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Warrior Battle Techniques

Basic Techniques

Second Wind

  • Cost: 2 Vitality Points
  • Action: Bonus Action
  • Description: You draw on a well of inner stamina to push through pain.
  • You regain hit points equal to 1d10 + your Warrior level.
  • Once per turn only.
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    Action Surge

  • You can only use this ability once per long rest, or twice starting 17th level
  • Cost: 6 Vitality Points
  • Action: Free (No Action, immediate effect)
  • Description: In a burst of martial instinct, you seize a perfect moment to act again.
  • You may immediately take one additional Action on your turn.
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    Indomitable

  • Cost: 4 Vitality Points
  • Action: Reaction (when you fail a saving throw)
  • Description: You steel yourself and force your body to endure.
  • When you fail a saving throw, you can spend 4 Vitality Points to automatically succeed on that saving throw
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    Flow Step

  • Cost: 2 Vitality Points
  • Action: Bonus Action
  • Description: Your focus heightens and your body surges with speed.
  • Until the end of your turn, your movement speed is doubled, and you ignore difficult terrain.
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    Fighting Spirit

  • Cost: 3 Vitality Points
  • Action: Bonus Action
  • Description: You center your soul and become a blur of intent.
  • You gain advantage on all attack rolls made this turn.
  • Until the start of your next turn, you also gain temporary hit points equal to your Warrior level.
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    Keen Edge

  • Cost: 4 Vitality Points
  • Usage: 1/Short Rest
  • Description: You sharpen your strike to an impossible degree.
  • For the next minute, your weapon attacks crit on a 19–20.
  • At level 15, this improves to 18–20 during the duration.
  • Can only be used once per short rest.
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    Battle Ready

  • Cost: 2 Vitality Points
  • Action: Bonus Action
  • Description: You drop into a honed defensive stance.
  • You may take the Dodge action as a bonus action.
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    Rally

  • Cost: 3 Vitality Points
  • Action: Bonus Action
  • Description: You call out with force and resolve, shielding an ally’s will.
  • An ally within 60 feet gains temporary hit points equal to your Charisma modifier + your Warrior level.
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    Resilience

  • Cost: 3 Vitality Points
  • Action: Reaction (when subjected to an effect that requires a Dex save)
  • Description: You blur with movement, minimizing the impact.
  • On a failed Dexterity saving throw, you take half damage instead of full.
  • On a success, you take no damage.
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    Dueling

  • Cost: 1 Vitality Point
  • Action: Bonus Action
  • Description: You adopt a close-guard stance, maximizing power in one-handed combat.
  • Until the start of your next turn, when wielding a melee weapon in one hand and no other weapons, your attacks with that weapon deal +2 bonus damage on a hit.
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    Defensive Posture

  • Cost: 1 Vitality Point
  • Action: Bonus Action
  • Description: You enter a defensive stance to deflect attacks.
  • You gain +1 AC until the start of your next turn.
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    Protection

  • Cost: 2 Vitality Points
  • Action: Reaction (when a creature attacks an ally within 5 ft)
  • Description: You deflect the attack away from an ally.
  • Impose disadvantage on the attack roll.
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    Blind Fighting

  • Cost: 1 Vitality Points
  • Action: Bonus Action
  • Description: You heighten your senses to detect foes nearby.
  • Until the end of your next turn, you have blindsight out to 10 feet, allowing you to target invisible or hidden enemies within that range.
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    Guardian

  • Cost: 2 Vitality Points
  • Action: Reaction (when an ally is hit within 5 ft)
  • Description: You shield an ally from harm.
  • When an ally within 5 feet is hit by an attack, reduce the damage taken by 1d10 + your proficiency bonus.
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    Melee

    Great Weapon Fighting

  • Cost: 2 Vitality Points
  • Action: Reaction (on damage roll)
  • Description: You readjust your swing mid-strike for maximum carnage.
  • When you roll a 1 or 2 on a damage die for a melee weapon attack with a two-handed weapon, you can reroll that die and must use the new result.
  • This applies to all weapon damage dice of that attack.
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    Dual Wielder

  • Cost: 2 Vitality Points
  • Action: Bonus Action
  • Description: You flow from strike to strike with twin weapons.
  • When you make an off-hand attack as part of two-weapon fighting, you can add your ability modifier to the damage of that off-hand attack.
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    Aggressive

  • Cost: 1 Vitality Points
  • Action: Bonus Action
  • Description: You charge into the fray.
  • Move up to half your speed in a straight line toward a creature. If you end this movement within 5 feet of the creature, your next attack against it has advantage.
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    Precision Attack

