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Martial Artist

The Martial Artist is a disciplined warrior who relies on physical techniques and combat prowess to overcome challenges. Drawing upon ancient martial traditions, the Martial Artist hones their body and mind to achieve extraordinary feats in battle.
hit dice: 1d10
hit points at 1st level: 6 + Constitution
hit points at higher levels: 1d10 per Martial Artist level
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Dexterity
skills: Skills: Choose two from Acrobatics, Athletics, Insight, Perception, Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

(a) a martial weapon or (b) two simple weapons

(a) a shortsword or (b) any simple weapon

(a) a dungeoneer's pack or (b) an explorer's pack

Light armor and an emblem of your martial arts schoo

spellcasting:

What Is A Technique?

A technique is a unique way of fighting passed down from teacher to student over generations, or they are learned in the moment or through intense practice. Many cultures and traditions also express their techniques in a variety of different ways. When using a technique, a character performs steps and movements with either flow or force that brings forth an energy that is seen by a layman to be supernatural.
Techniques can be offensive attacks, defensive stances, or the user's perception of the battlefield or world. Some will deal physical damage, impose a debilitating state, or even boost one’s athletic ability.
There are an untold amount of techniques that are practiced and used throughout the multiverse, and even more that have been forgotten by time. Old ruins, crumbling monasteries, or even religious temples may have records of techniques that can be learned. Perhaps a character has taken it upon themselves to create their own techniques, beginning a new era of martial arts in the world.

Techniques and Spells

When you have the choice to level up in a class such as Ranger for the first time, you can instead choose to forgo those levels and use the oppurtunity to attempt to break through to the next rank instead. If you do, you replace all spell slots you would have gained with that class on a level up with technique slots for that level, and for each time you level that class thereafter the requirement increases.
When such a class refers to expending a spell slot, you can also expend a technique slot instead. For example, a ranger's primeval awareness expends a technique slot instead of a spell slot when used with martial arts.
When a class feature or ability states that you learn a spell and that it counts as a spell for you, you don’t replace that spell with its technique equivalent. If the spell is not innate and you have no spell slots to cast the spell that was given to you by a class feature, you may cast that spell once per day without expending a spell slot. You regain expended uses of the spell when you finish a long rest.

Technique Level

Techniques correspond with a level from 0 to 5. Each level is a general indicator of how powerful it is. Disciplines--simple but heavily practiced variations of their powerful technique counterparts that warriors can use and know by heart--are level 0. The higher a technique's level, the higher level a warrior has to be to use and master that technique.

Known and Prepared Techniques

Prior to a warrior using a technique, they must have it firmly fixed in their mind and practiced. Members of certain classes have a limited list of techniques they know that are always practiced and known. In every case, the number of techniques a warrior can have fixed in mind at any given time depends on the character’s level.

Teachnique Slots

No matter how many techniques a warrior knows or prepares, they only have the stamina to use them a limited number of times before resting. Pushing oneself to their limits and understanding when to defend and strike while also adjusting to the flow of battle is physically and mentally taxing on the body and mind, which higher level techniques are even more so. Thus, you'll find a table later in this chapter showing how many technique slots of each technique level a character can use at each character level.
When a character uses a technique, they expend a slot of that technique’s level or higher. Technique slots work in a similar way a spellcaster’s spell slots do. Finishing a long rest restores any expended technique slots.

Techniques and Resistances

Techniques allow a warrior to adapt to their world along with the creatures and their enemies that lie within. When a warrior uses a technique against a creature with resistances or immunities to non-magical attacks and damage, a technique counts as magical for the purpose of overcoming such resistances and immunities.

Executing a Technique at a Higher Level

When a warrior uses a technique slot that is of a higher level than the technique, the technique assumes the higher level for that use. For instance, if a character uses flawless aim using one of their 2nd-level slots, that flawless aim is 2nd level. Effectively, the technique expends one of the 2nd-level slots.

Disciplines

Additionally, when you reach 2nd level in a martial class for the first time, you'll learn a number of minor techniques called disciplines. Disciplines represent your raw potential, muscle memory, or skill as a warrior, allowing you to perform minor feats of prowess repeatedly throughout the day. These disciplines can manifest in different ways such as martial form, preparedness, tenacity, or even rallying cries. With a variety of ways to affect the world, you can make your combat style unique to your character.

Executing a Technique

When a character executes any technique, the same basic rules are followed, regardless of the character’s class or the technique’s effects.
Each technique description in this chapter begins with a block of information, including the techniques name, level, execution time, range, and duration. The rest of a technique describes the technique's effect.

Executing a Technique in Armor and with Weapons

Due to the specific movements, dexterity, and strength required for using a technique, you must be proficient with the armor you are wearing and weapons you are wielding to use a technique. You are otherwise too encumbered by your armor and too strained by your weapon to successfully use a technique.

Execution Time

Most techniques require a single action to cast, but some require a bonus action, a reaction, or even part of an attack action.
Bonus Action
A technique executed with a bonus action is exceptionally quick. You must use a bonus action on your turn to execute the technique, provided that you haven't already taken a bonus action this turn. You can’t execute another technique during the same turn, except for a discipline with a casting time of 1 action or 1 attack.

