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Martial Fun

As many players playing DnD 5e know, Martial Classes can feel a bit boring from time to time. So here are
some abilities to make them a bit more versatile and things to make it more interesting using them.

A lot of them are inspired by or converted from 4th edition DnD and its powers system that it used.
(First batch is manly converted)
Some or even many might encroach on some subclass abilities as well.
Most of the powers might not be balanced perfectly or fit into your setting so work with your players or DM
to see if you can use them.

We here at HCR hope you enjoy it and if you do please come and join the Patreon. It is free to join and as of
right now all the content that we publish is free as well.

How to use them


Each power has 4 different categories.
At-Will Power. A power that can be used at will and as many times as a player wants. But only once per
round for the purposes of “extra attack”(AP)
Encounter Power. A power that can be used once per encounter. (EP)
Daily Power. A power that can be used once per long rest. (DP)
Utility Power. Are things that will help yourself or your allies. They will still be marked with AP, EP, or DP. to
indicate how often they can be used. But are under their own category.

Some abilities are only valid for some subclasses or might work differently depending on your subclass.

Some other acronyms that will come up are:


SA x - An attack roll using proficiency + n. The x stands for Strength or Dexterity (Str, Dex) if the power just
says SA x then you are free to use Str or Dex. If it only says SA then you make a roll without adding any Str or
Dex. If it says SA x vs save, then you roll and the DC to beat is whatever you rolled. You only roll once per
ability.
n(W) - n rolls of weapon damage. Example: If you hit with a short sword and the “Hit” says 1(W). You roll
the damage dice once. If it says 2(W) you roll the damage dice twice and add them together.
DC A - just uses the standard calculation for DCs 8 + Proficiency + Ability mod.

Tages
Martial - If a power has the tag “Martial” that means it can be used as part of any “attack action” for the
purposes of using “extra attack".
Reliable - If this ability misses it is not used.
Shield - Must have a shield in at least one hand to use.
Stance - A stance power lasts until the end of the encounter, for 5 minutes, or until you use another stance
power.
Weapon - Must have a weapon in at least one hand to use.
Picking powers
At level 1 you pick 2 AP, 1 EP, and 1 DP. The power must be level appropriate.
At level 2 you pick 1 UP. The power must be level appropriate.
At level 3 you pick 1 AP, 1 EP, and 1 DP. The power must be level appropriate.

At-Will Powers Shield Bash - Fighter 1


A shield is a handy tool in combat.
Cleave - Fighter 1 AP, Martial, Shield
You make a wide swing against the foes ahead of you. 1 Action, Melee
AP, Martial, Weapon Requirement: You must be using a shield
1 Action, Melee Target: One creature.
Target: One creature. To hit: SA Str vs. AC
To hit: SA Str vs. AC Hit: 1(W) + Strength modifier damage, and you
Hit: 1(W) + Strength modifier damage, and if the push the target 5 ft., in any direction you choose
attack roll would hit an enemy adjacent to you it as long as the target is your size, smaller than
takes damage equal to your strength modifier. you, or one size larger than you. You can follow
Increase to 2(W) at level 6 and 3(W) at level 12 the movement if you choose for free.
Battle master subclass. Hits 2 adjacent Increase to 2(W) at level 6 and 3(W) at level 12
enemies. If you have the manoeuvre “Sweeping
attack” you get to add your superiority die as long Sure Strike - Fighter 1
as you have uses left (only one needs to be used You trade power for precision
for both attacks). AP, Martial, Weapon
1 Action, Melee or Range
Power Strike - Fighter 1 Target: One creature.
You trade precision for power To hit: SA x+2 vs. AC
AP, Martial, Weapon Hit: 1(W) damage.
1 Action, Melee or Range Increase to 2(W) at level 6 and 3(W) at level 12
Target: One creature.
To hit: SA vs. AC
Hit: 1(W) + Strength modifier damage.
Increase to 2(W) at level 6 and 3(W) at level 12
Miss: Half your Strength modifier damage. If you
are wielding a two handed weapon, you deal
damage equal to Strength modifier damage.
Encounter Powers Crack The Armour - Fighter 3
Fighting against all armours you know how to open any of
Guaranteed Strike - Fighter 3 them up.
DP, Martial, Weapon
Never give up trying and eventually you will succeed.
1 Action, Melee
EP, Martial, Reliable
Target: One creature.
1 Action, Melee or Range
To hit: SA Str vs. AC
Target: One creature
Hit: 2(w)
To hit: SA x vs. AC
Special: If the attack is done with a bludgeoning
Hit: 1(W) + Strength + Dexterity modifier
weapon, lower the target's AC by 2 until the end
damage.
of the encounter.
Special: Each time you miss with this attack, it
gains a +1 for the next time you use it during this
combat. Utility Power
Run and Strike - Fighter 3 Battle Learned - Fighter 2
Using your strike to distract the enemy, you create an You have seen many battlefields and know how to act
opening for an ally swiftly.
EP, Weapon DP
Movement, Melee Free action
Trigger: Using all your movement at once to Effect: You can add +5 to your initiative roll. You
move in a straight line. can do this after you see your own roll.
Target: Anyone within your reach as you move..
To hit: SA x vs. Dex save Boundless Vigor - Fighter 2
Hit: 1(W) A true warrior never wavers.
Special: Any target that fails by 5 or more also DP, stance
takes your Str or Dex modifier damage. Bonus action
Whichever you used for the Hit roll. Effect: If you are under half your max hit you gain
2 + Constitution modifier at the start of your
Daily Powers round.

Move your ass - Fighter 2


Kill Strike - Fighter 3 You make sure your allies are in the right spot at the right
Where you see the chink in your opponents armour, you can time.
deal massive damage. EP, Voice
DP, Martial, Weapon Movement
1 Action, Melee Target: One willing creature within 20 ft.
Target: One creature. Effect: Your ally can immediately move half your
To hit: SA Str vs. AC movement speed without provoking an attack of
Hit: 2(w) + 2xStrength modifier damage. opportunity.
Special: If the target is below half max health,
and this attack hits it counts as an automatic No opening - Fighter 2
critical hit. You make sure your allies are in the right spot at the right
time.
EP, Weapon
Reaction
Trigger: You're being attacked with advantage.
Effect: You can immediately cancel the
advantage. This must be done before the
enemies roll.

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