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Martial Techniques and More

By KoatheDM. Art by Warmtail.


Martial Techniques
Learned, Not Given Time it Takes to Learn
  The martial techniques listed are not intended to be   Unless the martial technique is learned through
given to every character at character creation, and instead otherworldly or magical means, a character can typically
should be seen more as Magic Items than anything else. learn a single martial technique through the Training
These are designed to be given to a character as a reward, downtime activity listed in Downtime Revisited in Xanthar’s
typically by NPCs who have some kind of martial training. Guide to Everything.
This encourages characters to forge bonds with those
within the world. As an example, a character can gain one Martial Technique Rarities
of these martial techniques by helping out a veteran so
they may offer to train a character with one of their   Some martial techniques are more powerful and potent
signature moves they used in war, completing a contract than others, and as such, these are represented by
for a wounded mercenary who specialized in a specific rarities. Although these rarities do not have any effect on
style of fighting, or giving exotic monster parts to an how long it takes to master such a technique, the higher
experienced monster hunter in exchange for knowledge of rarity techniques are seldom known and require extensive
their specific moveset that they use when fighting massive combat experience to understand and utilize them
monsters. effectively. Because of this, common techniques may be
This is one of the most common ways for a character to well known to many veterans and mercenaries, but rare
learn a martial technique, but they may be offered and very rare techniques may be known only by a select
through different means such as an ancient stone that has few grandmasters of arms.
the wellspring of knowledge of thousands of ancestral
fighters granting a character an otherworldly boon and
insight into fighting through a martial technique.
Regardless, these techniques should be treated as a magic
item or as an upgrade to a martial character.

Requirements for a Technique


  Although each martial technique is different, and some
may use light weapons or heavy weapons, all martial
techniques require for the character to have proficiency in
at least one martial weapon. Furthermore, for a character
to use a martial technique, they must be proficient in the
weapon that they are using.
If a martial technique requires a saving throw, the DC for
the saving throw is equal to 8 + the character’s proficiency
bonus + their Dexterity or Strength modifier (their choice).

By KoatheDM. Art by EDGE Studios.


2
Brace Cleave
Common Martial Technique Common Martial Technique
Commonly used by guards to form defensive positions, Unwieldy and heavy weapons are often difficult to
you’ve learned to make the most of an enemy’s control, but you’ve learned to use that momentum to its
momentum. When you are readying your action to make fullest in combat. Once per turn, whenever you hit a
an attack with a melee weapon and a creature moves at creature with a melee weapon with the heavy property,
least 10 feet before they trigger this readied attack, you you can make one additional attack against a target within
can deal additional damage equal to a roll of the weapon’s 5 feet of your original target, only dealing half damage on
damage die on hit and force the creature to make a hit.
Strength saving throw or be knocked prone.
Close Quarters
Common Martial Technique
You’ve taken notes from assassins and brawlers and
you’ve learned how to make quick jabs when your reach is
normally closed off and limited. You can make a melee
weapon attack with a one handed weapon against a
creature you are grappling as a bonus action.

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.

By KoatheDM. Art by Wizards of the Coast.


3
Iaijutsu Coup de Grace
Common Martial Technique Uncommon Martial Technique
Your reflexes and reaction times have been sharpened You’ve mastered the art of striking a creature when
to a razor sharp point, and your quick movements often they’re down. Once per turn, whenever you hit a creature
catch many off-guard. You can draw a melee weapon as with a weapon attack who is prone or incapacitated, you
part of the attack action or as part of an attack of deal additional damage equal to your Proficiency bonus.
opportunity. Additionally, whenever you make an attack Furthermore, if you make a melee weapon attack against a
with a melee weapon that deals slashing damage outside creature who is prone or incapacitated, and your attack
of your turn, you gain a bonus to your attack rolls and roll exceeds the target’s current hit point total, it is an
damage rolls equal to your Proficiency bonus. automatic critical hit.

Impaling Charge Frenzied Toss


Common Martial Technique Uncommon Martial Technique
You’ve learned how to best utilize the reach of longer As a bonus action, you can throw an object you are
weapons. Once per turn when you take the attack action holding up to 30 feet away towards a creature you can see.
with a spear, glaive, or pike, you can make an impaling The creature must succeed on a Dexterity saving throw or
charge. When making this impaling charge, your reach take bludgeoning damage equal to your strength modifier
increases by 5 feet and you can move up to 10 feet before plus your Proficiency bonus. Whether or not the creature
making this attack. succeeds or fails, the object thrown takes this damage as
well.
Impaling Thrust
Common Martial Technique
Once per turn when you take the attack action you can
make an especially powerful attack with a piercing melee
weapon. When making this impaling thrust you do not add
your Proficiency bonus to the attack roll, you ignore any
additions to AC due to shields, and deal additional damage
equal to your Proficiency bonus on hit.

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.

By KoatheDM. Art by EDGE Studios.


4
Lion's Leap Momentum
Uncommon Martial Technique Uncommon Martial Technique
Taking primal inspiration from the king of the jungle, Once per turn when you miss a melee attack with a
you’ve learned to use your leaps to bring deadly melee weapon you are holding in two hands, you can use
momentum to your swings. Once per turn when you take your bonus action to reroll the attack in an attempt to hit
the attack action, before making an attack you can leap as you use the momentum of your missed strike to lead
forward up to 15 feet towards your target. On hit, you deal into another.
additional damage equal to your Proficiency bonus.
Sundering Strikes
Spinning Flourish
Rare Martial Technique
Uncommon Martial Technique You’ve learned to capitalize on an enemy when their
You’ve learned how to extend the reach of your defenses are down to strike with extreme force. Once per
weapons to create a flailing and thrashing that is incredibly turn, if you exceed a creature's AC by 5 with a melee
dangerous to be around, most often used by flails as well weapon that you are wielding in two hands, you can deal
as ball and chain weapons. Once per turn you can replace additional damage equal to your Proficiency bonus and
one of your attacks with wide spinning flourishes or knock the target prone, provided they are no more than
dangerous thrashing, and each creature within 10 feet of one size category larger than you.
you must succeed on a Dexterity saving throw or take
bludgeoning, piercing, or slashing damage equal to your Unyielding Stance
Proficiency bonus, depending on the weapon being used.
Rare Martial Technique
Spinning Slashes As a bonus action, you can plant your feet in an
unwavering and unyielding stance. Until you move again,
Uncommon Martial Technique any creature that attempts to move through your space
Used by bladedancers and dervishes, you’ve learned a must first succeed on a Strength saving throw, or fail to
spinning flourish that is as graceful as it is deadly. Once move past you. Furthermore, when a creature attempts to
per turn, when you take the attack action, are holding two Shove you, they must succeed on a Strength saving throw
light melee weapons, and have made a weapon attack or automatically fail their Shove attempt.
with one of these weapons as a bonus action, you can
immediately make an additional attack with one of these
weapons against a creature you have not hit with an attack
with this turn.

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.

By KoatheDM. Art by Wizards of the Coast.


5
Primal Techniques

P
rimal techniques extend beyond the

capacity of mortaldom form and mortal

strength. Most often used by barbarians

and rangers; these techniques draw upon

the innate and raw power of nature, and

are often more powerful and rare than

traditional techniques.

A primal technique’s saving throw, time taken to learn,

and requirements are the same as martial techniques.

Bellow of the Tarrasque

Uncommon Primal Technique

Once per turn you can replace one of your attacks with

the Shove action that can affect a creature up to 30 feet

away as you release a massive roar that produces a blast

of sonic energy.

Concussive Slam

Uncommon Primal Technique

Once per turn, when making a melee weapon attack

with two hands you can attempt to make a concussive

slam. On hit, the impact of your attack can be heard from

up to 100 feet away and the target must succeed on a

Constitution saving throw or become Deafened until the

end of their next turn.

Cragbound Strike

Uncommon Primal Technique

Once per turn, as a bonus action, you can slam your

weapon into the ground and cause heavy stone and earth

to magnetize to your weapon for your next strike. Your

next attack with this weapon will shatter the rock and

stone, dealing extra bludgeoning damage equal to your

Proficiency bonus and allowing you to immediately take

the Shove action against the target as part of the same

attack.

Undertow

Uncommon Primal Technique


Once per turn when taking the attack action you can
replace an attack with a vortex of primal winds, where
Earthshatter
each creature within 15 feet of you must succeed on a Rare Primal Technique
Strength saving throw or be pulled 10 feet closer to you. As an action, provided you are holding a heavy weapon,
Creatures who are a size category larger than you have you can slam the ground and create massive shockwaves
advantage on this saving throw. around you. You create as many shockwaves as you can
make Attacks from the attack action. For each shockwave,
Windslash each creature within 10 feet of you must succeed on a
Strength saving throw or take bludgeoning damage equal
Uncommon Primal Technique
to your Proficiency bonus + your Strength modifier. A
Once per turn when you make a melee attack, you can
creature who fails this saving throw by 5 or more is also
choose to send an arc of cutting wind, extending the reach
knocked prone. If the area around you is loose earth or
of the attack by 30 feet and dealing additional damage
stone, it becomes difficult terrain until an action is taken to
equal to your Proficiency bonus on hit.
clear it.

By KoatheDM. Art by Warmtail.


6
.
Stormstrike
Rare Primal Technique
Once per turn before making a melee weapon attack,
you can charge your weapon with the electrical power of
the storms above. This special attack does not add your
Proficiency bonus to the attack roll but on hit, the target
must make a Constitution saving throw or be unable to
take reactions until the start of their next turn and have
their speed reduced by 10 feet. If the target is wearing
metal armor, is holding a metal shield, or is mostly
composed of metal, they also take additional lightning
damage equal to two times your Proficiency bonus.

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.

By KoatheDM. Art by Aaron Lee.


7
Esoteric Techniques

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.

By KoatheDM. Art by Christof Grobelski.


