Fudou Style Martial Arts (5e Class)
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]
By [1] |
- 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,
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, , Nature, Perception, Sleight of Hand, and Stealth, Survival.
- 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.
Level | Proficiency Bonus |
Features | Kaze Style Martial Arts | Kaze Point | Movement Bonus |
---|---|---|---|---|---|
1st | +2 | Unarmored Defense, Kaze Style Martial Arts 1st, Kaze Point | 1d6 | 4 | - |
2nd | +2 | Kaze Body | 1d6 | 4 | 15 |
3rd | +2 | Kaze Style Martial Arts 2st | 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 1st | 1d10 | 8 | 20 |
10th | +4 | Kaze Whisper | 1d10 | 8 | 25 |
11th | +4 | 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 | Shin Kaze Style Martial Arts 2st | 2d10 | 12 | 30 |
18th | +6 | Subclass Feature | 2d10 | 12 | 35 |
19th | +6 | Ability Score Improvement | 2d10 | 12 | 35 |
20th | +6 | Wrath of the Hirsute | 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 additional 1d6 damage. These attacks will add your Constitution modifier to both the to-hit bonus and damage rolls. This die increases as shown in the Kaze Style Martial Arts table.
- You will learn 3 types of Kaze Style Martial Arts, each with different effects. Every time you attack without a weapon You can use each technique will require Kaze Points. These features cannot be combined in 1 attack.
Whenever this class refers to a Kaze Style Martial Arts save DC you use the formula below to calculate it.
- 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 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 will bring all the collected winds. The kick throws up and it pushes the enemy 5 feet. If behind it is a wall, it stuns.
- Kaze Slash
You need to be moving all the time, but at the same time you don't have to be in close quarters all the time either. This attack counts as a 60/125 ft. ranged attack that costs 1 Kaze Point.
- Kaze Release
This technique will only work if you use 2 rounds of Kaze Strike and 2 rounds of Kaze Swing, where you gather wind from both arms and legs. to release the true wind. deal an additional 15 damage. And get advantage on this attack You will but attack rolls against you have advantage until 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 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 the wind. how to get points Kaze is a run every 20 ft. you get 1 Kaza point and with your love of running you can take the Dash or Disengage in bonus action.
Kaze Body[edit]
At 2rd level, You have reached another level of Kaze Style Martial Arts technique, at this stage as you are already getting used to the wind. allowing you to apply it more.
•Wind and your body are united, you can run through the air at the speed you have by losing 2 Kaze Points and at the start of the next turn if you don't have enough Kaze Points at the start of your turn. will fall to the ground
•If you walk or run in midair and attack with unarmed strikes, it will give you an attack advantage.
•Gives you proficiency in Acrobatics, if you have already had proficiency, it becomes expertise.
Kaze Style Martial Arts 2st[edit]
At 3rd level,You learn to combine wind with different elements But to mix each element into the attack. You need to have those elements nearby. Or there is an object or magic that has those elements in itself. So you'll be able to combine it with your attacks. You can absorb those elements in Reaction, and you can't continue absorbing them if you don't use the ones you already have and that's Kaze Style Martial Arts 2st.
- Kaze Wind
You use the wind as your core to infuse the Wind element into an attack. This attack can be combined with Kaze Strike and Kaze Swing and will deal 1d6 additional damage by losing 3 Kaze Points. This attack counts as Wind damage.
- Kaze Flame
You use the wind as your core to infuse the Fire element into an attack. This attack can be combined with Kaze Strike and Kaze Swing and will deal 1d6 additional damage by losing 3 Kaze Points. This attack counts as Fire damage.
- Kaze Cold
You use the wind as your core to infuse the Cold element into an attack. This attack can be combined with Kaze Strike and Kaze Swing and will deal 1d6 additional damage by losing 3 Kaze Points. This attack counts as Cold damage.
- Kaze Lightning
You use the wind as your core to infuse the Lightning element into an attack. This attack can be combined with Kaze Strike and Kaze Swing and will deal 1d6 additional damage by losing 3 Kaze Points. This attack counts as Lightning damage.
- Kaze Thunder
You use the wind as your core to infuse the Thunder element into an attack. This attack can be combined with Kaze Strike and Kaze Swing and will deal 1d6 additional damage by losing 3 Kaze Points. This attack counts as Thunder damage.
