Martial Weapon Programs¶
Martial programs cover hand-to-hand combat, knife work, and using a long gun as a club when the rifle is empty. They feed the close-quarters half of an operator's kit.
Melee Weapon Training 1-5¶
Each level may be taken once per weapon group (knives, batons, etc.).
Formal training in one category of melee weapon. A single operator can pick up the track separately for each group they want to master.
- Level 1: Proficiency in one melee weapon group.
- Level 2: +1 to attack rolls with weapons in that group.
- Level 3: +1 to damage rolls with weapons in that group.
- Level 4: An additional +1 to attack rolls (total +2).
- Level 5: An additional +1 to damage rolls (total +2).
Unarmed Training 1-5¶
Basic hand-to-hand: punches, grapples, and pins.
- Level 1: Proficient with unarmed strikes. Unarmed strikes deal 1d4 bludgeoning and may use either STR or DEX for attack and damage rolls.
- Level 2: On a hit with an unarmed strike, you may use a bonus action to attempt a grapple against that target.
- Level 3: Unarmed strike damage increases to 1d6.
- Level 4: Advantage on attack rolls against creatures you are grappling. You may take an action to attempt to pin a grappled creature (another grapple check); on success, both creatures are restrained until the grapple ends.
- Level 5: Unarmed strike damage increases to 1d8, or 1d10 if both of your hands are free.
Advanced Unarmed Training 1-5¶
Prereq: Unarmed Training Level 2.
The "Brawler" specialization: combat techniques fueled by a point pool.
- Level 1: Gain access to Brawler Points and learn 3 Brawler techniques.
- Level 2: Resistance to bludgeoning and subdual damage.
- Level 3: Creatures provoke opportunity attacks from you even when they take the Disengage action.
- Level 4: Learn 3 more Brawler techniques.
- Level 5: When you hit with an opportunity attack, the target's speed becomes 0 for the rest of that turn.
Brawler Points¶
Your pool equals twice your combined levels in Unarmed Training plus Advanced Unarmed Training. Spent points return after a short or long rest.
Brawler Technique Save DC¶
DC = 8 + your proficiency bonus + your DEX or STR modifier (your choice).
Brawler Techniques¶
- Accurate Strike: 1 point. Advantage on your next unarmed attack.
- Defense / Sturdy Defense: 1 point. Take the Dodge action as a bonus action.
- Reposition: 1 point. Take the Disengage or Dash action as a bonus action.
- Trip: 1 point, on an unarmed hit. Target makes a DEX save or is knocked prone.
- Double Strike: After taking the Attack action, spend 1 point for one bonus-action unarmed strike, or 2 points for two.
- Disarming Strike: 2 points, on a melee hit. Target takes normal damage and must make a STR save or drop one held object.
- Stunning Strike: 2 points, on an unarmed or brawler hit. Target makes a CON save or is Stunned until the end of your next turn.
- Solid Strike: 3 points, declared before an unarmed/brawler attack. If the attack hits, double its damage.
- Knock Out: 4 points, on an unarmed hit. Target makes a CON save or falls unconscious, retesting at the start of each of its turns.
Close Quarters Battle (CQB) Training 1-4¶
Using a rifle or carbine as a melee weapon - rifle butts, muzzle strikes, and bayonet work when the fight gets too close to aim.
- Level 1: You may use a proficient ranged weapon as a blunt melee weapon: 1d6 bludgeoning if two-handed, 1d4 if one-handed. With an affixed bayonet, deal slashing or piercing damage instead.
- Level 2: Once per turn, make one melee attack with a held ranged weapon as a bonus action.
- Level 3: CQB melee damage increases: 1H becomes 1d6, 2H becomes 1d8.
- Level 4: You may make two melee attacks with a held ranged weapon as a bonus action.
Dual Weapon Training 1-4¶
Prereq: Dexterity 16+.
Fighting with a melee weapon in each hand.
- Level 1: You may make an off-hand bonus-action attack with melee weapons that do not have the Lite property.
- Level 2: +1 to attack and damage rolls from either hand while wielding two melee weapons.
- Level 3: Make two off-hand attacks as a bonus action instead of one.
- Level 4: You may dual-wield two-handed melee weapons, but all attacks with them are at disadvantage.