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Feat/List/Theme/Martial

From Kronopolis and the Flat Plane

Brutal Critical

Brutal Critical

Honing your viciousness in combat, you exploit every weakness you can when you deliver a critical blow.

  • You can roll an additional set of weapon damage dice when determining the extra damage for a critical hit with a melee attack.

You can select this feat multiple times, enhancing the critical hit with additional dice.


Fighting Style

Fighting Style


You learn to fight with a specific fighting style, and gain the following benefits:

You can select this feat multiple times. You can't take a Fighting Style option more than once, even if you later get to choose again.

Weapon Size Fighting Styles

Dueling Fighter

Dueling Fighter
You specialize in fighting with One-Handed weapons and gain the following benefits while the fighting style is active:

  • When you are wielding a weapon in one hand and no other weapons in the other, you can add half your proficiency bonus to damage rolls with that weapon.
  • You can choose three maneuvers that you gain as weapon maneuvers when you have no other weapon in your other hand. You can change these during a long rest.

You gain the following maneuvers:


Great Weapon Fighting

Great Weapon Fighting
You specialize in fighting with Great or Two-Handed weapons and gain the following benefits while the fighting style is active:

  • Whenever you roll the highest number on a damage die for an attack you make with a great weapon, you can roll another die of the same size and add it to the total. With a martial weapon or better, you gain the effect on the two highest numbers.
  • Additionally, whenever you kill an enemy with a great weapon, you may make an additional attack against another enemy within 2 meters of you and 2 meters of the target for a melee weapon, or within 1 meter of the target for a ranged weapon.

You gain the following maneuvers:


Two-Handed Fighting

Two-Handed Fighting
You specialize in fighting with Two-Handed weapons and gain the following benefits while the fighting style is active:

  • When you roll a 1 or 2 on a damage die for an attack you make with a two-handed weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

You gain the following maneuvers:


Two-Weapon Fighting

Two-Weapon Fighting
You specialize in fighting with two weapons at the same time and gain the following benefits while the fighting style is active:

  • When you engage fight with, you can add your ability modifier to the damage of the second attack.

You gain the following maneuvers:


Versatile Fighter

Versatile Fighter
You specialize in fighting with Versatile weapons and gain the following benefits while the fighting style is active:

  • When switching from One-handed to Two-handed with a Versatile weapon, opponents contesting a maneuver with Strength (Athletics) or Dexterity (Acrobatics) have disadvantage.
    When switching from Two-handed to One-handed with a Versatile weapon, opponents contesting a maneuver with Wisdom (Insight) have disadvantage.
    If successful when switching, the maneuver is performed at one tier higher. If the tier is already at tier three, the performed maneuver has advantage.

You gain the following maneuvers:

Combat Action Maneuvers

Melee Combat Action Maneuvers

Ranged Combat Action Maneuvers

Reaction Maneuvers

Quick Action Maneuvers


Weapon Category Fighting Styles

Axeman

Axeman
You specialize in fighting with axe weapons and gain the following benefits while the fighting style is active:

You gain the following maneuvers:


Bowman

Bowman
You specialize in fighting with drawn weapons and gain the following benefits while the fighting style is active:

  • Whenever you have advantage on an attack roll using a drawn weapon, you can reroll one of the dice once.

You gain the following maneuvers:


Crusher

Crusher
You specialize in fighting with bludgeoning weapons and gain the following benefits while the fighting style is active:

You gain the following maneuvers:


Halberdier

Halberdier
You specialize in fighting with polearm weapons and gain the following benefits while the fighting style is active:

  • After performing a maneuver and when determining a contested check and if you hit, you can spend endurance points to increase your maneuver attack roll.

You gain the following maneuvers:


Marksman

Marksman
You specialize in fighting with loaded weapons and gain the following benefits while the fighting style is active:

  • You halve the loading time on weapons of which you are proficient with.

You gain the following maneuvers:


Spearman

Spearman
You specialize in fighting with pointed weapons like spears, and gain the following benefits while the fighting style is active:

You gain the following maneuvers:

Combat Action Maneuvers

Melee Combat Action Maneuvers

Ranged Combat Action Maneuvers

Reaction Maneuvers

Quick Action Maneuvers


Swordsman

Swordsman
You specialize in fighting with bladed weapons and gain the following benefits while the fighting style is active:

You gain the following maneuvers:


Special Fighting Styles

Defense

Defense
You specialize in fighting defensively and gain the following benefits while the fighting style is active:

  • You gain a +1 bonus to base AL.

