment Properties. The following properties Anatomic Combat
are based on the rules in the DMG on pages 246 and d20 Body Part AC Bonus
247. 1 – 10 Torso +0
If a piece of equipment is made of wood, it has 15 11 – 14 Leg +2
AC, is resistant to piercing damage, and vulnerable to 15 – 17 Arm +2
fire damage. If a piece of equipment is made of iron or 18 Eyes +5
steel, it has 19 AC and is resistant to piercing, 19 Chest +5
bludgeoning, and slashing damage. All equipment is
20 Vitals +5
immune to poison and psychic damage.

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Martial Options – D&D 5th Edition Homebrew

Arm. Any attack rolls or ability checks made with


the arm are made with disadvantage until the end of Armor as Damage Reduction
the target’s next turn. If this limb is already affected Armor Armor Class (AC) DR Adjustment
by this penalty, the creature cannot use this limb Light Armor
until the end of its next turn, and it immediately drops Padded 11 + Dex modifier -4
whatever it is holding with that appendage. Leather 11 + Dex modifier -3
Eyes. Roll the attack roll again. If it would hit, the Studded leather 12 + Dex modifier -2
target is blinded until the end of its next turn. If the Medium Armor
creature is already blinded in this manner, it is Hide 11 + Dex modifier (max 2) -1
blinded for 1 minute or until it receives magical Chain shirt 11 + Dex modifier (max 2) 0
healing. Scale mail 12 + Dex modifier (max 2) 0
Chest. Roll the attack roll again. If it would hit, the Breastplate 12 + Dex modifier (max 2) +1
target has disadvantage on all ability checks and Half Plate 13 + Dex modifier (max 2) +2
saving throws until the end of its next turn. If the Heavy Armor
creature already suffers from this penalty, the Ring mail 11 +2
creature is incapacitated until the end of its next turn. Chain mail 12 +2
Vitals. This catch-all includes a creature’s gut, Splint 12 +3
head, and other vital points. Roll the attack roll again. Plate 13 +4
If it would hit, the original attack is a critical hit.
While using Anatomic Combat rules, you have single attack. While classic DR can be obtained
access to the following feat option: through the Heavy Armor Master feat, the armor
CALLED SHOT EXPERT system can instead be overhauled to treat armor as
damage reduction. Heavier armors reduce more
You are a master at striking at an opponent’s weak
damage outright, while lighter armors still increase a
points. When you call a shot against a creature’s
creature’s AC, allowing it to dodge more attacks.
anatomy, you gain a +2 bonus to your attack roll.
This rule variant adds a large amount of overhead
Once per turn when you roll on the Anatomic Combat
to combat. Basic addition and subtraction are easy,
table, you can choose to reroll it and takes the second
but they can add up as the number of attacks per
result.
round increase. Luckily, most of the values for this
LIMB HEALTH VARIANT rules variant can be calculated ahead of time with
You can add another level of complexity to combat by ease.
giving a creature’s limbs health. Damage Reduction. A creature’s given damage
Each of a creature’s limbs has hit points equal to reduction, or DR, reduces bludgeoning, slashing, and
the creature’s maximum hit points divided by the piercing damage it receives by the amount of DR it
number of limbs. Damage to a limb through the has. Other types of damage are reduced by half as
anatomic combat rules is dealt to the creature’s hit much. This reduction is applied before resistances.
points and the limb’s hit points. While a limb has less Manufactured Armor. The Armor as Damage
than half its maximum hit points, the creature has Reduction table shows each armor type’s new AC
disadvantage on attack rolls and ability checks using value with this variant rule. A creature wearing armor
that limb, and if that limb is used for movement, the it is proficient with gains DR equal to its proficiency
creature’s speed is decreased by 5 feet. When a limb bonus + the DR adjustment of the given armor
falls to 0 hit points, the creature loses use of that limb (minimum 0).
for attacks and ability checks. If the limb is used for Shields and other AC bonuses, as well as other
movement, the creature’s speed decreases by another forms of calculative AC such as Unarmored Defense
5 feet. If a creature’s speed is reduced to 0 in this and mage armor, behave as normal.
manner, it falls prone. Natural Armor. Monsters often have natural armor
A creature may take damage to its limbs through in place of worn armor. A creature with natural armor
means other than attacks, such as through falling, has an AC equal to 10 + its Dexterity modifier, and it
traps, or spells, depending on the specific has DR equal to its normal AC – 10.
circumstances. ARMOR POINTS VARIANT
As an action, a creature can make a DC 10
In place of classic damage reduction, a per-round
Wisdom (Medicine) check to restore hit points to an
resource called armor points can be used to represent
injured limb equal to 1d10 + its Wisdom modifier. This
armor’s ability to absorb damage. Using a per-round
does not restore any of its regular hit points.
pool sacrifices a bit of realism in favor of a system that
When a creature regains hit points, all of its limbs
works more nicely with 5e’s game math.
regain the same amount of hit points.
Armor Points. In place of damage reduction,
ARMOR AS DAMAGE REDUCTION armor provides a variable amount of armor points. A
creature regains its pool of armor points at the
Armor Class is treated as avoiding damage, rather
beginning of its turn. Damage done to a creature is
than decreasing the amount of damage taken from a
first dealt to armor points, and damage past 0 armor

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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.

