Martial Artist (5e Class)

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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 on itself. With long hours of tiring and painful training, and the will to win every combat they may face, they wander the world seeking for opportunities to learn new techniques and improve their own skill set, and to prove themselves against powerful opponents, martial artists are always ready for a fight.

A Myriad of Paths[edit]

Although martial artists share the love for fight 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 some day pass ahead to new disciples.

Others prefer to not limit themselves to a single tradition, absorbing teachings of many different masters and and teachings, and bit by bit creating a individualized style, carefully crafted by your body and skills. And some just perfect the art of fighting trough experience and constant fighting, adapting their way of fighting trough instinct and letting their reflexes dictate the way they fight.

Creating a Martial Artist[edit]


When creating your character, ask yourself the following questions: Why did you decided 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 on your past, and found a higher purpose on 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 on a dangerous place or to protect yourself and your 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 a higher Constitution next, as you want to to increase your survivability. 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
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, dagger and a set of common clothes
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Martial Artist

Level Proficiency
Bonus
Features Martial Techniques
1st +2 Martial Style, Unarmed Fighting 4
2nd +2 Fighting Sequences, Technique Exploits 4
3rd +2 Martial Archetype 5
4th +2 Ability Score Improvement 5
5th +3 Technique Exploits 6
6th +3 Peak Conditioning 6
7th +3 Martial Archetype Feature 7
8th +3 Ability Score Improvement 7
9th +4 Technique Exploits 7
10th +4 Martial Archetype Feature 7
11th +4 Combo Master 8
12th +4 Ability Score Improvement 8
13th +5 Technique Exploits 8
14th +5 Agile Parry 8
15th +5 Martial Archetype Feature 9
16th +5 Ability Score Improvement 9
17th +6 Technique Exploits 10
18th +6 Martial Archetype Feature 10
19th +6 Ability Score Improvement 10
20th +6 Black Belt 10

Martial Style[edit]

At 1st level, you start knowing one combat style from the following list below.

Boxing

You add the Jab and the Closed Guard to your combat techniques. In addition, when a creature makes a melee attack against you, you can use your reaction to evade that attack imposing disadvantage. If the attack misses, you can make one unarmed strike using your reaction.

Taekwon-Do

You add the Straight Kick and the Light Round Kick to your list of techniques. In addition, when you make use your bonus action to make a light round kick, you can make one additional one.

Muay Thai

You add the Elbow Strike and the Deep Round Kick to your list of techniques. In addition, once in each of your turns you can roll two dies for the damage of an unarmed strike and choose the highest one.

Historical Martial Arts

You add the Guard and the Extended Guard to your list of techniques. In addition, when you use a weapon you are proficient with while your have your guard raised, you can use your Dexterity, instead of Strength, for attacks with it.

Jiu Jitsu

You add the Pin and the Chokehold to your list of techniques. In addition, you can add the same ability modifier to the damage the creature take when grappled by you.

Judo

You add the Throw and the Sweep to your list of techniques. In addition, when you grapple a creature, you can try to Sweep or Throw a creature as a reaction.

Kung Fu

You add the Flying Kick and the Palm Strike to your list of strikes. In addition, when you take the Dodge action, you can make one unarmed strike using your bonus action.

Aikido

You add the Wrist Lock and the Throw to your list of techniques. In addition, you can choose to use your Dexterity modifier, instead of Strength, whenever you make a grapple or shove attempt.

Karate

You add the Straight Kick and the Sweep to your list of strikes. In addition, when you knock a creature prone, you can make one attack against it as a bonus action.

Capoeira

You add the Ginga and the Pião de Roda to your list of strikes. In addition, when you take an opportunity attack, you can make an Acrobatics check against the result of the attack. On a success, you don't take the opportunity attack. On a failure, you fall prone.

Unarmed Fighting[edit]

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

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 couple of ways. To use a combat technique, you must announce you are using it before making an attack.

Combat techniques are divided in three categories: Strikes, Grapples and Guards. Strikes modify your regular unarmed strikes. Grapples modify or are based around shoves and grapple attempts. Guards require your bonus action to grant you some benefits.

