Martialist (5e Class)
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Martialist[edit]
Introduction
Martialist is a variation of Monks, but not fitting as a subclass, still I couldn't find how to make a variant class, so this is here, I hope you like it.
Ancestral Fighting Knowledge[edit]
So you want to master the ancient knowledge of legendary warriors? Do you seriously believe you could just learn one move or two and consider yourself a master fighter? If you are being serious in your wish of learning the ancestral secrets of the art of combat, you must be aware that it will cost you years of dedication and hard work, not only physical, mental too... I see, in your eyes is still the spark of desire, and determination... You have convinced me, I'll take you as my apprentice, but one last warning, even with hard work, I can't warranty you having success in learning and mastering this style of fight, in fact THIS STYLE OF LIVE.
Wisdom as your blade[edit]
Martialists work its mind to know how and where to hit to get the results they are looking for, also know when to hit and when to keep its distance, the battle for them is a true art, and with its long training are capable to make its bodies go far away than normal people, also can cause several effects to those who are hited by his fists or weapons.
This class represent martial artist, that expend its life learning and living accord a fighting style.
Creating a Martialist[edit]
Do you want to land a lot of weak attacks per turn? Do you want to add some effects to your attacks? Or maybe, do you want to land a devastating hit to your foes? Well, this is the class for you.
- Quick Build
You can make a Martialist quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strenght or Dexterity. Second, choose the Hermit background.
Class Features
As a Martialist you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Martialist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Martialist level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple
Tools: Choose one of artisan's tools or a musical instrument
Saving Throws: Constitution and Wisdom
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one artisan's tools or (b) one musical instrument
- (a) a dungeonees's pack or (b) an explorer's pack
- 10 darts
- If you are using starting wealth, you have 30 gp in funds.
Level | Proficiency Bonus |
Features | Martial Dice | Martial Points | Unarmored Movement |
---|---|---|---|---|---|
1st | +2 | Unarmored Defense, Body as a Weapon | 1d4 | - | - |
2nd | +2 | Martial Study, Unarmored Movement | 1d4 | 3 | +5 ft |
3rd | +2 | Deflect Missiles, Martial School | 1d4 | 3 | +5 ft |
4th | +2 | Ability Score Improvement, Slow fall | 1d4 | 4 | +5 ft |
5th | +3 | Hand Style, Fresh Mind | 1d4 | 5 | +5 ft |
6th | +3 | Empowered Body, Martial School Feature | 1d4 | 6 | +5 ft |
7th | +3 | Evasion, Stillness of Mind | 1d4 | 6 | +5 ft |
8th | +3 | Ability Score Improvement | 1d6 | 7 | +5 ft |
9th | +4 | Unarmored Movement Improvement | 1d6 | 8 | +10 ft |
10th | +4 | Stillness of Mind Improvement | 1d6 | 9 | +10 ft |
11th | +4 | Martial School Feature | 1d6 | 9 | +10 ft |
12th | +4 | Ability Score Improvement | 1d6 | 10 | +10 ft |
13th | +5 | Tongue of the Sun and Moon | 1d6 | 11 | +10 ft |
14th | +5 | Diamond Soul | 1d6 | 12 | +10 ft |
15th | +5 | Silver Mind | 1d6 | 12 | +10 ft |
16th | +5 | Ability Score Improvement | 2d4 | 13 | +15 ft |
17th | +6 | Martial School Feature | 2d4 | 14 | +15 ft |
18th | +6 | Fresh Mind Improvement | 2d4 | 15 | +15 ft |
19th | +6 | Ability Score Improvement | 2d4 | 15 | +15 ft |
20th | +6 | Born to Combat | 2d4 | 16 | +15 ft |
Unarmored Defense[edit]
Starting at 1st level, when you're not wearing any kind of armor, your AC is 10 + your Wisdom modifier + Your proficiency bonus
Body as a Weapon[edit]
When you attack with a weapon you have proficiency, or with an unarmed attack, you can use your Dextery or your Strenght, at your will, for your attack roll, also, your unarmored attacks damage are replaced by your Martial Dice + the modifier used to make the attack
Martial Study[edit]
Starting at 2nd level, your devotion to your training let you achieve unbealible prowess just with the power of your mind. You gain access to Martial Points, this represent your capability to push your body over common humans, you can expend Martial Points equal to your proficiency plus half your Martialist level each turn, to get as many of the following effects as you can afford with your Martial Points:
- Break Defense
(1 Martial Point +2 per additional use in the same turn) Add half of your Wisdom modifier to your roll attack per Break Defense paid
- Flurry of Blows
(2 Martial Points +2 per addicional use in the same turn) Add one extra attack to your Attack action of this turn, per Flurry of Blows paid
- Patience Defense
(1 Martial Point) Use the Dodge action as a bonus action this turn
- Step of the Wind
(1 Martial Point) Use the Disengage and Dash action as a bonus action this turn
Unarmored Movement[edit]
Starting at 2nd level, your speed increases by 5 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain martialist levels, as shown in the Martialist table
Deflect Missiles[edit]
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 martial point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet
Martial School[edit]
Starting at 3rd level, you chose a Martial School. Choose between School of Blows, School of Elements, School of Pressure or School of Strenght; all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 11th and 17th 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. As normal, you can't increase an ability score above 20 using this feature.
Hand Style[edit]
Starting at 5th level, your martial study has been improved. Select one of the following effects, add it to the effects of your Martial Study:
- Extra Flurry
(1 Martial Point, only one per turn) Add one attack to your Attack action
- Armor Weakness
(0 Martial Point, only one per turn) Add half your Wisdom modifier to your roll attack
- Heightened Punch
(1 Martial Point) Roll your Martial Dice for Damage with Advantage Also, add the following effect to your Martial Study effect list
- Defensive posture
(2 Martial Points, once per turn) Incress your AC 2 points until your next turn
Fresh Mind[edit]
Starting at 5th level, you can use 2 extra Martial Points this turn. You can use this feature a number of times equal to your Wisdom modifier, recovering all your uses after a long rest
Silver Mind[edit]
Starting at 15th level, you can’t be aged magically. You can still die of old age, however. In addition, you don't suffer the effects of level one and two of exhaustion, and remain 15 foot of movement when you reach level four of exhaustion.
Fresh Mind Improvement[edit]
Starting at 18th level, you can use 3 extra Martial points, instead of two, per use, also you recover one use per HD spent during a short rest
Born to Combat[edit]
Finally at 20th level, each time you roll iniciative, you can roll 1d8 and recover HP equal to the result plus your Wisdom Modifier, also each time you spent a HD you roll with advantage, and add half your proficiency to the result
Martial Schools[edit]
School of Blows[edit]
Your specialize on landing a lot of soft punches or kicks, instead of hitting with strenght, or affecting your adversaries
- Storm of Blows
At level 3, Only add half your Attack modifier to each of your Flurry of Blows attacks, but you make two attacks instead of one per each Flurry of Blows afford
- Dextery Hands
At level 6, you gain two proficiencies with any Artisan's Tool, Musical Instrument or Gamming Set
- Lightining Fist
At level 11, All your Flurry of Blows, reduce it's cost 1 Martial point
- Accurate Hit
At level 17, All your Flurry of Blows, have advantage
School of Elements[edit]
You control the energies of nature itself to power up your attacks
- Nature Principles
At level 3, add the next listed effects to your Martial Study effects
- Burning Soul
(2 Martial points) Add 1 Martial Dice plus your Wisdom Modifier, of Fire Damage to the damamage of one of your attacks; it must be Paid before the attack is done
- Cold Mind
(2 Martial points) Add 1 Martial Dice plus your Wisdom Modifier, of Cold Damage to the damamage of one of your attacks; it must be Paid before the attack is done
- Sining Heart
(2 Martial points) Add 1 Martial Dice plus your Wisdom Modifier, of Thunder Damage to the damamage of one of your attacks; it must be Paid before the attack is done
- Sparkling Speed
(2 Martial points) Add 1 Martial Dice plus your Wisdom Modifier, of Lightning Damage to the damamage of one of your attacks; it must be Paid before the attack is done
- Unamovible Will
(2 Martial points) Add 1 Martial Dice plus your Wisdom Modifier, of Poison Damage to the damamage of one of your attacks; it must be Paid before the attack is done
- Call the Elements
At level 6, you can use each of the following listed cantrips once, use Wisdom as your Spellcasting atribute for this cantrips, you recover your uses after a short or long rest
- Light
- Message
- Posion Spray
- Produce Flame
- Ray of Frost
- Nature Command
At level 11, you can expend one Martial point, the rest of the turn each time you use any of the effects provided to your, Martial Study effect list, due Nature Principies, get the respective aditional effect
- Burning Soul
Any character with an armor of metal, takes an aditional Martial Dice, also the next turn, a charater damaged by this damage Fire, have disavantage to attack with any metal weapon
- Cold Mind
Any character attacked, after the attack, must make a Strenght save roll against a DC equal to eight plus your wisdom modifier plus 2 for each attack that has successfully made damage this turn, if fail any, loss the ability to use any reaction the next round
- Sining Heart
Any character attacked, after the attack, must make a Strenght save roll against a DC equal to eight plus your wisdom modifier plus 2 for each attack that has successfully made damage this turn, if fail any, is Deafness until the next round
- Sparkling Speed
Any character attacked, after the attack, must make a Strenght save roll against a DC equal to eight plus your wisdom modifier plus 2 for each attack that has successfully made damage this turn, if fail any, loss the ability to use any the next round
- Unamovible Will
Any character attacked, after the attack, must make a Strenght save roll against a DC equal to eight plus your wisdom modifier plus 2 for each attack that has successfully made damage this turn, if fail any, is Prone
- Element Master
At level 17, you add the following effects to your Martial Study list
- Elemental Persistence
(4 Martial points) Select one of the effects provided due Nature Principles, all of your attacks get that effect until your next turn
- Elemental Empowerment
(1 Martial points) Negate Resistance to Cold, Fire, Lighining, Poison and Thunder damage, for this attack
School of Pressure[edit]
You learn how to weaken your opponentes with your attacks
- Control Over Damage
At level 3, add the following effects to your Martial Study effects list
- Blind Point
(2 Martial points) If your Unarmed Attacks cause damage to your target, it must Make a Constitution save roll against a DC equal to 7 plus your proficiency plus your Wisdom modifier, if is failed the target is blinded until your next turn
- Break Defense
(2 Martial points, once per turn) Your Unnarmed Attacks, reduce the AC of a hitted adversary by 1 point, this effect is cummulative, but can't go lower than 8 plus half the proficiency of the target, it last a number of turns equal to your Wisdom modifier
- Weakening Punch
(1 Martial points, plus 3 extra Martial point per aditional use in the same turn) Your Unnarmed Attacks reduce the damage caused by your adversary by 1 point, this effect is cummulative, it last a number of turns equal your Wisdom Modifier
- Open Mind
At level 6, Add half your proficiency to your Passive Perception and your Iniciative
- Vitality Control
At level 11, add the following effect
- Death Touch
(6 Martial points) If your Unnarmed attack cause damage to a target, it gets a temporal exahustation level, it last two rounds
- Living Weapon
At level 17, expend one Martial point to give advantage to all your Unnarmed Attacks this turn
School of Strenght[edit]
You relay on landing strong hits, instead of hitting many times, or affecting your adversaries
- Hammer Fist
At level 3, add the following effects to your Martial Study list
- Dragon's Claw
(" Martial Points, plus 2 per aditional use on the same turn) Add half of your Wisdom modifier to your Unnarmed Attacks
- Lion's Roar
(1 Martial point, plus 3 per aditional use on the same turn) Add half of your Wisdom modifier to your Attack roll
- Strong Shoulders
At level 6, your charge capability is treated like you where one size larger than you actually are
- Meteor Smash
At level 11, Add half of your Wisdom modifier to all your Unnarmed Attacks
- Vast Impact
At level 17, if you fail an Unnarmed Attack, only once for each attack, expend 3 Martial points to reapeat the Attack
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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