Fudou Style Martial Arts (5e Class)

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Design Note: This class was created without subclasses intentionally

Kaze Style Martial Arts[edit]

Kaze Style Martial Arts is a combination of fist and kick techniques. But he didn't want his body to be so strong that he could stand against monsters. And it will be a style that must be fought at close range mixed with agility. But that's still normal. Therefore, there are many tricks that will make the fight less boring and full of possibilities. That will come out as Kaze Style Martial Arts.

Creating a Kaze Style Martial Arts[edit]

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Quick Build

You can make a Kaze Style Martial Arts quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Athlete Background

Class Features

As a Kaze Style Martial Arts you gain the following class features.

Hit Points

Hit Dice: 1d10 per Kaze Style Martial Arts level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Kaze Style Martial Arts level after 1st

Proficiencies

Armor: Light armor, Medium armor,
Weapons: Gauntlet Only
Tools: None
Saving Throws: Constitution, Dexterity
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Survival, Nature, Perception, Sleight of Hand and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A Brass Knuckles
  • (a) Hide Armor or (b) Leather Armor
  • an Explorer's Pack
  • If you are using starting wealth, you have 2d4 × 10 gp in funds.

Table: The Kaze Style Martial Arts

Level Proficiency
Bonus
Features Kaze Style Martial Arts Kaze Point Movement Bonus
1st +2 Unarmored Defense, Kaze Style Martial Arts, Kaze Point, Kaze Style Released 1d6 4 -
2nd +2 Kaze Body 1d6 4 15
3rd +2 Improved Kaze Style Martial Arts 1d6 4 15
4th +2 Ability Score Improvement 1d8 4 15
5th +3 Extra Attack 1d8 6 15
6th +3 Kaze Protection 1d8 6 20
7th +3 Evasion 1d10 6 20
8th +3 Ability Score Improvement 1d10 6 20
9th +4 Shin Kaze Style Martial Arts 1d10 8 20
10th +4 Kaze Whisper 1d10 8 25
11th +4 Awakened Kaze Body 1d12 8 25
12th +4 Ability Score Improvement 1d12 8 25
13th +5 Extra Attack 1d12 10 25
14th +5 Kaze Combo 2d8 10 30
15th +5 Kaze Heart 2d8 10 30
16th +5 Ability Score Improvement 2d8 10 30
17th +6 Mastered Shin Kaze Style Martial Arts 2d10 12 30
18th +6 Weaponized Shin Kaze 2d10 12 35
19th +6 Ability Score Improvement 2d10 12 35
20th +6 God of the Winds 2d12 12 35

Unarmored Defense[edit]

Starting at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your Dexterity modifier.

Kaze Style Martial Arts[edit]

At 1st level, you gain the ability to fight using your body as a weapon alongside with the power of the Wind. Your martial style give you the following benefits:

  • You can use Dexterity instead of Strength in unarmed strike.
  • Your unarmed strikes deals an additional 1d6 Bludgeoning damage. These attacks will add your Constitution for hits and damage rolls. The martial arts die increases as shown in the Kaze Style Martial Arts table.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike or attack with a one-handed weapon as a bonus action.

Kaze Point[edit]

At 1st level, When you start learning Kaze Style Martial Arts, you will begin to understand the origin of the wind, it is both gentle and fierce at the same time. So what's the best way to feel the wind? It's running through it. You get 1 kaze point for every 20 feet you move in your turn. Additionally you can use the dash or disengage action as a bonus action.

Some abilitys requires their target to make a saving throw to resist the application effects. The Saving Throw DC is calculated as follow:
Kaze Style save DC = 8 + your proficiency bonus + your Dexterity modifier
Kaze Style attack roll = your proficiency bonus + your Dexterity modifier

Kaze Style Released[edit]

At 1st level you will learn 3 types of Kaze Style Realeased abilities. Every time you make an unarmed strike you can use one of this Techniques. You can not use multiple techniques in the same attack.

