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Crippling Strikes
Common Martial Technique
You’ve learned to capitalize when a creature’s defenses
drop by using precise strikes to leave crippling wounds.
Once per turn, if you exceed a creature's AC by 5 with a
melee weapon attack, you can choose to leave a crippling
wound. A creature with a crippling wound has its speed
reduced by 10 feet and only gains half as much movement
as they normally would when taking the dash action. This
effect ends if the creature is magically healed or a Wisdom
(Medicine) check of 10 is made an action to staunch the
bleeding.
Glancing Blow
Common Martial Technique
You have learned to use the weight of your weapon to
its fullest potential to deflect the impact of incoming
blows. While you are holding a melee weapon in two
hands and you are hit with a melee weapon attack, you
can use your reaction to make an attack roll with your
weapon to attempt to deflect the attack. If the result of
your attack roll exceeds the total of their attack roll, you
only take half of the weapon's damage, or if it was a critical
hit, it is instead a normal hit.
Hemorrhaging Strikes
Common Martial Technique
You have learned how to effectively use piercing and
slashing weapons to open deadly wounds. Once per turn,
if you exceed a creature's AC by 5 with a melee attack with
a piercing or slashing weapon, you can choose to leave a
hemorrhaging wound. A creature with a hemorrhaging
wound takes slashing damage equal to your proficiency
bonus at the start of each of their turns and whenever
they take the Dash action. This effect ends if the creature
is magically healed or a Wisdom (Medicine) check of 10 is
made an action to staunch the bleeding.
Ironhand Grip
Common Martial Technique
You have been familiarized with the most detrimental
areas to squeeze and tighten when grappling a creature.
When you are grappling a creature, at the start of each of
the creature's turns, they take bludgeoning damage equal
to your Proficiency bonus.
Parrying Step
Common Martial Technique
You have learned to take the momentum of incoming
strikes and redirect it with minimal effort, provided you
have the grace and agility to do so. If you are hit with a
melee weapon attack and you are holding a melee weapon
in one hand and you are not holding a weapon or shield in
your other hand, you can use your reaction to make an
attack roll with your weapon. If the result of your attack
roll exceeds the total of their attack toll, their attack misses
you and you can move up to 5 feet.
Vaultbreaker
Common Martial Technique
You have learned how to maximize your strength and
force when striking objects. Whenever you deal damage to
an object with a weapon attack, you deal additional
damage equal to two times your Proficiency bonus.
Stomping Slash
Uncommon Martial Technique
Inspired by Giant-Hunter fighting, you’ve learned how to
ground yourself and release powerful, upward slashes.
Once per turn when you take the attack action, you can
stomp your foot down and strike upwards with a melee
weapon with the heavy property. Your speed is reduced by
10 feet until the end of your turn, but if you hit, you deal
additional damage equal to your Proficiency bonus and
they are pushed 5 feet in the air. If the creature is Huge or
larger, they are not pushed and instead the additional
damage dealt is doubled.
Stomping Sweep
Uncommon Martial Technique
Inspired by Giant fighting, you’ve learned how to ground
yourself and release powerful, horizontal slashes. Once
per turn when you take the attack action, you can stomp
your foot down and strike in a wide sweeping motion with
a melee weapon with the heavy property. Your speed is
reduced by 10 feet until the end of your turn, but if you hit,
you deal additional damage equal to your Proficiency
bonus and they are pushed 10 feet to the left or right of
you.
P
rimal techniques extend beyond the
traditional techniques.
Once per turn you can replace one of your attacks with
of sonic energy.
Concussive Slam
Cragbound Strike
weapon into the ground and cause heavy stone and earth
next attack with this weapon will shatter the rock and
attack.
Undertow
Tornado Leap
Rare Primal Technique
Once per turn you can replace one of your attacks with
an empowered leap that creates a miniature vortex in
your wake. You immediately leap to an unoccupied space
you can see within 15 feet of you, and each creature that
was within 20 feet of you before you made this leap must
succeed on a Strength saving throw or take bludgeoning
damage equal to your Proficiency bonus and be pulled up
to 15 feet closer to the space you previously occupied.
Driftstep Slash
Very rare Primal Technique
Once per turn when you hit a creature with a melee
weapon that you are holding in one hand that does not
have the heavy property, you can somersault backwards
up to 15 feet high and 15 feet back without provoking
attacks of opportunity as the wind guides your descent.
E
soteric techniques utilize darker magics,
often used by Blood Hunters, those that find
themselves within the fields of necromancy,
and those that pull their power from darker
entities. These techniques are often more
volatile and powerful, and are most often
found from deals with darker orders or even
darker powers.
An esoteric technique’s saving throw, time taken to
learn, and requirements are the same as martial
techniques.
Cruel Lash
Uncommon Esoteric Technique
Once per turn, if you exceed a creature's AC by 5 with a
melee weapon attack, you can choose for the wound to be
incredibly painful and crippling. The creature takes
additional damage equal to your Proficiency bonus and
has disadvantage on its next Wisdom, Strength, or
Dexterity check made within the next minute.
Bloodwell Pulse
Rare Esoteric Technique
Once per turn you can replace one of your attacks with a
pulse of hemomatic energy, where each creature that has
blood within 30 feet of you must succeed on a Constitution
saving throw or be pulled 20 feet closer to you.
Mageslayer’s Strike
Rare Esoteric Technique
Once per turn, when you make an attack with a weapon,
you can choose to make it a Mageslayer’s Strike, where
you do not add your Proficiency bonus to the attack roll.
On hit, you deal additional damage equal to your
Proficiency bonus, and if the target is concentrating on a
spell, they must make their Constitution saving throw to
maintain concentration on their spell with disadvantage.
Siphoning Strike
Rare Esoteric Technique
Once per turn when taking the attack action you can
replace 2 of your attacks with a deadly Siphoning Strike. If
you cannot make more than one attack with the attack
action, you cannot use this technique. When making a
Siphoning Strike, you do not add your Proficiency bonus to
this attack roll, but on hit, you gain temporary hit points
equal to half of the damage dealt that last for 1 minute.
R
ather than draw upon dark magics or the
primal aspects of nature, Spellsword Spellsword’s Phanlax
Techniques (as the name implies), are
Rare Spellsword Technique
often used by those who combine their
You have learned to alter your stance and attacks to act
martial prowess alongside with the
as minor somatic components, allowing you to use your
casting of spells, be it arcane or divine.
residual magical energy to conjure brief spectral blades.
A spellsword’s technique’s time taken to
Once per turn when you hit a creature with a melee
learn is the same as martial techniques, but it requires you
weapon attack or a melee spell attack, as a bonus action
to have the Spellcasting or Pact Magic feature and when
you can conjure a brief spectral blade to deal additional
calculating a spellsword technique saving throw, you can
force damage equal to your Proficiency bonus against the
use your Dexterity, Strength, or Spellcasting Ability
creature you had hit.
modifier.
Spellwrought Parry
Rare Spellsword Technique
When you have taken damage from a spell attack, as a
reaction you can make a weapon attack roll to attempt to
parry the spell's energy as you use residual magic to
perform an abjurative somatic stance. If your attack roll
total is higher than the spell attack roll total, you only take
half of the damage you would’ve normally taken as you
partially deflect the incoming spell energy.
By KoatheDM
11
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