  • Cost: 1 Vitality Point
  • Action: No Action (used during an attack roll)
  • Description: You adjust your angle mid-swing for deadly precision.
  • Add 1d8 to your attack roll after seeing the result but before knowing the outcome.
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    Sweeping Attack

  • Cost: 2 Vitality Points
  • Action: Part of a weapon attack
  • Description: Your attack continues into a second target in range.
  • When you hit a creature with a melee weapon attack, choose another creature within 5 feet of the original target.
  • That creature takes weapon damage equal to your Strength or Dexterity modifier (no attack roll).
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    Disarming Attack

  • Cost: 2 Vitality Points
  • Action: Part of a weapon attack
  • Description: You aim to knock the weapon from your foe’s hands.
  • On hit, the target must succeed on a Strength saving throw (DC = 8 + Proficiency + Str/Dex mod) or drop one item it’s holding of your choice.
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    Menacing Attack

  • Cost: 2 Vitality Points
  • Action: Part of a weapon attack
  • Description: You strike with such force and fury that it terrifies your foe.
  • On hit, the target must make a Wisdom saving throw (DC = 8 + Proficiency + Str/Dex mod) or be Frightened of you until the end of your next turn.
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    Pushing Attack

  • Cost: 2 Vitality Points
  • Action: Part of a weapon attack
  • Description: You drive your target back with a powerful strike.
  • On hit, the target must make a Strength saving throw (same DC as above) or be pushed 15 feet directly away from you.
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    Riposte

  • Cost: 2 Vitality Points
  • Action: Reaction (when a creature misses you with a melee attack)
  • Description: You turn a missed attack into an opportunity.
  • Make a melee weapon attack against the creature that missed you.
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    Brace

  • Cost: 2 Vitality Points
  • Action: Reaction (when a creature enters your reach)
  • Description: You’re ready to meet their charge with steel.
  • Immediately make a weapon attack against the creature entering your reach.
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    Feinting Attack

  • Cost: 2 Vitality Points
  • Action: Bonus Action
  • Description: You throw your foe off balance with misleading footwork.
  • Choose one creature within 5 feet. Your next attack against that creature before the end of your turn has advantage, and if it hits, you deal an additional 1d8 damage.
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    Parry

  • Cost: 2 Vitality Points
  • Action: Reaction (when hit by a melee attack)
  • Description: You deflect a blow at the last moment.
  • Reduce the damage by 1d8 + your Dexterity modifier.
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    Trip Attack

  • Cost: 2 Vitality Points
  • Action: Part of a weapon attack
  • Description: You aim for the legs, toppling your opponent.
  • On hit, the target must make a Strength saving throw or be knocked prone.
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    Charge

  • Cost: 2 Vitality Points
  • Action: Part of Dash action
  • Description: Your momentum fuels a crushing blow.
  • After using the Dash action, if you move at least 20 feet in a straight line toward a creature and then hit with a melee weapon attack, the creature must succeed on a Strength saving throw or be knocked prone.
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    Ranged

    Precision

  • Cost: 2 Vitality Points
  • Action: Bonus Action
  • Description: You line up the perfect shot, sacrificing speed for accuracy.
  • You may choose to forego all movement this turn. If you do, your next ranged weapon attack has advantage and ignores half and three-quarters cover.
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    Focus

  • Cost: 1 Vitality Point
  • Action: Bonus Action
  • Description: You slow your breath and aim with precision.
  • Until the end of your turn, gain a +2 bonus to attack rolls with ranged weapons.
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    Pinning Shot

  • Cost: 2 Vitality Points
  • Action: Part of a ranged weapon attack
  • Description: You aim for the leg or foot, rooting your target in place.
  • On a hit, the target must succeed on a Strength saving throw (DC = 8 + Proficiency + Dex mod) or have their speed reduced to 0 until the start of your next turn.
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    Leg Shot

  • Cost: 2 Vitality Points
  • Action: Part of a ranged weapon attack
  • Description: You target a joint or tendon to slow your foe’s advance.
  • On a hit, the target’s speed is halved and it can’t take the Dash action until the end of its next turn.
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    Disarming Shot

  • Cost: 2 Vitality Points
  • Action: Part of a ranged weapon attack
  • Description: You fire to knock a weapon or item free of your target’s grip.
  • On a hit, the target makes a Strength saving throw or drops one item it is holding of your choice. The item lands at its feet.
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    Ricochet Shot

  • Cost: 3 Vitality Points
  • Action: Bonus Action
  • Description: You bounce your shot off the environment to strike a hidden or sheltered foe.
  • You may target a creature that is behind three-quarters cover or around a corner (if you can see a surface near it).
  • Make your ranged attack with disadvantage, but ignore the cover. On a hit, you deal half damage, but may apply any conditions or effects as normal.
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    Hawk Eye

  • Cost: 2 Vitality Points
  • Action: Bonus Action
  • Description: You draw breath, slow your pulse, and fire through obscured terrain.
  • Until the end of your turn, your ranged attacks ignore half, three-quarters, and lightly obscured terrain (including fog, darkness, magical dim light, etc.).
  • You also don’t suffer disadvantage for attacking unseen creatures this turn.
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    Volley Burst

  • Cost: 3 Vitality Points
  • Action: Action
  • Description: You unleash a storm of arrows or shots into a tight cluster of enemies.
  • Choose a 10-foot-radius area within your weapon’s normal range. Each creature in the area must make a Dexterity saving throw.
  • On a failure, they take half your weapon damage (rolled once on a success, they take nothing.
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    Bludgeoning Techniques

    Shatter Stance

  • Cost: 2 Vitality Points
  • Action: Part of a weapon attack
  • Requirements: Bludgeoning weapon
  • Description: You aim for the legs or hips, cracking their balance.
  • On a hit, the target must succeed on a Dexterity saving throw or be knocked prone.
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    Concussive Smash

  • Cost: 3 Vitality Points
  • Action: Part of a weapon attack
  • Requirements: Bludgeoning weapon
  • Description: You strike the head or helm with raw force, jarring the target’s senses.
  • On hit, the target must make a Constitution saving throw or be stunned until the start of your next turn.
  • On a success, it takes an extra 1d8 damage from the force.
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    Shockwave Slam

  • Cost: 3 Vitality Points
  • Action: Action
  • Requirements: Two-handed bludgeoning weapon
  • Description: You slam your weapon into the ground, sending a rippling quake outward.
  • Creatures within 10 feet must make a Dexterity saving throw or be knocked prone and take 2d10 bludgeoning damage.
  • On a success, they take half damage and remain standing.
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    Momentum Bash

  • Cost: 2 Vitality Points
  • Action: Reaction (when a creature moves within 5 ft of you)
  • Requirements: Bludgeoning weapon
  • Description: You intercept a moving enemy with a brutal body blow.
  • Make an opportunity attack with your bludgeoning weapon.
  • On a hit, reduce the creature’s speed by half until the end of its next turn.
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    Piercing Techniques

    Vital Strike

  • Cost: 2 Vitality Points
  • Action: Part of a weapon attack
  • Requirements: Piercing weapon
  • Description: You aim for an exposed vital point.
  • On a hit, the target begins bleeding: it takes 1d4 damage at the start of its turn for 1 minute or until it receives magical healing or someone uses an action to staunch the wound (DC 10 Medicine).
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    Armor Breach

  • Cost: 3 Vitality Points
  • Action: Part of a weapon attack
  • Requirements: Piercing weapon
  • Description: You exploit a gap in your enemy’s defenses.
  • On hit, the attack ignores resistance to nonmagical piercing damage and treats the target’s AC as 2 lower for the attack.
  • If it hits, the target’s AC remains reduced by 2 until the end of your next turn.
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    Impaling Thrust

  • Cost: 4 Vitality Points
  • Action: Action
  • Requirements: Piercing weapon
  • Description: You launch a brutal, penetrating strike.
  • Make a melee or thrown piercing attack. On a hit, deal double weapon damage and restrain the target until the start of your next turn, as your weapon pins them to terrain or flesh.
  • If you are not adjacent to the target at the start of your next turn, the effect ends.
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    Slashing Techniques

    Whirlwind Cut

  • Cost: 3 Vitality Points
  • Action: Action
  • Requirements: Slashing weapon
  • Description: You spin in a deadly arc, cutting all around you.
  • All creatures within 5 feet must make a Dexterity saving throw.
  • On a failed save, they take your weapon damage. On a success, they take half.
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    Mauling Strike

  • Cost: 2 Vitality Points
  • Action: Part of a weapon attack
  • Requirements: Slashing weapon
  • Description: You swing wildly to leave a brutal wound.
  • On a hit, the target must succeed on a Constitution saving throw or have disadvantage on all Strength and Dexterity checks until it receives magical healing or finishes a short rest.
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    Crosscut Laceration

  • Cost: 2 Vitality Points
  • Action: Bonus Action
  • Requirements: Slashing weapon
  • Description: Your slashing attack imposes a bleeding effect
  • If you hit a creature with a slashing weapon this turn, you may make a second melee weapon attack against the same target.
  • 1d6 damage per round, DC 8 + your attack modifier Con save to end
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    Special Weapon Techniques

    Iaijutsu Draw

  • Cost: 2 Vitality Points
  • Action: Bonus Action
  • Requirements: Katana
  • Description: You sheath and draw the blade in one fluid, explosive motion.
  • Make a single melee weapon attack with advantage. On a hit, the target cannot take reactions until the end of its next turn.
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    Moon Arc Slash

  • Cost: 3 Vitality Points
  • Action: Action
  • Requirements: Katana
  • Description: You perform a wide, graceful sweep of your blade.
  • Attack up to two adjacent creatures with a single sweeping motion.
  • On a hit, the second target takes full damage if within 5 feet of the first.
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    Entangling Lash

  • Cost: 2 Vitality Points
  • Action: Action
  • Requirements: Kusarigama
  • Description: You throw the weighted chain to tangle your foe’s limbs.
  • Choose a creature within 15 feet. It must make a Strength saving throw or be grappled (DC = 8 + Proficiency + Dex mod).
  • While grappled, the creature has disadvantage on attack rolls against targets other than you.
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    Whirl and Hook

  • Cost: 3 Vitality Points
  • Action: Action
  • Requirements: Kusarigama
  • Description: You spin and hook the blade around multiple enemies.
  • Each creature of your choice within 10 feet must succeed on a Dexterity saving throw or take 1d10 slashing damage and be pulled 5 feet toward you.
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    Silent Strike

  • Cost: 2 Vitality Points
  • Action: Bonus Action
  • Requirements: Ninja weapon
  • Description: You strike where the opponent isn’t looking.
  • If you are hidden, your next attack deals an additional 2d6 damage, and the target must succeed on a Wisdom saving throw or be unable to speak or shout until the end of its next turn.
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    Smoke Veil Toss

  • Cost: 3 Vitality Points
  • Action: Action
  • Requirements: Ninja weapon (or smoke bomb-like tool)
  • Description: You throw a powder or pellet that bursts into blinding smoke.
  • You and all allies within a 10-foot radius become heavily obscured until the start of your next turn.
  • Creatures inside the cloud disadvantage on attack rolls, and ranged attacks through it are impossible.
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    Steel Fan Deflection

  • Cost: 2 Vitality Points
  • Action: Reaction
  • Requirements: War fan
  • Description: You open your fan in a flash to redirect a strike.
  • When a creature hits you with a melee attack, reduce the damage by 1d10 + your Dex modifier, and may move 5 feet without provoking.
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    Fan of Feathers

  • Cost: 3 Vitality Points
  • Action: Action
  • Requirements: War fan
  • Description: You throw a series of sharpened feathered fans or razors with style and speed.
  • Make three ranged fan or shuriken attacks against one or more creatures.
  • On a hit, each does 1d6 slashing damage, and the target has disadvantage on its next attack.
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    Reaper’s Hook

  • Cost: 3 Vitality Points
  • Action: Action
  • Requirements: Scythe
  • Description: You hook your foe and drag them into your killing arc.
  • Choose a creature within 10 feet. On a hit, deal normal damage and pull them 5 feet, then make a second attack against them.
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    Harvest Sweep

  • Cost: 4 Vitality Points
  • Action: Action
  • Requirements: Scythe
  • Description: You spin the weapon in a deadly reaping motion.
  • All creatures in a 15-foot cone must make a Dex saving throw or take 2d8 slashing damage and be knocked prone.
  • On a success, they take half damage and remain standing.
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    Pole Vault Strike

  • Cost: 2 Vitality Points
  • Action: Bonus Action
  • Requirements: Naginata
  • Description: You plant your weapon and use it to launch yourself into position.
  • Leap up to 15 feet in any direction, including over enemies and terrain.
  • If you land within 5 feet of a creature, you may make one melee weapon attack with disadvantage as part of the same bonus action.
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    Black Powder Finale

  • Cost: 4 Vitality Points
  • Action: Action
  • Requirements: Firearm
  • Description: You load a special round or overcharge your shot.
  • Fire a shot in a 30-foot line, up to 5 feet wide. All creatures in the line must make a Dexterity saving throw or take 2d10 piercing + 1d10 fire damage.
  • On a success, they take half.
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    Trick Reload

  • Cost: 1 Vitality Point
  • Action: Bonus Action
  • Requirements: Firearm
  • Description: You perform a rapid reload under pressure.
  • Instantly reload your weapon and gain advantage on your next attack with it this turn.
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    Flashbang Shot

  • Cost: 3 Vitality Points
  • Action: Action
  • Requirements: Firearm
  • Description: You fire a custom round that explodes in a burst of light and force.
  • Creatures within 10 feet of the target location must make a Constitution saving throw or be blinded until the end of their next turn.

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