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Martial Feats (v.1.

1)
This document includes martial-themed feats for playtest.
We split the feats presented in this document in three
categories:
Weapon Mastery feats, which revolve around the use of
specific weapons.
Initiator feats, which revolve around techniques from the
martial disciplines we presented in our Disciple class,
which is a new martial class themed after the (in)famous
Tome of Battle. For ease of use, we also include the 1st-
level techniques in this document, which are available to
any character that picks up an initiator feat.
Generic feats, which are a mix and match of ideas that
have an obvious inclination towards martial characters.
We also present a small list of new weapons, as well as the
new Wounded condition. The design goal for this content is
to give martial characters various new and exciting options
which are universal and class-agnostic.
Finally, we present a new mechanic, namely the Exploit
abilities. There are three types of exploit abilities :
Maneuver Exploits. A Maneuver Exploit ability can be
used only as part of an attack (no action required), and
usually enhances the attack in some way.
Swift Exploits. A Swift Exploit ability can be used either
as an action on your turn, or as a bonus action on your
turn.
Tactical Exploits. A Tactical Exploit ability can be used
either as an action on your turn, or in place of one of your
attacks when you take the Attack action on your turn.
Each Exploit ability details any conditions regarding when
or how it can be used in its description. An Exploit ability can
have multiple types, being both a Swift Exploit and a
Tactical Exploit, for example. After you use an Exploit Weapon Groups
ability, you can't use an Exploit ability again until the start of Weapon
your next turn. Group Weapons
Axes battleaxe, halberd, handaxe, greataxe
Weapon Mastery Feats Blades dagger, greatsword, longsword, rapier, saber†
, scimitar, shortsword, sickle, wakizashi†
These feats are intended to add flavor and style to specific
sets of weapons. For the sake of simplicity, we arrange Bows crossbow (hand, heavy, light), longbow,
weapons in different groups, as detailed in the Weapon shortbow
Groups table below. A weapon can belong to different Darts bo shuriken†, blowgun, dagger, dart,
Weapon Groups. shuriken†
Weapons marked with a † symbol are new ones presented Flails barbed whip, flail, spiked chain, whip
in this document and can be found in Appendix A: Extra
Weapons, at the end of the document. Hammers light hammer, hammer†, maul, warhammer
Maces club, greatclub, mace, morningstar
Fan Content Policy Polearms bo staff†, glaive, halberd, long staff†, martial
pole†, pike, spear, quarterstaff, scythe†, war
This work is unofficial Fan Content permitted scythe†
under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the Spears glaive, javelin, lance, pike, spear, trident, war
materials used are property of Wizards of the javelin†, war spear†
Coast. ©Wizards of the Coast LLC. Unarmed brass knuckles†, natural weapons, spiked
gauntlets†, unarmed strikes

1
Axe Mastery Bow Mastery
Prerequisite: 4th-level, proficiency with a weapon from the Prerequisite: 4th-level, proficiency with a weapon from the
Axe Group Bow Group
You master the use of weapons from the Axe Group, You master the use of weapons from the Bow Group,
gaining the following benefits, and learning the Charging gaining the following benefits, and learning the Readied Shot
Assault Exploit ability: Exploit ability:
Ability Score Increase. Increase your Strength or Ability Score Increase. Increase your Dexterity or
Constitution by 1, to a maximum of 20. Constitution by 1, to a maximum of 20.
Executioner's Edge. When you hit a prone or restrained Pinning Shot. Once per turn, when you have advantage
creature with an attack using a weapon from the Axe on an attack roll you make with a weapon from the Bow
Group, the target takes additional damage from the attack Group against a creature within the weapon's normal
equal to one roll of the weapon's damage dice (your range, you can forgo the advantage on the roll. If the attack
choice, if multiple). hits, the target's speed becomes 0 until the start of your
next turn.
Charging Assault
Exploit (Swift, Tactical) Readied Shot
You can prepare yourself to charge with a weapon from the Exploit (Swift, Tactical)
Axe Group you 're wielding. Until the start of your next turn You can ready a weapon from the Bow Group you 're
or until you 're not holding the weapon, if you move at least wielding against enemies. Until the start of your next turn or
10 feet in a straight line before making an attack with it and until you 're not holding that weapon, whenever a creature
the attack hits, you can add your proficiency bonus to the you can see within the weapon's normal range moves, you
attack's damage. can use your reaction to make an attack against it with the
weapon.
Blade Mastery
Dart Mastery
Prerequisite: 4th-level, proficiency with a weapon from the
Blade Group Prerequisite: 4th-level, proficiency with a weapon from the
You master the use of weapons from the Blade Group, Dart Group
gaining the following benefits, and learning the Parrying You master the use of weapons from the Dart Group,
Stance Exploit ability: gaining the following benefits, and learning the Deadly Aim
Exploit ability:
Ability Score Increase. Increase your Strength or
Dexterity by 1, to a maximum of 20. Ability Score Increase. Increase your Dexterity or
Precise Assault. Once per turn, when you have advantage Constitution by 1, to a maximum of 20.
on an attack roll you make with a weapon from the Blade Subtle Tactics. You can draw or stow any number of
Group and hit, you can add your proficiency bonus to the weapons from the Dart Group on your turn and when you
attack's damage. make a ranged attack with any of them while hidden and
miss, you don't reveal your position and remain hidden.
Parrying Stance.
Exploit (Swift, Tactical) Deadly Aim
While wielding a weapon from the Blade Group, you can Exploit (Swift, Tactical)
assume a parrying stance, gaining a +1 bonus to your AC You can take aim at the vital spots of your enemies. If the
until the start of your next turn or until you're not holding that next attack you make before the start of your next turn using
weapon. While you have this bonus to AC and get hit by an a weapon from the Dart Group hits a creature, the target
attack from an attacker you can see but the attack isn't a receives a wound. If the attack is a critical hit or the attack
critical hit or the attack roll's total isn't 5 or more than your roll's total is 5 or more than the target's AC, the target
AC, the attack's damage against you is reduced by one roll of receives two wounds instead.
one of the weapon's damage dice (your choice, if multiple).

