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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".
Movement - To use anything that is tagged with Movement, you must use at least 10 ft,. of your movement.
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.

Encounter Powers Shatter Blow - Barbarian 3


EP, Martial, Weapon
Bloody Strike - Barbarian 3 1 Action, Melee
Requirement. You must be welding a melee
EP, Martial, Weapon
weapon with the “Heavy” property, and
1 Action, Melee
bludgeoning damage.
Requirement. You must be welding a melee
Target: One creature.
weapon with the “Heavy” property.
To hit: SA Str vs. AC.
Target: One creature.
Hit: 2[W] + Strength modifier damage, and the
To hit: SA Str vs. AC.
target takes a –2 penalty to AC until the end of
Hit: 2(W) + Str modifier damage. If you or the
your next turn.
target is below half max HP, the attack deals
1(W) extra damage equal.
Daily Power
Brutality - Barbarian 3
EP, Martial, Weapon Bleeding Blow - Barbarian 3
1 Action, Melee DP, Martial, Weapon
Requirement. You must be welding a melee 1 Action, Melee
weapon with the “Heavy” property, and slashing Requirement. You must be welding a melee
damage. weapon with the “Heavy” property.
Target: One creature. Target: One creature.
To hit: SA Str vs. AC, this attack provokes an To hit: SA Str vs. AC.
attack of opportunity. If you are raging the attack Hit: 2(W) + Str modifier damage, the target takes
against you has disadvantage. ongoing damage equal to your Str modifier. The
Hit: 3(W) + Str modifier damage. If you are below target can stop the bleeding with a Medicine
half your max HP, the attack deals extra damage check vs DC Str
equal to your Constitution modifier. Special: If you are raging, add your rage damage
to the bleed effect.

Relentless - Barbarian 3
DP
Free action
Trigger: You go to 0 hp
Effect: You gain temporary HP equal to 5x your
level.
Utility Power
Arresive Sprint - Barbarian 2
EP
Movement
Effect: Your movement gains 10 extra ft., of
movement. During this turn you gain +4 to AC vs
opportunity attacks.

Combat Leap - Barbarian 2


EP
Movement
Requirement: You must be proficient in
Athletics.
Effect: As part of your movement you make a
long jump equal to your strength score. Anyone
that is within 5ft of where you land must make a
contested Athletics check against you or be
knocked prone.

Stonebreaker - Barbarian 2
EP
Bonus action
Effect: Until the end of your next turn, you gain a
+5 bonus to Strength checks to break or carry
objects, and you deal double damage against
objects.

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