Advance Class - Martial Artist in Stellaris | World Anvil
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Advance Class - Martial Artist

Original document by Dylan Richards (Reddit: u/Altavus, Tumblr: decision-paralysis, Blogger: DecisionParalysis)   Adapted from "d20 Modern" by Wizards of the Coast and based on the "d20 Modern 5e Conversion" by Edward Wilson.
Table: Martial Artist
Level Features
1st Additional Proficiencies, Martial Arts (d4), Unarmored Defense
3rd Ki, Martial Arts (d6)
7th Stunning Strike, Superior Technique
10th Purity of Mind and Body, Martial Arts (d8)
15th Timeless Body Diamond Soul
18th Exploding Heart Technique, Martial Arts (d10)
 

Class Features

As a Martial Artist, you gain the following class features.  

Hit Points and Vitality Points

Hit Dice: 1d8 per Martial Artist level
Hit Points: an additional 1d8 (or 5) + your Constitution modifier per Martial Artist level
Vitality Points: an additional 2 per Martial Artist level
 

Additional Proficiencies

At 1st level, you gain proficiency in two archaic weapons.  

Martial Arts

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are any archaic melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.  
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes to a d6 at 3rd level, a d8 at 10th level, and a d10 at 18th level.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
  Certain styles of martial arts use specialized forms of monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you use the game statistics provided for the weapon in chapter 5.  

Unarmored Defense

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. If you have multiple sources of Unarmored Defense, you must choose which version you are using that the start of combat, and can change it as a bonus action on your turn.  

Ki

Starting at 3rd level, your training allows you to harness the mystical energy of ki. Your access to this energy is represented by a number of ki points. You have a number of ki points equal to your level in the asociated basic class. You can spend these points to use various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.   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 your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:  
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
 

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.  

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.  

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.  

Stunning Strike

Starting at 7th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Cosntitution saving throw or be stunned until the end of your next turn.  

Superior Technique

At 7th level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:  
  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can't take reactions until the end of your next turn.
 

Purity of Mind and Body

Beginning at 10th level, your mastery of the ki flowing through your body allows you to use your action to end one effect on yourself that is causing you to be charmed, diseased, frightened, or poisoned.  

Timeless Body Diamond Soul

At 15th level, choose one of the six ability scores; you gain saving throw proficiency with that score. Whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. Finally, your ki sustains you so you no longer suffer the frailty of old age. While you can still die of old age, you may make a Constitution saving throw DC 25 at the start of each year when you reach your maximum age. If you succeed, you will live on to the next year. If you fail, you will die of old age sometime during that year.  

Exploding Heart Technique

At 18th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your asociated basic class level. The vibrations are harmless you use your action to end them. To do so, you and the target must be on the same planet, ship, or station, and same plane of existance. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points and 0 vitality points. If it succeeds, it takes 10d10 necrotic damage.   You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

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