Kaze Strike

You will gather the wind into your arm to increase your attack power. You can increase attack damage by spending 1 Kaze point for an additional 1d6 Force damage and this die increases as shown in the Kaze Style Martial Arts table. This attack counts as a wind elemental attack.

Kaze Swing

You will gather the wind into your leg to increase your attack power. By spending 1 Kaze point You can force the creature to make a Strength saving throw, on a failure the creature is thrown 5 feets away from you, if there is a wall behind it, it gets stunned until the start of their next turn.

Kaze Slash

Your speed is your best weapon, but that doesn't mean you have to be close to your enemy. When you take the attack action you can spend 1 kaze point to replace your attack with a Kaze Slash, make a Kaze Style attack roll against a creature within 60 feet of you, on a hit the target takes your unarmed damage. If you can make multiple attacks, then you can replace one or more to use Kaze Slash spending kaze points accordingly.

Kaze Release

This technique will only work if you used at least 2 rounds of Kaze Strike and Swing. You gather wind from your arms and legs to release the true Gale. Your unarmed strikes have advantage and deals an additional 15 force Damage until the start of your next turn, however, enemies attacks have advantage against you until the start of your next turn. At 4th level the damage changes to 20, 8th level the damage changes to 25, 12th level the damage changes to 30, 16th level the damage changes to 35, 20th level the damage changes to 40 and will deal 3x the total damage.

Kaze Body[edit]

At 2nd level, You have reached another level of the Kaze Style combining your body with the wind.

  • Wind and your body are united. You can spend 2 kaze points as a free action to gain flying speed equal to your walking speed, you need to spend another 2 points at the start of your turns to keep the ability active. If you don't have enough Kaze points to mantain the ability then you fall to the ground. If you get hit while flying you must succed a constitution saving throw againt 10 or half the damage of the attack (Whatever is higher) as if you were concentrating, on a failure you fall to the ground, on a succes you keep in place as you hover.
  • If you walk or run in midair and attack with unarmed strikes, it will reduce your critical hit radius in 1 (19-20).
  • Gives you proficiency in Acrobatics, if you have already had proficiency, it becomes expertise.

Improved Kaze Style Martial Arts[edit]

At 3rd level, you learned to combine wind with different elements mixing each element into the attack. There must be an object, spell or natural source that contain the element in itself, so you can be able to combine it with your attacks. You can absorb those elements as a bonus action adding a d4 of the respective damage to the attack. You can only absorb one element at a time.

Kaze Release Improved

When you activate Kaze Release you can combine this state with another element as a free action, dealing an additional d6 damage related to the element as opposite to the d4 and obtaining damage reduction equals to your Constitution modifier to that damage. At level 5 you can combine 2 elements in the Kaze form, 3 at level 11, 4 at level 17 and 5 at level 20. The damage of this function improves as shown in the Kaze Style Martial Arts Table.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

At 5th level, you can attack twice whenever you take the attack action in your turn. The number of attacks increases to three when you reach 13th level.

Kaze Protection[edit]

At the 6th level, The wind that surrounds you becomes your cover. While you are flying or under the effect of Kaze Release, you reduce all damage but pshyquic and thunder by your Dexterity modifier times two. If the damage of the attack is reduced to 0 you can use your reaction to make an unarmed strike against the attacker. If it's a ranged attack you can try to redirect it, to do so make an Sleight of Hands check against the creature DC (or 10 if the creature doesn't have one), on a succes you return the attack.

Evasion[edit]

At the 7th level, When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Shin Kaze Style Martial Arts[edit]

At the 9th level, you've learned how to improve your Kaze techniques creating the "Shin kaze Style". As a part of an unarmed strike, you can condense the wind around you to improve your base kaze abilities as stated below:

Shin Kaze Strike

You will grab the wind that you have compressed it and let it out with great force. You can expend 4 kaze points insted of 1 to transform your Kaze Strike into Shin Kaze Strike dealing xd12 additional force damage. The target of the attack must make a dexterity saving throw, on a failure the target is pushed a number of feet equal to ten times your Dexterity modifier, if there is a suface to collide with the target receive 1d6 of bludgeoning damage for every 10 feet it should gets pushed.

