Talk:Martial Artist (5e Class)

From D&D Wiki
Jump to navigation Jump to search

I think a lot of the stuff on Martial Arts page is a tad bit unexplained/has poor wording or has a lack of flavor/potency. It is very good, all things considered, however I think some things could use a bit of a touch-up.

1. Combat Master: The wording here is confusing. "Starting at 11th level, when you take the Attack action, the first Fighting Sequence you use as part of that action does not require you to forgo an attack." What does this mean, exactly? Do you just get a free Fighting Sequence? I think it'd be better to just give them something else as to not load the class too much with too many attack rolls as they aren't exactly a Fighter with Action Surge. Thus, I replaced it with Evasion as I found it more fitting given they are masters of body and doing doing stylish dodging is something that you'd typically see in martial arts movies and makes sense, especially for a class that doesn't particularly use armor given they have Unarmored Defense, even with their armor proficiency. It allows them to at least reduce a bit of damage off of themselves.

2. Closed Guard: Just thought it more fitting to have them just keep the AC bonus until the start of their turn. It getting removed upon taking damage is dumb. Unarmed classes need good support anyways, so let them have something a little fun.

3. Extended Guard: Same as before. Made it into a half-closed guard. It only increasing range by 5 ft felt weird considering, well, it was a guard. The +1 bonus makes sense, really.

4. Ginga: It becoming negated if you're prone or incapped makes sense considering how a Ginga works in real life as it's all about momentum. Disrupting momentum can screw over that stance. It's a powerful guard, so this is a good counter-balance.

5. Dirty Fighting: Typo. That's it.

6. Ancient Arts: Just felt that the naming scheme looked cooler if it were based around practicing forgotten/old combat arts. Makes it feel pretty monk-like in a sense, which is a cool nod to it. Nothing big changed with it, really. Just a cooler name scheme.

7. Weapon Master Subclass change to Weaponsage: Weapon Master felt very lacking and, really, very boring. It's just the "i want to be a fighter" subclass. Just felt very bland, really and lacking really much substance and felt a bit out-of-theme. It's why I tried to make Weaponsage similar to the Kensei monk in terms of feel and added a rage-like mechanic that allows them to becoming a skirmisher that dances around the battlefield with their beautiful use of their weapons. I made it more in-line with actual martial arts. Flow Strike is more anime, really. Made it use a use of Battle Flow so it isn't spammable. Makes sense for the actual technique side of things instead of "anime slash spam".

8. Mixed Martial Artist: Personally, it was really just lacking a whole lot of substance, but all I made were simple changes that made sense as this is essentially the Champion Fighter/Berserker Barbarian of the Martial Artist class. It was far too impotent and simple as well. A "Tackle" as a subclass feature? Really? That should be its own Strike, not a subclass feature.

Anyway, these are the reasons for my changes from before and I hope that my changes stick or, at the very least, the important ones do.