If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.

As an Action, make a single weapon attack. You do not add your ability modifier to the damage of this attack. Hit or miss, your animal companion can move up to 10 feet without triggering opportunity attacks.

If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.

As an Action, make a single melee weapon attack. You do not add your ability modifier to the damage of this attack. On a hit, the target creature can as a reaction make a single weapon attack against you with advantage. If it does so, then an ally of your choice within 15 feet of the target creature can make a weapon attack or cast a cantrip against the target as a reaction.

If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.

As an Action, make a single weapon attack. You do not add your ability modifier to the damage of this attack. On a hit, a creature adjacent to you gains an amount of temporary hit points equal to half your class level + Charisma modifier (minimum +1) until the start of your next turn.

If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again.

As an Action, make a single weapon attack with a light, finesse, or monk weapon. You do not add your ability modifier to the damage of this attack. On a hit, you can immediately attempt to escape the grapple.

At present, my idea is to make learning martial techniques similar to how spellcasters learn cantrips. Each martial class learns a specific number of techniques at level 1, and then gains more at higher levels. Look to the last page to see which class can learn which technique when.

At the end of this document is a page of tables. These tables depict which class I think should have access to which techniques, as well as when they should learn them. These are merely recommendations. Fighters have access to almost every single martial technique, while Barbarian and Paladin tie for having access to the fewest. This is due to mostly flavor reasons.

Basing it off Extra Attack means that Fighters will gain the most benefit from these techniques. This is intentional, as other martial classes have other means of keeping up. The Paladin's 11th level Improved Divine Smite add their 1d8 radiant damage to these techniques. Rangers at 11th level focus on spreading their damage to more targets. Monks and Barbarians scale with Martial Arts + Ki and Rage respectively. And the Rogue needs no additional damage dice as it only needs Sneak Attack to keep up.

The damage of these techniques are based on the weapon you use. If you use Crushing Surge with a club instead of a greatclub, you will deal 1d4 bludgeoning damage instead of 1d8. This damage does scale with level, but only when you gain the Extra Attack feature. Each time you gain the Extra Attack feature from the same class, you add damage dice to each technique equal to the weapon's base damage. So if you're a 5th level Fighter, then wielding a rapier will grant you 2d8, whereas wielding a greatsword will grant you 4d6.

Like cantrips, Martial Techniques do not add your ability modifier to damage, use your entire Action instead of an attack in the Attack Action, and employ rider abilities to compensate for the loss in damage. Unlike cantrips, they do not rely on the ability to use magic.

The following pages describe at-will weapon-based abilities available for classes that rely on weapons to learn. These classes are the Barbarian, the Fighter, the Monk, the Ranger, and the Rogue. They are inspired by and derived from 4e At-Will Powers. I went through nearly every 4e martial At-Will Power and converted only those that could fit 5e's expression.

Are you a Fighter struggling to come up with different ways to say, "I swing my sword"? Are you a Barbarian wondering if there's more to life than shoving and grappling? Do you miss 4e's variety of options for at-will weapon attacks that don't rely on magic? Then pick up a Martial Technique and hack and slash with renewed vigor and variety!

Crushing Surge As an Action, make a single melee weapon attack with a bludgeoning weapon. You do not add your ability modifier to the damage of this attack. On a hit, you gain temporary hit points equal to half your class level + Constitution modifier (minimum +1) until the start of your next turn. If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again. Recommended Restrictions: Barbarian, Fighter, Paladin

Fading Strike As an Action, make a single weapon attack. You do not add your ability modifier to the damage of this attack. On a hit, you can move up to 10 feet without expending movement nor triggering opportunity attacks from the target creature, and you must end this movement on a space not adjacent to the target. You cannot use this ability if your movement speed has been reduced to 0. If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again. Recommended Restrictions: Fighter, Monk, Ranger, Rogue

Grappling Strike. As an Action, make a single melee weapon attack while keeping one hand free. You do not add your ability modifier to the damage of this attack. On a hit, you can immediately attempt to grapple the same target. If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again. Recommended Restrictions: Barbarian, Fighter, Monk, Ranger

Hunter's Teamwork As an Action, make a single melee weapon attack. You do not add your ability modifier to the damage of this attack. If at least two or more allies are adjacent to the target, you gain advantage on this attack. If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again. Recommended Restrictions: Ranger

Jinx Shot As an Action, make a single ranged weapon attack. You do not add your ability modifier to the damage of this attack. On a hit, if the target misses with an attack on its next turn, it falls prone at the end of its turn. If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again. Recommended Restrictions: Fighter, Ranger, Rogue

Master-at-Arms As an Action, make a single weapon attack. You do not add your ability modifier to the damage of this attack. Before or after the attack, you can draw and equip or unequip and stow a shield or a weapon. If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again. Recommended Restrictions: Fighter, Paladin, Ranger

Reaping Strike As an Action, make a single melee weapon attack with a two-handed weapon. You do not add your ability modifier to the damage of this attack. If you miss, you deal half damage. If you have the Extra Attack feature, then this attack deals additional damage equal to the weapon's damage dice. Whenever you gain additional Extra Attacks from the same class, you add this additional damage again. Recommended Restrictions: Barbarian, Fighter, Paladin, Ranger