Shin Kaze Swing

You squeezed your wind into your legs and kicked it out with great compression. You can expend 4 kaze points insted of 1 to transform your Kaze swing into Shin Kaze swing dealing xd10 force damage to all creature in a 15 foot cone. All the creatures affected must make a constitution saving throw, on a failure they are knocked prone.

(X is your Dexterity modifier) At level 11 you can combine this ability with Kaze Style Martial Arts improved. At 17 level with Kaze Realese improved. At level 20 you use twice your modifier to calculate your damage.

Kaze Whisper[edit]

At the 10th level, The wind will whisper to guide you. You have advantage on rolls related to find something that the wind reaches.

Awakened Kaze Body[edit]

At 11th level, Your body merges with the wind granting you new abilities.

  • You reduce all fall damage by your level.
  • You have advantage in saving throws related to concentration while you are in Kaze release.
  • Your walk or run will not make noise and have the advantage on stealth while flying.

Kaze Combo[edit]

At the 14th level, The faster the better, you can use all strenght to become as fast and violent as a Tornado. As an action for all your current Kaza points you can deliver a flurry of attacks in succession to destroy everything on your path, make a number of unarmed strikes equal to your proficiency bonus, this attacks deals double damage and the final strikes push every creature in a 30 feet cone a number of feets equal to your proficiency bonus times 10.

Kaze Heart[edit]

At 15th level, you have a heart that is the same as the Gale.

  • Once per turn you can use the disengage action as a free action.
  • While you are in Kaze Release the extra movement speed given by this class is double.
  • You can now walk in the air without losing Kaze Points.
  • Once per turn, while you are in the following weather conditions: Thunderstorm, Rain, Heavy Rain, High Winds.

You can choose a skill check, saving throw or death save to have advantage.

Mastered Shin Kaze Style Martial Arts[edit]

At 17th level, now that you have your body and heart at one with the wind, you can use the following techniques.

Shin Kaze blowing through

When you move in a straight line towards an enemy for at least 40 Ft., you deal 2d10 additional damage.

Shin Kaze Control

You'll be able to control the weather by losing 12 Kaze points. After that, you can manipulate the wind around you to create one of the following weathers for 1 minute: Thunderstorm, Rain, Heavy Rain, Heavy Clouds, Lightning Clouds, Clear Skies, High Winds.

Shin Kaze Armor

You can losing 4 Kaze Points to gather the wind around you like a shield, you will get 15 Temporary Hit Points. while you are in any of this weather conditions: Thunderstorm, Rain, Heavy Rain, High Wind, Temporary Hit Points are double.

Shin Kaze Blessing

Once per short or long rest, you can end all negative conditions as a bonus action.

Weaponized Shin Kaze[edit]

At 18th level you discover how to "Weaponize" the wind that swirls around you. Once per turn for 6 Kaze points you can redirect the flow of the wind around you to deliver a debastating blow making one of your abilities gain the following effects.

  • Your attack treats inmunities as resistances and resistances as nothing.
  • The damage is Double.
  • The target speed is halved.

God of the Winds[edit]

At the 20th level, the god of the winds has choseen you to represent him, and he answers your call when you need his power. As a reaction to an attack that would leave you to 0 hp or less, you can spend all your current kaze points to fuse you with the god of winds. During a number of turns equal to your Dexterity modifier you gain the following benefits.

  • Your Kaze point maximum will be duplicated and you will gain 1 point every 10 feets instead of 20.
  • You gain resistance to any source of damage.
  • You regain half of your maximum hitpoints upon activating this feature.
  • Once per short or long rest, you can choose any feature granted by this class to duplicate it's benefits.
  • Your movement speed is duplicated.

You can only reactivate this feature after a short or long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Kaze Style Martial Arts class, you must meet these prerequisites:Dexterity 13, Constitution 13.

Proficiencies. When you multiclass into the Kaze Style Martial Arts class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons.

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