Martial Artist (5e Class)
Martial Artist[edit]
Competitive and disciplined, constantly striving for perfection of their skills, martial artists are warriors who see the art of combat not as a means for an end, but as an end in and of itself. With long hours of tiring and painful training, and the will to win every combat they may face, they wander the world seeking opportunities to learn new techniques, improve their skill set, and prove themselves against powerful opponents; martial artists are always ready for a fight.
A Myriad of Paths[edit]
Although martial artists share a love for fighting and the discipline to master a technique, they differ in the paths to perfect the art of combat. Some martial artists follow the path of tradition and try to follow the steps of great masters of old, emulating their technique and keeping the teachings of these ancestors, to someday pass ahead those same techniques to new disciples.
Others prefer not to limit themselves to a single tradition, absorbing the teachings of many different masters and teachings, bit by bit creating an individualized style, carefully crafted by their body and skills. Some simply perfect the art of fighting through constant brawls, adapting their way of fighting through instinct and letting their reflexes dictate the way they fight.
Creating a Martial Artist[edit]
Martial Arts Master by Aaron Lin |
When creating your character, ask yourself the following questions: Why did you decide to become a martial artist? Maybe you are from a family of martial artists, and you are following in their footsteps, to become the master of the family dojo one day. Or maybe you learned martial arts to avenge some wrongdoing in your past and found a higher purpose in mastering the art of combat.
What's your purpose as a martial artist? Some martial artists just strive to become masters of their styles, while others seek the thrill of the fight and just want to fight and defeat strong opponents. Others train martial arts out of necessity, either due to living in a dangerous place or to protect themselves and their loved ones.
- Quick Build
You can make a martial artist quickly by following these suggestions. First, make Strength or Dexterity your highest ability score. Choose Constitution next. Then, select the Hermit or Acolyte background.
Class Features
As a Martial Artist you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Martial Artist level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Martial Artist level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons and Whips
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Deception, History, Insight, Intimidation, Performance, Persuasion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a simple weapon
- (a) a short bow and a quiver with 20 arrows or (b) a simple weapon
- (a) explorer's pack or (b) dungeoneer's pack
- leather armor, a dagger, and a set of common clothes
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Combat Techniques |
---|---|---|---|
1st | +2 | Martial Style, Unarmed Fighting, Combat Techniques, Body Training | 2 |
2nd | +2 | Fighting Sequences, Technique Exploits | 3 |
3rd | +2 | Martial Archetype | 4 |
4th | +2 | Ability Score Improvement | 5 |
5th | +3 | Technique Exploits, Extra Attack | 6 |
6th | +3 | Peak Conditioning | 7 |
7th | +3 | Martial Archetype Feature | 8 |
8th | +3 | Ability Score Improvement | 9 |
9th | +4 | Iron Grip | 10 |
10th | +4 | Martial Archetype Feature | 11 |
11th | +4 | Agile Manuevering | 11 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | Technique Exploits | 12 |
14th | +5 | Swift Striking | 13 |
15th | +5 | Martial Archetype Feature | 13 |
16th | +5 | Ability Score Improvement | 14 |
17th | +6 | Technique Exploits | 14 |
18th | +6 | Martial Archetype Feature | 15 |
19th | +6 | Ability Score Improvement | 15 |
20th | +6 | Black Belt | 15 |
Martial Style[edit]
At 1st level, you start knowing one combat style from the following list below. Whenever you reach a level at which you receive an ability score improvement, you can change your combat style.
- Boxing. You add Jab and Closed Guard to your combat techniques. In addition, when a creature makes a melee attack against you, you can use your reaction to attack that creature, you may use Jab as part of this reaction.
- Wrestling. You add Bear Grip and Dropkick to your list of techniques. In addition, when you take the Dash action, you can make a grapple check and Bear Grip in the same action or use Dropkick as part of the same action. The damage of Dropkick is increased by one size when Dashing.
- Taekwon-Do. You add Straight Kick and Light Round Kick to your list of techniques. In addition, when you use your bonus action to make a light round kick, you can make an additional light round kick as part of the same bonus action.
