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Martial Adept – D&D 5th Edition Homebrew
EQUIPMENT
MARTIAL ADEPT You start with the following equipment, in addition to
the equipment granted by your background:
Fighters dedicate themselves to mastering the power
of armor and weapon. Martial adepts are very similar, Leather armor
but they go about much stranger, ritualistic paths to Two martial weapons
attain power. By focusing on the blade, their bodies, (a) two handaxes or (b) a greatsword
and the world around them, martial adepts unlock the (a) an explorer’s pack or (b) a dungeoneer’s pack
powers of the nine martial schools, allowing them to
perform superhuman (or outright supernatural) feats
of strength and agility.
BLADE MAGIC
As a martial adept, you are a student of blade magic.
CLASS FEATURES You can master and use several of nine known martial
schools.
As a martial adept, you gain the following class
features. MARTIAL SCHOOLS
At 1st level, you train in one martial school of your
HIT POINTS choice. You learn additional schools of your choice at
Hit Dice: 1d8 per martial adept level higher levels, as shown in the Schools Known column
Hit Points at 1st Level: 8 + your Constitution of the Martial Adept table. When you learn a new
modifier school, you can exchange a school you are trained in
Hit Points at Higher Levels: 1d8 (or 5) + your for another you are not.
Constitution modifier per martial adept level after 1st
USING MARTIAL SCHOOLS
You activate a martial school as a bonus action and
PROFICIENCIES must immediately concentrate on its stance. If a
Armor: Light armor school grants a benefit for concentrating on it, you
Weapons: Simple weapons, martial weapons immediately gain that benefit. You continue to gain
Tools: None that benefit and can use the school’s maneuvers as
long as you maintain your concentration on the
Saving Throws: Wisdom, Strength stance. Concentrating on a stance follows the same
Skills: Choose two skills from Acrobatics, Arcana, rules as concentrating on a spell, and you cannot
Athletics, History, Insight, Intimidation, Perception, concentrate on a stance and a spell at the same time.
and Religion
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normal hit points or decrease your delayed damage magic for the sake of knowledge, or the crusader,
pool. whose blade magic is a means to an end, the warblade
knows blade magic only for battle.
FURIOUS COUNTERSTRIKE
Starting at 3rd level, you can channel the pain of your BALANCED TRAINING
injuries into a terrific rage that lets you lash out at At 3rd level when you choose this discipline, you gain
your enemies. When you hit with a melee weapon proficiency with medium armor and shields.
attack, you can deal additional damage equal to your
delayed damage pool of the same type dealt by the FIGHTING STYLE
weapon. You can only deal this damage once per turn. At 3rd level, you adopt a particular fighting style as
your specialty. Choose one of the following options.
ZEALOUS RESISTANCE You can’t take a Fighting Style option more than once,
At 7th level, when you would take damage from your even if you later get to choose again.
delayed damage pool, you can spend 1 adept point to Defense. While you are wearing armor, you gain a
take only half damage from it. +1 bonus to AC.
Dueling. When you are wielding a melee weapon in
DIE HARD one hand and no other weapons, you gain a +2 bonus
At 15th level, your resolve makes you nearly to damage rolls with that weapon.
unstoppable. If you would drop to 0 hit points from Great Weapon Fighting. When you roll a 1 or 2 on
damage taken from your delayed damage pool, you a damage die for an attack you make with a melee
drop to 1 hit point instead. Once you’ve used this weapon that you are wielding with two hands, you can
feature, you cannot benefit from it again until you reroll the die and must use the new roll, even if the
finish a short or long rest. new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this
SWORDSAGE benefit.
Swordsages focus on the power of the body and mind, Protection. When a creature you can see attacks a
studying themselves and others to unlock incredible target other than you that is within 5 feet of you, you
powers. They are sometimes known as “blade can use your reaction to impose disadvantage on the
wizards,” lightly-armored masters of blade magic who attack roll. You must be wielding a shield.
study for the sake of knowledge itself. Two-Weapon Fighting. When you engage in two-
weapon fighting, you can add your ability modifier to
SAGE DEFENSE the damage of the second attack.
Beginning at 3rd level, while you are not
incapacitated, are wearing light armor or no armor,
BATTLE ARDOR
and are not wearing a shield, you gain a bonus to your Beginning at 7th level, your weapon attacks score a
AC equal to your Wisdom modifier or 3, whichever is critical hit on a roll of 19 or 20.
lower. REFLEX MASTERY
QUICK TO ACT At 15th level, you gain the ability to take two reactions
Beginning at 3rd level, as long as you are not per round instead of one.
incapacitated, you have advantage on initiative rolls.
DISCIPLINED FOCUS
At 3rd level, your focus becomes unmatched. You can
never lose concentration on a martial school stance as
a result of taking damage.
