Martial Artist

Core Progression Table

LevelProficiency Class FeaturesMartial DieFocus Points
1+2Martial Arts, Combat Disciplined4
2+2Focus Points, Focus Techniquesd42
3+2Martial Path Feature (Subclass)d42
4+2Quickened Step, ASId42
5+3Extra Attackd63
6+3Subclass Featured63
7+3Still Mindd63
8+3ASId63
9+4Deflect Striked84
10+4Subclass Featured84
11+4Moment of Clarityd84
12+4ASId84
13+5Diamond Resilienced105
14+5Subclass Featured105
15+5Enlightened Flowd105

(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)

TechniqueCostDescription
Flurry of Blows1After taking the Attack action, make two unarmed strikes as a bonus action.
Patient Defense1Take the Dodge action as a bonus action.
Step of the Wind1Dash or Disengage as a bonus action; double jump distance this turn.
Kiai Burst2Add 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 Disrupt1Target makes a Constitution save or has disadvantage on attacks until end of its next turn.
Redirect Momentum2When 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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