- Muay Thai. You add Elbow Strike and Deep Round Kick to your list of techniques. In addition, once on each of your turns you can roll two dice for the damage of an unarmed strike and choose the highest one.
- Historical Martial Arts. You add Guard and Extended Guard to your list of techniques. In addition, when you use a weapon you are proficient with while you have your guard raised, you can use your Dexterity, instead of Strength, for attacks with it.
- Jiu Jitsu. You add Pin and Chokehold to your list of techniques. When a creature grappled by you takes damage from your unarmed fighting feature at the start of your turn, you can add your Strength or Dexterity modifier to the damage.
- Judo. You add Throw and Sweep to your list of techniques. When you grapple a creature, you can try to Sweep or Throw a creature as a reaction.
- Kung Fu. You add Flying Kick and Palm Strike to your list of techniques. When you take the Dodge action, you can make one unarmed strike using your bonus action with an increased damage die.
- Aikido. You add Wrist Lock and Throw to your list of techniques. You can choose to use your Dexterity modifier, instead of Strength, whenever you make a grapple or shove attempt.
- Karate. You add Straight Kick and Sweep to your list of techniques. When you knock a creature prone, you can make one attack against it as a bonus action.
- Capoeira. You add Ginga and Pião de Cabeça to your list of techniques. When you are the target of an opportunity attack, you can make a Strength or Dexterity (Acrobatics) check against the result of the attack. If you surpass their result, the opportunity attack misses.
Unarmed Fighting[edit]
Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier on a hit. If you have two hands free when you make the attack roll, you use a 1d8 instad of 1d6.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Combat Techniques[edit]
Starting at 1st level, you learn combat techniques. Your combat techniques modify your unarmed strikes in a number of ways. To use a combat technique, you must announce it before you attack. Whenever you level up, you may replace one combat technique you know with another.
Combat techniques are divided into three categories: Strikes, Grapples, and Guards. Strikes use your attacks and modify your regular unarmed strikes. Grapples usually use your attacks and modify or are based on shove and grapple attempts. Guards use your bonus action to grant some defensive benefits and last until the start of your next turn. You may not use Strikes while wearing medium or heavy armor and you may not use more than one Guard at a time.
Some strikes allow you to jump as part of the attack. You have disadvantage when making such attacks against opponents within 5 feet. In addition, a jump attack in which you rolled a 1 on the attack roll knocks you prone.
Some of your combat techniques reduce or increase the damage die of your unarmed strike by one or more sizes. The sizes, by order, are 1, d4, d6, d8, d10, 1d12 or 2d6, 2d8, etc. If your combat technique reduces your unarmed strike size, for example, in two sizes, you roll a d4, instead of a d8.
Some combat techniques cause the target to make a saving throw, your Combat Technique Saving throw is calculated as 8 + Your Proficiency Bonus + Your Strength or Dexterity Modifier
Body Training[edit]
While you are not wearing armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier.
Fighting Sequences[edit]
Starting at 2nd level, you can prepare a combination using two of your known combat techniques. You can forgo an attack made as part of your Attack action to initiate a fighting sequence. You can make two attacks as part of a fighting sequence, but you don't add your ability modifier to the damage of the attacks.
You must prepare your combinations beforehand, over the course of a long rest, and your combination can't have the same technique twice. You can prepare a number of combinations equal to your proficiency bonus.
All attacks made as part of a combination must be made against the same target. If your technique targets more than one creature, you can choose any of them to continue your combination.
Technique Exploits[edit]
Starting at 2nd level, you learn two technique exploits. Technique exploits improve the ways you can use your Combat Techniques, or give new uses for old techniques.
You may only use one exploit on each round of combat.
You gain two additional exploits at 5th, 13th level, and 17th level. Whenever you level up, you can replace one technique exploit you know with another.
- Ferocity.
You can deal bludgeoning, piercing, or slashing damage with your unarmed strikes.
- Feint.
You can make an unarmed strike to feint, causing no damage. Instead, you gain advantage on your next attack roll made until the end of your next turn where on a hit, you deal an additional die of damage.
- Focused Strike.
