Martial Features
Complete list of all Martial Features. In order to first take any Martial Features, you must take the Martial Might Feature. Afterwhich, you can take any features under the Martial Features.
You learn the Steady Fighter ability.
Steady Fighter. On an Attack or Parry you may add a Bonus Prowess Die on that roll. You can use this ability a number of times equal to your Prowess Score. You regain all uses after a short or long rest.
Sneak Attack. As long as you have a Level of Advantage on an attack roll, you can treat that attack as a Sneak Attack. Whenever you would hit an attack roll with a sneak attack you deal an additional 1d6 Damage Die of your Weapon or Spell.
Taking the Hide ability, only takes One Action instead of Two actions.
Rage. As an action, you enter a frenzied rage that lasts for one minute or until the end of combat. While in Rage, you gain the following abilities. You can use this ability a number of times equal to your Prowess Score. You regain all uses after a Short or Long Rest.
Wild Strike (1 Prowess Point). During your turn, you may spend a Reaction to make a single attack roll on your turn. You cannot add prowess dice to this attack roll. This ability cannot be used more than once per turn.
You learn the ability Obliterate. Obliterate. You can use your Rage Ability instead to channel your raw fury into a single attack. This ability can be used while already in Rage. You make an attack roll like normal, on a successful hit, for every damage die you successfully deal damage with, you deal twice as much damage.
Sudden Strike. As a Reaction you make a single Opportunity Attack against any target that attacked you this round, however you cannot add prowess dice to this attack roll.
Balance. As a Free Action, you may take the Recovery Action.
Spell Dance. Requires Spellcraft As a Reaction, you may cast a single spell with a casting time of One Action.
Fancy Footwork. You can take the Movement Action as a Free Action. You can take this action even if it's not your turn.
Perfect Parry. After your successful parry, you regain the Reaction used for that Parry. This ability cannot be used more than once per Round.
Viper Strike. You may take this ability after an Attack Roll. On a successful hit, your Accuracy is increased by +1.
Lunge Guard. You increase the reach of your weapon by One Tier.
Half Swording. You decrease the reach of your weapon by One Tier, but you add an additional +1 to Weapon Accuracy while in this stance.
Steady Guard. You have -1d6 on all attack rolls while in this stance. However, once per turn, you can take the Recovery Action as a Free Action.
Wrath Guard. You deal an additional 1d6 Damage an all Attack Rolls, however, You have -1d6 On all Evasion Checks against Attack Rolls.
On the first turn in Combat, you may Enter a Combat Stance as a Free Action.
While in a Combat Stance, your Armor Score is increased by +1.
Whenever you would Score a Critical Hit on an Attack Roll, Parry, or Guard, you can Enter a Combat Stance as a Free action, even if it's not your turn.
Evasive Words. You distract your target with your words and movements. They make a Resolve Resistance Check. On a failed check, they cannot target you with attacks of opportunity until the start of their next turn.
Redirect (Reaction, 1 Prowess Point). After being targetted by an attack you attempt to force their attack roll against a target that you and the attacker can both reach. The attacker must make a Resolve Resistance check. On a failed check, they instead make an attack roll against another target of your choice that they cannot reach. You cannot use this ability if there are no other targets within reach.
Parry Strike (1 Prowess Point). After being targetted by an attack, you attempt to taunt them into lowering their guard. They must make a Resolve Resistance Check. On a failed check if you successfully evade their attack roll, you make a Single Attack of Opportunity as a free action. You use the same roll you evaded their attack roll for with for the Attack roll.
Once per turn, you may take the Recovery Action as a Free action. You can use this ability a number of times equal to your Charisma Score. You regain all uses after a Short or Long Rest.
Quick Draw. As a free action, before you make any attack rolls, you can choose to give yourself a Level of Disadvantage on all attack rolls with Bows until the end of your turn. If you do, you can make an additional Ranged Attack during your turn as apart of this Free Action.
Deep Slash. (1 Prowess Point) As apart of an Attack Roll with an Axe Weapon, you can use Deep Slash. On a successful hit, the target gains a Level of Bleed.
You can use this Ability in place of the Steady Fighter Ability. Twin Blade Storm. As a free Action, while duel wielding for every Attack Roll you would make, including your Off hand Attack, until the end of your turn, You add an additional Prowess Die to that attack roll.
