Martial Techniques

From the Fighter just setting out, to the Rogue who has amassed a mountain of gold, heroes who live and die by the sword develop a plethora of unique techniques to dispatch their foes. While the Wizard slings fireballs, the Paladin charges to battle full of zeal, dispatching her foe with skill born of years of practice on the training ground. Martial Techniques are designed as a way to grant certain classes improved abilities allowing them to stand on even ground with the Cantrips of their magically talented allies.

The Barbarian, Fighter, Monk, Paladin, Ranger, and Rogue can all select this new class feature which grants them new options to use in place of their basic attacks. This feature is designed to place them on par in terms of battlefield control. The intent of these powers is to give these attacks and options that directly impact the battle beyond simple damage. These Techniques are gained in addition to all normal class features and serve to augment a classes basic tactics, not replace them.

Martial Techniques and Existing Abilities

Martial techniques demand a great amount of concentration, making it difficult to utilize other class abilities at the same time. On your turn, decide if you will use a technique, a basic attack, or some other ability. If you use a martial technique, you are unable to benefit from the “Extra Attack” class feature on that turn. Additionally, a character fighting with two weapons is only able to use their main hand weapon to attack with a Martial Technique unless explcitly stated by the technique. Many classes also have specific features they are unable to use on the same turn as they use a martial technique, these are listed below.

  • Techniques require intense mental focus, so a Barbarian that use their “Reckless Attack” class feature on the same turn as a martial technique.
  • Fighters must choose between utilizing when of their Maneuvers or a Martial Technique when they attack as the exertion would simply be too great.
  • Keeping one’s chi in balance is paramount for a Monk so they cannot use any abilities that expand Chi Points on the same turn they use a martial technique.
  • Paladins cannot smite enemies or cast spells on the turn they use a martial technique as their concentration needs to be focused on their weapon.
  • Rangers likewise are unable to cast spells when performing a martial technique. They also combine their Hunter's Prey or Multiattack class features with any Martial Techniques
  • While a Rogue may be cunning, she is still mortal and is unable to benefit from Cunning Action on the same turn she employs a technique.

Gaining Martial Techniques

Like Cantrips, all characters start with a limited number of Martial Techniques, gaining more as the level. A character can select any of the listed Martial Techniques that they wish, though some are more appropriate to certain classes. A Character can retrain a single Martial Technique upon leveling up, but can never exceed the maximum number of Techniques known. The table below details how many Martial Techniques characters know at various levels.

Martial Techniques Known
Level Techniques Known
2nd Two
8th Three
16th Four

Fighters know one aditional technique for a total of three techniques known at level two.

Martial Techniques and Multiclassing

Unlike Spellcasters, Martial Techniques are limited to overall character level. A character from a class that already has the Martial Technique that multiclasses into another class that has the Martial Technique feature does not gain any additional Techniques. Similarly, if a class that does not have the Martial Technique feature multiclasses into a class that does have the feature, they are treated as a level one character for progression of known techniques.

Martial Ability

Some Martial Techniques require your target to make a saving throw to resist the techniques effects. The saving throw DC is calculated as follows:

Maneuver save DC= 8 + your profieieney bonus + your 5trength or Dexterity modifier (your choiee)

Cheap Shot


  • Attack Speed: 1 action
  • Target: One creature

You stab your target in a vulnerable place, hurl a handful of sand into its eyes, or attack it in some other underhanded way. Make a melee or ranged attack against the target. On a hit, the target suffers the attack's normal effects, and it cannot take reactions until the start of your next turn.

This techniques's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 damage to the target. This damage roll increase by 1d8 at 11th level and 17th level.

Clever Slash


  • Attack Speed: 1 action
  • Target: One creature

You slash in a vulnerale place, leaving it open to attack. Make a melee or ranged attack against the target. On a hit, the target suffers the attack's normal effects, and you pick an ally. The next attack that ally makes against the target is made with advantage.

This techniques's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 damage to the target. This damage roll increase by 1d8 at 11th level and 17th level.

Devastating Blow


  • Attack Speed: 1 action
  • Target: One creature

You strike with awesome power more concerned with seeing your enemy bleed than defending yourself. Make a melee attack against the target. On a hit, the target suffers the attack's normal effects, and you deal additional damage equal to your primary martial ability. All attacks made against you before the start of your next turn are made with advantage.

This techniques's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 damage to the target, the additional damage to the second increases to 1d8 + your martial ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Diminishing Strike


  • Attack Speed: 1 action
  • Target: One creature

You cripple your target with a strike intended to challenge it. Make a melee attack against the target. On a hit, the target suffers the attack's normal effects, and must make a Wisdom saving throw. On a failed save, the next attack that the target makes that does not include you is made with disadvantage.

This techniques's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 damage to the target. This damage roll increase by 1d8 at 11th level and 17th level.

Feather Me Yon Wretch


  • Attack Speed: 1 action
  • Target: One creature

You fire a shot at your target, giving your ally the opportunity they need to attack as well. Make a ranged attack against the target. On a hit the targeet suffers damage equal to your dexterity modifier, and an ally adjacent to the target may make a single melee basic attack against it, gaining a bonus to hit equal to your Charisma modifier. This techniques's damage increases when you reach higher levels. At 5th level, the ranged attack deals damage equal to your dexterity modifier + 1d8 damage to the target. This additional increase by 1d8 at 11th level and 17th level.