Reactions
Some techniques can be executed as reactions. These techniques are heavily practiced skills that take a fraction of a second to bring about and are executed in response to some event. If a technique can be executed as a reaction, the technique’s description tells you exactly when you can do so.
You are unable to execute a technique with an execution time of 1 attack as part of an opportunity attack.
Forgoing and Replacing an Attack
Like reactionary techniques, techniques that allow you to forgo one of your attacks are mastered by repetitive movements and are especially fast. Such techniques may have you procure a piece of ammunition or replace a basic attack with a more complex one. Like techniques that use your bonus action, you can’t execute another technique during the same attack action or turn, except for a discipline with an execution time of 1 bonus action.
A technique that forgoes an attack is usually weaker than its spells counterpart, but more powerful than a basic attack. This could be through damage, duration, or area of effect.

Procurement

Some techniques allow you to procure the items needed for you to complete the execution of the effect. These procured items are an indication of your preparedness for combat and other scenarios. Procured items hold no value, and are destroyed when used or when the duration of the technique expires.

Range

The target of a technique must be within the technique’s range, For a technique like flawless aim, the target is a creature. For techniques like hail of arrows, the target is the point in space where the arrows fall to the ground.
Most techniques have ranges expressed in feet. Some techniques can target only a creature (including you) that you touch. Other techniques, such as the deflect technique, affect only you. These techniques have a range of self.
Techniques that create cones, lines, or cubes of effect that originate from you also have a range of self, indicating that the origin point of the technique’s effect must be you.
Once a technique is executed, its effects aren’t limited by its range, unless the technique’s description says otherwise.

Prerequisites

A technique’s prerequisites are your skills or physical objects that must be acquired, worn or wielded that you are required to meet in order to execute it. Each technique’s description indicates whether it requires a prerequisite. If you do not meet one or more of a technique’s prerequisites, you are unable to execute the technique.

Duration

A technique's duration is the length of time the technique persists. A duration can be expressed in rounds, minutes, or hours. Some techniques specify that their effects last until the technique is interrupted or expired.

Instantaneous
Many techniques are instantaneous. The technique harms, moves, supports, or alters a creature or an object in a way that can’t be interrupted.

Concentration
Some techniques require you to maintain a form of mental or physical concentration in order to sustain the technique’s effect. If you lose concentration, such a technique ends.
If a technique must be maintained with concentration, that fact appears in its Duration entry, and the technique specifies how long you can concentrate on it. You can end concentration at any time (no action required).
Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration.

Executing another technique or spell that requires concentration. You lose concentration on a technique if you execute another technique or cast a spell that requires concentration. You can’t concentrate on two techniques at once or on a spell and a technique at the same time.

Taking damage. Whenever you take damage while you are concentrating on a technique, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.

Being Incapacitated or Killed. You lose concentration on a technique if you are incapacitated or die.

The Dm might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a technique.

Technique Execution

By the time you start you path on the martial dao, you will have become capable, of executing techniques. Refer to the later part of this chapter for each class’s technique list

Disciplines
You learn two disciplines of your choice from your class's discipline table. Disciplines are fueled by special dice called discipline dice. You have a number of discipline dice equal to 2 + your proficiency bonus which are d6s and are expended when you use a discipline. You regain expended discipline die when you finish a short or long rest. Your discipline die increases to a d8 at 5th level, a d10 at 11th level, and a d12 at 15th level as shown in the technique level table below.

Many disciplines enhance an attack in some way. You can use only one discipline per attack. Repeated practice has fixed these disciplines in your mind allowing you to use them more often and with less effort than a technique.

Technique Slots
The table below shows how many technique slots you have to execute your techniques of 1st level and higher. To execute one of these techniques, you must expend a slot of the technique’s level or higher. You regain all expended technique slots when you finish a long rest.
For example, if you know the 1st-level technique flawless aim and have a 1st-level and a 2nd-level technique slot available, you can execute flawless aim using either slot.

Multiclassing and Techniques

Your capacity for techniques depends partly on your combined levels in all your technique executing classes and partly on your individual levels in those classes. Once you acquire the ability to execute techniques from more than one class, use the rules below. If you multiclass but have the Technique feature from only one class, you follow the rules described in that class.

Techniques Known and Prepared. You determine what disciplines and techniques you know and can prepare based on all martial compatable classes. If you are a ranger 9/fighter 5, for example, you know four disciplines and six techniques of which are four 1st-level, three 2nd and 3rd-level, and one 4th level. As a 5th-level fighter, you can replace up to three ranger disciplines and four ranger techniques you know with disciplines and techniques of 2nd-level and lower from the fighter technique list based on your total number of disciplines techniques known for that class. This is on top of any martial disciplines or techniques you learn or come across on your regular cultivation path.
If a discipline of yours increases in power at higher levels, the increase is based on your total levels in the specific martial class of the technique or dicipline, not your level in a particular class of choice.

Replacing Disciplines and Techniques. When you reach 2nd-level with another martial class, you can begin to replace disciplines and techniques you already know from a different martial class with ones from your new class equal to the number of disciplines and techniques known for that class's level. When you reach a new level in a martial class that increases your total disciplines or techniques known, you can replace up to one discipline and technique that you already know with one from the class's technique list of the appropriate level.

Techniques Known of 1st Level and Higher
You know two 1st-level techniques of your choice from the technique list of your class.
The Techniques Known column of the chosen table shows when you learn more techniques of your choice. Each of these techniques must be of a level for which you have technique slots. For instance, when you reach 5th level in one of the chosen classes, you can learn one new technique of 1st or 2nd level.
Additionally, when you gain a level in your chosen class, you can choose one of the techniques you know and replace it with another technique from the chosen technique list, which also must be of a level for which you have technique slots.