Blunt Strike. You make an attack roll with a Mace weapon like normal, as a Free Action, you may turn that attack roll into a Blunt Strike. On a successful hit, you deal only half damage, however, for the next round, your Target gain Armor Vunerability. You may only use this ability once per turn.
Martial Might
You must take this Feature before you can take any other Martial Features.You learn the Steady Fighter ability.
Steady Fighter. On an Attack or Parry you may add a Bonus Prowess Die on that roll. You can use this ability a number of times equal to your Prowess Score. You regain all uses after a short or long rest.
Assassin
You learn the ability Sneak Attack.Sneak Attack. As long as you have a Level of Advantage on an attack roll, you can treat that attack as a Sneak Attack. Whenever you would hit an attack roll with a sneak attack you deal an additional 1d6 Damage Die of your Weapon or Spell.
Skulker
Assassin.Taking the Hide ability, only takes One Action instead of Two actions.
Assassin II
Assassin, 5th Level Your Sneak attack deals an additional +1d6 Damage Die for a total of 2d6 Damage.Berserker
You learn the ability, Rage.Rage. As an action, you enter a frenzied rage that lasts for one minute or until the end of combat. While in Rage, you gain the following abilities. You can use this ability a number of times equal to your Prowess Score. You regain all uses after a Short or Long Rest.
- You deal Critical Hits on 6s and or 5s.
- You add an additional Prowess Die on the first Resolve or Evasion Check you make each round.
Armored Rage
While Raging, your Defense Score is increased by +1.Wild Strike
You learn the ability Wild Strike.Wild Strike (1 Prowess Point). During your turn, you may spend a Reaction to make a single attack roll on your turn. You cannot add prowess dice to this attack roll. This ability cannot be used more than once per turn.
Berserker II
Berserker, 5th LevelYou learn the ability Obliterate. Obliterate. You can use your Rage Ability instead to channel your raw fury into a single attack. This ability can be used while already in Rage. You make an attack roll like normal, on a successful hit, for every damage die you successfully deal damage with, you deal twice as much damage.
Blade Dancer
Whenever you would successfully Parry an attack roll with a Light Weapon, you may use an ability known as a Blade Flourish. You may only use a Blade Flourish ability once per turn. You learn a single Blade Flourish from the list below.Blade Flourishes
You can take this Feature multiple times, when you do, you learn a single ability from the list below.Sudden Strike. As a Reaction you make a single Opportunity Attack against any target that attacked you this round, however you cannot add prowess dice to this attack roll.
Balance. As a Free Action, you may take the Recovery Action.
Spell Dance. Requires Spellcraft As a Reaction, you may cast a single spell with a casting time of One Action.
Fancy Footwork. You can take the Movement Action as a Free Action. You can take this action even if it's not your turn.
Perfect Parry. After your successful parry, you regain the Reaction used for that Parry. This ability cannot be used more than once per Round.
Viper Strike. You may take this ability after an Attack Roll. On a successful hit, your Accuracy is increased by +1.
Knight
You learn abilities known as Combat Stances. You enter a Combat Stance as an action. You learn a single Combat Stance from the list below. If you would be knocked unconcious, prone, staggered, or stunned, your Combat Stance ends.Combat Stances
You can take this Feature multiple times, when you do, you learn a single ability from the list below.Lunge Guard. You increase the reach of your weapon by One Tier.
Half Swording. You decrease the reach of your weapon by One Tier, but you add an additional +1 to Weapon Accuracy while in this stance.
Steady Guard. You have -1d6 on all attack rolls while in this stance. However, once per turn, you can take the Recovery Action as a Free Action.
Wrath Guard. You deal an additional 1d6 Damage an all Attack Rolls, however, You have -1d6 On all Evasion Checks against Attack Rolls.
Alert
Knight.On the first turn in Combat, you may Enter a Combat Stance as a Free Action.
Defender
Knight.While in a Combat Stance, your Armor Score is increased by +1.
Knight II
Knight, 5th Level.Whenever you would Score a Critical Hit on an Attack Roll, Parry, or Guard, you can Enter a Combat Stance as a Free action, even if it's not your turn.