You may use your action to make an attack. On a hit, you roll the damage die for that attack a number of times equal to your proficiency bonus.
- One-Two.
When you hit a creature with an unarmed strike, you can make another unarmed strike using your bonus action.
- Pressure Point Strike.
When you hit a creature with a strike, you cause the creature to reduce 1d4 from its next attack roll made until the end of its next turn.
- Quick Footwork.
When you hit a creature with an unarmed attack, you do not provoke opportunity attacks from it until the end of your turn.
- Short Jump.
You can make attacks that require you to jump at opponents within 5 feet without disadvantage until the end of your turn. In addition, your jump distance doubles when you make attacks as part of it.
- Haymaker.
You can declare that you are throwing a haymaker when you make an attack. You have disadvantage on the attack, but you roll damage as if you scored a critical hit when you hit.
- To and Fro.
When making an unarmed attack that forces a creature to move at least 5 feet, you may choose instead not to move that creature or double the distance it must move
- Sustained Guard.
You retain the benefits of your chosen guard for 1 minute, or until you assume a new guard.
- Counter Guard.
When an enemy hits you while you are guarding, you can use your reaction to make a melee attack against that creature if they are within range.
- Shell Guard.
When you take slashing, piercing, or bludgeoning damage while in Closed Guard, you reduce the damage taken by your proficiency bonus until the start of your next turn.
- Moving Guard.
When an enemy hits or misses you while you are guarding, you can use your reaction to move 15 feet away from them without provoking opportunity attacks.
- Bodyguard.
When a creature within 5 feet of you that you can see is attacked, you may use your reaction to get in front of the creature, causing you to get hit by the attack instead.
- Full Guard.
You can use an action instead of your bonus action to use one of your guards, adding an additional +2 to your AC for the duration.
- Guard Switch.
When a creature targets you with an attack while guarding, you can use your reaction to switch to another guard you have. If the guard requires a reaction, that reaction is made as part of this one.
- To the Mat.
While grappling an enemy, you have advantage on checks to knock them prone. When they are knocked prone in this way, they take damage equal to your unarmed strike damage.
- Vice Grip.
When you attempt a grapple, you choose whether the creature must make a Strength (Athletics) or Dexterity (Acrobatics) check to avoid being grappled.
- Power Grapple.
You can use your full action to grapple in order to empower it. On a successful grapple, the creature you are grappling is both grappled and restrained until the grapple ends.
- Swap Position.
While grappling a creature, you can use your reaction to swap to another kind of grapple you have learned.
- No Escape.
Immediately after attacking a creature, you can use your bonus action to make a grapple against that creature.
Martial Artist Archetype[edit]
Martial artists fall in different categories, following distinct paths to master their specific combat skills. At 3rd level, you can select an archetype, which grant you features at 3rd level, and additional features at 7th, 10th, 15th, and 18th level.
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. You can’t increase an ability score above 20 using this feature.
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Peak Conditioning[edit]
Martial artists are known for their conditioned bodies. At 6th level, whenever you make a Strength, Dexterity, or Constitution check and roll a 7 or lower, you can consider the result an 8 instead. Your jump distance is also doubled and you can use your Strength modifier in place of your Dexterity modifier when calculating your armor class.
In addition, your unarmed strikes ignore resistances and immunities to nonmagical damage and damage dealt by your unarmed strikes against objects is doubled.
Iron Grip[edit]
Starting at 9th level, you gain incredible grip from your constant sparring. You gain the following features: The size of creatures that you can grapple increases by one size. When you grapple a creature more than one size larger than you, it can move as normal, but you move with it so long as there is an unoccupied space adjacent to it. While you are dragging a grappled creature that is one size larger than you or smaller, your speed isn't reduced. The damage die for your unarmed strikes becomes 1d8, or 1d10 if you have two free hands. You gain a climbing speed equal to your walking speed.
Agile Manuevering[edit]
Starting at 11th level, you can now add a third technique to your fighting sequences.
