Martial Champion (5e Subclass)

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Martial Champion[edit]

Fighter Archetype

Masters in hand to hand combat and adepts to the philosophy of ki, Martial Champions are fighters who seek the mastery of martial arts, trough discipline and connection with the life force contained inside every living creature.

Martial Arts

Starting at 3rd level, you learn how to use your fists and martial weapons in combat. You gain the following benefits:

  • You roll a 1d4, instead of the damage die for unarmed strikes. This damage increases to 1d6 at 7th level, 1d8 at 15th level and 1d10 at 18th level
  • You can use your Dexterity, instead of Strength, for attacks and damage rolls with unarmed strikes.
  • When you take the Attack action with a martial weapon or unarmed strike, you can make an unarmed strike using your bonus action.
Ki

Also at 3rd level, your training has taught you how to master and control the mystical force of ki. You gain an amount of ki points equal to 1 + your proficiency bonus, and you regain any amount of ki points spent after spending 30 minutes meditating over the course of a short or a long rest.

You can use your ki in the following ki features:

Flurry of Blows Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Ki-Empowered Strikes

Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Stunning Strike

Starting at 7th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Wholeness of Body

Also at 10th level, you can spend 1 ki point as a bonus action to regain one use of your Second Wind feature.

Martial Master

Starting at 15th level, when you roll initiative and have no ki point, you regain 1 ki.

Quivering Palm

At 18th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

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