Martial Dice

Based on the 5e playtest before being removed, looking at martial dice from the following link: http://blog.kittenhugs.com/2015/07/martial-options.html?m=1

Not sure about the overall implementation but I love what it adds. I’m not sure how direct of a port it is either. The section is quoted below in the details.

[details=Quote]In the D&D Next playtest, many of the martial characters relied on a resource called “martial damage dice.” While 5e’s basic math makes a return to the system unwise, bringing Martial Dice back as a non-magical utility resource can reduce the system’s utility disparity between casters and martials.
Using your combined levels, you gain a number of Martial Dice based on the Martial Dice by Level table. Each level in Rogue, Barbarian, Monk, and Fighter counts as 1 level. Each level in Paladin and Ranger counts as half of a level. If you have chosen the Pact of the Blade, War Domain, Circle of the Moon, College of Valor, or Favored Soul class option, each level in that option’s respective class counts as one third of a level. Levels in other classes do not count for the purpose of gaining Martial Dice.
You can expend Martial Dice for a variety of effects. You regain all expended Martial Dice after a long rest. Characters with familiars or animal companions, such as through find familiar or the Beast Master class option, can grant their familiar or animal companion the effect instead of themselves.
The saving throw DC for Martial Dice uses is equal to 7 + twice your proficiency bonus.

Augury. You can only expend Martial Dice in this manner if you have proficiency in Religion. You can expend two Martial Dice to cast augury with a casting time of 10 minutes. You can instead expend four Martial Dice to cast divination with a casting time of 30 minutes. You must provide material components for these spells.

Blindsight. You can only expend Martial Dice in this manner if you have proficiency in Perception or Investigation As a bonus action, expend two Martial Dice. Roll one Martial Die. You can see hidden and invisible creatures within 10 feet of you for a number of rounds equal to the result.

Counterspell. You can only expend Martial Dice in this manner if you have proficiency in Arcana. When you see a creature within 60 feet of you cast a spell, you can expend three Martial Dice as a reaction. Make an Intelligence (Arcana) check with a DC of 15 + the spell’s level. On a success, the creature’s spell fails and has no effect.

Charm. You can only expend Martial Dice in this manner if you have proficiency in Deception, Performance, or Persuasion. As an action, expend one or more Martial Dice and choose one non-hostile creature within 60 feet of you that can see and hear you and shares a language with you. The target must make a Wisdom saving throw. On a failure, roll the Martial Dice and add them together. The creature is charmed by you for a number of minutes equal to the result. If you have proficiency in Deception, they will believe anything you say for the duration, so long as what you say is immediately believable. If you expend at least two Martial Dice in this way, you can influence the creature directly by giving them a command, which they will carry out so long as it seems reasonable and will not cause harm to it or its allies.

Cloud. As an action, you can expend one or more Martial Dice to sweep up an obscuring cloud. Roll one Martial Die. The area within a 10 foot radius of you becomes heavily obscured for a number of rounds equal to the result. For each extra Martial Die you expend, the area increases in size by another 10 feet.

Cure Wounds. You can only expend Martial Dice in this way if you have proficiency in Medicine. As an action, expend one Martial Die and choose a creature that you can touch. That creature regains hit points equal to 1d6 + your Wisdom modifier.

Disarm. When you attempt to disarm a creature, you can expend one Martial Die to gain advantage on your opposed check or increase your saving throw DC for the attempt by 5. If you successfully disarm a creature after expending a Martial Die in this manner, you can immediately kick the object they dropped up to 30 feet away.

Fear. You can only expend Martial Dice in this manner if you have proficiency in Intimidation. As an action, expend two Martial Dice and choose a creature within 60 feet that can see and hear you. That target must make a Wisdom saving throw. On a failure, roll the Martial Dice and add them together. The target is frightened of you for a number of rounds equal to the result. At the end of its turn, the frightened creature can make another saving throw to end the effect early.