Technique Ability Modifiers
When you reach 2nd level for the first time, you can choose between one of the following abilities to represent your techniques since your techniques draw upon either your mental, primal, or your natural agility: Charisma, Dexterity, Strength, or Wisdom. Once you choose an ability, you won’t be able to change it later.
You use your chosen ability whenever a technique refers to your technique ability. In addition, you use your chosen ability modifier when setting the saving throw DC for a technique you execute and when making an attack roll with one.

Technique Save DC = 8 + your proficiency bonus +your chosen modifier

Technique attack modifier = your proficiency bonus + your chosen modifier

Feats

The ability to extend one's self into the far reaching knowledge of martial prowess and technique is no easy task. Those that have shown and proven themselves capable can use the feats below.

Charger
Once per turn, if you move at least 15 feet in a straight line towards a hostile creature before taking an action, you can either gain a +5 bonus to your next melee weapon attack's damage roll you make against that creature this turn or push the creature up to 10 feet away from you and knocking them prone. You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Dungeon Delver
When scrounging the dark corners of the world, it’s hard to note anything that doesn’t catch your eye, as you gain the following benefits:
  • You gain darkvision out to a range of 60 feet. If you already have darkvision, the range increases to 90 feet.

  • While in dim light or darkness, you have advantage on Wisdom (Perception) checks that rely on sight to detect the presence of creatures, traps, and secret doors.

  • If you successfully disarm a non-magical trap, you can retain it to memory granting you advantage to disarm similar traps.

  • Whenever you or a friendly creature within 10 feet of you must make a saving throw to avoid a trap, the creature gains a bonus to the saving throw equal to your proficiency bonus. You must be conscious to grant this bonus.


Expanding Beliefs
Prerequisites: 5th-level, Bushido Fighting Style
From meager militia to great warriors, you have lived and learned many things throughout your travels, granting you the following benefits:
  • Increase your Strength, Dexterity, Wisdom, or Charisma by 1, to a maximum of 20.

  • Choose a class: barbarian, fighter, monk, ranger, or rogue. You learn one 1st-level technique of your choice from that class's technique list. If the technique you chose requires your target to make a saving throw to resist the technique’s effects, the saving throw DC equals 8 + your proficiency bonus + the ability modifier increased by this feat. You can execute this technique once without expending a technique slot, and must finish a long rest before you can do so again. You can also execute this technique using technique slots you have of the appropriate level. The technique ability is the ability increased by this feat.

Katori Adept
Prerequisites: 4th-level, Katori Fighting Style
You can turn your opponent's mistake into your advantage against attackers, granting you the following benefits:
  • Increase your Strength or Constitution score by 1, to a maximum of 20.

  • You can now use Katori with weapons that have the heavy property.

  • When you use Katori and reduce the damage to 0, you can choose to gain a bonus to your AC equal to your proficiency bonus until the start of your next turn. Once you use this benefit, you can't do so again until you finish a short or long rest.


Katori Master
Prerequisites: 8th-level, Katori Fighting Style, Katori Adept Feat
Your understanding of the flow of combat is unrivaled, granting you the following benefits:
  • Increase your Strength or Constitution score by 1, to a maximum of 20.

  • You gain a special reaction that you can take once per round. You can only use this special reaction to use Katori, and you can’t use it on the same turn that you take your normal reaction.

  • When you use Katori you can choose to gain temporary hit points equal to the number rolled on your weapon’s damage die. You can use this benefit twice, you regain expended uses when you finish a short or long rest.


Mage Slayer
The techniques you have learned in melee combat make you a versatile foe against spellcasters, you gain the following benefits:
  • When a creature within 5 feet of you casts a spell or spell-like ability, you can use your reaction to make a melee weapon attack against that creature. If the attack hits the creature must make a Constitution saving throw. On a failure, the spell or ability fails. The DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (whichever is higher)

  • When you damage a creature concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

  • When a creature within 30 feet of you targets you with a spell or spell-like ability that requires you to make a saving throw, you gain a bonus to the saving throw equal to your proficiency bonus.


Martial's Training
Choose a class: barbarian, fighter, monk, ranger, or rogue, you learn two disciplines of your choice from the chosen class's discipline list. If a discipline you use requires your target to make a saving throw to resist the discipline's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain two discipline dice, which are a d6 (these dice are added to any discipline dice you have from another source). These dice are used to fuel your disciplines. A discipline die is expended when you use it. You regain your expended discipline dice when you finish a short or long rest.

Monastic Training
Pupilage under a grand master has given you more awareness of yourself and your own limits. You gain 2 ki points which fuel the following features:
  • Flow and Grace. As a bonus action, you can spend 1 ki point to move up to half your movement and opportunity attacks made against you are made with disadvantage until the end of your turn.

  • Practiced Strike. As a bonus action, you can spend 1 ki point to make an unarmed strike using your Strength or Dexterity modifier (your choice) with advantage against a creature within 5 feet of you that you can see which deals bludgeoning damage equal to your discipline die.

  • When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself.


Mugai Adept
Prerequisites: 4th-level, Mugai Fighting Style
You're ability to preemptively strike grants you the following benefits:
  • Your speed increases by 10 feet.

  • During your first turn of each combat your movement doesn't provoke opportunity attacks.

  • You can add your proficiency bonus to the damage rolls of weapon attacks you make against creatures who haven't taken a turn in combat yet.


Mugai Master
Prerequisites: 8th-level, Mugai Fighting Style, Mugai Adept Feat
Your reflexes are as swift and deadly as lightning, granting you the following benefits:
  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.

  • During your first turn of combat, difficult terrain costs you no extra movement.

  • When you hit a creature with a weapon attack who hasn't taken a turn in combat yet, you can choose to have that attack be a critical hit. Once you use this benefit, you can't do so again until you finish a long rest.


