Combat Arts (Other)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Here is a list of combat arts which can be used by classes such as the Battle Master.

1st Level Combat Arts[edit]

Arching Shot

You fire a shot from your weapon that archs up over the target and strikes from above. The target must succeed on a Dexterity saving throw or take damage equal to your weapon's damage + your combat art die. The target gains no benefit from cover for this saving throw.

Block

When another creature damages you with a melee attack, you use your reaction to reduce the damage by your combat art die + your Dexterity modifier.

Cleave

Make an attack, applying the results to up to two creatures within 5 feet of each other. On a hit, you deal additional damage equal to your combat art die.

Despair

Choose up to three creatures of your choice within 60 feet of you that can see or hear you. Each creature you choose must make a Charisma saving throw. Whenever a target that fails this saving throw makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Disarm

Make an attack. On a hit, you deal additional damage equal to your combat art die, and you attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The creature must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Lecher's Strike

Make an attack. On a hit, you deal additional damage equal to your combat art die, and you attempt to destroy some or all of the target's clothing. The creature must make a Dexterity saving throw. On a failed save, any nonmagical clothing the target is wearing is destroyed.

Push

Make an attack. On a hit, you deal additional damage equal to your combat art die, and the creature must succeed on a Strength saving throw or be pushed 15 feet.

Taunt

You can use your bonus action to taunt a creature within 60 feet of you that can hear or see you. When you do so, that creature must make a Charisma saving throw. On a failure, that creature is taunted by you. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Throw Weapon

You hurl a melee weapon as if it had the thrown property (range 20/60). On a hit, you deal additional damage equal to your combat art die.

Waterstrike

Make an attack. On a hit, you deal additional damage equal to your combat art die, and all the damage from your attack is water damage.

2nd Level Combat Arts[edit]

Blowback

Make an attack. On a hit, you deal additional damage equal to 2 times your combat art die, and the creature must succeed on a Strength saving throw or be pushed back 30 feet and knocked prone. If a pushed target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.

Burning Strike

Make an attack. On a hit, you deal additional damage equal to 2 times your combat art die, and all the damage from your attack is fire damage. At the end of your target's next turn, it takes fire damage equal to your combat art die.

Disarm

Make an attack. On a hit, you deal additional damage equal to twice your combat art die, and you attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The creature must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands 15 feet away from the target in a random direction (roll 1d8 to determine the direction).

Throw Weapon

You hurl a melee weapon as if it had the thrown property (range 40/120). On a hit, you deal additional damage equal to twice your combat art die.


3rd Level Combat Arts[edit]

Exhausting Strike

Make an attack. On a hit, you deal additional damage equal to three times your combat art die, and the target must make a Constitution saving throw or gain a level of exhaustion.

Sweeping Attack

You make one attack roll and apply the results against all creature you choose within 5 feet of you. On a hit, you deal additional damage equal to three times your combat art die.

Vampiric Strike

Make an attack. On a hit, you deal additional damage equal to three times your combat art die, and all the damage from your attack is necrotic damage. You regain hit points equal to the damage dealt.

Volley

You make one attack roll and apply the results against all creatures you choose within 10 feet of a point you choose within range. On a hit, you deal additional damage equal to three times your combat art die.

4th Level Combat Arts[edit]

5th Level Combat Arts[edit]

Flying Weapon

You may use your action to release a weapon you are holding to hover in an unoccupied space within 5 feet of you. If you can see the weapon, you can command it as a bonus action to fly up to 60 feet and either make one attack against a target or return to your hands. If the hovering weapon is targeted by any effect, you are considered to be holding it. The hovering weapon falls if you are incapacitated.

Last Dance

You temporarily become the perfect warrior, putting everything you have into your defense and offense... at a terrible cost, as you "final strike" yourself in a terrifying display of martial prowess. For 1 minute, you gain the following benefits:

  • You can take two turns at your initiative every round.
  • You deal additional damage equal to 5 times your combat art die whenever you hit with a weapon attack.
  • You gain a +5 bonus to AC and to attack rolls.
  • You have immunity to nonmagical bludgeoning, slashing, and piercing damage, and resistance to all other damage.
  • You have immunity to the charmed, exhaustion, frightened, paralyzed, poisoned, and stunned conditions.

At the end of the duration, you die as all the organs of your over-exerted body simultaneously and massively fail. No means short of a wish or direct divine intervention can bring you back to life. Even should you come back to life, you will suffer an irremovable -4 penalty to all attack rolls, saving throws, and ability checks for 30 days. After you use this combat art, there is a 33% chance that you are unable to use it ever again.

Perfect Redirect

When another creature damages you with a melee attack, you use your reaction to reduce the damage to 0 and force the creature to make another attack against a creature within 5 feet of you, adding your combat art die to its attack roll. On a hit, the creature adds 5 times your combat art die to the damage of its attack.

Perfect Shot

A creature that you can see automatically takes damage equal to your weapon's damage die plus 5 times your combat art die. No attack roll required.

Severing Blow

When you hit a creature with an attack, you deal additional damage equal to 5 times your combat art die, and the creature must make a Constitution saving throw. On a failure, the creature loses one of its limbs, with effects determined by the DM.


Back to Main Page5e HomebrewOther

Home of user-generated,
homebrew pages!
system ref. documents


admin area
Terms and Conditions for Non-Human Visitors