Feather Fall. You can only expend Martial Dice in this manner if you have proficiency in Acrobatics or Athletics. If you are falling, you can expend one or more Martial Dice as a reaction. Roll the Martial Dice and add them together. For the purpose of falling damage, the fall is reduced by a number of feet equal to 5 times the result.

Fly. You can only expend Martial Dice in this manner if you have proficiency in Acrobatics or Athletics. Expend three or more Martial Dice as a bonus action. Roll one Martial Die. You gain a fly speed of 60 feet for a number of rounds equal to the result. At the end of each turn while you have this fly speed, you fall if you end your turn in midair.

Grappling. When you attempt a grapple, you can expend a Martial Die to grapple a creature one size larger than you regularly can. You can roll the Martial Die and add the result to your Strength (Athletics) check to engage the grapple.

Haste. As an action, expend three Martial Dice. Roll one Martial Die. You cast haste targeting yourself, lasting for a number of rounds equal to the result.

Invisibility. You can only expend Martial Dice in this manner if you have proficiency in Stealth. As an action, expend two Martial Dice. Roll one Martial Die. You become invisible for a number of rounds equal to the result or until you make an attack or cast a spell.

Leadership. You can only expend Martial Dice in this manner if you have proficiency in Persuasion or Animal Handling. If you have proficiency in Persuasion, you can attempt this with humanoids that share a language with you. If you have proficiency in Animal Handling, you can attempt this with beasts or non-evil monstrosities. By talking or interacting with a creature with a CR of no more than half your level that is friendly with you for 10 minutes, you can expend two Martial Dice to convince them to follow you for the cost of living for 24 hours. This cost is equivalent to a number of gold pieces equal to twice its CR per day, minimum 2. The creature will follow your commands during this period so long as doing so does not clearly threaten its life, such as going against a very strong creature in melee or jumping across a deep gorge. If the creature does not share a language with you, commanding it takes an action or bonus action. The creature may still attempt dangerous acts if you perform them first. For the duration, the creature has a bonus to its attack rolls, damage rolls, and saving throws equal to your proficiency bonus.

Magic Weapon. As a bonus action, expend two Martial Dice and choose a weapon you are wielding. Roll the Martial Dice and add them together. Attacks with that weapon are made with a +1 bonus to attack and damage and are magical for a number of rounds equal to the result. If you apply this effect to a familiar or animal companion, their attacks gain this bonus instead.

Revivify. You can only expend Martial Dice in this manner if you have proficiency in Medicine. As an action, you can expend three Martial Dice and attempt to revive a creature you can touch that has died within the last minute. Make a Wisdom (Medicine) check with a DC of 20 + the number of rounds the creature has been dead. On a success, the creature returns to life with 0 hit points but is stable. So long as you do not move away from the creature and it has not been dead for more than 1 minute, you can attempt this check again as an action without expending more Martial Dice.

Spider Climb. You can only expend Martial Dice in this manner if you have proficiency in Athletics or Acrobatics. As a bonus action, expend 2 Martial Dice. Roll the Martial Dice and add them together. You gain a climb speed equal to your walking speed for a number of rounds equal to the result.[/details]


I’ve totaled up the number of actions that martial characters can use that we currently have listed in the house rules—38, and two of those are “Class Ability” and “Improvise”, which is safe to say, there are a lot. Some are variations on attacks, but there are quite a few options. (This doesn’t include Bonus Actions, Move Actions, or Reactions.)

Martial Dice would obviously allow additional actions beyond the normal scope—a general argument would be options which could expand party compatibility and reduce dependence on a spell caster—I like that as a premise. Some of the options to use the dice for I don’t agree with, though I could see ways to argue for them (specifically say, Fly). I like the idea of martial characters being able to gain certain benefits based on their own skills, techniques, training, etc. (Characters could obviously add different flavor for different abilities based on their background).

I suppose what attracts me is a desire hearkening back to when I thought about giving Battle Master maneuvers to all, but this is a completely different subset of abilities and are beneficial in places outside as well as inside of combat.