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View Full Version : D&D 5e/Next Martial Artist - A 5E Monk Rewrite/Redesign



Scripten
2020-09-09, 01:18 PM
Some months ago, I was playing a Monk in a 5E game and one of the things I kept running into was that, while it is designed well enough and is fairly balanced with the rest of the classes in the game, it had a decent amount of design space left open. The Martial Artist is my attempt to address some of this.

My main considerations when designing the class were:


To construct a central mechanic that gave it a more unique flavor
To mitigate some its MADness, focusing on just Dexterity and Wisdom as primary/secondary stats
To give some room for a broader range of unarmed combatant types with it


To those ends, I created the Combo system, inspired in part by fighting genre video games, and which replace much of the not-quite-spellcasting that defined the original class. The Combo system allows the player to craft their own series of techniques into a single attack, hopefully resulting in a deep (but not overwhelming) character creation minigame. I retained some of the original design within a single subclass, named Monk, to leave room for a traditional Monk-styled character to utilize the new features. The class chassis has a selection of techniques, as do each of the subclasses.

The Combo system effectively replaces the Martial Arts Die, trading the growing damage potential for a wider range of options and more ways to guarantee damage. Depending on build, the Martial Artist can act as melee support, battlefield control, or as DPS with a lower range of damage than the Rogue but a higher floor for consistent damage.

Additionally, Ki/Chi/Qi has been recontextualized into Spirit Points to reflect the broader approach of the class - it is the same concept, but I felt that a more generic representation would benefit the wider themes, while the original interpretation remains in the Monk subclass.

Lastly, there are four subclasses, each focusing on a different aspect of martial arts. The Pugilist is an improvisational combatant and specializes in both improvised weapons and throwing. The Monk is based on fighting with the manifested power of their inner resolve. The Aspect Warrior (bender :P ) is an elemental master who gets to choose a specific element on which to focus, allowing for different effects and bypassing some resistances. Lastly, the Arms Master is a master of the martial arts of using weapons, acting as a sort of bridge between the generic Martial Artist and the Fighter, but also carving out a unique spot. (Anyone got a better name than this or Kensei? The former is bland and the latter isn't really the right term.)

Please let me know of any ideas you might have, problems you might see, and, ideally, any experiences you might have if you happen to play the class! Details to follow at the bottom of this post.

So, TL;DRL The Martial Artist is a broader Monk rewrite that utilizes a new system of modular fighting-game-esque combos.

Martial Artist (Monk Revised)

Martial Artists are practitioners of combat styles which rely on striking with their bodies. They draw from an internal reservoir of fighting spirit to perform lightning-fast fighting techniques that overwhelm their opponents.

Progression



Level
Proficiency Bonus
Combo Length
Spirit Points
Unarmored Movement
Features


1
+2
2
-
-
Unarmored Defense, Martial Arts (Combos)


2
+2
2
2
+10 ft.
Martial Style, Unarmored Movement


3
+2
2
3
+10 ft.
Deflect Missiles


4
+2
3
4
+10 ft.
Ability Score Improvement, Slow Fall


5
+3
3
5
+10 ft.
Extra Attack


6
+3
3
6
+15 ft.
Martial Style Feature, Empowered Strikes


7
+3
3
7
+15 ft.
Evasion, Stillness of Mind


8
+3
4
8
+15 ft.
Ability Score Improvement


9
+4
4
9
+15 ft.
Unarmored Movement Improvement


10
+4
4
10
+20 ft.
Incredible Fortitude


11
+4
4
11
+20 ft.
Ability Score Improvement


12
+4
5
12
+20 ft.
Martial Style Feature


13
+5
4
13
+20 ft.
Diamond Soul


14
+5
5
14
+25 ft.
-


15
+5
5
15
+25 ft.
Timeless Body


16
+5
5
16
+25 ft.
Ability Score Improvement


17
+6
5
17
+25 ft.
Martial Style Feature


18
+6
6
18
+30 ft.
-


19
+6
6
19
+30 ft.
Ability Score Improvement


20
+6
6
20
+30 ft.
Perfect Self



Saving Throws
Some of your power features and combo techniques require your target to make a saving throw to resist the feature or technique's effects. The saving throw DC is calculated as follows:

Save DC = 8 + your proficiency bonus + your Wisdom modifier

Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and martial artist weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
You gain the following benefit while you are unarmed or wielding only martial artist 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 martial artist weapons.