Ninjutsu Adept
Prerequisites: 4th-level, Ninjutsu Fighting Style
Your practice and diligence in the shadows has granted you the following benefits:
  • Your proficiency bonus is doubled for any ability check you make with Sleight of Hand.

  • While in dim light or darkness creatures that are more than 15 feet from you have disadvantage on Wisdom (Perception) checks to spot you when you’re hiding.

  • When you hit a creature with a weapon attack while hiding, it deals an additional 1d6 damage of the weapon’s type. You can only deal this damage once per turn.


Ninjutsu Master
Prerequisites: 8th-level, Ninjutsu Fighting Style, Ninjutsu Adept Feat
You have become a master of shadow and night, granting you the following benefits:
  • Increase your Dexterity score by 1, to a maximum of 20.

  • While you’re in dim light or darkness and a creature makes a successful Wisdom (Perception) to spot you while you’re hiding, you can use your reaction to move up to half your speed and make a weapon attack against the creature before the creature spots you.

  • The damage from Ninjutsu Adept increases by 1d6.


Niten Adept
Prerequisites: 4th-level, Niten Fighting Style
Your understanding of counterbalancing different types of weapons grants your the following benefits:
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.

  • When you are dual-wielding with a versatile weapon and light weapon and you make an attack with a light weapon as a bonus action on your turn, you can roll one additional damage die when determining the damage of the attack.

  • Light weapons you use while dual-wielding have a throw range of 15/30.


Niten Master
Prerequisites: 8th-level, Niten Fighting Style, Niten Adept Feat
Increase your Strength or Dexterity score by 1, to a maximum of 20.
While dual-wielding with a light weapon, a versatile weapon you wield in the other hand is considered to be held in two hands.
When you hit a creature with a light weapon on your turn, the next attack you make this turn with a versatile weapon you're holding this turn has advantage.

Shield Master
You’ve become more adaptive with using your shield in combat, you gain the following benefits while you are wielding a shield:
  • You can use your bonus action to take the Shove action.

  • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

  • If you, or another creature within 5 feet of you, are subject to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to have the creature take no damage if you succeed on the saving throw, interposing your shield between the creature and the source of the effect.


Skulker
Your training and skills that you have obtained have made you an expert at slinking through the shadows, you gain the following benefits:
  • You can use the Hide action as a bonus action.

  • You can try to hide when you’re lightly obscured from the creature from which you are hiding.

  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.

  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.


War Executioner
You have practiced executing techniques in the midst of combat, learning skills that grant you the following benefits:
  • You have advantage on Constitution saving throws that you make to maintain your concentration on a technique when you take damage.

  • Ability score prerequisites for techniques you execute are reduced by 1.

  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to execute a technique at the creature, rather than making an opportunity attack. The technique must have a execution time of 1 attack and must target only that creature.


Warrior Initiate
Choose a class: barbarian, fighter, monk, ranger, or rogue. You learn one discipline of your choice from that class’s discipline list. You gain one discipline dice, which is a d6 (these dice are added to any discipline dice you have from another source). These die is used to fuel this discipline. A discipline die is expended when you use it. You regain your expended discipline dice when you finish a short or long rest.
In addition, choose one 1st-level technique to learn from that same list. Using this feat, you can execute the technique without expending a technique slot. Once you execute the technique this way, you can’t execute the technique in this way again until you finish a long rest. You can also execute the technique using technique slots you have of the appropriate level.
Your technique ability for these techniques is Dexterity or Strength, your choice.

Warrior's Resolve
You have trained extensively your body and mind to succeed even under great burden, granting you the following benefits:
  • Increase your Dexterity or Strength by 1, to a maximum of 20.

  • When you roll initiative and have no discipline die remaining, you regain 1 discipline die.

  • Once per turn, when you execute a discipline, you can gain temporary hit points equal to half the number rolled on your discipline die rounded down.


Way of the Warrior
Prerequisites: 9th-level, Bushido Fighting Style, Expanding Beliefs Feat
From great warriors to philosophers and tacticians, you have lived and learned many things throughout your travels, granting you the following benefits:
  • Increase your Strength, Dexterity, Wisdom, or Charisma by 1, to a maximum of 20.

  • Choose a class: barbarian, fighter, monk, ranger, or rogue. You learn one 2nd-level technique of your choice from that class's technique list. If the technique you chose requires your target to make a saving throw to resist the technique’s effects, the saving throw DC equals 8 + your proficiency bonus + the ability modifier increased by this feat. You can execute this technique once without expending a technique slot, and must finish a long rest before you can do so again. You can also execute this technique using technique slots you have of the appropriate level. The technique's ability is the ability increased by this feat.

 
class features:

Martial Disciplines

Disciplines: Starting at 1st level,

you learn two disciplines from the list provided in the Martial Discipline Manual. Disciplines represent your specialized training and grant you additional combat abilities. You have a number of discipline dice equal to 2 + your proficiency bonus, starting at d6. You regain expended discipline dice after a short or long rest.

Martial Disciplines

Cantrips

NAME   CAST RNG DUR DMG CMP
Ambush   1 reaction Self Instant d8 None
  Your shot leaves a sticky residue, reducing the target's movement speed by half for the duration.
Bait and Switch   1 bonus action 5 feet Instant d8 None
  Your projectile explodes on impact, dealing extra fire damage to the target and igniting flammable objects.
Brace   1 reaction Equal to weapon’s Instant d8 Wielding a Reach Weapon or Spear
  You grant a protective aura to an ally, granting them a bonus to AC for the duration.
Commander's Strike   1 attack 30 feet Instant d8 None
  You react to an attack with a flurry of strikes, dealing extra damage to the attacker.
Commanding Demeanor   1 reaction Self Instant d8 Proficiency with Intimidation, Performance, or Persuasion
  Your ammunition explodes on impact, dealing additional area damage to nearby enemies.
Disarming Attack   1 attack Equal to weapon's Instant d8 Wielding a Martial Weapon
  Upon taking damage, you retaliate with a swift attack, causing the attacker to bleed.
Distracting Strike   1 attack Equal to weapon's Instant d8 Wielding a Martial Weapon
  You leap forward with increased speed, allowing you to cover more ground.
Dynamic Daggers   1 bonus action Self 1 minute d8 Dexterity of 11
  Your shot causes the target to be knocked prone as if charged by a bull.
Evasive Footwork   1 bonus action Self 1 turn d8 Not Wearing Heavy Armor
  You punish an enemy for attacking an ally, dealing extra damage to them
Expeditious Maneuver   1 reaction Self Instant d8 None
  You issue a command to an ally, granting them a bonus to their next attack or saving throw.
Feinting Attack   1 bonus action 5 feet Instant d8 Wielding a Martial Weapon
  You establish a zone where your allies are inspired, granting them bonuses to certain checks.
Finishing Blow   1 attack 60 feet Instant d8 Wielding a Finesse Weapon
  You counter an enemy's attack with a powerful strike, knocking them back.
Flaming Cleave   1 attack Self (5-foot radius) Instant d8 Wielding a Melee Weapon
  You adopt a defensive stance, making it harder for enemies to hit you.
Flaming Shot   1 attack 120 feet 1 turn d8 Wielding a Ranged Weapon
  You take a defensive stance, causing damage to enemies that strike you.
Flu-Flu Shot   1 attack 120 feet 1 turn d8 Wielding a Bow or Crossbow
  You deflect an incoming attack, causing it to miss.
Gentle Resolve   1 bonus action 15 feet 1 turn d8 Charisma or Wisdom of 11
  You shake the confidence of nearby enemies, imposing disadvantage on their attacks.
Glancing Blows   1 reaction Self 1 round d8 Wearing Heavy Armor or Wielding a Shield
  You disguise yourself with expert precision, altering your appearance effectively.
Goading Attack   1 attack Equal to weapon's Instant d8 Wielding a Martial Weapon
  You glare at an enemy with an intimidating gaze, causing them to be frightened.
Grappling Shot   1 bonus action 50 feet 1 turn d8 Wielding a Bow or Crossbow
  You issue a challenge to an enemy, compelling them to focus their attacks on you.
Grappling Strike   1 bonus action 5 feet Instant d8 Wielding a Melee Weapon and have a Free Hand
  You inspire nearby allies, granting them bonuses to their next ability check or saving throw.
Grit   1 reaction Self Instant d8 Constitution of 11
  You enter a state of fervor, enhancing your combat abilities.
Hemorrhaging Strike   1 attack Self (5-foot radius) Instant d8 Wielding a Melee Weapon
  You take careful aim, ensuring your next shot hits its mark with precision.
Know Your Enemy   1 action 30 feet Instant d8 None
  You summon a gust of wind to propel yourself or an ally forward.
Lacerating Whip   1 attack 10 feet Instant d8 Wielding a Whip
  You rain down a barrage of arrows on your enemies, striking multiple targets.
Lunging Attack   1 attack Self Instant d8 Wielding a Melee Weapon
  You land heroically, creating a shockwave that knocks back nearby enemies.
Maneuvering Attack   1 attack Equal to weapon's Instant d8 Wielding a Martial Weapon
  You inspire greatness in an ally, granting them bonuses to attack rolls and saving throws.
Menacing Attack   1 attack Equal to weapon's 1 round d8 Wielding a Martial Weapon
  You impale your target with a harpoon, restraining them and causing them to bleed.
Parry   1 reaction Self Instant d8 Wielding a Melee Weapon
  You leap with incredible force, covering great distances with each stride.
Poison Grenade   1 bonus action 10 feet Instant d8 Intelligence or Wisdom of 11
  You set up a trap that alerts you when someone crosses its perimeter.
Pushing Attack   1 attack Equal to weapon's Instant d8 Wielding a Martial Weapon
  Your ammunition is coated in poison, dealing additional poison damage to the target.
Precision Attack   1 bonus action Self Instant d8 None
  You hurl a pot of oil, creating a flammable area and possibly igniting it.
Quick Toss   1 bonus action 30 feet Instant d8 None
  You take careful aim, ensuring your next shot deals maximum damage.
Rally   1 bonus action 30 feet Instant d8 None
  You throw your target with great force, knocking them prone and causing tremors.
Riposte   1 reaction Equal to weapon's Instant d8 Wielding a Melee Weapon
  You strike the ground with force, causing a shockwave that damages nearby enemies.
Skillful Recovery   1 attack Self Instant d8 Wielding a Weapon that Lacks the Finesse Property
  You slam your shield into the ground, creating a shockwave that knocks enemies back.
Spirit   1 reaction Self Instant d8 Wisdom of 11
  You throw a stick that creates a dense cloud of smoke, obscuring vision in the area.
Sunrod   1 bonus action Self 1 hour d8 None
  You engage in smooth talking, persuading a target to take a course of action.
Sweeping Attack   1 attack Equal to weapon's Instant d8 Wielding a Melee Weapon
  You set up a trap that ensnares anyone who steps on it.
Swift Footed   1 bonus action Self 1 turn d8 Dexterity of 11
  You increase your movement speed, allowing you to traverse long distances quickly.
Tactical Assessment   1 reaction Self Instant d8 Proficiency in History, Insight, or Investigation
  Your melee attack is coated in toxic venom, dealing additional poison damage.
Trip Attack   1 attack Equal to weapon's Instant d8 Wielding a Martial Weapon
  You bolster your resolve, gaining temporary hit points and resistance to certain damage types.
Whirlwind Strike   1 action Self Instant d8 Wielding a Melee Weapon
  You alert nearby allies to danger, granting them a bonus to initiative rolls.
Whistling Shot   1 attack 120 feet Instant d8 Wielding a Bow or Crossbow
  You designate an enemy as your quarry, gaining bonuses when attacking them.
 