MAGIC ATTUNEMENT
At 7th level, you gain the ability to cast detect magic at
will. Beginning at 10th level, you can spend 5 adept
points to cast counterspell or dispel magic.
FLEXIBLE ADEPT
Beginning at 15th level, you can perform a maneuver
from any martial school you know, even when you are
not concentrating on that school’s stance.
WARBLADE
Bred for war, warblades are true masters of the blade.
They are swift, strong, enduring, and above all else,
confident. Unlike the swordsage, who studies blade
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spend to restore hit points to yourself and any the creature is holding. The creature must make a
number of creatures within 30 feet of you. Strength saving throw. On a failed save, the creature
Once you use this maneuver, you cannot use drops the item.
another maneuver that requires 7 adept points until Wall of Blades (2): When you are the target of a
you finish a long rest. melee weapon attack, you can use your reaction to try
to parry it. Make a melee weapon attack with
DIAMOND MIND advantage. Your AC against the incoming attack is
No matter how sharp the blade, a dull mind leads to equal to the result of your attack roll.
sloppy cuts. The Diamond Mind’s students know this Lightning Recovery (3): When you make a melee
to be true. Perceptiveness and discipline of thought weapon attack on your turn and miss, you can use a
give you unmatched control of your body and the bonus action to make the attack again with
world around you. advantage.
Stance: While concentrating on this school’s Iron Heart Endurance (3): You can regain hit
stance, when a creature misses you with an attack, it points equal to your martial adept level as a bonus
has disadvantage on all other attacks against you action.
until the end of your next turn. Iron Heart Surge (5): As an action, you can end
Nightmare Blade (*): When you make a melee one condition currently effecting you. You can do this
weapon attack on your turn, you can expend 1 or even if the condition otherwise prevents you from
more adept points as a bonus action. On a hit, your taking actions.
attack deals an extra 1d6 damage of the same type Strike of Perfect Clarity (7): When you make a
dealt by the weapon for each adept point you spent, melee weapon attack, you can use your bonus action
and a number of attacks against that creature equal to strike with extreme precision. Make the attack with
to the adept points you spent are made with advantage. If you hit, you can roll each of the damage
advantage until the end of your next turn. dice for the attack three times. Once you use this
Bounding Assault (1): You can take the Dash maneuver, you cannot use another maneuver that
action as a bonus action. requires 7 adept points to activate until you complete
Disrupting Blow (3): When you hit with a melee a long rest.
weapon attack on your turn, you can attempt to stun
the target as a bonus action. The target must make a SETTING SUN
Constitution saving throw. On a failed save, the To the students of the Setting Sun, strength is an
creature is incapacitated until the end of your next illusion. Letting go of the idea of personal strength
turn. On a successful save, the creature is immune to allows one to use an opponent’s strength against
this maneuver until you finish a long rest. them, to great result.
Time Stands Still (5): You stop time around you Stance: While concentrating on this stance, when
for but a moment. You gain another action for this a creature attacks you with a melee weapon attack
turn. Once you use this maneuver, you cannot use it and misses, you can immediately move 5 feet without
again until you finish a long rest. provoking opportunity attacks.
Avalanche of Blades (6): When you hit a creature Mighty Thrust (2): When you hit a creature with a
with a melee weapon attack on your turn, you can melee weapon attack, you can force them back. The
create a barrage of attacks as a bonus action. You can creature must make a Strength saving throw. On a
make extra attacks against the target until you miss failed save, the creature is pushed 10 feet away from
with one, with each attack having a cumulative -2 you.
penalty to its attack roll. Clever Positioning (2): When a willing creature
within 5 feet of you is the target of a melee weapon
IRON HEART attack, you can use your reaction to swap places with
Power can be found in one’s very steel. A blade is itself it. You become the target of the attack.
the source of power for Iron Heart disciples, who Mirrored Pursuit (3): When a creature you can see
concentrate on the reflections of their blades to within 30 feet of you moves farther away from you,
perform superhuman feats with their weaponry. you can match its movement as a reaction. You can
Stance: While concentrating on your Iron Heart move up to your speed, following it.
stance, your speed increases by 10 feet. Your reach Scorpion Parry (3): When you are the target of a
with melee weapon attacks increases by 5 feet. melee weapon attack, you can use your reaction to
Steel Wind (*): As an action, you can spend 2 or aim the attack at another creature. Choose one
more adept points to target multiple creatures with an creature within 5 feet of the attacking creature. That
attack. Choose a creature within your reach for each creature becomes the new target of the attack.
adept point you spend and make a melee weapon Tornado Throw (7): As an action, you whip your
attack. Each creature that the attack roll would hit opponents away from you. Each creature within 5 feet
takes damage from the attack. of you must make a Strength saving throw. On a failed
Disarming Strike (2): When you hit a creature save, it gets thrown 30 feet away from you, lands
wielding a weapon with a melee weapon attack on prone, and takes 6d6 points of bludgeoning damage.
your turn, you can attempt to disarm it. Pick an item On a successful save, the creature is only thrown 15
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Martial Adept – D&D 5th Edition Homebrew
feet away, does not land prone, and takes half as STONE DRAGON
much damage.