Martial Style
When you reach 2rd level, you commit yourself to a particular form of martial arts. In doing so, you adopt a Martial Style: that of the Pugilist, the Monk, the Aspect Warrior, or the Arms Master, all detailed at the end of the class description. Your style grants you features at 2nd level and again at 6th, 12th, and 17th level.

Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain martial artist levels, as shown in the Martial Artist table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Spirit Within
Starting at 2nd level, your training allows you to harness the stores of power deep within yourself. Your access to this inner strength is represented by a number of spirit points. Your martial artist level determines the number of points you have, as shown in the Spirit Points column of the Martial Artist table.
You can spend these points to fuel various power features. You start knowing two such features: Flurry of Blows and Patient Defense. You learn more power features as you gain levels in this class.
When you spend a spirit point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended spirit points back into yourself. You must spend at least 30 minutes of the rest meditating to regain your spirit points.

Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend one spirit point to perform a combo as a bonus action. This combo has a maximum length of 2 techniques. Alternatively, you may use this bonus action to make a weapon attack.

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

Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your martial artist level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 spirit point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a martial artist weapon for the attack.

Ability Score Improvement
When you reach 4th level, again at 8th, 12th, 16th, and 19th 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.

Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your martial artist level.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Empowered Strikes
Starting at 6th level, your unarmed strikes and martial artist weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage otherwise.

Agile Grip
At 7th level, you learn techniques for maintaining your grip on your foes through agility rather than pure might. Instead of making a Strength (Athletics) check, you may instead use a Dexterity (Acrobatics) when making a contested check to initiate or maintain a grappling or restraining hold on a creature.

Incredible Fortitude
At 10th level, your indomitable endurance makes you immune to disease and poison.

Diamond Soul
Beginning at 14th level, your mastery of your inner strength grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 spirit point and reroll it and take the second result.

Timeless Body
At 15th level, you have reached the absolute peak of physical perfection and suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Perfect Self
At 20th level, when you roll for initiative, you regain 4 spirit points. If you have no spirit points remaining, you regain 2 additional spirit points.

Martial Arts (Combo)
At 1st level, your martial arts training has taught you how to efficiently chain your attacks together. When you use the attack action, you may replace any of the attacks you make with a combo. Combos are singular attacks that consist of a series of strikes, known as techniques. Each combo counts as a single attack, requires only one attack roll to hit, and targets one creature, unless otherwise specified. As combos are a single attack, you may not move until the entire combo is complete, unless a technique says otherwise. Combos count as unarmed strikes for the purposes of applying the Martial Arts feature above. When a single technique applies an effect to a creature, such as the prone condition, that effect applies immediately, before any further techniques in the same combo. Any applicable reactions trigger at the conclusion of a combo. A combo may not be performed as a reaction unless the triggering ability says otherwise.

Building a Combo
When performing a combo, you must first determine the order and type of the techniques you are executing. The Maximum Combo column of the Martial Artist table shows how many techniques you may use in each combo. Techniques are organized by technique level, beginning at technique level 0 all the way up to technique level 5. Every combo must begin with an opening strike and each subsequent technique level must be unlocked in order. To perform a technique of a higher level, you must first perform a technique which unlocks that level within the combo.

For example, when you are 4th level, your maximum combo is 3, which means that you may perform a Jab or Sweep at technique level 0, then a Low Kick, Elbow Strike, or Hold at technique level 1, and finally a Headbutt or Roundhouse Kick at technique level 2. All techniques that unlock higher technique levels will say as much in their descriptions.

You may have a number of prepared combos equal to your Wisdom modifier. During a long rest, you may spend thirty minutes practicing a new combo. Once this practice is complete, you may either add or replace a combo, as long as the number of combos you currently have prepared does not exceed your Wisdom modifier. You may replace up to 2 combos per long rest.



Hit Points
Hit Dice: 1d8 per 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 after 1st

Proficiencies
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument

Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment
You start with the following equipment, in addition to the equipment granted by your background:


(a) a shortsword or (b) any simple weapon
(a) a dungeoneer's pack or (b) an explorer's pack
10 darts




Opening Strike (Tech 1)
Jab - Tech 1 - Unlocks Tech 2
You make a single quick strike with your fist. The target creature takes 1 bludgeoning damage. This technique unlocks technique level 2.

Sweep - Tech 1 - Unlocks Tech 2
You sweep your leg in an arc beneath the target creature, which makes a Dexterity saving throw. On a failure, the creature falls prone. Regardless of the target’s success or failure, this technique unlocks technique level 2. If you are currently grappling or restraining a creature, you must let go as a free action to use this technique.

Chop - Tech 1
You strike your target with the side of your palm. The target creature takes 2 bludgeoning damage.

Tech 2
Low Kick - Tech 2 - Unlocks Tech 3
You kick at your target, aiming downward. The target creature takes 1 bludgeoning damage. If the creature is prone, it instead takes 1d4 bludgeoning damage. This technique unlocks technique level 3.

Elbow Strike - Tech 2 - Unlocks Tech 3
You lash out with an elbow. The target creature takes bludgeoning damage equal to half of your proficiency bonus. This technique unlocks technique level 3.

Hold - Tech 2 - Unlocks Tech 3
You attempt to gain a grip on your target. Make a grapple check against the target creature. You have advantage for this check. This technique unlocks technique level 3.

Hook - Tech 2
You make a powerful, pivoting strike with your back fist. The target creature takes 1d4 bludgeoning damage.

Uppercut - Tech 2
You swing upwards with your fist. The target creature takes 1d6 bludgeoning damage. This technique cannot be used if the target creature is prone. If you are currently grappling or restraining a creature, you must let go as a free action to use this technique. This technique can only be used once, at the end of a combo.

Tech 3
Headbutt - Tech 3 - Unlocks Tech 4
You slam your forehead into the target. The target creature takes 1d4 bludgeoning damage. This technique unlocks technique level 4.

Palm Strike - Tech 3 - Unlocks Tech 4
You smash your palm into the target with expert precision. The target creature takes 1 bludgeoning damage. For the remainder of this combo, the target creature has disadvantage on Dexterity checks and saving throws. This technique unlocks technique level 4.

Roundhouse Kick - Tech 3
You pivot in a semicircle and perform a powerful kick with your back leg. The target creature takes 1d6 bludgeoning damage and makes a Dexterity saving throw. On a failure, the target falls prone. This technique can only be used once, at the end of a combo. If you are currently grappling or restraining a creature, you must let go as a free action to use this technique.

Tech 4
High Kick - Tech 4 - Unlocks Tech 5
You kick upward, knocking your target off balance. The target creature takes 1d4 bludgeoning damage and falls prone. This technique cannot be used if the target creature is already prone. This technique unlocks technique level 5. If you are currently grappling or restraining a creature, you must let go as a free action to use this technique.

Overhead Punch - Tech 4 - Unlocks Tech 5
You drive your fist in a downward arc, striking your target decisively. The target creature takes 1 bludgeoning damage, plus bludgeoning damage equal to half of your proficiency bonus. This technique can only be used once per combo. This technique unlocks technique level 5.

Blinding Jab - Tech 4
You aim to disable your target’s vision. The target creature takes 1d4 piercing damage and makes a Constitution saving throw. On a failure, it is blinded until the end of its next turn. If the target creature has blindsight, tremorsense, or truesight, it is not blinded, but still takes damage.

Drop Kick - Tech 4
You leap into the air and kick the target with considerable force. The target creature takes 1d8 bludgeoning damage. This technique can only be used once, at the end of a combo. At the conclusion of this technique, you fall prone. If you are currently grappling or restraining a creature, you must let go as a free action to use this technique.

Tech 5
Knee Strike - Tech 5 - Unlocks Tech 6
You jam your knee into your target. The target creature takes 2 bludgeoning damage, or 1d6 bludgeoning damage if you are currently grappling it. This technique unlocks technique level 6.

