Taking Bookings Now! Scheduling for new player/character building free!
Taking Bookings Now! Scheduling for new player/character building free!
The world of Talerand is controlled mostly by mageocracies and those who wield the most power typically head the City-States. Those who possess martial talents have always sought to match their arcane and divine challenges, pushing themselves to the very limits that their bodies can handle. In some cases they use limited magics to empower themselves but in other cases raw might or skill allows them to be effective combatants.
Martial techniques can be used by anyone but are severely limited by those who wield the arcane and divine as their focus on magic prevents them from mastering their body. A creature may have a number of martial techniques prepared at the end of a long rest up to their proficiency bonus. Some rare techniques limit how many others may be prepared. Full casters (Full spell progression) may only have a 1/3 their proficiency rounded up in martial techniques equipped and half casters may have up to 1/2 their proficiency rounded up in martial techniques equipped. Those who choose to take the Martial Legionnaire Archetype can bypass this limit.
Must be wielding a melee weapon. As an action, you extend your blade to the sky and expend a spell slot. You increase the range of the weapon by 5' for each spell slot used and deal additional force damage equal to 1d4 * spell slot used. You then drop the blade down dealing damage as if they were within range to all targets in a 5' line for the length of the weapon. You roll one attack and one damage roll to determine if you hit the targets and the amount of damage dealt to them. Effects that increase damage (IE. Blight Blade, Booming Blade, Etc) are not effected by the full length of the blade, but do affect targets within normal range.
You may replace one of your attacks to make a war cry. Any attacks against enemies within 5' of you on the same round as the cry are made at advantage. You may use this ability 3 times, and all charges are restored on a short rest
You have pushed your body to the absolute limits, understanding how to overcome your body's restraints. You may designate 1 attack to deal double weapon and modifier damage but take a point of exhaustion. You may use this ability 3 times, and all charges are restored on a short rest
You learn that honor is for the dead and techniques that others may frown upon. When you make an attack, you may choose to deal half damage to the target. If you choose to do so, the opponent has disadvantage on the next attack roll they make. The target of this ability must be vaguely humanoid in biological structure.
You've learned to be brash in battle, launching yourself over ledges and throwing your full weight into a dropping attack. When you make an attack against a creature below you by jumping on top of it, You deal 1 additional die of damage per 10' dropped if the attack hits. You take 1/2 fall damage and are not knocked prone if your attack lands. Falling from greater than 200 feet yields no additional damage. You may use this ability 3 times, and all charges are restored on a short rest
You have learned to attack multiple targets with a single shot. As an action, you attack all opponents in a 30' cone. Roll one attack, if your roll beats a creatures AC in the cone you deal your normal damage to them. If you are using special ammunition for this attack, you must use 3 pieces of the special ammunition. You may use this ability 3 times, and all charges are restored on a short rest
Requires use of daggers or darts. As part of a single attack you can choose to throw up to 3 daggers or darts simultaneously striking 3 different targets that are no more than 15' apart. Range penalties still apply. You may use this ability 3 times, and all charges are restored on a short rest.
You have brought yourself to the brink of death multiple times during your training, learning how to fight like a cornered animal. You gain 1 additional attack, advantage on all attacks, double movement speed, and you can designate one attack to critically hit if it lands. At the end of your turn you drop to 0 hit points and fall unconscious but are stable, this bypasses features such as the Half-Orc's relentless endurance. You may use this ability 1 time, and all charges are restored on a long rest.
This Gatekeeper technique allows you to use your blend of magical and arcane talent to weave arcane energy into a defensive motion, preventing damage to yourself. You must be wielding a weapon in one hand to use this technique. You can choose to sacrifice a spell slot when you make a melee weapon attack against a creature within range to create a barrier till the beginning of your next turn. You block 1 damage source of your choice before the start of your next turn. You may use this ability 3 times, and all charges are restored on a short rest.
While you are under the effects of the shield spell, when you grant cover to a creature you may apply the spells AC bonus to that creature as well.
You must know a target is on death's door. This can be done by having at least one party member roll a medicine check DC 8 + Creatures CR as a free action to find out what percentage their health remains at. If the target creatures hit points are below 10% you can forgo an attack and instead strike into their chest and forcibly remove their heart Crushing it in front of them. This requires no attack or save as long as the other criteria are met.
As an action, you take a low stance and prepare for an incoming blow. If your are struck before the start of your next turn you gain resistance to the damage.