The Stone Dragon looks to the peaks of the world for
Once you use this maneuver, you cannot use a
inspiration, teaching the powers of strength and
maneuver that requires 7 adept points until you
endurance to outlast and crush any foe.
complete a long rest.
Stance: While concentrating on the Stone Dragon’s
SHADOW HAND stance, you gain a +1 bonus to AC. Any Strength-
The power of deception is not to be underestimated. based melee weapon attacks you make deal an extra
The Shadow Hand teaches that the most effective blow 1d6 points of damage of the same type dealt by the
is one against an opponent who does not even know weapon.
they are in danger. Stone Vise (2): When you hit a creature with a
Stance: While concentrating on this school’s melee weapon attack, you can stop it in its tracks. The
stance, whenever you and any allies are within 5 feet creature must make a Strength saving throw. On a
of the same creature, you and those allies have failed save, the creature’s speed becomes 0 until the
advantage on attacks against that creature. Once per end of its next turn.
turn when you hit a creature with a melee weapon Mountain Avalanche (3): When you hit a creature
attack you have advantage on, you deal another 2d6 with a melee weapon attack, you can knock to the
damage of the same type dealt by the weapon. ground with the power of your attack. The creature
Enervating Shadow Strike (*): When you hit a must make a Strength saving throw or fall prone.
creature with a melee weapon attack on your turn, Earthquake Strike (5): As an action, you channel
you can spend 1 or more adept points to drain them of your martial power into the ground, causing the
energy. You gain 5 temporary hit points per adept ground to shake. Creatures within 30 feet of you must
point you spend, up to as much damage as you dealt make a Strength saving throw. Each creature takes
with the attack. These temporary hit points last for 1 3d6 bludgeoning damage and falls prone on a failed
hour or until you stop concentrating on this school. save, or takes half as much damage on a successful
One With Shadow (1): When you make a Dexterity one.
(Stealth) check, you can spend 1 adept point to give Stone Hide (6): As an action, you can harden your
yourself advantage on the roll. skin to be as strong as stone. For 1 minute while you
Shadow Jaunt (2): As an action while you are concentrate on this school, you gain resistance to
standing in a dim light or darkness, you can teleport bludgeoning, piercing, and slashing damage.
to another area in dim light or darkness up to 50 feet Mountain Tombstone Strike (7): When you hit a
away. creature with a melee weapon attack on your turn,
Cloak of Deception (3): As an action, you can you can strike with the force of a mountain as a
channel your martial power to warp light around you. bonus action. The creature must make a Constitution
You become invisible for 1 minute or until you make saving throw. Roll 2d6. The creature takes a penalty
an attack or cast a spell. to its Constitution score equal to the result on a failed
Hand of Death (5): When you hit a creature with a save, or half as much on a successful one. The
melee weapon attack on your turn, you can strike creature’s current and maximum hit points drop by 3
them with the fear of death as a bonus action. The times the penalty to its Constitution score. If the
creature must make a Constitution saving throw. On creature’s Constitution score would drop to 0 or lower,
a failed save, the creature is paralyzed and takes 4d6 it dies.
necrotic damage, or half as much on a successful Once you use this maneuver, you cannot use a
save. At the end of the target’s turn, it can make maneuver that requires 7 adept points until you
another saving throw to end the paralysis early. complete a long rest.
Five-Shadow Creeping Ice Enervation Strike (7): TIGER CLAW
When you hit a creature with a melee weapon attack
Consciousness is the enemy of instinct. The Tiger
on your turn, you can pierce your enemy’s very soul
Claw school teaches that victory is not found in the
as a bonus action. The creature must make a
sphere of the mind but in the lower levels of one’s
Constitution saving throw. On a failed save, the
psyche, where a wild animal desires a hunt.
creature has disadvantage on all attack rolls, ability
Stance: While concentrating on this stance, you
checks, and saving throws and its speed is halved.
gain smell-based blindsight out to 30 feet. When you
These effects last for the 1 hour. Every 10 minutes,
make a successful melee weapon attack, you can
the creature can attempt another save to end these
immediately move 5 feet without provoking
effects early.
opportunity attacks.
Once you use this maneuver, you cannot use a
Sudden Leap (*): As a bonus action, you can
maneuver that requires 7 adept points to activate
spend 1 or more adept points to make a long or high
until you complete a long rest.
jump without a running start. Your long jump is 5 feet
per adept point spent, and your high jump is half as
high.
Claw at the Moon (1): When you make a long or
high jump before making a melee weapon attack on
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Martial Adept – D&D 5th Edition Homebrew