2
Flail Mastery Heavy Blow
Exploit (Swift, Tactical)
Prerequisite: 4th-level, proficiency with a weapon from the You can steady your grip on a weapon from the Hammer
Flail Group Group you 're wielding. Until the start of your next turn or
You master the use of weapons from the Flail Group, until you're not holding that weapon, your attacks with it
gaining the following benefits, and learning the Spinning ignore the bonus any shield provides to a target's AC and deal
Blow Exploit ability: double damage to objects and structures.
Ability Score Increase. Increase your Strength or
Constitution by 1, to a maximum of 20. Mace Mastery
Sweeping Assault. Once per turn, when you miss with an Prerequisite: 4th-level, proficiency with a weapon from the
attack using a weapon from the Flail Group, you can reroll Mace Group
the attack against a different target within the weapon's You master the use of weapons from the Mace Group,
reach. gaining the following benefits, and learning the Concussive
Spinning Blow Blow Exploit ability:
Exploit (Swift, Tactical) Ability Score Increase. Increase your Strength or
You can start swirling a weapon from the Flail Group that Constitution by 1, to a maximum of 20.
you 're wielding. Until the start of your next turn or until Sundering Strikes. Once per turn, when you have
you're not holding that weapon, your reach with it increases advantage on an attack roll you make with a weapon from
by 5 feet, and when you hit a creature with an attack using the Mace Group and hit, you can forgo dealing damage to
that weapon and the attack is a critical hit or the attack roll's the target with the attack. If you do so, roll one of the
total is 5 or more than the target's AC, the target is knocked weapon's damage dice (your choice if multiple), and the
prone. target takes a penalty to AC equal to the roll until the start
of its next turn.
Hammer Mastery Concussive Blow
Prerequisite: 4th-level, proficiency with a weapon from the Exploit (Swift, Tactical)
Hammer Group You fix your grip on a weapon from the Mace Group you 're
You master the use of weapons from the Hammer Group, wielding in preparation to heavily concuss your enemies.
gaining the following benefits, and learning the Heavy Blow Until the start of your next turn or until you 're not holding
Exploit ability: that weapon, when you deal damage to a creature with an
Ability Score Increase. Increase your Strength or attack using it, and the attack is a critical hit or the attack
Constitution by 1, to a maximum of 20. roll's total is 5 or more than the target's AC, the target can't
Grazing Strikes. When you miss with an attack using a take reactions until the start of its next turn.
weapon from the Hammer Group against a creature, that
creature takes bludgeoning damage equal to your New Condition: Wounded
proficiency bonus. When a creature receives a wound, it also has the wounded
condition. At the end of each of its turns, a wounded
creature loses an amount of hit points determined by the
number of wounds it has, as shown in the Wound Damage
table below. After losing hit points this way, a creature must
make a DC 10 Constitution saving throw. On a success, one
of the creature's wounds closes.
As an action, a wounded creature or a creature within 5
feet of it can attempt to treat a wound, making a Wisdom
(Medicine) with a DC of 10. On a success, one of the
creature's wounds closes.
If the total for either a saving throw or an ability check to
close a wound succeeds by 5 or more, one additional wound
of the creature closes for every 5 points of difference
between the roll's total and the DC against which it was
made.
Wound Damage
Number of Wounds Wound Damage
1 1d4
2 1d6
3 1d8
4 1d10
5+ 1d12

3
Spear Mastery Initiator Feats
Prerequisite: 4th-level, proficiency with a weapon from the These feats are intended to allow classes other than the
Spear Group Disciple to become initiators. They also include some extra
You master the use of weapons from the Spear Group, abilities that are themed after the philosophy of each martial
gaining the following benefits, and learning the Charge discipline they represent.
Counter Exploit ability: The 1st-level techniques which become available to
Ability Score Increase. Increase your Strength or characters that take these feats can be found in Appendix B:
Constitution by 1, to a maximum of 20. Sublime Way Techniques, at the end of the document.
Reach. On your turn, your reach with weapons from the
Spear Group increases by 5 feet. Desert Wind Initiate
Charge Counter
Prerequisite: Proficiency with all martial weapons, the ability
Exploit (Swift, Tactical) to initiate at least one technique or at least 1 ki point
You can ready a weapon from the Spear Group you 're You study the basics of the Desert Wind martial discipline,
wielding against any enemy that charges you. Until the start gaining the following benefits, and learning the Desert Fire
of your next turn or until you 're not holding that weapon, Exploit ability:
creatures provoke opportunity attacks from you whenever Increase your Intelligence, Wisdom or Charisma by 1, to a
they enter the reach you have with the weapon, and when you maximum of 20.
hit a creature with an opportunity attack using the weapon, You learn one 1st-level technique of your choice from the
you knock it prone Desert Wind martial discipline. You can initiate this
technique once without spending ki points. You can't do so
Unarmed Mastery again until you finish a short or long rest. You can also
Prerequisite: 4th-level, proficiency with a weapon from the initiate this technique with any ki points you have, but only
Unarmed Group at a level equal to or lower than your Technique Limit. If
you don't have a Technique Limit, you can only initiate it at
You master the use of weapons from the Unarmed Group, 1st level. The technique's initiator ability is the ability
gaining the following benefits, and learning the Haymaker increased by this feat.
Exploit ability:
Ability Score Increase. Increase your Strength or Desert Fire
Dexterity by 1, to a maximum of 20. Exploit (Maneuver)
Follow Up Strike. When you take the Attack action and If you move at least 10 feet before you make a melee
attack with a weapon from the Unarmed Group, you can weapon attack, you can choose to subtract a number from the
make an additional attack with a weapon from the attack roll up to your proficiency bonus. If the attack hits, it
Unarmed Group as a bonus action on that turn. deals extra fire damage equal to twice the subtracted number.
Haymaker Devoted Spirit Initiate
Exploit (Swift, Tactical) Prerequisite: Proficiency with all martial weapons, the ability
You prepare yourself to deliver powerful blows with any to initiate at least one technique or at least 1 ki point
weapon from the Unarmed Group you're wielding. Until the You study the basics of the Devoted Spirit martial
start of your next turn, the damage dice of weapons you wield discipline, gaining the following benefits, and learning the
from the Unarmed Group become d6s if they weren't already Devoted Bulwark Exploit ability:
a d6 or higher, or increase by one size, up to a d12 (for
example, a d6 becomes a d8). Increase your Intelligence, Wisdom or Charisma by 1, to a
maximum of 20.
Weapon Master (Revised) You learn one 1st-level technique of your choice from the
Divine Spirit martial discipline. You can initiate this
Prerequisite: 4th-level technique once without spending ki points. You can't do so
You 've trained with a particular style of weapons, gaining again until you finish a short or long rest. You can also
the following benefits: initiate this technique with any ki points you have, but only
Ability Score Increase. Increase your Strength, Dexterity at a level equal to or lower than your Technique Limit. If
or Constitution by 1, to a maximum of 20. you don't have a Technique Limit, you can only initiate it at
Weapon Group Training. Choose one Weapon Group. 1st level. The technique's initiator ability is the ability
You gain proficiency with all weapons in that weapon increased by this feat.
group.
Weapon Group Mastery. Once per turn, when you roll Devoted Bulwark
damage for a weapon attack using a weapon from the Exploit (Swift, Tactical)
Weapon Group you chose with this feat, you can reroll one While you 're concentrating on a stance technique, you can
of the weapon's damage dice and use either roll. use this Exploit to gain temporary hit points equal to your
proficiency bonus + the stance technique's level. These
temporary hit points last until the start of your next turn.

4
Diamond Mind Initiate Setting Sun Initiate
Prerequisite: Proficiency with all martial weapons, the ability Prerequisite: Proficiency with all martial weapons, the ability
to initiate at least one technique or at least 1 ki point to initiate at least one technique or at least 1 ki point
You study the basics of the Diamond Mind martial You study the basics of the Setting Sun martial discipline,
discipline, gaining the following benefits, and learning the gaining the following benefits, and learning the Falling Sun
Unnerving Calm Exploit ability: Exploit ability:
Increase your Intelligence, Wisdom or Charisma by 1, to a Increase your Intelligence, Wisdom or Charisma by 1, to a
maximum of 20. maximum of 20.
You learn one 1st-level technique of your choice from the You learn one 1st-level technique of your choice from the
Diamond Mind martial discipline. You can initiate this Setting Sun martial discipline. You can initiate this
technique once without spending ki points. You can't do so technique once without spending ki points. You can't do so
again until you finish a short or long rest. You can also again until you finish a short or long rest. You can also
initiate this technique with any ki points you have, but only initiate this technique with any ki points you have, but only
at a level equal to or lower than your Technique Limit. If at a level equal to or lower than your Technique Limit. If
you don't have a Technique Limit, you can only initiate it at you don't have a Technique Limit, you can only initiate it at
1st level. The technique's initiator ability is the ability 1st level. The technique's initiator ability is the ability
increased by this feat. increased by this feat.
Unnerving Calm Falling Sun
Exploit (Swift, Tactical) Exploit (Maneuver)
You can fix your terrifying sharp gaze on a creature you can When you make a Strength (Athletics) check to attempt to
see and that can see you within 30 feet of you. Make a shove or grapple a creature, you can choose to subtract a
Charisma (Intimidation) check, contested by the target's number from the roll up to your proficiency bonus. If you
Charisma (Intimidation) check. If you succeed, the target succeed, the target takes bludgeoning damage equal to twice
becomes frightened of you until the start of your next turn. the subtracted number.
Once you affect a creature with this effect or a creature
succeeds on its Charisma (Intimidation) check against you, it Shadow Hand Initiate
becomes immune to this effect for 24 hours. Prerequisite: Proficiency with all martial weapons, the ability
to initiate at least one technique or at least 1 ki point
Iron Heart Initiate You study the basics of the Shadow Hand martial
Prerequisite: Proficiency with all martial weapons, the ability discipline, gaining the following benefits, and learning the
to initiate at least one technique or at least 1 ki point Shadow Clone Exploit ability:
You study the basics of the Iron Heart martial discipline, Increase your Intelligence, Wisdom or Charisma by 1, to a
gaining the following benefits, and learning the Ironheart maximum of 20.
Aura Exploit ability: You learn one 1st-level technique of your choice from the
Increase your Intelligence, Wisdom or Charisma by 1, to a Shadow Hand martial discipline. You can initiate this
maximum of 20. technique once without spending ki points. You can't do so
You learn one 1st-level technique of your choice from the again until you finish a short or long rest. You can also
Iron Heart martial discipline. You can initiate this initiate this technique with any ki points you have, but only
technique once without spending ki points. You can't do so at a level equal to or lower than your Technique Limit. If
again until you finish a short or long rest. You can also you don't have a Technique Limit, you can only initiate it at
initiate this technique with any ki points you have, but only 1st level. The technique's initiator ability is the ability
at a level equal to or lower than your Technique Limit. If increased by this feat.
you don't have a Technique Limit, you can only initiate it at Shadow Clone
1st level. The technique's initiator ability is the ability Exploit (Swift, Tactical)
increased by this feat. While you 're concentrating on a stance technique, you can
Ironheart Bolster use this Exploit to create an illusory incorporeal shadow
Exploit (Swift, Tactical) clone of yourself that appears next to you and lasts until the
While you 're concentrating on a stance technique, you can start of your next turn. When you are targeted by an attack,
use this Exploit to bolster your allies. Until the start of your you can command the shadow clone to interpose itself
next turn, whenever a creature of your choice within 5 feet of between you and the attack (no action required), granting the
you makes a saving throw, it gains a bonus to the roll equal to attacker disadvantage on the attack roll.
half your proficiency bonus.
Stone Dragon Initiate White Raven Initiate
Prerequisite: Proficiency with all martial weapons, the ability Prerequisite: Proficiency with all martial weapons, the ability
to initiate at least one technique or at least 1 ki point to initiate at least one technique or at least 1 ki point
You study the basics of the Stone Dragon martial You study the basics of the White Raven martial discipline,
discipline, gaining the following benefits, and learning the gaining the following benefits, and learning the White Raven
Stone Power Exploit ability: Defense Exploit ability:
Increase your Intelligence, Wisdom or Charisma by 1, to a Increase your Intelligence, Wisdom or Charisma by 1, to a
maximum of 20. maximum of 20.
You learn one 1st-level technique of your choice from the You learn one 1st-level technique of your choice from the
Stone Dragon martial discipline. You can initiate this White Raven martial discipline. You can initiate this
technique once without spending ki points. You can't do so technique once without spending ki points. You can't do so
again until you finish a short or long rest. You can also again until you finish a short or long rest. You can also
initiate this technique with any ki points you have, but only initiate this technique with any ki points you have, but only
at a level equal to or lower than your Technique Limit. If at a level equal to or lower than your Technique Limit. If
you don't have a Technique Limit, you can only initiate it at you don't have a Technique Limit, you can only initiate it at
1st level. The technique's initiator ability is the ability 1st level. The technique's initiator ability is the ability
increased by this feat. increased by this feat.
Stone Power White Raven Defense
Exploit (Swift, Tactical) Exploit (Swift, Tactical)
While you're concentrating on a stance technique and While you 're concentrating on a stance technique and one
before you make any attacks on your turn, you can use this or more allies that aren't incapacitated are within 5 feet of
Exloit to subtract a number from all attack rolls you make you, you can use this Exploit to coordinate your defenses.
until the start of your next turn, up to your proficiency bonus. Until the start of your next turn, you and each of those allies
You gain a bonus to AC equal to the subtracted number until gain a bonus to AC equal to half your proficiency bonus.
the start of your next turn.
Power Attack Type Feats
Tiger Claw Initiate As you 'll notice, some of the feats presented here
Prerequisite: Proficiency with all martial weapons, the ability employ the somewhat popular alternative to GWM
to initiate at least one technique or at least 1 ki point and SS of "take a penalty to your attack roll up to
You study the basics of the Tiger Claw martial discipline, your proficiency bonus, add twice the penalty to
gaining the following benefits, and learning the Furious X". We suggest using the following rule to balance
Reaver Exploit ability: the use of those feats when a character has
multiple of them:
Increase your Intelligence, Wisdom or Charisma by 1, to a You can only take a penalty to your attack rolls to
maximum of 20. activate one feat at a time.
You learn one 1st-level technique of your choice from the
Tiger Claw martial discipline. You can initiate this
technique once without spending ki points. You can't do so
again until you finish a short or long rest. You can also
initiate this technique with any ki points you have, but only
at a level equal to or lower than your Technique Limit. If
you don't have a Technique Limit, you can only initiate it at
1st level. The technique's initiator ability is the ability
increased by this feat.
Furious Reaver
Exploit (Swift, Tactical)
While you 're concentrating on a stance technique and
engage in two-weapon fighting, you can use this Exploit to
bolster your assault. Until the start of your next turn, your
weapon attacks deal extra damage equal to the amount of
hostile creatures within 5 feet of you, up to your proficiency
bonus. The type of the extra damage is the same as the
damage type of the weapon used to make the attack.