Some strikes allow you to jump as part of the attack. You have disadvantage when making such attacks against an opponent within 5 feet. In addition, a jump attack in which you rolled 1 knock you prone.

Some of your combat techniques reduce or increase the damage die of your unarmed strike in one or more sizes. The sizes, by order are d2*, d4, d6, d8, d10 and d12. If your combat technique reduces your unarmed strike size, for example, in two sizes, you roll a d4, instead of a d8, for your unarmed strike.

*To roll a d2, roll a d4 and divide the result by half, rounded up.

Fighting Sequences[edit]

Starting at 2nd level, you can prepare a combination using 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 attack.

You must prepare your combinations beforehand, over the course of a long rest, and your combination can't have the same strike 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.

Any spell that increases the damage of each attack you make is only applied once per fighting sequence used.

Technique Exploit[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.

If the exploit modify a Strike or a Grapple, you can't benefit from more than one on the same turn.

You gain two additional exploits at 5th, 13th level and 17th level.

Bone Hardening (11th level). When you take slashing, piercing or bludgeoning damage while in Closed Guard, you reduce the damage taken by your proficiency bonus.
Eye Poke. When you Jab a creature, you can make an attack with your finger. This attack causes 1 point of piercing damage and, if the target takes damage, it is blinded until the start of your next turn.
Feint. When make an unarmed strike to feint, you cause no damage. Instead, you gain advantage on your next attack roll made until the end of your next turn. On a hit, you deal 1d8 additional damage.
Focused Strike (5th level). When you take the attack action, choose to make a single attack using a fighting technique or not. On a hit, you roll the damage die for that attack four times. Starting at 11th level, you roll the damage die for that attack six times.
Mark. When you hit a creature with an unarmed strike, you mark a creature. If that creature hit you with an attack until the start of your next turn, you can use your reaction to make an unarmed strike against it.
One-Two (9th level). When you hit a creature with an unarmed strike, you can make another unarmed strike using your bonus action.
Pushing Strike. Once in each of your turns, when you hit a creature with a strike, you can knock the target 10 feet back.
Pressure Point Strike. When you hit a creature with a strike, you can cause your target to reduce 1d4 from the result of its next attack roll made until the end of its turn.
Quick Footwork (5th level). When you hit a creature with an attack, you can use a Disengage action as a bonus action.
Short Jump. You can make attacks that require you to jump against opponents within 5 feet without disadvantage. In addition, your jump distance doubles when you make attacks as part of it.
Sustained Guard. You retain the benefits of your chosen guard for 1 minute, or until you assume a new guard.

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 choose an 8 instead.

In addition, your unarmed strikes ignore resistances and immunities to nonmagical damage.

Combo Specialist[edit]

Starting at 11th level, when you take the Attack action, you can use one of your Fighting Sequences as part of that action.

Agile Parry[edit]

Starting at 14th level, if you have one of your hands free you can use your reaction to parry a melee attack made against you. You add your proficiency bonus to your AC, potentially causing the attack to miss. If the attack misses, you can use your reaction to make an unarmed strike against the attacker, if the attacker is within reach.

You can modify this unarmed strike with a Combat Technique.

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.

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't be wearing medium or heavy armor to use this attack.

Elbow Strike

When you hit a creature, the target can't take reactions until the end of your next turn.

Flying Wheel Kick

Choose 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 that target and make an attack. On a hit, the damage die of your attack is reduced by one size. You only add your ability modifier to the first successful strike. You can't be wearing medium or heavy armor to use this attack.

Flying Kick

You jump towards 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. You can't be wearing medium or heavy armor to use this attack.

Hook

When you hit a creature, your damage die is reduced by two sizes and you don't add your ability modifier to the damage, and the target must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your ability modifier, or be incapacitated until the start of your next turn.

Jab

You make a set up strike to open your target defenses. When you hit a creature, your damage die is reduced by two sizes and you have advantage on your next attack roll made until the end of your next turn.