Swift Striking[edit]
Starting at 14th level, you further master the capabilities of your body. You gain the following benefits: When you take the Attack action on your turn and make only unarmed strike attacks, you can make an additional unarmed strike as part of that same Attack action. The die for your unarmed strikes becomes 1d10, or 1d12 if you have two free hands
Black Belt[edit]
When you reach the 20th level, you reach the peak of your martial training. You add your ability modifier to the damage of your Fighting Sequences. Your Strength or Dexterity and Constitution also increase by 2. Your maximum for those scores is now 22.
Combat Techniques[edit]
Strikes[edit]
- Deep Round Kick
When you hit a creature with a deep round kick, your damage die is increased by two sizes. You can only use this technique once per turn.
- Elbow Strike
When you hit a creature, the target can't take reactions until the end of your next turn.
- Flying Wheel Kick
Choose up to two targets you can see within your maximum jump distance and that are within 5 feet of each other. You jump to a place within 5 feet of those targets and make an attack on each. On a hit, the damage die of your attack is reduced by one size.
- Flying Kick
You jump toward your enemy and make an unarmed strike. Choose a target you can see within your maximum jump distance. You jump to a place within 5 feet of that target and make an attack. On a hit, the damage die of your attack is increased by one size.
- Hook
When you hit a creature, your damage die is reduced by one size and the target has disadvantage on its next weapon attack.
- Uppercut
You thrust upwards into your opponent's chin with an attack. When you hit a creature, that creature is pushed 5 feet backward or upward.
- Jab
You make a set-up strike to open your target's defenses. When you hit a creature, your damage die is reduced by one size and you have advantage on your next attack roll made until the end of your next turn. You can only use this technique once per turn.
- Knee Strike
When you hit a creature, your damage die is reduced by one size and the target reduces 1d4 from the result of its next saving throw made until the end of your next turn.
- Leg Sweep
When you hit a creature, your damage is reduced by two sizes and must succeed a contested Strength (Athletics) or Dexterity (Acrobatics) check or the target is knocked prone if the size of the target is large or smaller.
- Light Round Kick
When you hit with a light round kick, your damage die is reduced by one size and you can make another light round kick as a bonus action.
- Low Kick
You make a low round kick or a knee stomp. When you hit a creature, your damage die is reduced by one size and the target movement speed is reduced by 10 feet. This can only be used once per turn.
- Palm Strike
When you hit a creature with a palm strike, the damage is reduced by one size and you can use your reaction to try to parry the next incoming strike, reducing the damage taken by an attack by an amount equal to your damage die.
- Pião de Cabeça
You spin around over your head, swinging your legs around. You can make one attack against each creature within 5 feet of you. On a hit, the damage die is reduced by one size. You only add your ability modifier to the first successful attack.
- Straight Kick
You perform either a front or side kick, pushing your target. When you hit a creature, your damage die is reduced by one size and the creature is pushed 10 feet away from you.
- Straight Punch
When you hit a creature, your damage die is increased by one size.
- Wheel Kick
When you hit a creature, you also cause damage against a creature in reach within 5 feet of your target to take damage equal to your ability modifier.
- Dropkick
You jump at a target within the maximum range of your long jump. When you hit a creature with a dropkick, your damage die is increased by two sizes, and perform a shove as part of the same attack. You are then knocked prone. If you miss, you are knocked prone and land 5 feet behind the target.
- Tackle
When you hit a creature with a tackle, your damage die is increased by one size and you can perform a shove as part of the same attack, but only to push someone 5 feet away.
- Disarm
You tear an enemy's weapon from their grasp. When you hit a creature, you do no damage but you can instead force the creature to make a contested Strength (Athletics) or Dexterity (Acrobatics) check (their choice) against your own Strength (Athletics) or Dexterity (Acrobatics). If you succeed, your force the creature to drop a weapon it is wielding of your choice. The weapon lands in an unoccupied space 10 feet away from them.
Grapples[edit]
Grapple techniques require the target to be grappled in order to be applied. You can't use a grapple technique in the same attack you have used to grapple a target.