You gain the following maneuvers:


Martial Arts

Martial Arts
EJ KLAR
You specialize in fighting with your body, both in grapples and with fists, and gain the following benefits while the fighting style is active:

You gain the following maneuvers:


Protection

Protection
You specialize in fighting to protect your allies and gain the following benefits while the fighting style is active:

You gain the following maneuvers:


Superior Technique

Superior Technique
You specialize in fighting with great and varied technique and gain the following benefits while the fighting style is active:

You gain the following maneuvers: All.



Improved Combat Action

Improved Combat Action
Prerequisite: Fighting Style, 5th level


  • Your combat action costs 2 AP instead of 3, i.e it now costs a Minor Action.

Improved Combat Action II

Improved Combat Action II
Prerequisite: Full Martial Theme, 11th level, Improved Combat Action



Improved Combat Action III

Improved Combat Action III
Prerequisite: Full Martial Theme, 17th level, Improved Combat Action II


  • Your combat action costs 1 AP instead of 2, i.e it now costs a Quick Action.

Indomitable

Indomitable

You push beyond whatever physical limits the gods may have put upon you.

  • You can reroll a contested check that you fail. If you do so, you must use the new roll. You can use this feature up to your proficiency bonus. Afterwards you can't use this feature again until you finish a long rest.

Martial Maneuver Master

Martial Maneuver Master
Prerequisite: Martial Maneuver Training


You have mastered many maneuvers. You gain the following benefits:

  • You increase the tier of five different martial maneuvers of your choice from Martial Maneuver tables by 1.

Martial Maneuver Training

Martial Maneuver Training

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You increase the tier of three different martial maneuvers of your choice from Martial Maneuver tables by 1.

Mounted Combatant

Mounted Combatant
Prerequisite: Mounted Training


You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • When you make a melee attack against a creature, you and your mount don't provoke opportunity attacks from that creature for the rest of the turn.

Mounted Fighting Style

Mounted Fighting Style
Prerequisite: Mounted Combatant


You specialize into your personal style of mounted combat. Gain one of the following features of your choice.

Cataphract While your steed is wearing barding, it gains a +1 bonus to AL and Resistance to bludgeoning, piercing and slashing damage from nonmagical attacks.
Jinete While mounted on your steed and wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Keshik While mounted on your steed, you can make one additional ranged weapon attack against a target within 15 feet of you as a bonus action when you take the Attack action on your turn.
Sowar While mounted on your steed and wielding a shield, attacks against you from more than 10 feet away are made with Disadvantage.
Uhlan While mounted on your steed and wielding a heavy weapon or a lance, when you hit a creature smaller than your steed with a melee attack, it must succeed on a contested Strength (Brawn) check or be knocked Prone. The DC is equal to your attack roll.

Opportunity Attack

Opportunity Attack

In a fight, you're constantly watching for enemies to drop their guard. Move heedlessly past you provokes an opportunity attack.

  • As a reaction, you can make a melee attack when a hostile creature that you can see moves out of your reach. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.

Reckless Attack

Reckless Attack

You throw aside all concern for defense to attack with fierce desperation.

  • When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using during this turn, but attack rolls against you have advantage until your next turn.

Second Wind

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm.

  • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your level.
  • You also gain temporary hit points equal to half the regained hit points.

Once you use this feature, you must finish a short or long rest before you can use it again.


Sentinel

Sentinel
Prerequisite: Opportunity Attack


You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • Your opportunity attack can made as a free Arresting Strike maneuver instead (Not limited by one maneuver per turn). Addtionally, your Arresting Strike maneuver tier is increased by 1.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
  • Other creatures provoke an Opportunity Attack from you when they enter your reach.

Sharpshooter

Sharpshooter
Prerequisite: Dexterity 13 or higher


You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

Bonus: If you have the Arbalist weapon feat.


Tavern Brawler

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • You are proficient with improvised weapons. These count as martial weapons of the appropriate category for you.
  • Your unarmed attacks count as Light Martial Bludgeon weapons.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.