Knee Strike

When you hit a creature, your damage die is reduced by two sizes 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 the target is knocked prone if the target is large sized or smaller.

Light Round Kick

When you hit a creature with light round kick, your damage die is reduced in one size. You can then make another light round kick as a bonus action. You don't add your ability modifier to this attack.

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.

Muscle Punch

When you hit a creature, your damage die is reduced by two sizes and the target have disadvantage on its next weapon attack made until the end of its next turn.

Palm Strike

When you hit a creature with a palm strike, the damage is reduced in two sizes 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. You can't be wearing medium or heavy armor to use this attack.

Straight Kick

You perform either a front or a side kick, pushing your target. When you hit a creature, your damage die is reduced by one size and the target is pushed 10 feet.

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 bludgeoning damage equal to your ability modifier.

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 the creature. Make another grapple attempt. On a success, the creature is choking, and can survive for a number of rounds equal to its Constitution modifier, otherwise it drops to 0 hit points. On a failed attempt, the grapple is released.

Joint Lock

You force the joints on the targets knees, elbows, shoulders or ankles. You must have the target pinned to do so. You make another grapple attempt against the target, and on a success, the creature's limb is broken and can't be used until the target makes a long rest. On a failure, the creature is released from the grapple.

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 pinning it.

Throw

You throw the target over your shoulder or hip. You must have the creature grappled to attempt a throw. 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. The grapple is still maintained after a throw.

Wrist Lock

You twist the wrist of your target, causing intense pain and holding it in place. The grappled target takes the damage of your unarmed strike but it is able to move. If it moves, it takes damage equal to your unarmed strike (without modifiers) and the grapple is released.

Guards[edit]

Closed Guard

You raise your arms in front of your body in a defensive manner. As a bonus action, you increase your AC in +2 against melee weapon attacks until the start of your next turn or until you take damage from an attack.

Extended Guard

You open your guard, making it easier to approach your enemies with lunged strikes and long kicks. As a bonus action, you increase your reach with unarmed strikes by 5 feet.

Ginga

You can start a ginga as a bonus action on your turn, that last until the start of your next turn or until you make an attack or take damage. While your ginga is active, you can reroll one failed attack you make as a reaction, or use a reaction to force your attacker to reroll a successful attack.

You can't use your ginga if you aren't able to move on your turn.

Skipping Guard

You start to skip, increasing your movement speed. You can use a bonus action to cause your movement speed increases by 10 feet until the start of your next turn.

Martial Artist Archetypes[edit]

Street Brawler[edit]

The best fighting teacher is fight itself. Street brawlers learn how to fight trough 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 a long rest. You regain a 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

Also 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 is 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 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.

Traditionalist[edit]

You seek some ancient martial arts tradition, and devote your training to both internal and external mastery of your art. Your training invariably relies in learning the traditional forms of your style, sequences of movements developed trough generations of masters inside your chosen martial school.

Traditional 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 Traditional 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.

Traditional Sequences

Starting at 3rd level, you learn how to perform the traditional sequences of your style. Each traditional sequence grants you one passive and one active benefit.

You learn two traditional sequences at 3rd level, learning one additional one at 7th, 10th and 15th levels. When you prepare a Fighting Sequence, you can prepare that fighting sequence as a traditional sequence, which allow you to use the granted benefits.