Shadowless Kick - Tech 5 - Unlocks Tech 6
You kick twice in quick succession, with blinding speed. The target creature takes 1d4 bludgeoning damage and makes a Dexterity saving throw. On a failure, the target takes another 1d4 bludgeoning damage This technique unlocks technique level 6.

Takedown - Tech 5
You slam your target into the ground. You must be currently grappling or restraining a target creature to use this technique and the target must not be immune to the prone condition. This technique can only be used once, at the end of a combo. The creature takes 1d8 bludgeoning damage and falls prone.

Tech 6
One-Inch Punch - Tech 6
You deliver a bone-shattering punch to your target. The target creature takes 1d4 bludgeoning damage and makes a Constitution saving throw. On a failure, the creature is paralyzed until the start of its next turn.

Lockdown - Tech 6
You completely restrict your target’s movement. You must currently be grappling the target creature to use this technique. You are now restraining the creature. If the creature uses an action to resist the restraining condition, by making a Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use) contested by your Strength (Athletics) check, it also breaks free of your grapple.


Archetypes


A Pugilist is a specialist in improvised fighting. Capable both with unarmed strikes and in utilizing their surroundings, Pugilists are dangerous and adaptable in any environment.

Resourcefulness
When you choose this archetype at 2nd level, you become proficient in all improvised weapons, which are considered martial artist weapons. For you, an improvised weapon is any object that you can lift with either one or both hands and which is durable enough to damage your foes. In addition, all improvised weapons deal 2d4 damage of an appropriate type when you wield them.

Missile Pitch
Starting at 6th level, you have trained your throwing abilities to accommodate almost any object you can lift. For you, weapons with the thrown property have a range of 40/100 instead of their normal range, except for those with the special property. You become proficient in any weapon with the thrown property, but only for the purpose of throwing the weapon unless you are proficient through other means. In addition, all throwing weapons you are holding gain the finesse property and all improvised weapons you wield gain the thrown property.

Against the Wall
At 12th level, you have mastered the art of fighting in suboptimal circumstances. Whenever you are adjacent to a vertical surface, such as a wall or cliff, you gain +2 to your AC against creatures within 5 feet of you. Additionally, whenever you are attacked by a creature within 5 feet of you, you may spend 3 spirit points to use your reaction to make a Dexterity saving throw with a DC equal to the creature’s attack roll. On a success, you may choose another creature within five feet of you to be the target of that attack as you change places with your target creature. On a failure, you may still change positions with that creature, but only after the attack has been made against you. You do not trigger attacks of opportunity from any creatures when moving in this way.

Opportunist
At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can spend 2 spirit points to use your reaction to make a melee attack against that creature. This attack may be a combo.

Pugilist Techniques
Opening Strike (Tech 1)
Snatch Object - Tech 1 - Unlocks Tech 2
You impulsively grab a nearby object to attack your opponent. Choose an object within five feet that qualifies as an improvised weapon. You take a free action to pick this object up, wielding it in either one or two hands. This technique unlocks technique level 2.

Tech 2
Slip Up - Tech 2
You slide an object toward an enemy, attempting to trip them. Choose a tiny object within five feet and a target creature within 20 feet. You take a free action to slide the object at the target creature, who must make a Dexterity saving throw. On a failure, the creature falls prone.

Tech 3
Dirty Trick - Tech 3 - Unlocks Tech 4
You perform an underhanded move, such as throwing dirt in your opponent’s face or blinding them with a reflection. Choose a creature within 20 feet of you to target for this technique. The target creature has disadvantage on its next Dexterity or Constitution saving throw, if that saving throw is made before the end of your next turn. This technique unlocks technique level 4.

Tech 4
Reposition - Tech 4
You take advantage of momentum to shift an enemy into a more advantageous position. Choose a target creature within 5 feet of you or a creature whom you are currently grappling. Make a grapple check against the target creature, if it is not already grappled. If you succeed or if the target is already grappled, make your choice of a contested Strength (Athletics) or Dexterity (Acrobatics) check against your target. If you succeed, you may move the target to any free space within 5 feet of you. This space may be over open air.