Martial Techniques: At 1st level,
you gain access to martial techniques, which are special combat abilities fueled by your training and discipline. You learn new techniques as you gain levels in the Martial Artist class. Refer to the Martial Techniques table for the number of techniques you know and can prepare.
 
Technique Ability Modifiers: At 2nd level,
choose one ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) to serve as your technique ability modifier. Your technique save DC and attack modifier are based on this ability score.
 
Martial Path: At 3rd level,
you choose a Martial Path that represents your specialization in a particular style of combat. Choose from the following paths:

Alchemist

Role: Support/Utility   Abilities:
  • Pill Creation: Can create pills that provide various effects, such as healing, stat boosts, and resistance to poisons.
  • Cultivation: Proficient in enhancing cultivation techniques like Yuan Qi, Divine Soul, or Comprehension.
  • Respected: Highly regarded in society, often treated as High Ranking Guests.
  • Specialties:
  • Potion Crafting: Proficient in brewing potions and elixirs with potent effects.
  • Medicinal Knowledge: Skilled in the use of herbs and alchemical ingredients for healing and enhancement.
  • Alchemical Mastery: Can create specialized pills tailored to specific needs or situations.


  •  

    Artifact Refiner

    Role: Craftsman/Artisan   Abilities:
  • Artifact Crafting: Proficient in creating, upgrading, and repairing powerful artifacts and secret treasures.
  • Versatile Products: Their creations can be used for offense, defense, environmental manipulation, and various other purposes.
  • Respected Craftsmanship: Highly respected for their skill in creating powerful magical items.
  • Specialties:
  • Artisan's Touch: Able to imbue artifacts with magical properties and enhancements.
  • Repair Expertise: Skilled in restoring damaged or broken artifacts to their former glory.
  • Secret Techniques: Knowledgeable in rare and ancient techniques for crafting legendary artifacts.


  •  

    Star Chart Master

    Role: Navigator/Scholar   Abilities:
  • Starry Knowledge: Proficient in mapping the topology of the Star Territories and navigating through space.
  • Chart Creation: Can create accurate maps of the cosmos, including dangerous areas like Chaotic Vortices.
  • Essential Guidance: Highly respected for providing safe routes and navigation aids for space travel.
  • Specialties:
  • Astrological Expertise: Knowledgeable in celestial bodies and their movements, aiding in navigation.
  • Mapping Skills: Skilled in cartography and creating detailed star charts.
  • Safe Passage: Able to plot courses that avoid hazards and optimize travel efficiency.


  •  

    Array Master

    Role: Tactician/Strategist   Abilities:
  • Spirit Array Manipulation: Proficient in the creation and deployment of Spirit Arrays (Formations) for various purposes.
  • Array Plates: Can utilize Array Plates containing pre-made Spirit Arrays for battle or strategic purposes.
  • Respected Authority: Highly regarded for their expertise in arranging and dismantling complex Spirit Arrays.
  • Specialties:
  • Tactical Genius: Skilled in using Spirit Arrays for offense, defense, and battlefield control.
  • Formation Mastery: Knowledgeable in the intricacies of different types of Spirit Arrays and their applications.
  • Array Deployment: Able to quickly set up and activate Spirit Arrays in combat or strategic situations.
  •  
    Ability Score Improvement: When you reach 4th level,
    and again at 8th, 12th, and 16th 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.
     
    Extra Attack: Beginning at 5th level,
    you can attack twice, instead of once, whenever you take the Attack action on your turn.
     
    Martial Mastery: At 15th level,
    you achieve mastery over your martial techniques. You gain the following benefits:
    Your maximum discipline dice increases to d12.
    You can execute one additional technique per turn without expending a technique slot.
    You have advantage on saving throws against being charmed or frightened.
    subclass options:

    Fighting Styles

    In the journey toward martial excellence, every warrior must make crucial decisions that shape their path. One of the most pivotal choices is the selection of fighting styles to pursue. With each level gained, warriors have the opportunity to refine their combat techniques and delve deeper into the mysteries of martial dao. Here's a glimpse into those styles:  

    Adaptive Combatant

    While wielding a single versatile weapon, and no shield, you can gain a +1 bonus to attack rolls when wielding the weapon in one hand, or +1 to damage rolls when wielding the weapon in two hands. Moreover, when you’re hit by a weapon attack, and you’re not wearing heavy armor, you can use your reaction to reduce the damage you take by an amount equal to your proficiency bonus.

    Archery

    You gain a +2 bonus to attack rolls you make with ranged weapons.

    Back to Back

    In combat, you can use the Help action as a bonus action a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest. When you use the Help action this way the target creature gains a bonus to their roll equal to half your proficiency bonus rounded down.

    Banzai

    During your turn, when you move 15 feet or more in a straight line towards a hostile creature, the next melee weapon attack you make this turn has advantage.

