Each discipline has its own set of abilities called techniques. Certain classes/subclasses have access to only some of these disciplines.
Once a character learns a martial discipline, they have access to all its techniques. They may spend any grit points available to them to do so, and may do as many techniques as they can on their turn in combat.
Grit Points
All techniques,s regardless of what discipline they come from, will cost a number of Grit Points or GP. If, for some reason, a grit point is expended and the technique fails, then no grit points are expended.
Martial Discipline Difficulty
Any difficulty mentioned in a technique is calculated as follows:
(8 + Athletics + STR) or (8 + Agility + DEX)
Martial Discipline Passives
Each discipline has one passive effect, which is just a general upgrade that does not require the spending of grit points. You may switch this passive with any other passive you know by switching your currently equipped weapons.
Swordplay
Passive: While only wielding a weapon in one hand with nothing or a buckler in your other hand, you may add +2 to your roll to hit.
Techniques:
- Footwork: (Free Action) You may expend a grit point to move 15 feet as a free action.
- Parry Stance: (Minor Action) Spend 3 GP to increase your evasion by 5 until the start of your next turn. If any number of enemies miss you with a melee attack until the start of your next turn, you can immediately make a single melee attack towards that creature as a free reaction. This can happen as many times as you are attacked, and to the same attacker as many times as they miss.
- Riposte: (Reaction) Spend 1 GP. When a creature misses you with a melee attack, you may make an immediate melee attack against them as part of this reaction.
- Disarming Flourish: (free Action) When you hit with a melee attack, you may spend 1 GP to cause the target you hit to make an agility roll. On a failure, they drop one held item of your choice. If it’s a one-handed weapon and you have a free hand, you may catch it.
- Lunge: (Free Action) Spend 1 GP. Your next major action melee attack gains an increased range of 5 feet. You have +1d6 to hit and damage on that attack.
- Fast Flourish: (Free Action) After you hit with a melee attack, you may spend 2 GP. Immediately make a second attack with advantage as a free action.
Shieldplay
Passive: While wielding one or more shields, gain an additional 2 AR.
Techniques:
- Shield Bash: (Reaction) Spend 1 GP. When a creature enters into melee range of you, you may immediately make a melee attack with your shield. On hit, deal 1d6 + Strength bludgeoning damage and force them to make an Athletics roll. On a failure, the target is pushed 5 ft away from you in a direction you choose, and cannot use the remainder of their movement action.
- Intercepting Guard: (Reaction) Spend 1 GP. When a creature within 5 ft of you is hit by a rolled attack against their evasion, you may take half of the total damage they would’ve taken before calculating armor or resistances.
- Quick Cover: (Reaction) Spend 1 GP. Raise your shield to gain +5 evasion against a ranged attack made by a creature that you can see.
- Shield Slam: (Major Action) Spend 1 GP. Make a melee attack with your shield against a creature within 5 ft. On hit, deal 1d8 + Strength bludgeoning damage and force an athletics roll. On failure, the target is knocked prone.
- Shield Charge: (Movement Action) Spend 2 GP. As part of this movement, you may move through a hostile creature’s spaces. Any creature you pass through the space of must make an athletics roll or take 1d8 + Strength bludgeoning damage and be knocked prone. If a creature passes, then you don’t get to move further and instead stop within melee range of the creature that succeeded.
- Fortress Stance: (Minor Action) Spend 1 GP. Until the start of your next turn, you gain +5 AR.
Throwing
Passive: When you make a ranged attack with a thrown weapon, you can add +2 to the damage.
Techniques:
- Intercept Throw: (Reaction) Spend 1 GP. When a ranged weapon attack or projectile spell targets you or an ally within 30 ft of you, you may attempt to deflect it by throwing a weapon or object at the moving projectile. Make a thrown weapon attack roll (Evasion = the projectile’s bonus to hit). On a success, the projectile is destroyed or deflected harmlessly.
- Evasive Throw: (Reaction) Spend 1 GP. When a creature rolls to attack you, quickly make a thrown weapon attack at them to distract them. They have disadvantage on that attack.
- Pin: (Major Action) Spend 1 GP. Throw a weapon at a creature within 5ft of a solid surface, such as a wall or the floor, to pin it to that surface and reduce its movement to 0, alongside dealing the thrown weapon’s normal damage. Removing the weapon with a major action and a successful athletics roll will unpin the creature.
- Perfect Throw: (Major Action) Spend 1 GP. Make a thrown weapon attack. If it hits, it counts as a critical.
- Retrieval:. (Minor Action) Spend 1 GP. You may easily retrieve a single thrown weapon from a creature or surface that you struck with a thrown weapon attack. When you do so, you pull the weapon out and deal 1d6 non-negatable damage to that creature. That creature must make a fortitude roll or gain the bleeding condition.
- Quickthrow: (Major Action) Spend 1 GP. You make two thrown weapon attacks.
Unarmed
Passive – While not wielding any weapons, you may add +2 to the damage of your unarmed strikes.
Techniques:
- Hard Counter: (Reaction) Spend 1 GP. When a creature within 5 ft misses you with a melee attack, and you are holding nothing in your hands, immediately make two unarmed strikes against them as part of this reaction.