6
Iaijutsu Master
Generic Feats You 've studied the art of Iaido, learning how to draw a
These feats are generic, and are intended to be available to weapon and attack in the same fluid motion. You gain the
any character, while focusing on different aspects of martial following benefits, and learn the Iai Strike Exploit ability:
combat. Some of them are geared towards initiators, but do
not grant the use of techniques, so they are placed here Increase your Dexterity by 1, to a maximum of 20.
rather than in the Initiator Feats section. Quick Draw. Whenever you make an attack, you can draw
one melee weapon that lacks the two-handed property as
Duel of Wills part of the attack. If the weapon doesn't have the light
property, it needs to be sheathed on your person in order
You are a fearsome combatant, and you can instill fear in the for you to draw it in this way, such as by being placed in a
hearts of your enemies. You gain proficiency with the scabbard.
Intimidation skill. If you are already proficient with that skill,
you gain proficiency with another skill of your choice. Iai Strike
Duel of Wills. When you roll initiative, you can choose a Exploit (Maneuver)
creature you can see and that can see you within 30 feet of The first time on a turn that you draw a melee weapon and
you and instigate a duel of wills with it. The duel of wills hit a creature with an attack using that weapon, you can add
takes place immediately before initiative is rolled, and if you your proficiency bonus to its damage roll.
instigate a duel of wills with a creature that has an
Intelligence score of 3 or less, nothing happens. The creature Martial Study
that you instigate a duel of wills with can choose to respond By studying the basics of the Sublime Way, you learn to focus
in one of three ways, with the corresponding effect taking your ki and perform the necessary motions to initiate
place as detailed below: techniques. You gain the following benefits:
Submit. The creature willingly submits to your challenge.
It has disadvantage on its next initiative roll and on weapon Increase your Intelligence, Wisdom or Charisma by 1, to a
attacks against you on the first round of combat. maximum of 20.
Ignore. The creature doesn't participate in the challenge. You learn two 1st-level techniques of your choice from any
You have advantage on weapon attacks against it in the first martial discipline. You can initiate these techniques by
round of combat. using any ki points you have, but only initiate at a level
Participate. The creature participates in the challenge. equal to or lower than your Technique Limit. If you don't
Make a Charisma (Intimidation) check, contested by the have a Technique Limit, you can only initiate them at 1st-
target's Charisma (Intimidation) check. For the next minute, level. The techniques' initiator ability is the ability
the first time on a turn the one who succeeds makes a increased by this feat.
weapon attack against the one who fails, it has advantage on You gain 1 ki point, which you can only use to initiate
the roll. techniques you know. Once you spend this ki point, you
regain it when you finish a short or long rest.
Focused Warrior
Rapid Assault
Prerequisite: the ability to initiate at least one technique
You 've honed your focus in battle and are able to maintain Your fighting style emphasizes taking foes down with quick,
your calm. You gain the following benefits: powerful blows. You gain the following benefits:
You have advantage on Constitution saving throws that Increase your Dexterity by 1, to a maximum of 20.
you make to maintain your concentration on a technique Whenever you roll initiative, you can add your proficiency
when you take damage. bonus to the roll.
When a hostile creature's movement provokes an In the first round of combat, your weapon attacks deal an
opportunity attack from you, you can use your reaction to extra 1d6 damage per two points of your proficiency
initiate a strike technique at the creature, rather than bonus. The type of the extra damage is the same as the
making an opportunity attack. The strike technique must damage type of the weapon used to make the attack.
have an initiation time of 1 action and must target only Sublime Way Initiate
that creature.
Prerequisite: the ability to initiate at least one technique
Your disciplined training has helped you develop a
particular specialization of technique use. As a result, you
learn one Technique Specialization option of your choice
from the disciple class. If you already have a specialization,
the one you choose must be different.
Whenever you reach a level that grants the Ability Score
Improvement feature, you can replace this feat's Technique
Specialization with another one from the disciple class that
you don't have.

