Martial Artist (5e Class)
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- 1 Martial Artist
- 1.1 Introduction
- 1.2 Creating a Martial Artist
- 1.3 Class Features
- 1.3.1 Table: The
- 1.3.2 Martial arts beginning
- 1.3.3 Know your enemy
- 1.3.4 Honor
- 1.3.5 Ways of polarity
- 1.3.6 Ability Score Improvement
- 1.3.7 Martial Adept
- 1.3.8 Improvement In Combat
- 1.3.9 Never Stopping
- 1.3.10 Martial Arts Expert
- 1.3.11 Aura Sense
- 1.3.12 Travelers Way
- 1.3.13 Meditation
- 1.3.14 True Sense
- 1.3.15 Fighting The Strongest
- 1.3.16 Last Line
- 1.3.17 Martial Arts Master
- 1.4 Fire and Ice
- 1.5 Ying and yang
- 1.6 Multiclassing
A man walks on a road as he is approached by 3 odd men the biggest threatens him "Hey give us your money and we let you live" then the man pulls out a spear as it then instantly pierces the man's heart killing him.
A woman walks in a tavern as a cocky man walks up to her to seduce her she quickly hits him as her hands light ablaze scorching the man's clothes.
A party is on its last legs fighting a lich as one of the party members glows golden as his allies feel stronger. A martial artist can be different things for a party just not one they are not usless
Creating a Martial Artist
- Quick Build
You can make a Martial artist quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength. Second, choose the Hermit background. Third, choose Explorer pack, Light crossbow,gi
As a you gain the following class features.
- Hit Points
Tools: Explorers Pack,
Saving Throws: Strength, Dexterity
Skills: choose 2 from Acrobatics,Athletics,Nature,Medicine,Animal Handling,Persuasion,Intimidation,Perception
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 1 light martial weapon or (b) 1 simple weapon or (c) light crossbow
- (a) common clothes or (b) Leather armour or (c) Gi
- (a) Explorer pack or (b) Dungeoners pack
|1st||+2||Martial arts Beginning||2|
|2nd||+2||Know your enemy||4|
|4th||+2||Ability Score Improvement||7|
|5th||+3||Martial Arts Adept||8|
|7th||+3||Improvement in Combat||11|
|8th||+3||Ability Score Improvement||13|
|11th||+4||Martial Arts Expert||17|
|12th||+4||Ability Score Improvement, Achetype Improvement||19|
|16th||+5||Ability Score Improvement, True sense||25|
|17th||+6||Fighting The Strongest||26|
|19th||+6||Ability Score Improvement, Last Line||29|
|20th||+6||Martial Arts Master||31|
Martial arts beginning
You start off with the Martial points started in the chart.As well as you have a unarmed strike damage of 1d4.Lastly you have a natural defense if you are wearing gi which is 10+Dexterity+ proficiency mod as well as gaining the following moves
- Precision blow (1 point)
can be used before attack is rolled you can add +2 to the attack roll
- Slowing strike (2 points)
Can be used after the damage is rolled but not before results of damage are given. This strike reduces the creatures speed by 5 feet each time this is used to a max of 15 it does not effect flight speed
- Calm defense (2 points)
You can use this at the end of your turn as a bonus action. For the round an enemy that rolls against you the you have hit has disadvantage against you
Know your enemy
At second level you are able to see the ins and outs of your opponent if you are fighting an opponent creature or not for more than 5 turns you gain +1 to hit or damage (decide before rolling to attack). At 5th level if you have been fighting for 7 turns or more you can decide it is +1 to your AC instead.At 10th level it increases to +2 and at level 15 +3
At third level of you are fighting someone by yourself and no one else is fighting your opponent you gain +1 AC and +1 to damage rolls.At 6th level you gain +1 to attack as well.At 12th level all of them are increased to +2 instead and at 16th level it is further increased to +3 but if an ally joins your fight you lose the buff immediately
Ways of polarity
At 3rd level, you chose a Archtype. Choose between Fire & Ice,Dignity & Dishonor,Ying & Yang all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 9th, 12th, 18th
Ability Score Improvement
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.
You have become increasingly better with your arts. At 5th level your unarmed strike is increased to 1d6+ con or str (whichever you decide).You also gain the following moves
- Paralyzing blow (4 points)
After you deal damage you can make your opponent roll a con save of 11+your str if they fail the lyrics are Paralyzed for the round if they succeed they are immune to it for the day
- Heavy blow (x points max of level number)
After you make an attack you can make it a heavy blow adding x number of points to the damage
- Unmoved Fortress (3 points)
You can use this as a bonus action at the end of your turn you can not be moved and you gain 4 AC but lose 1 for each attack successful blocked your AC resets after your turn begins again
Improvement In Combat
At 7th level when you have taken damage from a creature you may add +1 to damage to that creature for every time they have damaged you. The damage modifier resets after beating that opponent.At 15th level the modifier increases to +2 but for every 5 to the damage you -1 to your attack rolls and for every 10 -1 to your AC for the fight.
At 10th level when you are put to zero or less hit points you may roll a con save DC of 13 if you fail you are knocked out and have to roll your death saves if you succeed the roll you are put at 1 hp instead. For every time you succeed increases it the DC of by 2 and every time you succeed you gain a level of exhaustion as well. You may only use this once per long rest.
Martial Arts Expert
At 11th level your unarmed strike become 1d10 + double str or con now for damage. As well as gaining these moves
- Knock down (5 points)
When you take your movement towards someone you may use this to add 1d6 + str bludgeoning damage for your first attack as well as make them roll a str save of 8+prof+str if they fail they are knocked prone unless they are immune to being knocked prone
- Pushing blow (4 points)
When you attack someone attack you roll damage you may use this to push them 10ft in any direction except in your own
- Lancing shot (6 points)
Before attacking a person you may make your unarmed strike ranged of 15ft and if using those entire 15ft you may add 1d6 + dex piercing damage to the roll
- Raging Defense (6 points)
You may use this at the end of your turn as a bonus action. For every time you were and are damaged this round gain 1 AC till the start of your turn.