8
Bloodrite Psychic Spike
Very rare Esoteric Technique Very rare Esoteric Technique
As an action you can roll a hit die and take necrotic Once per turn when you hit a creature with a weapon
damage equal to the number rolled which cannot be attack, you can leave a scarring psychic spike in their mind
reduced in any way as you pull from your own lifeforce to driven by hatred and pain. The creature must succeed on
empower your weapon. Doing so coats a single weapon of a Wisdom saving throw or take psychic damage equal to
your choice that you are holding with hemomatic energy your Proficiency bonus and have disadvantage on their
and once per turn when you hit a creature with this next Wisdom or Charisma saving throw made within the
weapon, you deal additional necrotic damage equal to next minute.
your Proficiency bonus. A weapon remains imbued in this
way for 10 minutes before fading. Soulstrike
Hunter's Ire Very rare Esoteric Technique
Once per turn when you have taken the attack action,
Very rare Esoteric Technique you can choose to make a Soulstrike, where you forcibly
You have learned the deadly technique used often by rip your soul from your body; which mimics your
assassins with otherworldly boons to strike quickly and movements and attacks with a shadowy replica of your
swiftly when your enemies are recovering. When a weapon. You make an additional attack from an
creature you can see within the range of the weapon you unoccupied space you can see within 60 feet of you where
are holding regains hit points, you can immediately make a your soul resides that does not add your Proficiency bonus
weapon attack against the creature with the weapon you to the attack roll, before your soul rushes back to you at
are holding. On hit, the creature only regains half as many the end of the attack.
hit points as they normally would.

The Cost of Forbidden Knowledge


If the requirements of the esoteric techniques
is not edgy enough for you, or you want to
really emphasize how these are lost, esoteric,
and dangerous techniques, you can always
implement this optional rule of The Cost of
Forbidden Knowledge.
The knowledge and understanding of an
esoteric technique has a unique hold over
your physiology and constitution, and for
every esoteric technique that you know, your
hit dice total is also permanently reduced by
1.

By KoatheDM. Art by Warmtail.


9
Spellsword Techniques

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.

Arcane Piercer Spellwrought Barrage


Rare Spellsword Technique
Uncommon Spellsword Technique
Once per turn you can replace one of your attacks with a
Once per turn when you hit a creature with a melee
Spellwrought Barrage, where you coat a melee weapon
weapon attack, you can extend the tip of the blade into a
you are holding with arcane power and pierce the ground
sharp arcane projection and make an additional melee
below you, causing a barrage of spectral copies of your
attack as part of the attack against a creature who is 5 feet
weapon to erupt from you in a 10 foot wide, 20 foot long
directly behind the creature you hit. If you hit with this
line. Each creature caught within this line must succeed on
special arcane attack, they take force damage as opposed
a Dexterity saving throw or take Force damage equal to
to the normal damage type of your weapon.
your Proficiency bonus plus your Spellcasting Ability
Modifier.
Focusblade
Uncommon Spellsword Technique Spellwrought Cleave
When you cast a spell that uses the weapon you are Rare Spellsword Technique
holding as its material component, the weapon is
Once per turn when taking the attack action you can
enhanced by its residual magic and you have advantage
replace 2 of your attacks with an Arcane Cleave by
on your next attack roll that uses this weapon. This
extending the blade of your weapon with a force-projected
residual boon lasts until the end of your next turn.
copy of itself. If you cannot make more than one attack
with the attack action, you cannot use this technique.
Focusing Stance Make up to three melee weapon attacks against separate
creatures within 15 feet of you, where you do not add your
Rare Spellsword Technique
Proficiency bonus to these attack rolls, but you deal
You have learned to use your weapon as a focal point
additional Force damage equal to your Proficiency bonus
and guide to expand your magical auras. As a bonus
on each hit.
action, you can assume a channeling stance and perform a
magical flourish with your weapon. Until you move again,
any auras or spells that have a radius centered on you
Spellsword Mastery
have their range increased by 10 feet. Very rare Spellsword Technique
When you cast a spell that requires a melee spell attack,
you can replace the melee spell attack with a melee
weapon attack; dealing weapon damage on hit as well as
applying the effects of the spell casted as if you had hit the
creature with the spell.

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. Art by Warmtail.


10
Changelog More
Version 1.2   This homebrew was made by KoatheDM, and you can
Added art find more homebrew content on Patreon! I also have an
Even more grammatical fixes Instagram account, Reddit account where I post and tease
Added further flavor text other homebrew content by the name of KoatheDM, and a
Stomping Slash now does additional damage Twitter where I also tease upcoming content! This
against giants and does not push Huge creatures document was made through GMBinder. Art by Wizards of
Siphoning Strike temporary hit points now last 1 the Coast, EDGE Studios, Aaron Lee, Christof Grobelski,
minute to avoid squirrel-killing before combat and Warmtail.
Spellwrought Barrage changed from Action to
Attack replacement
Spellwrought Parry changed from on hit to upon
taking damage from a spell attack to account for
on hit spells that don't deal damage
Version 1.1
Added the Martial Technique Rarities section
Gave rarities to various Techniques
Added the Martial Techniques, Ironhand Grip,
Vaultbreaker, Frenzied Toss, and Unyielding
Stance
Added 9 Primal Techniques
Added 8 Esoteric Techniques
Added 8 Spellsword Techniques
Version 1.0
Initial release

By KoatheDM
11
 
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