Tech 5
Redirect Attack - Tech 5
You prepare to redirect a coming attack. Choose a target creature within 5 feet of you. If that creature makes an attack in the next turn, you may use your reaction to change the target of that attack to another target of your choice. The new target must be a viable target for the original attack. If the attack is a spell, it must be a spell attack and must target only one creature. If you do not or can not choose another viable target, the attack merely fails. This technique can only be used once, at the end of a combo.

Throw - Tech 5
You manipulate the inertia of your target to throw it. The target creature takes 1d4 bludgeoning damage and is pushed 5 feet in a direction you choose. This technique can only be used once, at the end of a combo, and you must be grappling or restraining the target creature. You must let go of the target creature as a free action to use this technique.

Tech 6
Shattering Blow - Tech 6
You smash an object over your target, shattering the object in a decisive strike. To use this technique, you must be holding an improvised weapon. Make an attack roll against a target creature within range. If the attack hits, the object shatters and deals 2d4 bludgeoning damage. If the attack misses, the weapon is not destroyed and either remains in your hands or lands in the same space as the target creature.



Monks are practitioners of any number of spiritual martial arts forms, focusing their minds, bodies, and spirits into perfect attunement. While their training, terminology, and techniques may vary, almost all Monks aim firstly to perfect their inner selves, with their martial prowess manifesting mostly as a consequence of this goal.

Step of the Wind
When you take this archetype at 2nd level, you can spend 1 spirit point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Additionally, your AC is increased by +2 until the end of your turn.

Stunning Strike
Starting at 6th level, you can interfere with the flow of energy in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 spirit point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Tongue of Sun and Moon
Starting at 12th level, you learn to extend your spirit to touch other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. Lastly, when you make a Charisma (Persuasion) check, you may spend 1 spirit point to gain advantage on that check.

Empty Body
Beginning at 17th level, you can use your action to spend 4 spirit points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 spirit points to cast the Astral Projection spell without needing material components. When you do so, you can’t take any other creatures with you.

Monk Techniques
Tech 2
Inward Focus - Tech 2 - Unlocks Tech 3
You concentrate your spirit deep inside, expanding your focus to carefully observe your surroundings. At any point before the end of your turn, you may reroll one damage die and may choose to take either the original or new results. Additionally, you gain advantage on perception checks to observe your enemies until the end of your next turn. This technique unlocks technique level 2.

Tech 3
Fist of Unbroken Air - Tech 3
Your punch stills the air around your enemy. Until the end of its next turn, the target creature is surrounded by a ten foot radius sphere with the same effects as the Silence spell.

Tech 4
Tranquil Palm - Tech 4
You strike with the flat of your hand, leaving an imprint of spirit on your enemy. The target creature takes 1 force damage. You may choose to invoke this spiritual imprint at the end of one of your turns, dealing 1d4 force damage for each turn that you choose not to invoke it. At the end of 1 minute, the spirit imprint fades, dealing no damage. This technique can only be used once, at the end of a combo.

Tech 5
Ki Strike - Tech 5 - Unlocks Tech 6
You strike as much with your spirit as with your body, imbuing sheer force of will into your attack. You may spend up to five spirit points to deal 2 force damage for each point spent. This technique unlocks technique level 6.

Bat Fang Jab - Tech 5
You connect your spirit to that of your enemy for an instant, draining their life force to bolster your own. The target creature makes a Constitution saving throw. On a failure, it takes 1d4 necrotic damage. You gain the same amount, plus your wisdom modifier, in temporary HP.

Tech 6
Spirit Wave - Tech 6
You channel your inner resolve into tangible force as a wave of power strikes all near you. Every creature within fifteen feet of you must make a Constitution saving throw. A creature which fails this save takes force damage equal to half your proficiency bonus and is moved ten feet away from you. You may choose a number of creatures up to your Wisdom modifier to automatically succeed on this save.



Aspect Warriors are channels of raw energy, drawing upon a spiritual link to the Elemental Chaos. With their ability to harness elemental forces at will, they become avatars of their chosen element, able to manipulate their enemies strengths and weaknesses to suit their needs.

Elemental Aspect
When you take this archetype at 2nd level, choose one of acid, cold, fire, lightning, or thunder damage. This is your Elemental Aspect. Whenever you perform a technique or attack which references your Elemental Aspect, this is the damage type to which it will refer. Additionally, you gain resistance to damage of that type, if you do not already have it.