- Neck Hook: (Minor Action) Spend 1 GP. If you are hidden, you may grapple a creature within 5ft of you without the need for a contested roll. In addition, that creature is muted and cannot make any noise until it escapes the grapple.
- Sweeping Kick: (Major Action) Spend 1 GP. Do a sweeping unarmed attack on one creature within 5 ft of you. On a hit,t your attack will hit all creatures within 5 ft of you and knock them prone.
- Choke Hold: (Major Action) Spend 2 GP. You may attempt to choke out a creature that you have grappled so long as you are unarmed. It must roll Fortitude or fall unconscious.
- Drop Kick: (Major Action) Spend 1 GP. You deal a powerful two-legged kick and fall prone. A creature, so long as it is of a size equal to or smaller than you, is pushed 15 feet in a direction of your choice, knocked prone, and takes 2d12 bludgeoning damage.
- Evasive Stance: (Minor Action) Spend 1 GP. Until the start of your next turn, you have +5 to evasion.
Heavy Weapon
Passive – When wielding a weapon with two hands, you may add a +2 to your damage roll.
Techniques:
- Cleaving Counter: (Reaction) Spend 1 GP. When a creature hits you with a melee attack, you may make a melee attack against them as part of this reaction. If you hit, the damage you roll will go towards reducing any damage that they dealt to you. If you negate all the damage, then the excess damage will be dealt to them.
- Unstoppable Momentum: (Free Action) Spend 1 GP. If you reduce a creature to 0 HP, you may immediately maneuver and make a melee attack at another target for free.
- Sweeping Strike: (Major Action) Spend 1 GP. Before rolling to hit, choose two creatures within melee range of you and each other, and immediately attack both with the same attack roll. You deal the same damage to each of them.
- Overhead Devastation: (Major Action) Spend 1 GP. Make a single melee attack. On a hit, deal an extra 2d6 of your weapon’s damage.
- Brute Stance: (Minor Action) Spend 1 GP. Until the end of your turn or until you move or maneuver, your melee weapon attacks deal an additional 1d10 damage, and you must also subtract 1d4 from your rolls to hit.
- Swing Stance: (Minor Action) Spend 1 GP. Until the end of your turn or until you move or maneuver, gain +5 to hit on all of your next attacks this turn.
Dual-Wielding
Passive: While wielding a weapon in each hand, you may add a +1 to both damage and your roll to hit.
Techniques:
- Twin Parry: (Reaction) Spend 1 GP. When a creature hits you with a melee attack, roll a melee attack for each weapon you hold. If either roll meets or exceeds the attacker’s roll to hit, you parry the blow and take no damage.
- Flurry Riposte: (Reaction) Spend 1 GP. When a creature makes an attack against you with a melee attack, immediately make a melee attack for each weapon you are holding against that creature as part of this reaction. If that kills it, you take no damage from their attack.
- Blade Dance: (Major Action) Spend 2 GP. Make a melee attack on each creature within 5 ft of you that you choose.
- Eviscerating Combo: (Major Action) Spend 2 GP. Attack with both your main hand and off-hand weapons that you are holding against a single target. If both attacks hit, you may make an additional attack with each weapon on that target.
- Frenzy Stance: (Minor Action) Spend 1 GP. Until the start of your next turn or until you move or maneuver, you may make melee attacks as a minor action instead of a major action.
- Twin Finisher: (Major Action) Spend 2 GP. Make a melee attack with your main-hand weapon. If it hits, you may immediately make an attack with your off-hand weapon with advantage. If the second attack hits, add 2d6 damage to that attack.
Marksmanship
Passive: When making a ranged attack with a bow, crossbow, or sling, you may add +2 to your roll to hit.
Techniques:
- Covering Fire: (Reaction) Spend 1 GP. When an ally within 60 ft is targeted by a melee or ranged attack, you may make a ranged attack against the attacker. On a hit, impose disadvantage on their attack roll.
- Showing off: (Reaction) Spend 1 GP. When a creature makes a ranged attack against you and hits you may make a ranged attack against the projectile. The evasion of the projectile is equal to the projectile’s roll to hit. Upon hitting it, roll damage. You negate their attack, and if your damage exceeds theirs, you deal the excess damage to the creature that fired the projectile.
- Piercing Shot: (Major Action) Spend 2 GP. Make a single ranged attack that pierces through enemies. Draw a straight line 60 ft long from your position; make one attack roll on the creature closest to you and in that line. On a hit, deal weapon damage to every creature in that line.
Pinning Shot: (Major Action) Spend 1 GP. Make a ranged weapon attack at a creature within 5ft of a solid surface, such as a wall or the floor, to pin it to that surface and reduce its movement to 0, alongside dealing the weapon’s normal damage. Removing the pin requires a major action and a successful athletics roll.
- Aiming Stance: (Minor Action) Spend 1 GP. Your next ranged weapon attack on this turn ignores cover and has +1d6 to hit and damage.
- Volley: (Major Action) Spend 2 GP. You make 3 ranged weapon attacks at one target, so long as you don’t need to reload.