Martial Artist
Core Progression Table
Level | Proficiency | Class Features | Martial Die | Focus Points |
---|---|---|---|---|
1 | +2 | Martial Arts, Combat Discipline | d4 | — |
2 | +2 | Focus Points, Focus Techniques | d4 | 2 |
3 | +2 | Martial Path Feature (Subclass) | d4 | 2 |
4 | +2 | Quickened Step, ASI | d4 | 2 |
5 | +3 | Extra Attack | d6 | 3 |
6 | +3 | Subclass Feature | d6 | 3 |
7 | +3 | Still Mind | d6 | 3 |
8 | +3 | ASI | d6 | 3 |
9 | +4 | Deflect Strike | d8 | 4 |
10 | +4 | Subclass Feature | d8 | 4 |
11 | +4 | Moment of Clarity | d8 | 4 |
12 | +4 | ASI | d8 | 4 |
13 | +5 | Diamond Resilience | d10 | 5 |
14 | +5 | Subclass Feature | d10 | 5 |
15 | +5 | Enlightened Flow | d10 | 5 |
(1st Level)
Martial Arts
- You can use Dexterity instead of Strength for attack/damage rolls with unarmed strikes and martial arts weapons.
- You can roll a Martial Arts die instead of the normal damage of unarmed strikes or martial arts weapons.
- Martial Arts die increases as you gain levels:
- Levels 1–4: d4
- Levels 5–8: d6
- Levels 9–12: d8
- Levels 13–15: d10
You can make an unarmed strike as a bonus action after attacking with an unarmed strike or martial arts weapon on your turn.
(2nd Level)
Focus Points
- You have a pool of Focus Points = your proficiency bonus. You regain all points at the end of a short or long rest.
- You can spend 1 or more points to perform Focus Techniques, detailed later.
Focus Techniques (Usable with Focus Points)
Technique | Cost | Description |
---|---|---|
Flurry of Blows | 1 | After taking the Attack action, make two unarmed strikes as a bonus action. |
Patient Defense | 1 | Take the Dodge action as a bonus action. |
Step of the Wind | 1 | Dash or Disengage as a bonus action; double jump distance this turn. |
Kiai Burst | 2 | Add your Martial Arts die to the damage of an unarmed strike and force a Con save or the target is stunned until end of your next turn. |
Pressure Point Disrupt | 1 | Target makes a Constitution save or has disadvantage on attacks until end of its next turn. |
Redirect Momentum | 2 | When you succeed a Dex saving throw, you can redirect an attack or AoE to another target within 15 feet (they save instead). |
(3rd Level)
Martial Path
Choose a Martial Path. This grants features at 3rd, 6th, 10th, and 14th level.
(4th Level)
Quickened Step
You gain a climbing speed and running long jump distance equal to your movement speed. Additionally, when you spend a Focus Point to Dash or Disengage, you can move across vertical surfaces and liquids during that movement without falling.
Ability Score Improvement
You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.
(5th Level)
Extra Attack
(6th Level)
Evasion
When subjected to an effect that allows a Dexterity saving throw to take half damage, you take no damage on a success, and half on a fail.
Martial Path
Gain Martial Path feature.
(7th Level)
Still Mind
As a bonus action, you can end one charmed or frightened condition affecting you. You can do this a number of times equal to your Wisdom modifier (min 1) per long rest.
(8th Level)
Ability Score Improvement
You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.
(9th Level)
Deflect Strike
When a creature within 5 feet of you hits with a melee attack, you can use your reaction to reduce the damage by 1d10 + your Dex modifier + your level. If the damage is reduced to 0, you can make an unarmed strike against them as part of the same reaction.
(10th Level)
Martial Path
Gain Martial Path feature.
(11th Level)
Moment of Clarity
Once per short rest, you can take a special bonus turn immediately after someone else's turn. You gain a single Action or Dash + Strike combo (1 attack + 1 unarmed strike). This does not interrupt other creatures' turns but occurs before initiative resumes.
(12th Level)
Ability Score Improvement
You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.
(13th Level)
Diamond Resilience
When you fail a saving throw, you can reroll it by spending 2 Focus Points. You must take the new result.
(14th Level)
Martial Path
Gain Martial Path feature.
(15th Level)
Enlightened Flow
Once per turn when you hit with an unarmed strike, you can deal an extra Martial Arts die of damage and choose one:
- Push the target 10 feet
- Knock the target prone
- Prevent the target from taking reactions until the end of its next turn
Hit Points
Hit Dice: 1d8 per Martial Artist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Martial Artist level
Primary Ability
Dexterity or Wisdom (chosen at 1st level; used for class features and Focus Techniques)
Proficiencies
Armor: Light armor
Weapons: Simple weapons, shortswords, and martial arts weapons (defined by subclass)
Tools: Choose one: artisan’s tools, musical instrument, or calligrapher’s tools
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Athletics, Insight, Perception, Sleight of Hand, Stealth
Equipment
Choose one of the following equipment sets:
Option A:
Leather armor
One martial arts weapon (defined by subclass or chosen from: staff, club, short sword, sickle, nunchaku, or hand wraps)
Explorer’s pack
A token of training: sash, bracelet, or cloth scroll of your school’s creed
Option B:
90 gp and a weapon or item tied to your martial arts training
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