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Martial Options – D&D 5th Edition Homebrew

SAVAGE ATTACKER Characters with familiars or animal companions, such


Along with the feat’s normal benefits, you gain the as through find familiar or the Beast Master class
following: option, can grant their familiar or animal companion
the effect instead of themselves.
 If you critically hit with a melee weapon, treat rolls The saving throw DC for Martial Dice uses is equal
of the weapon’s damage dice, including the extra to 7 + twice your proficiency bonus.
rolls, as their maximum values. This effect does Augury. You can only expend Martial Dice in this
not apply to damage dice from class features, manner if you have proficiency in Religion. You can
spells, or other sources not inherent to the expend two Martial Dice to cast augury with a casting
weapon itself. time of 10 minutes. You can instead expend four
THROWN WEAPON MASTER Martial Dice to cast divination with a casting time of
30 minutes. You must provide material components
Prerequisite: Proficiency with at least one thrown
for these spells.
weapon
Blindsight. You can only expend Martial Dice in
You have mastered throwing weapons. You gain the
this manner if you have proficiency in Perception or
following benefits:
Investigation As a bonus action, expend two Martial
 Attacking at long range doesn’t impose Dice. Roll one Martial Die. You can see hidden and
disadvantage on your ranged weapon attack rolls invisible creatures within 10 feet of you for a number
with thrown weapons. of rounds equal to the result.
 When you make a ranged weapon attack with a Counterspell. You can only expend Martial Dice in
thrown weapon, you can use your bonus action to this manner if you have proficiency in Arcana. When
make a ranged weapon attack with another you see a creature within 60 feet of you cast a spell,
thrown weapon. you can expend three Martial Dice as a reaction. Make
 You can draw or pick up a thrown weapon as part an Intelligence (Arcana) check with a DC of 15 + the
of an attack with that weapon, even if you’ve spell’s level. On a success, the creature’s spell fails
already interacted with an object that turn. and has no effect.
Charm. You can only expend Martial Dice in this
TOUGH manner if you have proficiency in Deception,
Along with the feat’s normal benefits, you gain the Performance, or Persuasion. As an action, expend one
following: or more Martial Dice and choose one non-hostile
 When you make a saving throw, you can give creature within 60 feet of you that can see and hear
yourself advantage on it. Once you use this you and shares a language with you. The target must
feature, you cannot use it again until you finish a make a Wisdom saving throw. On a failure, roll the
long rest. Martial Dice and add them together. The creature is
charmed by you for a number of minutes equal to the
WEAPON MASTER result. If you have proficiency in Deception, they will
Along with the feat’s normal benefits, you gain the believe anything you say for the duration, so long as
following: what you say is immediately believable. If you expend
at least two Martial Dice in this way, you can
 You gain a Fighting style as from the Fighter class
influence the creature directly by giving them a
feature.
command, which they will carry out so long as it
MARTIAL DICE seems reasonable and will not cause harm to it or its
allies.
In the D&D Next playtest, many of the martial Cloud. As an action, you can expend one or more
characters relied on a resource called “martial damage Martial Dice to sweep up an obscuring cloud. Roll one
dice.” While 5e’s basic math makes a return to the Martial Die. The area within a 10 foot radius of you
system unwise, bringing Martial Dice back as a non- becomes heavily obscured for a number of rounds
magical utility resource can reduce the system’s utility equal to the result. For each extra Martial Die you
disparity between casters and martials. expend, the area increases in size by another 10 feet.
Using your combined levels, you gain a number of Cure Wounds. You can only expend Martial Dice
Martial Dice based on the Martial Dice by Level table. in this way if you have proficiency in Medicine. As an
Each level in Rogue, Barbarian, Monk, and Fighter
counts as 1 level. Each level in Paladin and Ranger Martial Dice by Level
counts as half of a level. If you have chosen the Pact of Level Martial Dice
the Blade, War Domain, Circle of the Moon, College of 1st – 2nd 1d6
Valor, or Favored Soul class option, each level in that 3rd – 4th 2d6
option’s respective class counts as one third of a level.
5th – 6th 3d6
Levels in other classes do not count for the purpose of
7th – 8th 4d6
gaining Martial Dice.
You can expend Martial Dice for a variety of effects. 9th – 10th 5d6
You regain all expended Martial Dice after a long rest. 11th – 20th 6d6

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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,

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