- Kaze Acid
You use the wind as your core to infuse the Acid element into an attack. This attack can be combined with Kaze Strike and Kaze Swing and will deal 1d6 additional damage by losing 3 Kaze Points. This attack counts as Acid damage.
- Kaze Release +
This technique will only work If you use Kaze Strike twice and If you use Kaze Swing twice, And this move doesn't just include the wind on your arms or legs, but also includes the last 4 elements you used in this attack. This move deals 4 damage based on the element you've used, dealing 1d6 damage per element, and additional 20 damage and will deal 2x the total damage And get advantage on unarmed strike.
at 5th level the damage elements changes to 1d8, 10th level the damage elements changes to 1d10, 15th level the damage elements changes to 1d12, 20th level the damage elements changes to 2d10
at 5th level the damage changes to 30, 10th level the damage changes to 40, 15th level the damage changes to 50, 20th level the damage changes to 60 and will deal 3x the total damage
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. The wind that surrounds you becomes your cover. You can reduce damage based on Unarmed strike Die + your Dexterity modifier + your Kaze Style Martial Arts level.You can do this a number of times equal to your Constitution modifier If your damage is reduced to 0, you can counter attack 1 time in Reaction. If it's a projectile attack, you can attack with a counter-kick within 30 ft 1 time in Reaction. Reset Long rest
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 1st[edit]
At the 9th level, After you've learned the Kaze technique, it's time for the Shin Kaze technique.You will compress the air with great pressure. Cram it to just 23cm in diameter and release it with a punch or kick, both of which have different results. you can 2 time per longrest.
- Shin Kaze Strike
You will grab the wind that you have compressed it and let it out with great force. deal 10d12 force damage the creature must make a Dexterity saving throw On a success, they take half the damage On a failure it pushes the enemy 30 feet and stun
- Shin Kaze Swing
You squeezed your wind into your legs and kicked it out with great compression. deals 10d8 force damage in an area around 30 ft. must make a Dexterity saving throw On a success, they take half
at 15th level,you can use Shin Kaze Strike and Shin Kaze Swing with Kaze Release + in the same action
Example Shin Kaze Strike+Kaze Release = 10d10 force damage + 1d12 fire damage +1d12 cold damage +1d12 acid damage + 1d12 wind damage +50 x2 = 10d10+4d12+50. x2
Kaze Whisper[edit]
At the 10th level, The wind will whisper to guide you.You have the advantage of rolling to find something as the wind reaches. At the discretion of the DM
Kaze Body +[edit]
At the 11th level,Your body merges with the wind as one.
•You will not take damage if you fall from a height.
•You have advantage Dexterity saving throw and Constitution saving throw
•Your walk or run will not make noise and have the advantage on stealth.
Kaze Combo[edit]
At the 14th level,The faster the better, you can lose all the kaza points you have by capacity to use this technique. You won't be able to attack at a speed you can't see with the naked eye. You will attack with a total of 5 Unarmed strikes, where you will open with a left fist, a right punch, a left kick, and an upward kick. and kick hard with the right leg
Kaze Heart[edit]
At the 15th level,Now you have a heart that is the same as the Kaze.
•Your movements without provoking attacks of opportunity.
•your walking speed is doubled.
•You can now walk in the air without losing Kaze Points.
•Whenever you are in the following weather conditions Thunderstorm,Rain,Heavy Rain,High Winds you have an advantage all Ability Check And Saving Throws And Death Save.
Shin Kaze Style Martial Arts 2st[edit]
At the 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 make the wind around you create the weather you want: Thunderstorm,Rain,Heavy Rain,Heavy Clouds,Light 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 if you are in this weather Thunderstorm,Rain,Heavy Rain,High Wind Temporary Hit Points are double
- Shin Kaze Blessing
You can stop all conditions as a reaction
Shin Kaze Weapon[edit]
At the 18th.You will get your real weapon. but no one will see it Because only a user of the Kaze Style Martial Arts technique could see it.
•Your attacks are ignored resistance and immunity
•You can bring the Dexterity modifier to increase your AC in Reaction by losing 5 Kaze points.
•You resistance all damage
Kami Kaze[edit]
At the 20th. Kami Kaze chose you to represent him. And he also answers your call when you need his power.
•You will only be able to use the power of Kami Kaze when HP is 1.
•You take no damage at all for 3 turns.
•You will x2 in everything. For example Ac/Speed/Saving throws/Skills/Total damage/Kaze Point/Darkvision
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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