Martial Powers

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Martial Powers Martial Powers Characters in D&D 5e are heroes. Minor heroes in cases, Stealth. As an action, expend two Martial Power Points. but heroes nonetheless. Being heroes, even those who do You become invisible for 1 minute or until you make an not directly use magic should be capable of great feats. attack or cast a spell. This is not necessarily reflected in 5e’s base rules. That is Beguile (1). You can only expend Martial Power Points where Martial Powers come in. in this manner if you have proficiency in Deception, In my Martial Options homebrew, I used the “martial Performance, or Persuasion. As an action, expend one or damage dice” of the D&D Next playtests as a base for a more Martial Power Points and choose one non-hostile utility resource available to martials. That part of the creature within 60 feet of you that can see and hear you document was well-received. This document contains a and shares a language with you. The target must make a cleaned-up, mechanically simplified version of Martial Wisdom saving throw. Dice. The creature is charmed by you for a number of minutes equal to your bonus to Charisma (Deception), Martial Power Points Charisma (Performance), or Charisma (Persuasion) checks, your choice. If you have proficiency in Deception, they will For every 2 barbarian, fighter, monk, and rogue levels you believe anything you say for the duration, so long as what have, you gain one Martial Power Point. You also gain one you say is immediately believable. Martial Power Point for every 3 paladin and ranger levels If you expend at least two Martial Power Points in this you have. way, you can influence the creature directly by giving them You can expend Martial Power Points for a variety of a command, which they will carry out so long as it seems effects, known as Martial Powers. You regain all expended reasonable and will not cause harm to it or its allies. Martial Power Points after a short or long rest. Break Language Barrier (1). When you encounter Many Martial Powers require your target to make a written or spoken language that shares the same script as saving throw to resist the Power’s effects. The saving throw a language you know, you can spend one Martial Power DC is calculated as follows: Point as an action to understand the meaning of what is spoken or written in that language for 10 minutes. Martial Power save DC = 8 + your proficiency bonus + You can only expend Martial Power your Strength or Dexterity modifier (your choice) Breath of Life (3). Points in this manner if you have proficiency in Medicine. As an action, you can expend three Martial Power Points Martial Powers and revive a creature you can touch that has died within Martial Powers are fantastic acts of strength and skill that the last minute. Make a Wisdom (Medicine) check with a sometimes emulate magic. Martial Powers often require DC of 20 + the number of rounds the creature has been the user to be proficient in a specific skill, as not all heroes dead. can accomplish every great feat. On a success, the creature returns to life with 0 hit Each Power is listed with a minimum Martial Power points but is stable. So long as you do not move away from Point cost. If you have fewer Martial Power Points than the creature and it has not been dead for more than 1 that amount, you are simply unable to perform that Power. minute, you can attempt this check again as an action If you are under the effects of a Martial Power with a without expending more Martial Power Points. duration of 1 minute or more and use another such Dark Sight (2). You can only expend Martial Power Martial Power, the effects of the first Martial Power end. Points in this way if you have proficiency in Perception. As The available Martial Powers are presented below in an action, you can expand your senses to see in the dark. alphabetical order. For 1 hour, you see in darkness as if it’s dim light out to a Adrenaline Rush (3). As an action, expend three range of 60 feet. Martial Power Point. For 1 minute, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action MECHANICS AND FLAVOR on each of your turns. That action can be used only to Very little flavor text is given for individual Martial take the Attack (one weapon attack only), Dash, Powers. If your DM utilitizes this variant system, Disengage, Hide, or Use an Object action. talk with him or her about how you perform each When this effect ends, you gain one level of Martial Power. While Powers such as Adrenaline Rush are easily explained and described, others such exhaustion. as Become Unseen and Spell Breaker may require a Become Unseen (2). You can only expend Martial bit more explanation. Power Points in this manner if you have proficiency in Not for resale. Permission granted to print or photocopy this document for personal use only. MARTIAL POWERS 1 Destroy Barrier (3). You can only expend Martial gain a climbing speed equal to your walking speed for 1 Power Points in this way if you have a Strength score of 18 minute. or higher. As an action, you can expend three Martial See the Unseen (2). You can only expend Martial Power Points and smash a weapon, tool, or part of your Power Points in this manner if you have proficiency in body against a section of wall or a door. You can target a Perception or Investigation. As a bonus action, expend two section of stone or wood wall measuring no more than a Martial Power Points. You can see hidden and invisible foot thick and no bigger than 5 feet across and 5 feet high. creatures within 10 feet of you for 1 minute. Alternatively, you can destroy a door made of iron, stone, Shrug Off Death (5). When you drop to 0 hit points, wood, or a combination thereof. you can expend five Martial Power Points to shrug off The targeted wall or door shatters into pieces with a death. So long as your body isn’t completely destroyed, thunderous sound that can be heard up to 300 feet away. you awake at the beginning of your next turn with 1 hit Disarm (1). When you attempt to disarm a creature, point. you can expend one Martial Power Points to gain Soft Landing (1). You can only expend Martial Power advantage on your opposed check or attack roll, or Points in this manner if you have proficiency in Acrobatics. increase your save DC for the attempt by 5. If you If you are falling, you can expend one Martial Power Point successfully disarm a creature after expending a Martial as a reaction. For the purpose of falling damage, the fall is Power Point in this manner, you can immediately kick, reduced by a number of feet equal to 5 times your bonus throw, or otherwise move the object the target dropped up to Dexterity (Acrobatics) checks. to 30 feet away. Spell Breaker (3). You can only expend Martial Power Feat of Strength (2). As an action, you can expend Points in this manner if you have proficiency in Arcana. two Martial Power Points to increase your strength When you see a creature within 60 feet of you cast a spell, temporarily. For 1 minute, you have advantage on you can expend three Martial Power Points as a reaction. Strength checks and your carrying capacity (including Make an Intelligence (Arcana) check with a DC of 15 + the maximum load and lift) is doubled. spell’s level. On a success, the creature’s spell fails and First Aid (1). You can only expend Martial Power has no effect. Points in this way if you have proficiency in Medicine. As Take Flight (3). You can only expend Martial Power an action, expend one Martial Power Point and choose a Points in this manner if you have proficiency in Acrobatics creature that you can touch. That creature regains hit or Athletics. Expend three Martial Power Points as a bonus points equal to 1d6 + your bonus to Wisdom (Medicine) action. You gain a fly speed of 60 feet for 1 minute. At the checks. end of each turn while you have this fly speed, you fall if Grappling Mastery (1). When you attempt a grapple, you end your turn in midair. you can expend a Martial Power Point to grapple a Terrify (2). You can only expend Martial Power Points creature one size larger than you regularly can. You can in this manner if you have proficiency in Intimidation. As also add 5 to your Strength (Athletics) check to grapple the an action, expend two Martial Power Points and choose a creature. creature within 60 feet that can see and hear you. That Imbue Attacks (2). As an action, you can expend two target must make a Wisdom saving throw. Martial Power Points to imbue your attacks with your own On a failed save, the target is frightened of you for 1 inner might. Your weapon attacks are made with a +2 minute. At the end of each of its turns, the frightened bonus to attack and damage and are considered magical creature can make another saving throw to end the effect for 1 minute. early. Obscuring Cloud (1). As an action, you can expend CREDITS one Martial Power Point to sweep up an obscuring cloud.
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