    Blind Fighting

    You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

    Bushido

    Choose a class: barbarian, fighter, monk, ranger, or rogue, you learn one discipline of your choice from the chosen class's technique list. If a discipline you use requires your target to make a saving throw to resist the discipline's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You can execute this discipline once by rolling a d4 instead of expending a discipline die. You can't execute this discipline this way again until you finish a short or long rest.

    Counter Step

    When a hostile creature ends its turn within 5 feet of you, you can use your reaction to deal damage of your weapon's type equal to your proficiency bonus to the creature and move up to 10 feet away without provoking opportunity attacks.

    Defense

    When you are wearing armor, you gain a +1 bonus to AC.

    Dueling

    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

    Great Weapon Fighting

    When you roll the damage die for an attack you make with a melee weapon that you are wielding with two hands, you roll an extra weapon damage die and ignore the result of the lowest rolled dice among them. The weapon must have the two-handed or versatile property for you to gain this benefit.

    Interception

    When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a melee weapon to use this reaction.

    Katori

    When another creature damages you with an attack, and you’re holding only one weapon that doesn’t have the heavy or range property and you’re not wielding a shield, you can use your reaction to roll the weapon’s damage die to reduce the damage by the number you roll.

    Keen Swordsman

    When you're wielding a melee weapon in one hand, you can have it count as a finesse weapon for you as long as it lacks the heavy or reach properties.

    Momentous Form

    While you're wearing heavy armor, you gain a +2 bonus to damage rolls made with melee weapons with the two-handed property. Moreover, you have advantage on saving throws against being knocked prone or forcefully moved.

    Monkey Grip

    For you, the two-handed property on melee weapons is replaced with the versatile property. Heavy weapons wielded in one hand deal 1d8 damage of the weapon’s type on a hit.

    Mugai

    While you’re not wearing heavy armor, you can add half your proficiency bonus rounded down to your initiative rolls. The damage of the first attack you make against a creature who hasn’t taken a turn in combat yet can’t be reduced in any way.

    Phalanx Specialist

    For you, spears deal 1d8 (1d10) damage on a hit. Moreover, while you’re wielding a spear and a shield, you can count as three-quarters cover for size Medium or smaller creatures directly behind you.

    Ninjutsu

    While in dim light or darkness, your speed increases by 10 feet and opportunity attacks made against you have disadvantage.

    Niten

    When a creature within 5 feet of you hits you with a melee attack, and you’re dual-wielding with a light weapon, you can use your reaction to roll your light weapon’s damage die to reduce the damage you take by the number you roll. When you reduce damage this way you can deal damage of your weapon's type back to the creature equal to the number rolled.

    Protection

    While you're wielding a shield, other friendly creatures within 5 feet of you gain a +1 bonus to their AC against the first attack made against them this round. A creature can't benefit from multiple sources of protection. You must be able to see the attacking creature and not be incapacitated to gain this benefit.

    Quick Reflexes

    When you miss with a melee weapon attack while wielding a single finesse weapon, you can make a melee weapon attack with the same weapon as a bonus action, so long as you’re not wearing heavy armor or wielding a shield.

    Retainer

    When a hostile creature you can see hits another creature with an attack within 5 feet of you, you can use your reaction to switch places with that creature and take the attack instead, provided the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