7
Appendix A: Extra Weapons
In this part of the document, we present a variety of new
weapons.

Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Brass Knuckles 2 gp 1d4 bludgeoning 1 lb. Special, finesse, light
Scythe 2 gp 1d6 slashing 4 lb. Reach, two-handed
Spiked Brass Knuckles 2 gp 1d4 piercing 1 lb. Special (see Brass Knuckles), finesse, light
Hammer 3 gp 1d6 bludgeoning 3 lb. Thrown (range 20/60)
Simple Ranged Weapons
Shuriken 1 sp 1d4 piercing 1/4 lb. Special, finesse, light, thrown (20/60)
Martial Melee Weapons
Barbed whip 2 gp 1d6 piercing 3 lb. Finesse, reach
Bo Staff 15 gp 1d6 bludgeoning 4 lb. Special, reach, two-handed
Long Staff 10 gp 1d6 bludgeoning 3 lb. Finesse, reach, two-handed
Saber 25 gp 1d8 slashing 3 lb. Finesse
Martial Pole 15 gp 1d4 bludgeoning 4 lb. Finesse, reach, versatile (1d6)
Spiked Chain 30 gp 1d8 pirercing 10 lb. Special, heavy, reach, two-handed
Wakizashi 5 gp 1d6 slashing 3 lb. Finesse, light, Versatile (1d8)
War Javelin 10 gp 1d8 piercing 3 lb. Thrown (range 20/60)
War Scythe 15 gp 1d8 slashing 4 lb. Reach, two-handed
War Spear 15 gp 1d8 piercing 4 lb. Thrown (range 20/60), versatile (1d10)
Martial Ranged Weapons
Bo Shuriken 5 gp 1d6 piercing 1/2 lb. Finesse, light, thrown (range 20/60)

Special Weapons Shuriken. Shuriken are considered monk weapons for


Weapons with special rules are described here. creatures with levels in the monk class.
Bo Staff. When you hit a Large or smaller creature with a Spiked Chain. When you hit a creature with an attack
bo staff, you can attempt to trip the target. using a spiked chain, you can forgo dealing damage to the
If you attempt to trip a creature with a bo staff, you make a target with the attack to attempt to disarm it, forcing it to
Strength (Athletics) check contested by the target's Strength drop one item of your choice that it's holding.
(Athletics) check or Dexterity (Acrobatics) check (the target's If you attempt to disarm a creature with a spiked chain, you
choice). If you succeed, you knock the target prone make a Strength (Athletics) check contested by the target's
Brass Knuckles. Attacks made with brass knuckles are Strength (Athletics) check. If you succeed, the target drops
also considered unarmed strikes. In addition, wielding brass the object you choose, and you can move the object up to 10
knuckles counts as you wearing them and not holding them, feet towards you.
but a brass knuckle still occupies the hand you 're wielding it
for anything in the game that requires you to have a free
hand.

