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New martial system

Making a unique fighter with moves that feel appropriate to their skillset can be difficult under the current rules so a new type of martial system was made for the characters to feel more distinct and the world more engaging.

The system is tied heavily to the new leveling system (for which see in the all settings section). How it works is you spend your down time training in your general abilities and aquire the dice or points for that respective tier. Then you get access to train in specific skills in that tier using the skill/leveling mechanics or train in down time to get the benefits from the next tier.

(important note: I used the battle master, arcane archer and gunslinger[crit roll type] archetype as a base for this system so the setting will not have those respective archetypes and the leftover features from the battle master are given to the samurai class.

Melee weapon skill tree

Dice number/ type

Time to lvl/rank of maneuvers 

(tier 1)

  • 1/d6 

  • 2 weeks/rank d

Positioning: Evasive footwork, maneuvering attack, 

Counter: Defensive duelist, 

Damage: menacing attack, distracting strike, goading attack, 

(tier 2)

  • 3/d8s

  • 1 month/rank c

Positioning: Lunging attack, rally, tactical assessment, 

Counter: brace

Damage: Quick toss, feinting attack, Grappling strike, 

(tier 3)

  • 4/d10s

  • 1 month/rank c

Positioning: bait and switch, commanding presence,

Counter: parry, quick draw,

Damage: Pushing attack, sweeping attack,

(tier 4)

  • 6/d12s

  • 3 months/rank b

Positioning: ambush,

Counter: Riposte, disarm(disadvantage with a hooked weapon), 

Damage: Trip attack (disadvantage with hooked weapons),  â€‹â€‹â€‹

Ranged skill tree
(any weapon that requires ammunition the type)

Abilities/ grit number

Time to lvl/rank of maneuvers 

(Tier 1)

  • quick draw/ 1 grit

  • 2 weeks/rank d

Physical technique: Close-quarters attack

Trick shots [DC=8+Dex+proficency]: Bullying shot, dazing shot,

(Tier 2)

  • piercing shot/ 3 grit

  • 1 month/rank c

Physical technique: Enhanced focus, keen eye,

Trick shots [DC=8+Dex+proficency]: Disarming shot, deadeye shot,

(Tier 3)

  • sharpshooter(feat)/ 4 grit

  • 1 month/rank c

Physical technique: Volley, fancy shooting,

Trick shots [DC=8+Dex+proficency]: Winging shot, Forceful shot,

(Tier 4)

  • Master archer, martial training/ 6 grit

  • 3 months/rank b

Physical technique: Hemorrhaging critical, aimed shots, trick shot,

Trick shots [DC=8+Dex+proficency]: piercing shot, violent shot, head shot,​​​

Unarmed skill tree 

unarmed Dice type/ maneuver points

Time to lvl/rank of maneuvers 

(Tier 1)

  • d4/ 1

  • 2 weeks/rank d

Fist techniques:  Improvised weapon, straight punch, uppercut,

Grappling Techniques: To the mat, tackle, grapple lock, wrist lock,

Leg Techniques: straight kick, light round kick, low kick, 

(Tier 2)

  • d6/ 3

  • 1 month/rank c

Fist techniques:  feint, hook, jab,

Grappling Techniques: Close-quarters basics, power grapple, throw,

Leg Techniques: Capoeira, flying kick, wheel kick,

(Tier 3)

  • d6/ 4

  • 1 month/rank c

Fist techniques:  elbow strike, palm strike,

Grappling Techniques: Close-quarters enhanced throw, vice grip, no escape,

Leg Techniques: Flying wheel kick, knee strike, dropkick,

(Tier 4)

  • d8/ 6

  • 3 months/rank b

Fist techniques:  Haymaker, focused strike,

Grappling Techniques: Close-quarters enhanced disarm, chokehold, bear grip,

Leg Techniques: Deep round kick, piao de cabeca,​

Ability Description Melee

Ambush.

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.

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Bait and Switch.

When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

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Brace.

When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

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Commander's Strike.

When you take the Attack action on your turn, you can forgo one of your attacks and 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.

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Commanding Presence.

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

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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.

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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.

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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.

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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 this turn. If that attack hits, add the superiority die to the attack's damage roll.

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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.

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Grappling Strike.

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

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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.

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Maneuvering Attack.

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of 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.

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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.

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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.

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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.

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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.

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Quick Toss.

As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.

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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.

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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.

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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.

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Tactical Assessment.

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

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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.

Ability Description Ranged

Bullying Shot.

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

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Dazing Shot.

When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

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Deadeye Shot.

When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

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Disarming Shot.

When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

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Forceful Shot.

When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

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Piercing Shot.

When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

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Violent Shot.

When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

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Winging Shot.

When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Ability Description Unarmed

Bear Grip.

Your hold is deadly enough to crush your foes. You may tighten your grip on a target you are grappling, causing the target to take damage equal to your unarmed strike at the start of each of your turns, and have a 1d4 penalty to escape your grapple. You may not use Chokehold, Joint Lock, or Wrist Lock while using this technique.

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Capoeira. 

When you kick as an unarmed strike, you can add any of your un-used movement for that round to your Damage roll. (1 damage per 5 ft.).

 

Chokehold.

You choke a creature within your hold. Make another grapple attempt. On a success, the creature is choking, and can survive for a number of rounds equal to its Constitution modifier unless it does not need to breathe, then, the creature falls unconscious until the creature takes damage, or someone uses an action to shake or slap them awake. On a failed attempt, the grapple is released. You may not use Bear Grip, Joint Lock, or Wrist Lock while using this technique.

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Close-quarters basics.

You are trained in the hand-to-hand style developed by some of the world's greatest soldiers. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and you can roll 1d4 in place of the normal damage of your unarmed strike. As a reaction when you are targeted by an attack made by a creature within your reach, you may make an unarmed strike against them, and on a hit the target must succeed a Dexterity saving throw or have the attack automatically miss.

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Close-quarters enhanced disarm. (requires Close-quarters enhanced throw)

When a creature fails close-quarter's saving throw, you may attempt to disarm them of the weapon they attacked with.

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Close-quarters enhanced throw. (requires Close-quarters basics)

When you shove a creature, they take your unarmed strike's damage as well and are moved an additional 5 feet away from you and are knocked prone
 

 

Deep Round Kick.

When you hit a creature with a deep round kick, your damage die is increased by two sizes. You can only use this technique once per turn.

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Dropkick.

You jump at a target within the maximum range of your long jump. When you hit a creature with a dropkick, your damage die is increased by two sizes, and perform a shove as part of the same attack. You are then knocked prone. If you miss, you are knocked prone and land 5 feet behind the target.

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Elbow Strike. 

When you hit a creature, the target can't take reactions until the end of your next turn.

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Feint.

You can make an unarmed strike to feint, causing no damage. Instead, you gain advantage on your next attack roll made until the end of your next turn where on a hit, you deal an additional die of damage.

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Flying Wheel Kick.

Choose up to two targets you can see within your maximum jump distance and that are within 5 feet of each other. You jump to a place within 5 feet of those targets and make an attack on each. On a hit, the damage die of your attack is reduced by one size.

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Flying Kick.

You jump toward your enemy and make an unarmed strike. Choose a target you can see within your maximum jump distance. You jump to a place within 5 feet of that target and make an attack. On a hit, the damage die of your attack is increased by one size

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Focused Strike.

You may use your action to make an attack. On a hit, you roll the damage die for that attack a number of times equal to your proficiency bonus.

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Grapple Lock.

As a reaction to being grappled, you can attempt to grapple the creature grappling you.

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Haymaker.

You can declare that you are throwing a haymaker when you make an attack. You have disadvantage on the attack, but you roll damage as if you scored a critical hit when you hit. You can only use this technique once per turn.

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Hook

When you hit a creature, your damage die is reduced by one size and the target has disadvantage on its next weapon attack.

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Jab

You make a set-up strike to open your target's defenses. When you hit a creature, your damage die is reduced by one size and you have advantage on your next attack roll made until the end of your next turn. You can only use this technique once per turn.

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Knee Strike.

When you hit a creature, your damage die is reduced by one size and the target reduces 1d4 from the result of its next saving throw made until the end of your next turn.

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Leg Sweep.

When you hit a creature, your damage is reduced by two sizes and must succeed a contested Strength (Athletics) or Dexterity (Acrobatics) check or the target is knocked prone if the size of the target is large or smaller.

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Light Round Kick. 

When you hit with a light round kick, your damage die is reduced by one size and you can make another light round kick as a bonus action.

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Low Kick.

You make a low round kick or a knee stomp. When you hit a creature, your damage die is reduced by one size and the target movement speed is reduced by 10 feet. This can only be used once per turn.

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No Escape.

Immediately after attacking a creature, you can use your bonus action to make a grapple against that creature.

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Palm Strike.

When you hit a creature with a palm strike, the damage is reduced by one size and you can use your reaction to try to parry the next incoming strike, reducing the damage taken by an attack by an amount equal to your damage die.

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Pião de Cabeça

You spin around over your head, swinging your legs around. You can make one attack against each creature within 5 feet of you. On a hit, the damage die is reduced by one size. You only add your ability modifier to the first successful attack.

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Power Grapple.

You can use your full action to grapple in order to empower it. On a successful grapple, the creature you are grappling is both grappled and restrained until the grapple ends.

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Straight Kick. 

You perform either a front or side kick, pushing your target. When you hit a creature, your damage die is reduced by one size and the creature is pushed 10 feet away from you.

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Straight Punch.

When you hit a creature, your damage die is increased by one size.

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Tackle.

When you hit a creature with a tackle, your damage die is increased by one size and you can perform a shove as part of the same attack, but only to push someone 5 feet away.

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Throw.

You throw the target over your shoulder or hip. You make a shove attempt with the grappled creature and, on a success, the target takes the damage of your unarmed strike and is knocked prone 10 feet in front of you.

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To the Mat.

While grappling an enemy, you have advantage on checks to knock them prone. When they are knocked prone in this way, they take damage equal to your unarmed strike damage.

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Uppercut

You thrust upwards into your opponent's chin with an attack. When you hit a creature, that creature is pushed 5 feet backward or upward.

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Vice Grip.

When you attempt a grapple, you choose whether the creature must make a Strength (Athletics) or Dexterity (Acrobatics) check to avoid being grappled.

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Wheel Kick.

When you hit a creature, you also cause damage against a creature in reach within 5 feet of your target to take damage equal to your ability modifier.

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Wrist Lock.

You twist the wrist of your target, causing intense pain and holding it in place. The target must make a Strength Saving Throw or take the damage of your unarmed strike, the creature is then able to escape the grapple. If it does, it takes damage equal to your unarmed strike die, and the grapple is released. You may not use Bear Grip, Joint Lock, or Chokehold while using this technique.

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