As an action, you take a low stance and prepare for an incoming blow. You must be wielding a heavy melee weapon to use this ability. If a target attacks you before the start of your next turn you gain resistance to that damage and may make one attack. This attack sweeps in a 360 degree arc striking all targets within range and knocks them back 5'.
As an action, you take a low stance and prepare for an incoming blow. You must be wielding a heavy melee weapon to use this ability. If a target attacks you before the start of your next turn you gain resistance to that damage and may make one attack against the target. If the creature is one size category larger than you or smaller, it makes a DC 8 + prof mod + Str strength check or is launched 10' in the air landing prone.
You've learned to use your head in combat in unorthodox ways. Substitute an attack to force a creature within 5' and yourself to make a DC 8 + Strength or Dexterity + Proficiency, Constitution saving throw or be stunned until the end of your next turn. You may use this ability 3 times, and all charges are restored on a short rest.
While two weapon fighting, you can use your bonus action to make two attacks instead of one at a -3 penalty for each attack. Rules for two-weapon fighting still apply. You must be using a one handed weapon in your off hand while using this martial technique.
Must be wielding a melee weapon and possess a strength of 15 or greater. When you take the attack action, you may designate a single creature as the focus of your attack. During this period you may not attack any other creature. Each strike against a creature that is one size category larger than you or smaller, lifts it 5' in the air and an additional 5' for every 5 above the targets AC on your attack roll. If you possess the extra attack feature then each attack applies additional distance to the height additively. The creature remains aloft until the start of their turn, at which point they strike the ground taking fall damage appropriate for the height. You may use this feature 3 times and it recharges on a short rest.
You make a jump check prior to your attack which does not provoke an attack of opportunity. The end of your jump must be within range of the creature you wish to attack. Your height and length are determined through the normal jump rules.
Must be wielding a melee weapon and have access to the spell vampiric touch. As part of casting vampiric touch you may choose to target a melee weapon you are wielding instead of yourself. Doing so imbues the necrotic energy of the spell into your weapon instead. Once per turn while you maintain concentration on the spell you may cause one of your attacks to deal an additional 1d6 necrotic damage and convert all of your damage for that attack to necrotic. Doing so causes that attack to heal you for half of the damage dealt.
Must be wielding a sentient weapon. As a bonus action you either drive the sentient weapon into yourself or fuse with it, dealing it's weapon damage to yourself. For 1 minute you take on elevated characteristics of your sentient weapon and physical properties of the weapon affect you (IE: blades out the arms, frost covering your hands and feet if it can deal cold damage, etc). Additionally, when you speak two distinct voices are heard. The normal abilities of the weapon still apply and you can make unarmed attacks using the modifiers and damage of the weapon or your unarmed strikes. Ranged weapons allow you create ammunition out of blood, bone, etc and fire at the normal range of the weapon. During this period you cannot be disarmed. You may only have one weapon fused with you at a time and may choose to end this effect at any time as a bonus action.
You have trained in the ancient techniques of the Vatran Martial Legionnaires. This technique believed to be lost to time requires the user to walk into the forest and cut down two trees and bind the tree trunks in metal bands (typically adamantine but not necessarily). The trainee then must fashion handles at the base of the trunks and wield them as weapons while the master fights them with a standard issue arm. Until the trainee can beat the master in a duel the training does not stop. This process can take a very long time depending on the innate skill of the trainee but once completed they are able to wield heavy melee weapons and two-handed melee weapons in one hand without penalty.
Must be wielding a heavy weapon. As an action you drive your weapon into the ground with immense force causing creatures within 10' to roll a DC 8 + prof mod + strength mod or be knocked prone. You may use this ability 3 times, and all charges are restored on a short rest.
You have learned to control every muscle, slowly building power to deliver a decisive strike. You may forgo an action on your turn to prepare for a powerful attack with a melee weapon. If you use a reaction to make a weapon attack, the charge fails. At the beginning of the following round if an opponent is still within melee range, you may make an attack roll as normal but deal damage equal to your number of attacks + (proficiency modifier * weapon damage (including modifiers)). During this period those who observe you can see your muscles swell and the earth crack beneath your feet. You may use this ability 3 times, and all charges are restored on a short rest.