8
Appendix B: Sublime Way Techniques Iron Heart
Punishing Stance (Stance): Take a -2 penalty to AC to deal
In this part of the document, we first list the available 1st- extra 1d6 damage with attacks.
level techniques, and then present their descriptions. Steel Wind (Strike): Make two attacks, each against a
You can find the rules regarding techniques in our Disciple different creature.
class, but here is a short review on them, compared to Steely Strike (Strike): Make attack with advantage, but
spellcasting, for ease of use: attacks against you have advantage.
An initiator using techniques is the equivalent to a Setting Sun
spellcaster casting spells. An initiator's initiator ability Counter Charge (Counter): Successful Strength or
score is the equivalent to a spellcaster's spellcasting Acrobatics check allows you to nullify attack and push the
ability score. attacker.
Techniques have levels that go from 1 to 9. To initiate a
technique, you must spend ki points equal to the Mighty Throw (Strike): Successful Athletics or Acrobatics
technique's level. The Disciple class has a Technique check allows you to throw creature.
Limit, which describes the highest level of techniques it Step of the Wind (Stance): Ignore difficult terrain, gain
can initiate. In this document, the Technique Limit is advantage on attacks and Athletics checks when fighting in
handled in each feat, separately. diffuclt terrain.
Regarding Range, Duration, Targets, Areas of Effect,
Saving Throws and Concentration, the same rules as Shadow Hand
spells apply. Child of Shadow (Stance): Become lightly obscurred,
The effects of different techniques add together while the moving grants enemies disadvantage on attacks against you.
durations of those techniques overlap. The effects of the Clinging Shadow Strike (Strike): Deal +1d6 cold or
same technique initiated multiple times don’t combine, necrotic damage and impose disadvantage.
however. Instead, the most potent effect—such as the Island of Blades (Stance): You and allies gain pack tactics.
highest bonus—from those initiations applies while their Shadow Blade Technique (Strike): Roll two d20s, use lower
durations overlap. Or the most recent effect applies if the to deal +2d6 cold damage.
initiations are equally potent and their durations overlap.
Stone Dragon
Technique List Charging Minotaur (Strike): Charge attack knocks enemy
prone.
1st Level Stone Bones (Strike): Successful attack grants you
resistance to bludgeoning, piercing and slashing damage.
Desert Wind Stonefoot Stance (Stance): +2 to AC while you 're in contact
Blistering Flourish (Strike): Burst of light blinds creatures with the ground.
around you.
Distracting Ember (Boost): Create fiery illusion to gain Tiger Claw
advantage on attacks. Blood in the Water (Stance): Slaying a creature or scoring a
Flame's Blessing (Stance): Gain resistance to fire damage. crit grants you advantage on attacks.
Wind Stride (Boost): +10 ft. bonus to speed, ignore difficult Hunter's Sense (Stance): Gain advantage on Perception
terrain and don't provoke opportunity attacks. and Survival checks.
Sudden Leap (Boost): Jump and gain advantage on next
Devoted Spirit attack.
Crusader's Strike (Strike): Successful attack allows you to Wolf Fang Strike (Strike): Attack with two weapons.
heal 1d6 + initiator ability modifier.
Iron Guard's Glare (Stance): Enemies take a d4 penalty to White Raven
attacks. Bolstering Voice (Stance): Grant allies a 1d4 bonus to
Martial Spirit (Stance): Grant temporary hit points with Wisdom saving throws.
each successful attack. Douse the Flames (Strike): Deal +1d6 damage and target
Vanguard Strike (Strike): Successful attack grants allies can't take reactions.
advantage on next attack. Leading the Attack (Strike): Successful attack grants allies
advantage on attacks against target.
Diamond Mind Leading the Charge (Stance): Empower charge attacks of
Moment of Perfect Mind (Counter): Gain advantage on allies.
Intelligence, Wisdom and Charisma savings throws.
Sapphire Nightmare Blade (Strike): Successful
Investigation or Insight check allows you to deal +1d6
damage.
Stance of Clarity (Stance): One creature has disadvantage
on attacks against you, but other creatures have advantage on
attacks against you.

9
Devoted Spirit
Technique Descriptions
The descriptions of the various techniques belonging to each Crusader's Strike
martial discipline are presented below. 1st-level devoted spirit (strike)
Initiation Time: 1 action
Desert Wind Range: Melee attack
Duration: Instantaneous
Blistering Flourish Make a melee weapon attack against a creature you can
1st-level desert wind (strike) reach. On a hit, the target suffers the attack's normal effects,
Initiation Time: 1 action and a creature of your choice that you can see within 10 feet
Range: Self (5-foot radius) of you regains hit points equal to 1d6 + your initiator ability
Duration: Instantaneous modifier. Undead and constructs can't regain hit points from
You generate a burst of brilliant light in a 5-foot radius area this technique.
centered on you. Each creature other than you within the At Higher Levels. When you initiate this technique by
affected must succeed on a Constitution saving throw or be spending 2 or more ki points, the healing increases by 1d6
blinded until the start of your next turn. for each ki point spent above 1.
At Higher Levels. When you initiate this technique by
spending 2 or more ki points, the radius of the area of Iron Guard's Glare
brilliant light increases by 5 feet for each ki point spent above 1st-level devoted spirit (stance)
1. Initiation Time: 1 bonus action
Range: Self (10-foot-radius)
Distracting Ember Duration: Concentration, up to 1 minute
1st-level desert wind (boost) While maintaining this stance, you weaken the assault of
Initiation Time: 1 bonus action enemies within range. Whenever a creature within range
Range: Self (10-foot radius) makes a weapon attack, you can roll a d4 and subtract the
Duration: 1 round number rolled from the attack roll. Creatures immune to
When you initiate this technique, each creature of your being frightened are immune to this technique.
choice that you can see and that can see you within 10 feet of At Higher Levels. At 5th level, the die you roll increases to
you must make an Intelligence saving throw. Until the start of a d6. The die increases again at 11th level (d8) and at 17th
your next turn, you have advantage on weapon attacks level (d10) .
against all creatures that fail this saving throw.
Martial Spirit
Flame's Blessing 1st-level devoted spirit (stance)
1st-level desert wind (stance) Initiation Time: 1 bonus action
Initiation Time: 1 bonus action Range: Self
Range: Self Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute While maintaining this stance, you inspire vigor on your
While maintaining this stance, you have resistance to fire allies. Whenever you hit a creature with a melee weapon
damage. attack, you or a creature of your choice you can see within 10
feet of you gains temporary hit points equal to your initiator
Wind Stride ability modifier.
1st-level desert wind (boost) At Higher Levels. At 5th level, the temporary hit points
increase to 1d4 + your initiator ability modifier. The
Initiation Time: 1 bonus action temporary hit points increase again at 11th level (1d6 + your
Range: Self initiator ability modifier) and at 17th level (1d8 + your
Duration: 1 round initiator ability modifier) .
Until the start of your next turn, your speed increases by 10
feet and your movement is unaffected by difficult terrain and Vanguard Strike
doesn't provoke opportunity attacks. 1st-level devoted spirit (strike)
Initiation Time: 1 action
Range: Melee attack
Duration: Instantaneous
Make a melee weapon attack against a creature you can
reach. On a hit, the target suffers the attack's normal effects,
and creatures of your choice within 30 feet of you have
advantage on the first attack roll they make against the target
before the start of your next turn.

