School of Martial Art (5e Subclass)

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School of Martial art[edit]

Enpowered Body

By the time you choose this arcane tradition at 2nd level, you have adopted a particular style of fighting with unarmed strikes enhanced with arcane energy.In this technique Magic is an extention of yourself, this can be flavored as a weapon born of arcane weapon or the strike of your fist fueled by magic powers ethier way it is considered an unarmed strike.You can make an unarmed strike with your action or bonus action.Your Unarmed strikes deals 1d6 Bludgeoning damage, 1d8 at level 5 , 1d10 at level 11.You may choose to use your intelligence modifier for the attack and damage rolls for your unarmed strikes and they count as weapons worth at least 1sp for the purpose of spell casting components, You learn the Greenflameblade or Boomingblade cantrip of your choice, you also gain profiency in acrobatic or athletics of your choice.Your body is covered by a transparent thin layer of magical force. When you aren't wearing armor, your AC equals 10 + your Dexterity modifier + your intelligence modifier. Additionally your maximum Hit Points increase by 2 and an additional 1 for every level you take in this class.

Magus Dance

Starting at 2nd level, you can enter a enmpowered state which grants you increased defenses and magical powers. It doesn't change your appearance, but if it suits your background it might have a different name and visual change.

You can use a bonus action to start the Magus Dance, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Magus Dance at any time you choose (no action required).

While you are in the dancing state, you gain the following benefits: Your AC increases by an amount equal to your intelligence modifier. You gain an increase to any Unarmed strike and melee spell attack range. The increase equals 5x your profiency bonus (minimum of +5ft).You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Enpowered Offhand Spellcasting

Beginning at 6th level, whenever you use the Cast a Spell action on your turn to cast a leveled spell or cantrip, your next Unarmed Strike until the end of your turn is made with advantage and deals additional unarmed strike die in force damage equal to the level of the spell you had cast (A maximum of 5th level in dice a minimum of 1 dice in the case of a cantrip) You can have the unarmed attacks in your dancing state deal force damage instead of its normal damage. While you are concentrating on a spell you can also have your unarmed strike attack's attack and damage roll gain benefit from this feature, doing so you can add an amount of die equal to half the spell's level you are concentrating on (rounded up minimum of 1) unto your unarmed strikes damage roll.

Arcane Deflection

Starting at 10th level your body has become deeply intuned with magic and the weave.You gain resistance to force damage.You can reduce incoming damage with a magical ward. When you take damage you can reduce it by an amount equal to a roll of your Unarmed strike dice + int mod + wizard level, you can use this feature once per turn and when you do you cannot use it again until the start of your next turn.This feature has as many uses as equal to your intelligence modifier (minimum of 1) which recharges on a longrest. If this reduces a damage source to less than 0 the diffrence is converted to temporary hitpoints that last for the duration of 1 minute. You cannot use this feature if you are incapacitated.

True Magic Combat

At 14th level, you have mastered the art of seamlessly blending weapon strikes and spellcasting.As a result you gain resistance to force damage, Whenever you use your Enpowered Off Hand Spell casting Feature You may make two unarmed strike attacks instead of one, both of these attacks gain the benefit of the Enpowered spell casting feature.

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