- Chokehold
You choke a creature within your hold. Make another grapple attempt. On a success, the creature is choking, and can survive for a number of rounds equal to its Constitution modifier unless it does not need to breathe, then, the creature falls unconscious until the creature takes damage, or someone uses an action to shake or slap them awake. On a failed attempt, the grapple is released. You may not use Bear Grip, Joint Lock, or Wrist Lock while using this technique.
- Bear Grip
Your hold is deadly enough to crush your foes. You may tighten your grip on a target you are grappling, causing the target to take damage equal to your unarmed strike at the start of each of your turns, and have a 1d4 penalty to escape your grapple. You may not use Chokehold, Joint Lock, or Wrist Lock while using this technique.
- Joint Lock
You force the joints on the target's knees, elbows, shoulders, or ankles. The target must make a Strength saving throw. On a failure, the creature's limb is sprained, and using the limb causes them to take 1d4 bludgeoning damage which ignores resistance and immunity until they finish a long rest or receive magical healing. On a success, the creature is released from the grapple. You may not use Bear Grip, Chokehold, or Wrist Lock while using this technique.
- Pin
Make another grapple check. On a success, both you and the target are restrained until the grapple ends. You have advantage on grapple techniques against the grappled target while in a pin.
- Throw
You throw the target over your shoulder or hip. You make a shove attempt with the grappled creature and, on a success, the target takes the damage of your unarmed strike and is knocked prone 10 feet in front of you.
- Wrist Lock
You twist the wrist of your target, causing intense pain and holding it in place. The target must make a Strength Saving Throw or take the damage of your unarmed strike, the creature is then able to escape the grapple. If it does, it takes damage equal to your unarmed strike die, and the grapple is released. You may not use Bear Grip, Joint Lock, or Chokehold while using this technique.
- Grapple Lock
As a reaction to being grappled, you can attempt to grapple the creature grappling you.
Guards[edit]
- Closed Guard
You raise your arms in front of your body in a defensive manner. You increase your AC by 2.
- Wide Guard
You use your arms to protect those beside you, extending your area of control. While Wide Guarding, you cannot make attacks, but two creatures of your choice that are within your reach gain +2 to their AC. In addition, attacks made against you have advantage and attacks made against creatures you chose within your Wide Guard have disadvantage.
- Extended Guard
You open your guard, making it easier to approach your enemies with lunged strikes and long kicks. You increase your AC by 1 and your reach with unarmed strikes by 5 feet. You may not use this technique if you are wearing medium or heavy armor.
- Ginga
Your movements flow with the rhythm of battle. This guard lasts until the start of your next turn. While your ginga is active, your movement speed increases by 10 feet, and when a creature makes an attack roll against you, you use your reaction to force them to reroll their attack roll and take the lower result. If the attack misses you, you can reroll your next attack roll and take the higher result.
You can't use this technique if you cannot move, are prone, or are wearing medium or heavy armor.
- Pushing Guard
You prepare for an incoming strike to send your foe away. When a creature makes a melee attack against you and hits or misses, you can make an attack against them. On a hit, you deal no damage but you push the creature 10 feet backward. If there is an object or creature in their path, they take bludgeoning damage equal to your unarmed strike and are knocked prone. If a creature was in its path, the creature takes the same damage.
- Redirection
You prepare to deflect an attacker. When an enemy misses an attack against you, you can force them to move up to 10 feet away (if a melee attack) or redirect a projectile up to 30 feet away (if a projectile) as a reaction. If you target a creature with this feature, roll to attack the creature using your unarmed strike attack, but dealing the damage of the redirected weapon.
Martial Artist Archetypes[edit]
Street Brawler[edit]
The best fighting teacher is fighting itself. Street brawlers learn how to fight through experience, after surviving lots and lots of fights. These martial artists learn how to use their own bodies and anything they find around in their environment as weapons, and although they lack the refinement of martial artists trained on Dojos, they compensate it with strong punches and a body hardened by constant fighting.
- Bonus Proficiencies
At 3rd level, you gain proficiency in Intimidation and Athletics. You can choose another skill from the Martial Artist list if you are already proficient in any of those.
- Hard Knocks
Starting at 3rd level, you can use your bonus action to cause your next attack to be a critical hit if you hit the target. If you roll a critical hit on that attack, you roll the damage die for your attack three times, instead of two.