10
Diamond Mind Iron Heart
Moment of Perfect Mind Punishing Stance
1st-level diamond mind (counter) 1st-level iron heart (stance)
Initiation Time: 1 reaction, which you take when you are Initiation Time: 1 bonus action
forced to make an Intelligence, Wisdom or Charisma Range: Self
saving throw Duration: Concentration, up to 1 minute
Range: Self While maintaining this stance, you take a -2 penalty to your
Duration: 1 round AC and your weapon attacks deal an extra 1d6 damage on a
You still yourself, exerting your iron will and supreme hit. The type of the extra damage is the same as the damage
focus. Until the start of your next turn, you gain advantage on type of the weapon used to make the attack.
Intelligence, Wisdom and Charisma saving throws, including At Higher Levels. At 5th level, the extra damage increases
against the triggering saving throw. to 2d6. The damage increases again at 11th level (3d6) and
17th level (4d6).
Sapphire Nightmare Blade
1st-level diamond mind (strike) Steel Wind
1st-level iron heart (strike)
Initiation Time: 1 action
Range: Melee attack Initiation Time: 1 action
Duration: Instantaneous Range: Melee attack
Duration: Instantaneous
When you initiate this technique, you make a melee
weapon attack against a creature you can reach. However, When you initiate this technique, make two melee weapon
instead of making an attack roll to hit the target, make an attacks, each against a different creature you can reach. On a
Intelligence (Investigation) or Wisdom (Insight) check (your hit, a target suffers the attack's normal effects.
choice), contested by the target's AC. If you succeed, the At Higher Levels. When you initiate this technique by
attack hits the target, the target suffers the attack's normal spending 2 or more ki points, you can make an additional
effects and takes an extra 1d6 damage from the attack. The melee weapon attack against a different creature you can
type of the extra damage is the same as the damage type of reach for each ki point spent above 1.
the weapon used to make the attack.
At Higher Levels. When you initiate this technique by Steely Strike
spending 2 or more ki points, the extra damage increases by 1st-level iron heart (strike)
1d6 for each ki point spent above 1. Initiation Time: 1 action
Range: Melee attack
Stance of Clarity Duration: Instantaneous
1st-level diamond mind (stance) Make a melee weapon attack against a creature you can
Initiation Time: 1 bonus action reach. You have advantage on the attack roll. On a hit, a target
Range: Self suffers the attack's normal effects. Until the start of your next
Duration: Concentration, up to 1 minute turn after you initiate this technique, all creatures other than
When you assume this stance, and as a bonus action on the creature you attacked with this technique have advantage
subsequent turns while you are maintaining this stance, you on melee weapon attacks against you.
can choose one creature you can see. Until the start of your
next turn, the target has disadvantage on attacks rolls against Setting Sun
you, but attack rolls from any other attacker you haven't Counter Charge
chosen with this stance against you are made with advantage. 1st-level setting sun (counter)
At Higher Levels. At 5th level, you can choose up to two
creatures to have disadvantage on attack rolls against you Initiation Time: 1 reaction, which you take when a creature
with this stance. You can choose more creatures at 11th level you can see hits you with a melee weapon attack after
(up to three creatures) and at 17th level (up to four creatures). moving at least 10 feet
Range: Self
Duration: Instantaneous
You use the attacker's momentum against it, provided you
can reach the attacker. Make a Strength (Athletics) or
Dexterity (Acrobatics) check, contested by the attacker's
attack roll for the attack. If you succeed, the attack misses you
and you can push the attacker up to 10 feet away from you.
At Higher Levels. When you initiate this technique by
spending 2 or more ki points, you can throw the target an
additional 10 feet away from you for each ki point you spend
above 1.

11
Mighty Throw Island of Blades
1st-level setting sun (strike) 1st-level shadow hand (stance)
Initiation Time: 1 action Initiation Time: 1 bonus action
Range: Touch Range: Self
Duration: Instantaneous Duration: Concentration, up to 1 minute
You grab a creature no more than one size larger than you While maintaining this stance, if both you and an ally of
and attempt to throw it away. Make a Strength (Athletics) yours are within 5 feet of a creature, you and your ally gain
check, contested by the target's Strength (Athletics) check. If advantage on melee attack rolls against that creature,
you succeed, you throw the target to an unoccupied space of provided both you and your ally aren't incapacitated.
your choice you can see within 10 feet of you and it lands
prone. Shadow Blade Technique
At Higher Levels. When you initiate this technique by 1st-level shadow hand (strike)
spending 2 or more ki points, you can throw the target an Initiation Time: 1 action
additional 10 feet away from you for each ki point you spend Range: Melee attack
above 1. Duration: Instantaneous
Step Of the Wind Make a melee weapon attack against a creature you can
1st-level setting sun (stance) reach. Instead of making a normal attack roll, roll two d20s. If
you have neither advantage or disadvantage, use the first d20
Initiation Time: 1 bonus action roll to determine if you hit. If you have advantage, use the
Range: Self highest roll on the two d20s, and use the lowest roll on the
Duration: Concentration, up to 1 minute two d20s if you have disadvantage.
While maintaining this stance, your movement is On a hit, the target suffers the attack's normal effects. If the
unaffected by difficult terrain. In addition, you have advantage second roll would also hit the target, then the target takes an
on attack rolls and Strength (Athletics) checks against additional 2d6 cold damage from the attack.
creatures that are standing in difficult terrain, provided their At Higher Levels. When you initiate this technique by
movement isn't also unaffected by difficult terrain. spending 2 or more ki points, the extra damage increases by
1d6 for each ki point you spend above 1.
Shadow Hand
Stone Dragon
Child of Shadow
1st-level shadow hand (stance) Charging Minotaur
Initiation Time: 1 bonus action 1st-level stone dragon (strike)
Range: Self Initiation Time: 1 action
Duration: Concentration, up to 1 minute Range: Self
While maintaining this stance, shadows cling to you and Duration: Instantaneous
you become lightly obscured. If you move at least 10 feet on As part of the action used to initiate this technique, you
your turn, the shadows grow stronger, and any creature has move up to your speed without provoking opportunity
disadvantage on attack rolls against you until the start of your attacks. When your movement ends, you can make one
next turn. An attacker is immune to this effect if it doesn't rely weapon attack against a creature that you can reach as part
on sight, as with blindsight, or can see through illusions, as of the same action. If you moved at least 10 feet in a straight
with truesight. line before making the attack, you have advantage on the
attack roll. On a hit, the target suffers the attack's normal
Clinging Shadow Strike effects, and if the target is Large or smaller, it is knocked
1st-level shadow hand (strike) prone.
Initiation Time: 1 action Stone Bones
Range: Melee attack 1st-level stone dragon (strike)
Duration: 1 round
Make a melee weapon attack against a creature you can Initiation Time: 1 action
reach. On a hit, the target suffers the attack's normal effects, Range: Melee attack
Duration: Instantaneous
takes an extra 1d6 cold or necrotic damage from the attack
(your choice), and has disadvantage on attack rolls until the Make a melee weapon attack against a creature you can
end of its next turn. reach. On a hit, the target suffers the attack's normal effects,
At Higher Levels. When you initiate this technique by and you gain resistance to bludgeoning, piercing and slashing
spending 2 or more ki points, the extra damage increases by damage from nonmagical attacks until the start of your next
1d6 for each ki point you spend above 1. turn.

