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View Full Version : D&D 5e/Next Martial Maneuvers & Other Class Martial Class Overhauls



StrengthofMany
2014-09-01, 11:22 PM
Hi, I've been working on an overhaul for the past week to incorporate Maneuvers as a basic part of every non-full caster class. I feel like something was lost in transition by putting them strictly behind the Battle Master Fighter archetype and wanted to bring that to the forefront. I have also done a lot of 'quality of life' changes for non-caster classes, especially where they have class features that are strictly inferior to existing spells despite that being their class 'niche'.

Note that this is not in any way balanced or extensively playtested beyond a few private games.


Martial Classes
Classes this pertains to; Barbarian, Fighter, Paladin, Monk, Ranger, Rogue


Maneuvers: All of the listed classes may use Maneuvers from the Battle Master archetype and gain Superiority dice like the Battle Master archetype. Every class listed above gains three Maneuvers at first level. Figthers gain five Maneuvers at first level. At the end of a Short Rest or Long Rest you may exchange the Maneuvers you know for other Maneuvers on a 1:1 basis.

Superiority Dice: All of the listed classes gain one Superiority Die at the start of a combat. Unused superiority dice carry over from turn to turn, to your total maximum number of superiority dice. You gain one total superiority dice at level 1. Superiority dice start as d6s at level 1. At level 6, your total Superiority dice increases to 2 and your superiority die increase to d8s. At level 12 you gain 3 total superiority dice. At level 16 you gain 4 total superiority dice.


FIGHTER

HP: d12 hit die.

Second Wind: Second Wind increases by 1d10 every five levels (2d10 at 5th, 3d10 at 10th, 4d10 at 15th, and 5d10 at 20th).

Unparalleled Warrior: From 3rd level and onward the Fighter automatically gains the class features from the Champion and Battle Master archetypes. The Fighter gains an additional Superiority die along with the listed Superiority dice he normally gains.

Improved Combat Superiority: Fighter superiority dice start at d8s. They increase to d10s at level 12, and d12s at level 18.

Tactical Genius: Starting at 15th level, when initiative is rolled you can choose to set your initiative to go before or after anyone else. You can not alter the initiative order after this choice is made.


RANGER

Land’s Stride: Replace the original text as follows, ‘Starting at 8th level, you are treated as being permanently affected by the Freedom of Movement spell. This feature is not considered a magical ability and can not be dispelled or neutralized.’

Hide In Plain Sight: Replace the original text as follows, ‘Starting at 10th level, you can attempt a Stealth check to hide even if you are in broad daylight, in plain view, or otherwise unobscured. You do not gain Disadvantage for hiding in this manner.’

RANGER ARCHETYPES

BEAST MASTER

Ranger’s Companion: Replace the following text with ‘Choose a beast that is no larger than Medium and that has a challenge rating of 1/2 or lower.’

Exceptional Training: Replace the text as follows; ‘Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn. In addition, you may now tame a beast companion that has a size no larger than Large and has a CR of 1.’

Masterful Training: Beginning at 12th level you may tame a beast companion no larger than Large and with a CR equal to (Ranger level/3, rounded down.) Your Beast companion may also use one Maneuver per turn and uses your Superiority dice to perform the Maneuver.



ROGUE

Kick It: At 2nd level the Rogue may use the Knock spell once per day. This feature is regained after a Short Rest. At 18th level and onward the Rogue can use Kick It as an innate at-will ability. This feature is not considered a magical ability and can not be dispelled or neutralized.

Into The Shadows: At 3rd level Rogue may use the Invisibility spell with a duration of (Dexterity modifier) hours. The Range is Self and it does not require a Concentration to maintain. This feature can be used once per day. This feature is regained after a Long Rest.

The Unseen Hand: At 9th level the Into The Shadows class feature is treated as a Greater Invisibility spell instead of Invisibility but otherwise functions the same.

Tricks Of The Trade: Once per turn, at 9th level the Rogue may redirect one attack aimed at him toward a willing ally within 10 feet of him. At 15th level this range increases to 30 feet.

ROGUE ARCHETYPES

THIEF

Supreme Sneak: In addition to its original text add the following; ‘Allies within 10 feet of you may use your Stealth rolls in place of their own when sneaking. If an ally moves further away from you than 10 feet then they immediately lose this benefit.’


ASSASSIN

Assassinate: Replace the original text as follows, ‘Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, while you have Advantage from surprise, Stealth, Invisibility or any other means that conceals your presence, any hit you score against a creature that is surprised is a critical hit.’

Infiltration Expertise: In addition to its original text add the following; ‘This otherwise works as a Disguise Self spell that has a duration of Indefinite and can not be detected by magical means.’

Death Strike: Replace the text as follows; ‘Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised or that you have Advantage against, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.’


MONK

Unarmed Strike: Starts at 1d6 damage.

HP: d10 hit dice.

Slow Fall: Replace the text as follows; ‘Beginning at 4th level, you are treated as permanently having the Feather Fall spell. This feature is not considered a magical ability and can not be dispelled or neutralized.’


Maneuvers
I have added some new Maneuvers, changed existing ones a bit, lots of stuff really. If they seem inherently broken that might be the point. I’m trying to scale them so they start off as ‘useful’ at low levels and become better over time, to the point of at least trying to keep up with our Wizard overlords. Something that matches the ‘mythic heroes who save the multiverse’ feel of 16-20th level at the very least, which is when most of them kick in and become ridiculous.

The maneuvers are presented in alphabetical order.

Enhance Certain Maneuvers have the Enhance keyword. They alter and improve a Maneuver in a specific way by spending addition Superiority dice.

Class Certain Maneuvers have additional effects based on the class using them.

Commander’s Strike. When you take the Attack action on your turn, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die.
That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
Enhance: You spend an addition two Superiority dice when performing Commander’s Strike; your allies’ attacks can crit on an 18-20.

Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Monk, Rogue and Ranger The target takes Disadvantage on their saving throw.
Enhance: You spend an addition Superiority die when performing Disarming Attack; the target does half damage until the end of its next turn even if Disarming Attack fails to hit.

Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Fighter, Barbarian and Paladin The target is considered Restrained until the end of its next turn.

Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Rogues, Monks and Rangers The die roll is maximized.
Enhance: You spend an addition two Superiority dice when performing Evasive Footwork; if an enemy makes an opportunity attack against you during this movement you can make a free attack against them.

Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
Rogue The target gains Disadvantage on attack rolls against you until the start of its next turn.

Giant’s Leap. When moving, you can expend one superiority die to automatically succeed on any standing or running jump up to your four times your maximum movement distance plus the result of your die roll on your Superiority die. This jump can be done vertically or horizontally. At the end of this movement you land safely unless falling into a form of dangerous terrain, i.e. spike pits, lava, etc.
Barbarian When you land any creature within 10 feet of you is knocked prone. If they are a larger size category than you they instead take a Strength check. On a failure they are knocked prone by the impact. You can choose to forego this effect if desired.

Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Fighter and Paladin The target takes Disadvantage on the roll to save against Goading attack. At 10th level, you can spend two Superiority dice to make a Goading Attack at any target in range that can see or hear you. They do not take damage from Goading Attack when used this way.
Enhance: You spend an addition Superiority die when performing Goading Attack; while under the effects of Goading Attack, if the target attacks a creature besides you its damage is halved.

Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
Enhance: While mounted, you spend an additional Superiority die; your damage on the attack is doubled.

Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one o f your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Fighter and Paladin You can move up to two allies with this Maneuver and they move their full speed without provoking attacks of opportunity from any enemy that threatens them.
Enhance: You spend an addition Superiority die when performing Maneuvering Attack; your allies ignore the effects of difficult terrain when making this movement.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Barbarian The target has Disadvantage when rolling the Wisdom saving throw if you are Raging.
Enhance: You spend an addition two Superiority dice when performing Menacing Attack; the target is stunned for one round instead.

Overrun. You spend a Superiority die when you making a move action toward an enemy. If you move at least 10 feet straight toward a creature before attacking it, the target takes additional damage equal to your Strength modifier and is pushed 5 feet to the side. Your movement then ends.
Barbarian The target creature is also knocked prone.
Enhance: You spend an additional two Superiority dice and continue moving in a straight line, to the maximum distance of your Dash speed. You make the same attack against every enemy you come in contact with.

Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Fighter and Paladin You can use Parry as a Reaction against an attack directed at an adjacent ally.
Enhance: You spend an additional two Superiority dice; you apply the effect of Parry to every single attack directed against you by the creature that round.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Rogue If your attack would add your Sneak Attack damage, its damage is maximized when using this Maneuver.
Enhance: You spend an additional two Superiority dice; you do no damage and instead Blind or Deafen the target for two rounds.

Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Barbarian The target is also knocked prone.
Enhance: You spend an addition Superiority die when performing Pushing Attack; if the target creature ends its push movement adjacent to an enemy, they both take the damage from Pushing Attack.

Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Paladin Your ally may immediately make a saving throw against any status effect, ailment, spell, so on that is affecting them.
Enhance: You spend an additional Superiority die; all allies within sight and hearing range of you also gain the benefits of Rally.

Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Ranger and Rogue The target gains Disadvantage to attacks directed at you until the end of its next turn.
Enhance: You spend an additional Superiority die; you can Riposte an attack even if it hits you.

Shrug It Off. When you are affected by any status effect from artificial means, be it from poison, magic or otherwise, that places one of these conditions on you (Blinded, Deafened, Frightened, Charmed, Paralyzed, Petrified, Stunned or Unconscious), you can spend two Superiority dice and immediately make a saving throw against it.
Barbarian and Fighter You gain Advantage on the saving throw.
i.e. Sleep or Dominate Person are valid targets for Shrug It Off. Being beaten into unconsciousness and death saves is not a valid target for Shrug It Off.
Enhance: While dying, or if killed by massive damage threshold, you may spend an additional two Superiority dice and use Shrug It Off; you automatic succeed on your Death Saves, stabilize, return to consciousness with half your total hit points automatically healed and stand up for free. Afterward you must complete a Long Rest to use Shrug It Off in this manner again.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Paladin Your Smite damage applies to both targets.
Enhance: You spend an additional two Superiority dice; the target takes this damage again at the start of its next turn.

Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Ranger and Rogue The target takes Disadvantage on the saving throw.
Enhance: You spend an additional two Superiority dice; the target is considered Restrained and must make a Strength or Dexterity saving throw (which ever is lower) to stand up.

Uncanny Senses. When you are attacked by an enemy from Stealth, or who is Invisible to you or otherwise undetected, you can spend two Superiority dice to remove the Advantage bonus from their attacks.
Paladin You can use Uncanny Senses ignore the effects of Surprise when attacked by Undead or Fiends.
Enhance: When making an attack against an enemy who is Invisible you can spend an additional Superiority die to ignore the effect of Invisibility for that attack.

Whirlwind Attack. On your turn, when you attack you can spend two Superiority dice to attack every enemy within reach of you.
Prerequisite You must be using a melee weapon for the attack.
Barbarian and Fighter You add the Superiority dice to the damage of these attacks.
Enhance: You spend an addition two Superiority dice when performing Whirlwind Attack; you can attack every enemy that you can see.

Akiron42
2016-12-16, 10:20 AM
Counterpoint - Sorcerer and Wizard now get d10 hp, and increase their maximum spell slots per day per spell level by their primary casting modifier.

Oh! And Clerics can cast Cure Wounds Spells at will!

And Bard has +Intelligence modifier to their number of Bardic Inspiration dice!

Annnnnnnnnnd Paladin gets Smite Spells at will! Including the misprinted Smite spell!

I love it!!!




If you haven't figured it out yet, this is obvious sarcasm. Your changes are OBVIOUSLY way OP, even without playtesting, you can read it and it should leap out at you.

JNAProductions
2016-12-25, 07:16 PM
Yeah, going to be less caustic, but the classes are pretty well-balanced in terms of combat, and you just provided pure buffs.

Now, if this was OUT OF COMBAT buffs, I'd be more inclined to support this, but as it stands? You're buffing that which is already fine.