Once you use this ability, you can't use it again until you finish a short or long rest. You regain one use of this feature earlier if you reduce a creature to 0 hit points with an unarmed strike or if you score a critical hit.
- Dirty Fighting
At 3rd level, you can use dirty tactics to win fights. You add your proficiency bonus on attacks made with improvised weapons and can apply your Combat Techniques to the attacks made with improvised weapons.
In addition, when you score a critical hit, your target must succeed on a Constitution saving throw against a DC equal 8 + your proficiency bonus + your ability modifier (either Strength or Dexterity) or contort itself in pain and be stunned until the end of your next turn.
- Enduring Body
Starting at 7th level, whenever you take damage from an attack, you can use your reaction to reduce the damage taken by an amount equal to your Constitution score. You can use this ability a number of times equal to your proficiency bonus, and regain your uses after a long rest.
In addition, you gain proficiency in Constitution saving throws.
- Devastating Punches
Starting at 10th level, when you hit a creature with an unarmed strike or with an improvised weapon, that creature can't take reactions.
In addition, whenever you roll the maximum damage on a damage die for an unarmed strike or improvised weapon, you knock your target prone if your target is large or smaller, or push it 10 feet back if it is higher than large.
- Painful Strikes
Starting at 15th level, when you hit a creature with an unarmed strike or improvised weapon attack, you can deal additional damage equal to two rolls of your unarmed strike and force the target to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your ability modifier (either Strength or Dexterity). On a failed save, the target falls prone and suffers disadvantage on ability checks until the end of your next turn.
You can use this ability a number of times equal to your proficiency bonus, and regain your uses after a long rest.
- Marauder
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.
Ancient Arts[edit]
You seek the principles of ancient martial arts and devote your training to both internal and external mastery of your art. Your training invariably relies in learning the ancient forms of your style, sequences of movements developed through generations of masters inside your chosen martial school.
- Ancient Training
Starting at 3rd level, you gain proficiency in History. In addition, you can make different forms with your hands, which allow you to cause either slashing, piercing, or bludgeoning damage with your unarmed strikes.
- Fighting Stances
When you choose this archetype at 3rd level, you learn how to assume deep stances that enhance your base stability while you move on them and empower your strikes. Assuming your fighting stance requires a bonus action, and it lasts for 1 minute, granting you the following benefits:
- While in your fighting stance, you gain a bonus to your damage rolls equal to your proficiency bonus.
- You have advantage on contested checks and saving throws to avoid being unwillingly moved or knocked prone.
- When you use a Fighting Sequence while in your Fighting Stance, you score critical rolls on a 19 or 20.
- Choose one of your prepared ancient Sequences. You gain the stance benefit of your chosen sequence.
You can use your fighting stances a number of times equal to your proficiency bonus, and regain your uses when you finish a long rest.
- Ancient Sequences
Starting at 3rd level, you learn how to perform the ancient sequences of your style. Each ancient sequence grants you one passive and one active benefit.
You learn two ancient sequences at 3rd level and learn one additional one at 7th, 10th, and 15th levels. When you prepare a Fighting Sequence, you can prepare that fighting sequence as an ancient sequence, which allows you to use the granted benefits.
The active benefits of your chosen form can be used once, and you regain its use after a short or long rest.
- Animal Forms.
- Monkey: When you assume this stance, you can take the Disengage action as a bonus action after using the Monkey sequence. In addition, you can activate this form, your jump speed is tripled and your climbing speed is equal to your walking speed. The activation benefit lasts 1 minute.
- Tiger: When you assume this stance, you can take the Dash action as a bonus action. When you activate this form, for 1 minute, the first unarmed strike you make that hits a creature on each of your turns immediately after you dash forces the target to make a Strength Saving throw against your Technique save DC or take an additional 2d6 damage and be knocked prone.
- Crane: You can use your reaction to impose disadvantage to one attack made against you. In addition, you can activate this form to allow you to take the Dodge action as a bonus action in each of your turns for 1 minute.