*EX. A level 5 fighter with +3 proficiency ,2 attacks, and 18 strength could charge a Mighty strike with the following formulat (3+2)*(2d6+4). This gives a potential damage output of 30 - 50 damage if they land the blow on the next turn.*
Must be wielding a weapon with the ammunition property. As an action, you over draw on your bow, crossbow, or sling with additional force. If you strike a creature with this attack, the creature takes additional damage equal to your proficiency modifier and is knocked back 10'. You may use this ability 3 times, and all charges are restored on a short rest.
Must be wielding a melee weapon. You may hold one of your attacks and use it at the start of any creatures turn within range. You may use this ability 3 times, and all charges are restored on a short rest.
You must use a melee weapon for this technique. You may replace one attack in your action to make a Phantom attack. if you do you may teleport back to a spot you occupied during this turn. You may use this ability 3 times, and all charges are restored on a short rest.
In lieu of your normal movement and action, you transform temporarily into a ball of fire and fly up to twice your movement and make one attack against a creature you can see. You may use this ability 3 times, and all charges are restored on a short rest.
You must be wielding a melee piercing weapon to use this technique. As an attack, you make a lunge up to half your movement away and make an attack against a creature. You may use this ability 3 times, and all charges are restored on a short rest.
You learn to pin your targets with piercing ammunition at a distance, inhibiting your foes movement. Must be using a piercing ranged attack. When you make a ranged attack you may force the creature to make a DC 8 + Dexterity modifier + Proficiency bonus grapple check. If the creature fails it is grappled until the end of it's next turn. You may use this ability 3 times, and all charges are restored on a short rest.
Through mastering your anger you have learned to focus on dispatching a single opponent.
When you use this technique all creatures except the target creature have advantage against you, until the start of your next turn. You gain advantage on all attacks against the creature you designate. Additionally when the designated creature makes an attack against you within 5' you may use your reaction to make a weapon attack against them. You may use this ability 3 times, and all charges are restored on a short rest.
You have been trained to sacrifice accuracy for the sake of power by swapping your stance. You may activate this ability as bonus action which stays active until you use a bonus action to swap back. When using this technique, you gain a +2 to damage rolls and a -2 to attack rolls.
You've learned the fluid movements of the warriors of the River, allowing you to almost create illusionary attacks to all opponents. Must use a melee weapon. As an action, make one attack roll. The attack roll you make affects all targets in 30' area centered on yourself. If the attack beats any creatures armor class they take damage as normal. Effects that can only target one creature such as sneak attack or smite, may only target one of the creatures struck by this technique. You may use this ability 3 times, and all charges are restored on a short rest.
When using the shove action while wielding a shield, you may deal 1d4 + Strength/Dexterity with it.
You learn how to use your momentum to slowdown targets you are pursuing. As part of a dash action, you can move through a creatures square forcing a DC 8 + Dexterity or Strength modifier + proficiency modifier or knock the creature prone. If the end of your movement would cause you to occupy the same square as the creature you move back 5' after the tackle.
Must be wielding a weapon with the ammunition or thrown property. As an action, you fire a piece of ammunition or throw a weapon at a creature or a square. Upon impact a shrill sound can be heard from the displacement of air in the area. If there are any hidden or invisible creatures within 30' of the impact, all creatures within 120' can make an investigation check as a reaction to locate the creature. You may use this ability 3 times, and all charges are restored on a short rest.
Must be wielding a ranged or thrown weapon. As an action, you fire or throw a weapon with incredible force and spin. Roll an attack and all creatures in a 5' wide line equal to the range of your weapon up to 60' take the normal damage of your weapon if your attack beats their AC. If a creature has a higher AC than your roll the projectile stops at the creature and does not continue through the line. Effects that can only target one creature such as sneak attack or smite, may only target one of the creatures struck by this technique. You may use this ability 3 times, and all charges are restored on a short rest.
As a bonus action you swap into a arcane stance for 1 minute, during this period you cannot cast spells or expend spell slots. While in this stance, weapon attacks you make are shrouded in the arcane energy you would normally wield. Dealing damage with them prevents a creature from casting a leveled spell of a level equal to or lower than a spell slot you have not expended for 1 round up to level 5. You may end this stance as a bonus action, but only at the start of your turn.
As a bonus action you swap into an aggressive stance, forgoing defenses in favor of a more offensive style for 1 minute. During this period your armor class is halved. During this period all attacks that strike your opponent deal additional damage equal to to their hit die. This damage cannot be increased due to vulnerability or any other effects. You may end this stance as a bonus action, but only at the start of a turn.