12
Stonefoot Stance Wolf Fang Strike
1st-level stone dragon (stance) 1st-level tiger claw (strike)
Initiation Time: 1 bonus action Initiation Time: 1 action
Range: Self Range: Melee attack
Duration: Concentration, up to 1 minute Duration: Instantaneous
While maintaining this stance, you stand your ground To initiate this technique, you must engage in two-weapon
firmly, gaining a +2 bonus to your AC. fighting, or have at least one free hand. Make either a melee
At Higher Levels. At 5th level, the bonus to AC increases weapon attack with each weapon you 're wielding against the
to +3 . The bonus to AC increases again at 11th level (+4) and target, or one melee weapon attack and one unarmed strike
at 17th level (+5) . with your free hand against the target (your choice). On a hit,
the target suffers each attack's normal effects.
Tiger Claw
White Raven
Blood In the Water
1st-level tiger claw (stance) Bolstering Voice
Initiation Time: 1 bonus action 1st-level white raven (stance)
Range: Self Initiation Time: 1 bonus action
Duration: Concentration, up to 1 minute Range: Self (30-foot radius)
While maintaining this stance, whenever you reduce a Duration: Concentration, up to 1 minute
creature to 0 hit points or score a critical hit against a While maintaining this stance, whenever you or a friendly
creature with a weapon attack, you gain advantage on all creature within 30 feet of you makes a Wisdom saving throw,
weapon attacks until the start of your next turn. it can roll a d4 and add it to the roll.
At Higher Levels. At 5th level, the die a creature can add
Hunter's Sense to the roll increases to 1d6. The die increases again at 11th
1st-level tiger claw (stance) level (1d8) and at 17th level (1d10).
Initiation Time: 1 bonus action Douse the Flames
Range: Self 1st-level white raven (strike)
Duration: Concentration, up to 1 minute
Initiation Time: 1 action
While maintaining this stance, you have advantage on Range: Melee attack
Wisdom (Perception) checks that rely on hearing and smell Duration: 1 round
and Wisdom (Survival) checks made to track creatures.
Make a melee weapon attack against a creature you can
Sudden Leap reach. On a hit, the target suffers the attack's normal effects,
1st-level tiger claw (boost) takes an extra 1d6 damage from the attack and can't take
Initiation Time: 1 bonus action reactions until the start of your next turn. The type of the
Range: Self extra damage is the same as the damage type of the weapon
Duration: Instantaneous used to make the attack.
At Higher Levels. When you initiate this technique by
When you initiate this technique, make a Strength spending 2 or more ki points, the extra damage increases by
(Athletics) check or Dexterity (Acrobatics) check. You then 1d6 for each ki point you spend above 1.
make a standing long jump, but the distance you can leap is
equal to the total rolled, and it doesn't cost you any Leading the Attack
movement. After you land, you have advantage on the next 1st-level white raven (strike)
melee weapon attack you make before the start of your next Initiation Time: 1 action
turn. Range: Melee attack
At Higher Levels. When you initiate this technique by Duration: 1 round
spending 2 or more ki points, you gain a +5 bonus to the total
rolled for each ki point you spend above 1. Make a melee weapon attack against a hostile creature you
can reach. On a hit, the target suffers the attack's normal
effects, and until the start of your next turn, attack rolls
against the target are made with advantage.
At Higher Levels. When you initiate this technique by
spending 2 or more ki points, the extra damage increases by
1d6 for each ki point you spend above 1.

13
Leading the Charge
1st-level white raven (stance)
Initiation Time: 1 bonus action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
While maintaining this stance, once per turn, whenever a
creature you can see within 30 feet of you makes a weapon
attack after moving at least 10 feet in a straight line, you can
choose to empower the attack (no action required). On a hit,
the attack deals an extra 1d6 damage. The type of the extra
damage is the same as the damage type of the weapon used
to make the attack.
At Higher Levels. At 5th level, the extra damage increases
increases to 2d6. The damage increases again at 11th level
(3d6) and at 17th level (4d6).

Art Credits
We don't own any of this wonderful art. We urge you to check
out the great artists credited below, and support them in any
way possible! The art in this document is copyright Wizards
of the Coast and used under the Fan Content Policy. Art
Credits in order of appearance:
Page 1: Wyleth, Knight of New Benalia - Josu Hernaiz
Page 2: Murder - Tyler Jacobson
Page 3: Hammers of Moradin - Justine Cruz
Page 8: Weapon Rack - Joe Slucher

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