Footwork Lure


  • Attack Speed: 1 action
  • Target: One creature

You press the attack, engaging your enemy before falling back and drawing them after you. Make a melee attack against the target. On a hit, the target suffers the attack's normal effects, and you can move five feet in any direction. The target must then succeed on a Wisdom saving throw or move into the space you vacated. Neither your movenment nor your target’s movement provokes an opportunity attack.

This techniques's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 damage to the target. This damage roll increase by 1d8 at 11th level and 17th level.

Hamstring


  • Attack Speed: 1 action
  • Target: One creature

You cut the target deeply, aiming for a vital tendon or nerve. Make a melee or ranged attack against the target. On a hit, the target suffers the attack's normal effects, and its movement speed is reduced by 10 feet.

This techniques's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 damage to the target. This damage roll increase by 1d8 at 11th level and 17th level.

Manticore Jab


  • Attack Speed: 1 action
  • Target: One creature

You jab, step to the side, then assume an offensive posture from which you can sting any foe that draws near. Make a melee attack against the target. On a hit, the target suffers the attack's normal effects, and the next target to move into a square adjacent to you takes damage equal to your Martial Ability Modifier.

This techniques's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 damage to the target, and the additional damage increases to 1d8 + your Martial Ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Nimble Strike


  • Attack Speed: 1 action
  • Target: One creature

You weave your way across the battlefield, striking your enemy where they least expect it. You move a number of squares equal to your Dexterity modifier. This movement does not provoke opportunity attacks. At any point during this movement you may make a melee attack or ranged attack against the target.

Shield of Blades


  • Attack Speed: 1 action
  • Target: One creature
  • Requirement: You must not have a shield equipped

You slash at your target, before falling back into a defensive posture. Make a melee attack against the target. On a hit, you gain a +2 bonus to your AC agains the next attack made against you before the start of your next turn that does not have advantage.

Savage Crush


  • Attack Speed: 1 action
  • Target: One creature your size or smaller

You crush your enemy, driving them before you. Make a melee attack against the target. On a hit, the target suffers the attack's normal effects, and must succeed on a Strength saving throw or be pushed 10 feet.

This techniques's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 damage to the target. This damage roll increase by 1d8 at 11th level and 17th level.

Tide of Iron


  • Attack Speed: 1 action
  • Target: One creature
  • Requirement: You must be using a shield

You slam the target with your shield, dazing them and forcing them back. Make a melee attack against the target. Make a melee attack against the target. On a hit, the target suffers the attack's normal effects, and must succeed on a Strength saving throw or be knocked prone.

This techniques's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 damage to the target. This damage roll increase by 1d8 at 11th level and 17th level.

Shield Bash


  • Attack Speed: 1 action
  • Target: One creature
  • Requirement: You must be using a shield

You slam the target with your shield and then interpose yourself between it and an ally. Make a melee attack against the target. On a hit, the target takes 1d8 damage and an adjacent ally within 5 feet gains a +2 bonus to AC.

This techniques's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d8 damage to the target. This damage roll increase by 1d8 at 11th level and 17th level.

Run Down


  • Attack Speed: 1 action
  • Target: One creature at least ten feet away

You spot an enemy attempting to flee and charge at them. You move up to fifteen feet and make a melee attack against it. On a hit, the target suffers the attack's normal effects, and you deal additional damage equal to half of any damage you might have suffered from an opportunity attack during your movement.

This techniques's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 damage to the target. This damage roll increase by 1d8 at 11th level and 17th level.

Vengeance Strike


  • Attack Speed: 1 action
  • Target: One creature

As your enemies press in around you, your soul is filled with vengeance, and you use that strength to lash out. Make a melee attack against the target. On a hit, the target suffers the attack's normal effects, and takes additional damage equal to twice the number of enemies adjacent to you (maximum +8).

At 5th level, the melee attack deals an extra 1d8 damage to the target, and the additional damage increases to 1d8 + twice the number of enemies adjacent to you (maximum +8) . Both damage rolls increase by 1d8 at 11th level and 17th level.

Wolf Pack Tactics


  • Attack Speed: 1 action
  • Target: One creature

You attack your target with a well-placed blow, allowing an ally to get into a better position. Make a melee or ranged attack against the target. On a hit, the target suffers the attack's normal effects, and one ally adjacent to either you or the target may move 5 feet. This movement does not provoke opportunity attacks.

This techniques's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 damage to the target. This damage roll increase by 1d8 at 11th level and 17th level.

Ardent Shield


  • Attack Speed: 1 action
  • Target: One Creature within 25 feet
  • Requirement: You must be a Paladina and be using a shield

You hurl a shield of radiant energy at a target in range. Make a ranged attack using your strength modifier against the target. On a hit it takes 1d8 radiant damage.

The shield of radiant energy can bounce to additional targets when you reach higher levels - two beams at 5th level, three at 11th level, and four at 17th level. you can direct the shield at the same target or at different ones. Make a separate attack roll for each bounce.