The active benefits of your chosen animal form can be used once, and you regain its use after a short or a 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 you can climb at the same speed you can move. The activation benefit lasts 1 minute.
  • Tiger: When you assume this stance, you can take the Dash action as a bonus action. The first unarmed strike you make after the Dash knocks a target large or lower prone. In addition, on a hit, you can activate this form when you hit a creature with an attack to cause additional 2d6 damage, knock the creature prone and make one additional attack with your bonus action, at advantage.
  • 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 teach 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 absorb damage as a bonus action in each turn, for 1 minute.
  • Water: The water can flow and adapt 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 trough 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 teach you to constantly move grow, expand and move forward. When you assume this stance, you, once in each turn when you hit a creature with a unarmed strike, you move the target 5 feet backwards while you move 5 feet forward. You can activate this form to move your target 5 feet to any direction and move yourself 5 feet in any direction every time you hit it, 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 to use your Techniques. In addition, when you activate this form, whenever you are within 5 feet of an ally and that ally makes an melee attack, that attack is made at advantage. This benefit lasts for 1 minute.
  • The Grandmaster: You follow the example of your style 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 Folk Hero: When you assume this stance, you, you gain proficiency with a glaive and can use your combat techniques with it. In addition, you can activate this form to gain a bonus to attacks and damage rolls equal to +1. This bonus increase to +2 at 10th level. 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 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 advantage for the same duration.
Additional Forms

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.

Tameshiwari

Also at 7th level, you finally master the ancient techniques of breaking objects with your bare hands. The damage dealt by you against objects is doubled with your unarmed strikes.

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 Traditional 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 can choose one of your Traditional Sequences to be activated once, without spending an use.

Tactical Warrior[edit]

Tactical warriors study their opponents, mastering martial arts through deep understanding of their techniques, their enemies and learning form the combat experience. Tactical Warriors have a deep knowledge of the inner workings of each technique and can morph and change such techniques.

Bonus Proficiencies

Starting at 3rd level, you gain proficiency in Perception and Insight skills. If you are already proficient with those skills, you can choose another from the Martial Artist list.

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, Disarming Strike, 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 your maneuvers with unarmed strikes.
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 Fight

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, you discover one damage resistance, immunity or condition immunity of the creature, of the choice of your DM. You can't use this ability twice against the same creature on the same combat.

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Weapon Master[edit]

Weapon masters study the fighting treatises of swordmasters of old, and focus on emulating and perfecting those teachings.

Weapon Proficiency

Starting at 3rd level, you gain proficiency in martial weapons and medium armor. In addition, you can use your Combat Techniques with melee martial weapons that lack the heavy property.

Defensive Guard

At 3rd level, when wielding a weapon you are proficient with and wearing light or no armor and not wielding a shield, you can add your Proficiency bonus to your AC.

In addition, when wearing medium armor, you can add your proficiency bonus to your AC, instead of your Dexterity modifier.

Cutting Technique

At 3rd level, you can make a specially precise strike with your weapon. You can give yourself advantage on a weapon attack.

You can use this feature a number of times equal to your ability modifier used with the weapon, and regain your uses after a long rest.

Arsenal Keeper

Starting at 7th level, you can add twice your proficiency bonus with checks made using the 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.

Quick Parry

Starting at 10th level, when an attack is made against you, you can use your reaction to try to block that attack. Make an attack roll, and if your result is higher than the attacker's result, you take no damage and the attack misses.

After a successful use of this feature, you can't use it again until you finish a short or a long rest.

Sharpened Blade

Starting at 15th level, when you score a critical hit, you can choose to cause maximum damage, instead of rolling the damage.

You can use this ability a number of times equal to your Constitution modifier, and regain your uses after a long rest.

Blade Master

Starting at 18th level, when you use your Quick Parry feature and fail, you can make one attack against your opponent as part of the same reaction.

In addition, when you roll initiative and have no uses of your Cutting Technique or Sharpened Blade feature left, you regain one use of that feature.

Mixed Martial Artist[edit]

Mixed martial artists 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 usually don't care for tradition, seeking whatever gives them what is needed to win a fight.

Versatile Training

When you choose this archetype at 3rd level, you learn one additional technique 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.

Like Water

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 fighting technique as part of the same bonus action.

Additional Style

Starting at 10th level, you learn one additional Martial Style. If your new additional style give you Techniques you already know, you can choose two new ones.

Tackle

Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

Martial Versatiliy

Starting at 18th level, you can use your bonus action to use two unarmed strikes. You can modify both using your combat techniques.

You can use this ability a number of times equal 2 + your ability modifier (either Strength or Dexterity) and you regain your uses after a long rest.

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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