As a bonus action you swap into a focused stance for 1 minute, during this period you have disadvantage on attacks within 60'. While in this stance, ranged attacks out to greater than 60' deal additional damage equal to your proficiency modifier. You may end this stance as a bonus action, but only at the start of your turn.
As a bonus action you swap into a rapid stance for 1 minute, during this period you have disadvantage on attacks at ranges greater than 60'. While in this stance, ranged weapon attacks out to less than 60' allow you to use a reaction to attack a creature that moves more than half its movement if you hit them during your turn with a ranged weapon attack. You may end this stance as a bonus action, but only at the start of your turn.
As a bonus action you swap into a technical stance for 1 minute, during this period you may only target one creature during your attack action. While in this stance when you strike a target you cause a weapon thrown to return to you. If you move in between the time you attack and the end of your turn, you also may cause the rebounding weapon to strike another creature if it is between you and the target using the same attack roll. Doing so still returns the weapon to you. You may end this stance as a bonus action, but only at the start of your turn.
As a bonus action you swap into a defensive stance for 1 minute, during this period your speed is 0. While in this stance you may make a number of opportunity attacks equal to your proficiency bonus, but only against one creature per turn but only if you have not used your reaction for any other actions except opportunity attacks. You may end this stance as a bonus action, but only at the start of your turn. If you possess the Vigilant Defender ability, you may take an attack action as a reaction when an enemy provokes an attack of opportunity from you.
As a bonus action you swap into a powerful stance for 1 minute, during this period your attacks are done at disadvantage . While in this stance, all attacks that strike your opponent knock your opponent back 10'. You may end this stance as a bonus action, but only at the start of your turn.
As a bonus action you swap into a clandestine stance for 1 minute, during this period you can only move at half speed . While in this stance, attacks you make while hidden do not reveal you automatically and creatures you strike make an investigation check contested by your stealth check to find you. You may end this stance as a bonus action, but only at the start of your turn.
As a bonus action you swap into a grappling stance for 1 minute, during this period you cannot wield a weapon or shield. While in this stance, when you grapple an opponent you may use any of the following actions in lieu of one of your attack actions
You may end this stance as a bonus action, but only at the start of your turn.
For 1/2 movement, you can make an Acrobatics check against a targets AC. If your check is higher you may vault off them landing in a 5' square adjacent to them. Your next attack has advantage.
You have trained in the ancient techniques of the Vatran Martial Legionnaires. This technique allows the wielder to utilize an off-hand weapon with the same number of attacks as their main hand with a -5 penalty to each attack. The training involved in this process requires the trainee wield two sharpened sticks against the master who is wielding standard arms. The trainee must beat the master in a duel during this process. This may take a very long time depending on the skill of the trainee. You must be using a one handed weapon in your off hand while using this martial technique.
When taking the attack action, you may lose one of your attacks to use this martial technique. If you do you prepare yourself for an incoming blow. The first attack against you in made at disadvantage and if it misses you move up to half your speed away from the attacker. This movement does not provoke an attack of opportunity and for those observing you, it looks like you teleported. You may use this ability 3 times, and all charges are restored on a short rest.
Must be wielding a melee weapon. As an action, you slash a creature or an empty square within melee range dealing normal damage. A vortex pulls creatures in 20' cone behind the creature unless they succeed a DC 8 + Strength or Dexterity Modifier + Proficiency bonus strength saving throw. Creatures are pulled as closely to the target creature or square without occupying the same square. This feature may be used 3 times and recharges on a short rest.
Must be wielding a melee weapon and have at least 1 other weapon that is not of the same type as the one wielded. As a bonus action you begin a dance that juggles 2 or more weapons of which no more than one can be a two handed weapon. During this period you may attack using any of the weapons that are being juggled without the normal drawing or stowing limitations. Additionally, you may make an attack as a bonus action on subsequent turns with any weapon you have not struck with as part of you attack action.
Can substitute all weapon attacks this round as an action to deal damage to all creatures within range. Roll a single attack, if the roll is higher than a creature within reach you hit them. If you possess the Ranger's whirlwind attack, you can strike all creatures in range twice. Effects that can only target one creature such as sneak attack or smite, may only target one of the creatures struck by this technique.
You have learned to carve the very air around you and project your attack to distant foes. You can project a melee weapon attack 30'. This feature may be used 3 times and recharges on a short rest.
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