Focused Aspect
Starting at 6th level, your elemental strikes invoke pure energy from the Elemental Chaos. When you perform an attack or technique which utilizes your Elemental Aspect, you may spend 2 spirit points. If you do so, the damage from your attack ignores resistance.

Redirect Energy
At 12th level, when you are hit with an attack or spell which deals acid, cold, fire, lightning, or thunder damage, you may spend 6 spirit points to use your reaction to redirect the attack. You take half damage from the attack and choose one target creature within 30 feet of you, which you can see. The creature makes a dexterity saving throw, taking the same amount of damage on a failure.

Elemental Radiance
At 17th level, you become wreathed in a luminous aura of elemental energy. This aura consists of the same type of energy as your Elemental Aspect and sheds bright light of an appropriate color in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore this aura as a bonus action.
If a creature hits you with a melee attack while this aura is shining, you can use your reaction to deal damage to the creature with the same damage type as your Elemental Aspect. The damage is equal to your Wisdom modifier.

Aspect Warrior Techniques
Opening Strike (Tech 1)
Aspect Infusion - Tech 1 - Unlocks Tech 2
You channel your Elemental Aspect into your strikes. All of the damage you deal as part of this combo deals damage with the same type as your Elemental Aspect. This technique can only be used once, at the beginning of a combo. This technique unlocks technique level 2.

Tech 2
Primordial Mist - Tech 2
Your fist is obscured by a mist of your Elemental Aspect as you strike directly at your target’s weakest points. The target creature’s AC is lowered by 2 until the end of your turn.

Tech 3
Aspect Weapon - Tech 3
You conjure a weapon sculpted from your Elemental Aspect. Choose one simple or martial melee weapon without the Special property. You form elemental energy into the shape of this weapon, which deals damage equal to an equivalent weapon of its shape. You are proficient with this weapon and it deals damage with the same type as your Elemental Aspect. The weapon dissipates after being used for one attack or at the end of your next turn, whether or not you attack with it. This technique can only be used once, at the end of a combo.

Tech 4
Imbue Weakness - Tech 4
You extract elemental energy from your target, weakening it against your Elemental Aspect. The target creature makes a Constitution saving throw. On a failure, the target is weak against damage that is the same type as your Elemental Aspect until the end of your next turn. If the target normally has resistance to your Elemental Aspect’s damage type, then this technique has no effect.

Tech 5
Charge Energy - Tech 5 - Unlocks Tech 6
You draw a deep breath, concentrating a large amount of elemental energy into your next strike. The next technique you perform on this turn ignores resistance. This following technique may be part of another combo. This technique unlocks technique level 6.

Tech 6
Rising Dragon - Tech 6
The visage of a raging dragon envelops your form as you strike with decisive might. The target creature takes 1d6 damage with the same type as your Elemental Aspect. In addition, if you spend 2 spirit points, the target creature makes a Constitution saving throw. On a failure, the following effects occur, depending on your Elemental Aspect.
Acid The creature is poisoned for one minute. While it is poisoned in this way, it takes 1d4 acid damage at the start of each of its turns. It makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.
Cold The creature’s speed is halved, and it cannot take reactions until the end of your next turn.
Fire The creature glows bright red for one minute, shedding light in a ten foot radius, and cannot become invisible until the effect ends. Additionally, it can be seen through even magical darkness.
Lightning The creature is blinded until the end of its next turn. If the creature has blindsight, tremorsense, or truesight, it is not blinded. Regardless of whether it is blinded, the creature takes 1 lightning damage every time it is hit by a weapon attack until the end of your next turn.
Thunder The creature takes 1d4 thunder damage and is deafened for one minute.



Martial Artists who become Arms Masters choose to dedicate their lives to the art of wielding specific weapons. More than just mastering the skill of using these weapons, Arms Masters come to understand their weapons as extensions of their own bodies and spirits. This understanding also covers the entire spectrum of the creation, maintenance, and all other aspects of their armament. Arms Masters often become encyclopedias of knowledge of their weapons, drawing the attention of aspirants as they gain renown.