At 13th level You are able to sense other peoples auras. This means that you will have advantage on perception rolls just see if you're looking for someone You are also able to tell if you were a perception check Of a 19 or higher you're able to check one of their stats (you can check Max Hp, AC, Their str,dex,con,wis,int,cha score, vulnerability, resistance,Invulnerability, or Condition immunity) But only once per short rest may you use this ability.
As a martial artist you travel a lot. At 14th level you gain 3 languages you have encountered before as well as when you are talking to locals or a town, village, or capital you may roll with advantage with charisma rolls what ever it may be for.Lastly you have expertise on persuasion now if you do not already.
At 15th level you can take a turn to focus and calm your mind if do not get hit you are able to gain 2d10 + con hp and 1d6 points If you are hit you gain half of all this at the start of your next turn. As well if you start combat without any points you gain 1d4 points.
At 16th level you get blind sight for 60ft if you have it already it is increased by 30ft. As well as when you use Aura Sense the DC for it is now 15 Lastly you gain profiency to perception and investigation if you don't have it already.
Fighting The Strongest
At 17th level if you are in combat with someone equal or higher than your level in cr or level and you are above half hp then you gain +3 to attack damage rolls as well as gain 3 AC. If you are below half Hp you can chose to take away any of those bonuses and add them to your attack and damage rolls or AC.But after the bonuses are chosen it can not be undone for the fight. example( I take away 3 from my attack and I can add that to either my damage or AC)
At 19th level if you are the last person above 0 HP in a fight in your group you gain +10 temp HP as well as +3 to damage and attack rolls and 2 AC For as long as you are the last one.
Martial Arts Master
Finally you master master arts.At 20th level your unarmed strike does 1d12 + str or con now as you gain the following moves
- Piercing Strike (6 points)
When you are rolling damage you can make it a piercing strike making the damage piercing, adding 1d8 piercing damage, and you can now ignore 1 AC every time you attack them with this to a max of 5
- Bludgeoning Strike (6 points)
When you are rolling damage you can make it a Bludgeoning Strike making the damage Bludgeoning,as well as adding 1d8 Bludgeoning, and if they are wearing armor if you do 30 Bludgeoning damage by yourself you break the armor
- Slashing Strike (6 points)
When you are rolling damage you can make it a Slashing Strike making the damage Slashing,,as well as adding 1d8 Slashing, As well if you deal damage to someone you are able to make them bleed if they are not a construct or undead dealing 2 damage for every start of their turn for 5 rounds.
- Critical Strike (14 points)
When you are rolling damage you can make the attack critical,As well as you inflict them with disadvantage when attacking now for 3 rounds. You may only use unarmed strike for this
- Ultimate Defense (8 points)
When you end your turn as a bonus action you are able to add 10 AC for the rounds but for every attack made against you lose 1 AC.
Fire and Ice
You focus the energy of your arts to your strikes to deal elemental damage
- Fire strike and ice defense
At 3rd level you are able to start fires with a punch and harden your defense with your stance
- Fire strike (3 points)
When you are rolling damage you are able to use this to add 1d8 fire damage to your unarmed strike.
- Ice Defense (3 points)
As a bonus action you can use this to gain 2 AC and anyone that attacks you takes 1d4 Cold damage.
- Fire blast and Ice wave
At 6th level you may now make attacks range
- Fire blast (6 points)
As an action you can fire blast of fire with range of 90ft and it acts as a 3rd level fire ball the save being wisdom.
- Ice wave (6 points)
You as an action can make ice shoot in all directions it counts as 2nd level thunder wave but as cold damage and it’s the same save as before.
- Burning feet & Freezing soul
At 9th level you can either increase your own speed or slow down others now
- Burning Feet (3 points)
As a bonus action you can heat your body up to increase your speed increases by 20ft this last for 3 rounds but each time after the first you do it you take 1d10 fire damage.
- Freezing soul (4 points)
You can use this when you touch an creature decreasing their speed by 15 ft for 2 turns. You can use this once every time you use after once you take 1d8 cold damage
- Raging fire & calming freeze
At 12th level your powers deep out your body affecting others
- Raging fire (8 points)
As an action you can use your power to ignite yourself becoming resistant to fire damage and if you were you Resistant then you become immune to fire as well if you are hit the creature that hit you takes 1d8 fire damage as well if you hit a creature you do an extra 1d8 fire damage. This form only last for 1 round before you have to activate it again but every time you do you gain a level of exhaustion.
- Calming freeze (7 points)
As a bonus action you calm your spirit and become cold you become resistant to cold damage if you are already resistant you become immune this holds till your next turn starts. Also till your next turn starts any creature that comes with 10 feet of you loses 10 ft movement speed as well as take 1d4 cold damage.
- Eruption & Ice age
When at 18th level you gain both of these attacks to fully harness your power.
- Eruption (14 points)
When you use this move you can not use Ice age for a week as well as you can only use this per long rest. You become immune to fire damage for 3 minutes as you explode it acts as a 7th level fireball at your location and all people must roll a 16 dex to pass the roll. As the 3 minutes pass however you gain 1 level of exhaustion.
- Ice age (14 points)
When you use this move you can not use Eruption for a week as well as you can only use Ice age once per long test.You become immune to Ice damage for 3 minutes as you freeze all around you as you cast a 7th level I’ve storm on yourself.The roll to save is 16 dex to pass the roll. After 3 minutes pass you gain 1 level of exhaustion.
Ying and yang
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Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: