Martialist (5e Class)

From D&D Wiki

Jump to: navigation, search

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.

Table: The Martialist

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:

0.00
(0 votes)

Back to Main Page5e HomebrewClasses


Home of user-generated,
homebrew pages!


Advertisements: