Martial Changes
The Physical Plausibility Scale
Don’t be too constrained to what is physically possible or realistically plausible when making a physical based skill check (e.g. strength, dexterity) you are proficient in. Even at low levels, you are far removed from the regular populace in terms of capability, and even beyond numerical scaling, you will grow even further over the course of your journey. Consider this level scale of martial skill/power feasibility:
- Levels 1-4: Peak human capabilities. If a human is on record having done this, then it is possible to meet or even exceed these records for feats of strength or skill.
- Levels 5-8: Superhuman level. At this level, you are far beyond the average human limits of possibility. Punching through steel and stone is no issue, provided it isn’t too thick. You can keep pace with a car, and match its engine in strength if you wish to stop it. You can become nearly unnoticeable in a crowd, and pick even the toughest of locks, given time.
- Levels 9-12: Heroic level. At this level, you are mirroring the feats of the old heroes. Lifting cars, steel beams, and stone slabs is a Tuesday for you. You can climb small buildings in seconds, and swim upstream against the fastest of rapids. You could steal the crown off of a king’s head and they would not notice until you paraded around the room with it, and you would unquestionably be able to then vanish into the night afterward with hardly a trace left behind.
- Levels 13-16: Mythical level. You have entered the realm of folk tales and myth. It is no issue to uproot a tree from the ground and walk away with it. If you wanted to climb a sheer cliff face while carrying a heavy load, the bigger issue would be making sure the surface of the cliff can support your weight. You are fast as the wind, and can be just as invisible when you put your mind to it.
- Levels 17-20: Demigod level. At this level you are beginning to accomplish feats that break logical convention. Feats such as breaking walls of force in a single focused hit, becoming completely undetectable to divination magic, or other prying eyes on your story, and other such “impossible” feats can now be done easily.
Combat Superiority
3rd-total level martial feature
When you reach 3 total levels in classes that have the Sneak Attack or Extra Attack features in their base class features, you learn to prepare maneuvers that are fueled by special dice called superiority dice.
Maneuvers
- You can prepare two maneuvers of your choice (which are listed under “Maneuvers” in the PHB under the former Battlemaster subclass, page 73). Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
- You can prepare one additional maneuver of your choice when you reach 5, 8, 11, 13, and 17 total levels in classes that get this feature. Below is a table showing how many maneuvers you will have based on your martial level.
- You can also prepare one maneuver of your choice for free so long as it adds a bonus to a skill check, or it grants advantage on a skill check roll. This does not count against the number of maneuvers you can have prepared. At levels 5, 8, and 11 you can prepare an additional free skill check maneuver, as shown in the table.
- You can change your list of prepared maneuvers when you finish a field or long rest. Preparing a new list of maneuvers requires time spent in practice and warm-up: at least 1 minute per new maneuver on your list.
- Maneuver level prerequisites refer to your character’s total level in classes that have Extra Attack or Sneak Attack in their base class features. For example a level 11 Fighter has access to level 11 maneuvers, same as a multiclassed character with 5 levels in Rogue, and 6 in Barbarian. Maneuver class level prerequisites require taking at least as many levels in the listed class as required.
Superiority Dice
- You have two superiority dice, which are d4s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
- Some martial classes gain larger superiority dice sizes at later levels in their class.
- If you have superiority dice from other sources, they use the highest dice size you have obtained from these features.
- You gain two more superiority dice at level 5, and another superiority die when you reach 8, 11, 13, and 17 total levels in classes that get this feature. Below is a table showing how many superiority dice you will have based on your martial level.
- Different Martial classes will increase the size of their superiority dice at different levels. A second table is below showing at what level each martial class gains die size increases.
Saving Throws
- Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
- Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
| Level | Number of Dice | Number of Maneuvers | Free skill Maneuvers |
| 3 | 2 | 2 | 1 |
| 5 | 4 | 3 | 2 |
| 8 | 5 | 4 | 3 |
| 11 | 6 | 5 | 4 |
| 13 | 7 | 6 | 4 |
| 17 | 8 | 7 | 4 |
| Level | Barbarian die size | Fighter die size | Monk die size | Paladin die size | Ranger die size | Rogue die size |
| 3 | 1d4 | 1d6 | 1d4 | 1d4 | 1d4 | 1d4 |
| 8 | 1d4 | 1d8 | 1d4 | 1d4 | 1d4 | 1d6 |
| 10 | 1d6 | 1d8 | 1d6 | 1d4 | 1d4 | 1d6 |
| 12 | 1d6 | 1d10 | 1d6 | 1d4 | 1d4 | 1d8 |
Battle Hardened
5th-total level martial feature
- When you reach 5 total levels in classes that have the Sneak Attack or Extra Attack features in their base class features, you learn to use the skills you have accumulated in a more instinctive and improvised way during desperate times. When you make a saving throw you are not proficient in and fail, you may use your reaction to expend one of your superiority dice and add it to the roll, potentially turning the failure into a success.
Scroll casting
Spells from scrolls can be attempted to be cast, even without the Spellcasting feature, with a successful Arcana check. The DC equals 10+the spell’s level.