Cunning Edge
Whenever you would make an Attack Roll, Parry, or Guard and roll a 6 on any of your dice, you can Reroll anotherTrickster
You learn abilities known as Cunning Words. You can use one Cunning Words per round as a free action. You learn one Cunning Words from the list below.Cunning Words
You can take this Feature multiple times, when you do, you learn a single ability from the list below. Some Cunning Words may require Resistance Checks. For this, all DC checks are equal to 8 + Your Performace Skill Total. You may only use one Cunning Words per turn. These abilities have no effect on animals or other creatures that cant understand you. Sly Remark. You taunt your target and their ego. They make a Resolve Resistance Check. On a failed check, They have a level of Disadvantage to either the next Resistance Check or Attack roll they would make, your choice.Evasive Words. You distract your target with your words and movements. They make a Resolve Resistance Check. On a failed check, they cannot target you with attacks of opportunity until the start of their next turn.
Redirect (Reaction, 1 Prowess Point). After being targetted by an attack you attempt to force their attack roll against a target that you and the attacker can both reach. The attacker must make a Resolve Resistance check. On a failed check, they instead make an attack roll against another target of your choice that they cannot reach. You cannot use this ability if there are no other targets within reach.
Parry Strike (1 Prowess Point). After being targetted by an attack, you attempt to taunt them into lowering their guard. They must make a Resolve Resistance Check. On a failed check if you successfully evade their attack roll, you make a Single Attack of Opportunity as a free action. You use the same roll you evaded their attack roll for with for the Attack roll.
Confidence
TricksterOnce per turn, you may take the Recovery Action as a Free action. You can use this ability a number of times equal to your Charisma Score. You regain all uses after a Short or Long Rest.
Trickster II
Trickster, 5th Level. Whenever you would use Cunning Words. If your opponent would fail the Resolve Resistance Check, you can take the Recovery Action as a Free Action.Archer
You gain a Skill Point in Bows. In addition, you learn the ability, Quick Draw.Quick Draw. As a free action, before you make any attack rolls, you can choose to give yourself a Level of Disadvantage on all attack rolls with Bows until the end of your turn. If you do, you can make an additional Ranged Attack during your turn as apart of this Free Action.
Axe Expert
You gain a Skill Point in Axes. In addition, you learn the ability Deep Slash.Deep Slash. (1 Prowess Point) As apart of an Attack Roll with an Axe Weapon, you can use Deep Slash. On a successful hit, the target gains a Level of Bleed.
Brawler
You gain a Skill Point in Unarmed Strikes. In addition, Unarmed Strikes Deal an additional D6 Damage, Have +1 Accuracy, and are considered Light weapons.Crossbow Man
You gain a Skill Point in Crossbows. In addition, the first time you would take the Loading Action on your turn, it counts as a Free Action.Duel Wielding Expert
You gain a Skill Point in a Light Weapon of your choice. You learn the ability, Twin Blade Storm.You can use this Ability in place of the Steady Fighter Ability. Twin Blade Storm. As a free Action, while duel wielding for every Attack Roll you would make, including your Off hand Attack, until the end of your turn, You add an additional Prowess Die to that attack roll.
Knife Man
You gain a Skill Point in Knives. In addition, After making a successful attack roll with a weapon other than a Dagger, you ignore Oppotunity Attacks that would be caused when entering a targets range while attacking the target with a Dagger.Mace Expert
You gain a Skill Point in Maces. In addition, you learn the ability Blunt Strike.Blunt Strike. You make an attack roll with a Mace weapon like normal, as a Free Action, you may turn that attack roll into a Blunt Strike. On a successful hit, you deal only half damage, however, for the next round, your Target gain Armor Vunerability. You may only use this ability once per turn.
Shieldsman
The first time during the Round you would take the Parry or Guard Reaction while holding a shield in your hand, you take that action as a Free Action. You can only use this ability once per turn.Spearman
You gain a Skill Point in Polearms. In addition, whenever you would successfully hit a target with a Polearm Weapon with an attack of opportunity, they must make an Evasion Resistance Check. DC 8 + Your Weapon Skill Bonus. On a failed check, their movement speed is reduce to 0ft.Swordsman
You gain a Skill Point in Swords. Whenever you would make an attack roll with a Sword, on a miss, you regain half of the prowess dice you added to that Attack Roll, round down.INDEX
Martial MightClass Features
AssassinBerserker
Blade Dancer
Knight
Trickster
Expertise Features
ArcherAxe Expert
Crossbow Man
Knife Man
Mace Expert
Spearman
Swordsman
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