    Thrown Weapon Fighting

    You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

    Two-Weapon Fighting

    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

    Unarmed Fighting

    Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
    Realm/RankTitle/StagesAbilitiesMartial Artist Disciplines & Techniques KnownDiscipline Die1st2nd3rd4th5th
    --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Mortal Realm--
    1ST RANKBody Tempering has 9 StagesAfter reaching the Tempered Body 4th Stage, one begins to sense World Energy in the atmosphere. At the 7th Stage, one starts to naturally gather World Energy and absorb it into their body, allowing them to start storing Yuan Qi.Rank 1: 4 Techniques Known, 2 Disciplinesd642
    2ND RANKInitial Element has 9 StagesCultivators at this realm have accumulated enough Yuan Qi to start using it in techniques. Though Yuan Qi can be used to affect the body and the environment, it can't yet leave the body.Rank 2: 5 Techniques Known, 3 Disciplinesd642
    3RD RANKQi Transformation has 9 StagesAt this realm, cultivators can finally release Yuan Qi outside of their body in order to be used for attacking, defending, and etc. This is also the first realm in which a cultivator experiences a World Baptism, which tempers their body for the next realm.Rank 3: 6 Techniques Known, 3 Disciplinesd643
    4TH RANKSeparation and Reunion has 9 StagesThis realm is simply an upgrade in the strength, storage, and the use of Yuan Qi in comparison to the Qi Transformation Stage.Rank 4: 7 Techniques Known, 3 Disciplinesd643
    5TH RANKTrue Foundation has 9 StagesTo reach this realm, one needs to purify their Yuan Qi into the significantly more powerful True Qi, which can perform far more complex tasks than Yuan Qi. Thanks to True Qi, cultivators can start flying at this realm.Rank 5: 8 Techniques Known, 3 Disciplinesd8432
    6TH RANKImmortal Ascension has 9 StagesAt this realm, a cultivator develops a Knowledge Sea and Divine Sense. A Knowledge Sea gives one the ability to store all of their knowledge, memories, techniques, and Divine Soul Artifacts. A Divine Sense allows one to see and/or sense everything within a certain radius of their surroundings as long as it is sufficiently powerful. A Divine Sense can also be used to attack another cultivator’s Divine Soul.Rank 6: 9 Techniques Known, 3 Disciplinesd8432
    Transcendent Realm--
    7TH RANKTranscendent has 3 StagesWith sufficient comprehension of the Heavenly Way, one can eventually reach this realm. At this realm, one's life span goes beyond average mortal limits, and they can live hundreds of years.Rank 7: 10 Techniques Known, 3 Disciplinesd8433
    Saint Realm--
    8TH RANKSaint has 3 StagesLike when a Separation and Reunion Boundary cultivator wants to enter the True Element Boundary, a 3rd Order Transcendent Realm cultivator has to purify their True Qi into Saint Qi in order to reach the Saint Realm.Rank 8: 11 Techniques Known, 3 Disciplinesd8433
    9TH RANKSaint King has 3 StagesOne only needs a stable foundation, Saint Qi accumulation, and sufficient comprehension of the Heavenly Way in order to reach this realm.Rank 9: 12 Techniques Known, 4 Disciplinesd84331
    Origin Realm--
    10TH RANKOrigin Returning has 3 StagesOrigin Returning has 3 Stages. At this realm, with some training, a cultivator should be able to merge their Will, Saint Qi, and Divine Soul Strength into Shi(Potential), which suppresses most cultivators below this realm. Developing one's Shi is the most important aspect of the Origin Returning Realm, and is the main distinguishing factor between these cultivators. In addition, a cultivator can learn Yuan Control Mastery at this realm if their Divine Sense becomes strong enough, greatly increasing their combat efficacy.Rank 10: 13 Techniques Known, 4 Disciplinesd84331
    11TH RANKOrigin King has 3 Stages.When one's ability in Shi reaches the expertise of Grand Accomplishment, they are able to cultivate to this realm. Their Shi evolves into the incredibly more powerful Domain. Likewise, these cultivators are exponentially more powerful than Origin Returning Realm cultivators.
    If one is fortunate enough to become a Star Master at this realm, they can get an early sense of both sensing and drawing support from the strength of World Principles, i.e. aspects of the Heavenly Way, which is a major aspect of Dao Source Realm power.
    Rank 11: 14 Techniques Known, 4 Disciplinesd1043332
    12th RANKDao source has 3 Stages.To breakthrough to this realm, one must develop their Domain to the Grand Accomplishment level and completely convert their Saint Qi into the far more powerful Source Qi. Therefore, one must also have access to a space with sufficient World Principles to allow for this conversion to naturally take place. Starting at this realm, cultivators are able to draw support from the strength of one or more types of World Principles (ex: Space Principles). From here on out, a cultivator's comprehension and capability toward the manipulation of Principles greatly distinguishes them from other martial artists of the same realm. The Dao Source Realm can also be cultivated to in the Ancestral Domain.Rank 12: 15 Techniques Known, 5 Disciplinesd1043331
    13TH RANKEmperor has 6 Stages.A profound realm, it is difficult to reach because one needs to be able to directly control their respective Principles. Their Source Qi also needs to be converted into Emperor Qi before they can fully command the power of the Emperor Realm. Pseudo-Great Emperor, Dao Seal, and Half-Step Open Heaven are special classifications of the Emperor Realm. Pseudo-Great Emperor/Pseudo-Emperor Known as the Peak Emperor Realm in the Outer Universe, a Pseudo-Great Emperor has made a breakthrough past the normal 3rd Order Emperor Realm, but has not yet achieved Great Emperor (i.e. condensed a Dao Seal). Likewise, they are far more powerful than 3rd Order Emperor Realm cultivators. The term "Pseudo-Emperor" is also used to denote a "Pseudo-Great Emperor." Dao Seal/Principle Seal Having gained sufficient sensibility toward their Grand Dao, an Emperor that has condensed a Dao Seal is significantly more powerful than a Pseudo-Great Emperor, and is capable of promoting to the Open Heaven Realm. Barring unusual circumstances, only Pseudo-Great Emperors that have successfully seized the extremely rare chance to become a Great Emperor can condense a Dao Seal within Universe Worlds. In Universe Worlds, one may be acknowledged as a Great Emperor by the Heavenly Way if there is a space available. This allows them to both condense a Dao Seal and transfer the World Force, through which they can generate the power of at least Low Rank Open Heaven Realm. However, this power is only available within a certain range of one’s Universe World. Outside of Universe Worlds (i.e. the Outer Universes), condensing a Dao Seal is no longer restricted or tied to becoming a Great Emperor.Rank 13: 16 Techniques Known, 5 Disciplinesd1043331
    Heaven Realm--
    14TH RANKOpen Heaven has 9 Stages.After condensing all 7 of the Yin-Yang + 5 Element resources into their Dao Seal, an Emperor must successfully form a Small Universe within their body in order to become Open Heaven Realm. At High Rank Open Heaven Realm (7th-9th), this world becomes a real Universe World. The strength of this realm comes from the ability to draw on the Small Universe’s World Force. Thus, this realm essentially bypasses the major weakness of the Great Emperor title. It also, in many cases, allows these cultivators to display an incomparably more powerful strength (>Low Rank). Barring miraculous methods, Open Heaven Realm cultivators have a 2-Stage promotion limit from their initial Stage.(i.e. 3rd Stage limit is 5th Stage)Rank 14: 17 Techniques Known, 6 Disciplinesd1043332
    15TH RANKWorld Creation The unknown peak of the Martial DaoThis realm has been rumoured to allow one to both hold unparalleled power and use their mastery over all of the 3,000 Grand Daos to create Universe Worlds, and by extension life, from nothing.Rank 15: 18 Techniques Known, 6 Disciplinesd1043332

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