- Elemental Forms.
- Earth: The earth teaches you to absorb the impact of other elements. When you assume this stance, you can use your action to gain resistance to slashing, piercing, or bludgeoning damage. You can activate this form to allow you to negate damage damage from the next source of damage you take equal to your proficiency bonus as a bonus action in each turn, for 1 minute.
- Water: The water can flow and adapt to your strikes. Whenever you miss an unarmed strike, you can use your reaction to reroll your attack. When you assume this stance, you can activate this form to reroll your attack once in each turn without using a reaction for 1 minute.
- Metal: You carve through enemies' defenses. When you assume this stance, as a bonus action on your turn, you can give yourself advantage on an attack roll. You can activate this form to deal additional 2d6 damage on attacks that have advantage, once per turn, for 1 minute.
- Wood: The wood teaches you to constantly grow, expand, and move forward. When you assume this stance, your range with your melee attacks increases by 5 feet. You can activate this form so that once on each of your turns when you hit a creature with an unarmed strike, you move the target 5 feet in any direction while you move 5 feet away or towards that target, for 1 minute.
- Fire: When you assume this stance, you strike with explosive fury and speed. You can make one additional attack in each of your turns, using your bonus action. You can activate this form to make two attacks as a bonus action, for 1 minute.
- Heroic Forms.
- The General: You gain proficiency with longswords when you assume this stance and can use longswords with your Techniques. In addition, when you activate this form, whenever you are within 5 feet of an ally and that ally makes a melee attack, that attack is made at advantage. This benefit lasts for 1 minute.
- The Master: You follow the example of your style's founder. You learn the guidance cantrip and can cast it as a bonus action when you assume this stance. In addition, while this form is active, you can take the Help action in each of your turns, targeting two friendly creatures of your choice, as a bonus action, for 1 minute.
- The Valiant: When you assume this stance, you gain proficiency with glaives, pikes, or halberds and can use your combat techniques with them. In addition, while this form is active, once on each of your turns you can, when you hit a target with any of these weapons, you can an additional attack against another creature that is within your reach. It lasts for 1 minute.
- Flawed Forms.
- The Blind: When you assume this stance, you gain blindsight of 10 feet while this form is prepared, and have advantage on Wisdom (Perception) checks that rely on any other senses aside from sight. You can activate this form to gain blindsight of 60 feet for 1 minute.
- The Drunkard: When you assume this stance, you don't have disadvantage on attacks while prone, and enemies don't have advantage while you are prone. You can activate this form to grant yourself disadvantage on attack rolls for 1 minute while all attacks made against you are made at disadvantage for the same duration.
- Form Shift
Starting at 7th level, you can prepare one additional form whenever you finish a long rest. This increase to two additional forms at 10th level and three at 15th level.
- Stance Transitions
When you reach the 10th level, at the start of each of your turns, you can change your stance, gaining the benefits of the chosen stance until the start of your next turn.
- Master of Forms
At 15th level, you can activate your Ancient Forms twice, rather than once between rests.
- Grandmaster
Starting at 18th level, you become the master of your chosen style. When you are in your Combat Stance, you regain a number of hit points equal to your proficiency bonus in each of your turns.
In addition, when you enter your combat stance, you gain a free activation of your Ancient Sequences once per short rest.
Tactical Warrior[edit]
Tactical warriors study their opponents, mastering martial arts through a deep understanding of their techniques, their enemies, and their combat experience. Tactical Warriors have a deep knowledge of the inner workings of each technique and can morph and change such techniques.
- Peerless Opponent
Starting at 3rd level, you gain proficiency in Perception and Insight skills. If you are already proficient with those skills, you can choose two skills from the Martial Artist list or double your proficiency bonus for each skill.
- Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
- Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
- You can choose one of the following maneuvers: Bait and Switch, Brace, Evasive Footwork, Feinting Attack, Goading Attack, Lunging Attack, Maneuvering Attack, Parry, Precision Attack, Pushing Attack, Riposte, Sweeping Attack, and Trip Attack.
- Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
- Special. You can only use maneuvers with unarmed strikes and any other weapons you are proficient with.
- Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
- Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- Analytical Combatant
Starting at 7th level, you can use your bonus action to take the Search action.
In addition, you can use a Search action to make a Wisdom (Perception) check with a DC equal to your target AC. On a success, the DM tells you information regarding the following characteristics: one damage resistance or damage immunity, one condition resistance (such as having advantage against being frightened or charmed) or condition immunity of the creature, and its current amount of hit points. You can't use this ability twice against the same creature in the same combat if you have succeeded on your Wisdom (Perception) check using this feature.
- Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
- Unyielding
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. Also, you gain an addition additional Martial Style of your choice and the techniques given do not count against the maximum amount of techniques you can learn.
Weaponsage[edit]
Weaponsages study the weapon-based fighting techniques to aid them in battle and do battle with their foes using their knowledge of weaponry mixed with discipline.
- Weapon Proficiency
Starting at 3rd level, you gain proficiency in martial weapons. In addition, you can use your Combat Techniques or Technique Exploit with melee simple or martial weapons that lack the heavy or two-handed properties.
- Battle Flow
At 3rd level, you have great control over the momentum of yourself and your weapon. As a bonus action, you activate a flow state for one minute or until you are knocked prone, stunned, or paralyzed or if you wield a weapon that has the heavy or two-handed properties. While in this flow state, you gain a bonus to your armor equal to half your proficiency bonus and when you make a weapon attack against a creature and hit, you do not provoke opportunity attacks from that creature. You have an amount of Battle Flow uses equal to half your proficiency bonus and you regain these uses on a long rest.
- Ride the Tide
Starting at 7th level, your Battle Flow is enhanced. Once on your turn when you hit a creature while in a flow state, you can move up to half your movement towards a hostile creature you can see without provoking an attack of opportunity.
- Arsenal Keeper
Starting at 10th level, you gain proficiency in Smith's tools. If you are already proficient, you can add twice your proficiency bonus with checks made using Smith's tools.
In addition, you can add your ability modifier used with the weapon you wield on checks made with the Intimidation or Performance skills, instead of Charisma. You also add your Charisma modifier to these checks using the weapon, if positive.
- Flow Strike
Starting at 15th level, you can choose to use your action to move with such immense technique that those in your way will meet the might of your weapon. You use half of your movement to target multiple creatures in a line that has a size equal to half your movement. Those creatures must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your ability modifier) or they take damage equal to your weapon's damage. You spend a use of your Battle Flow to use this feature.
- Mastery of the Craft
Starting at 18th level, when you roll initiative and have no uses of your Battle Flow, you regain one use of that feature.
Freestylist[edit]
Freestylists learn from teachings of different styles to cover all bases of hand-to-hand combat, and their fighting style shows a balance between striking and grappling techniques, and flow from one range of combat to another with ease.
These martial arts are more fluid and seek out their own path when it comes to fighting and perfecting multiple arts.
- Versatile Training
When you choose this archetype at 3rd level, you learn two additional techniques of your choice, which doesn't count against the maximum amount of techniques you can learn.
In addition, you also learn one additional technique exploit.
- Adaptability
Starting at 3rd level, whenever you finish a short or a long rest, you can choose one technique of your choice. You temporarily add that technique to the techniques you know, until you finish your last rest.
- Strike Transitions
Starting at 7th level, whenever you hit a creature with an unarmed strike, you can use your bonus action to either shove or grapple a creature. On a success, you can use a technique or exploit as part of the same bonus action.
- Additional Style
Starting at 10th level, you learn one additional Martial Style. If your new additional style gives you Techniques you already know, you can choose two new ones.
- Improved Critical
Starting at 15th level, your unarmed strikes score a critical hit on a roll of 19-20.
- Martial Versatility
Starting at 18th level, you learn an additional Martial Style and can choose a Technique Exploit that you don't know and add it to your list when you roll initiative, which goes away at the end of combat.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Martial Artist class, you must meet these prerequisites: Strength or Dexterity 13, Constitution 13.
Proficiencies. When you multiclass into the Martial Artist class, you gain the following proficiencies: Light armor, simple weapons.
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