Master of Armaments
Choose two simple or martial weapons that do not have the heavy or special properties. The longbow is also a valid choice. These are your mastered weapons. You gain proficiency with these weapons, if you do not already have it. Any feature or technique that refers to your mastered weapons only works with those weapons. Additionally, you become capable of recognizing magic imbued in weapons you have mastered, gaining the effects of an Identify spell after spending 1 minute examining one.

Steel Resolve
Starting at 6th level, you shake off distractions by focusing your spirit into your weapon. You can use a bonus action to end one effect on yourself that is causing you to be charmed or frightened.

Spirit Blade
At 12th level, you gain the ability to imbue your spirit into your mastered weapons. As a bonus action, you may expend up to 3 spirit points to grant one mastered weapon you touch a bonus equal to the amount of points you spent. This bonus lasts for a number of minutes equal to the amount of spirit points you spent on it. The weapon is also repaired to an undamaged state. This feature cannot be used to give a magic weapon more than a +3 bonus, though you may extend the length of time the bonus is active by expending more points.

Kensei
At 17th level, you have become a legend in wielding your mastered weapons. If you miss with an attack roll using a mastered weapon on your turn, you can reroll it. You can use this feature only once on each of your turns. Additionally, if you are in a town or city with martial practitioners of your mastered weapons, you may call on potential aspirants to train with you. Your aspirants will leap to your defense if you are attacked, or to the defense of any holdings you may have in town, such as a home, school, or other property, but will not leave their community to adventure unless you have established a specific rapport with them.

Arms Master Techniques
Opening Strike (Tech 1)
Agile Parry - Tech 1 - Unlocks Tech 2
You use your mastered weapon to defend yourself from oncoming attacks. You must be wielding one of your mastered weapons to use this technique. You gain a +2 bonus to your AC until the start of your next turn, while the weapon is in your hand and you are not incapacitated. This technique unlocks technique level 2.

Kyūdōka Shot - Tech 1
You spend a moment to line up the perfect shot with a ranged weapon you have mastered. Until the end of your next turn, any attacks you make with this weapon deal an extra 1d4 damage of the weapon’s type. This technique can only be used once, at the end of a combo.

Tech 2
Uncanny Swiftness - Tech 2
You channel into the spirit within your weapon to reach unfathomable speed. Choose an empty space within 15 feet of you. Until the end of your turn, you exist in that space. You may choose to change the target of this combo to another creature for the remainder of the techniques you perform, making another attack roll against that creature if you do so. At the end of your turn, you return to the space you began this combo in, unless you spend 3 spirit points to stay where you are.

Tech 3
Slice the Air - Tech 3
You swing your mastered weapon in a wide arc, leaving an afterimage of pure spirit. This technique may only be used with a mastered weapon that is a melee weapon. Choose an empty 5 ft. cube within 5 feet of you. Your weapon’s afterimage remains in that space until the start of your next turn, causing 2d4 slashing damage to any creature which enters that space. This cube is not considered empty while the afterimage remains in it.

Tech 4
Mirror Strike - Tech 4 - Unlocks Tech 5
You strike twice with your mastered weapon in immediate succession, testing for weak points and hitting your target with perfect accuracy. Roll 2d4. You deal the highest number you roll in damage of your mastered weapon’s type. This technique unlocks technique level 5.

Tech 5
Flowing River Stance - Tech 5
You take on a free-flowing stance, preparing to swing your mastered weapons in a hypnotic dance. You must be wielding two light mastered weapons to use this technique. As a bonus action, immediately after this combo, you may make two melee weapon attacks with your mastered weapons. Both of these attacks count as offhand attacks. If you hit on the first attack, you may spend 1 spirit point to gain advantage on the second. This technique may only be used once, at the end of a combo.

Avalanche Stance - Tech 5
You take on a firmly rooted stance, preparing to assault your foes with a heavy strike from your mastered weapon. You must be wielding a mastered weapon in two hands to use this technique. As a bonus action, immediately after this combo, you may make one melee weapon attack with advantage with your mastered weapon. If you hit, you may spend 2 spirit points to make your target roll a Strength saving throw. On a failure, your target falls prone and takes 1d4 bludgeoning damage. This technique may only be used once, at the end of a combo.

Spitting Cobra Stance - Tech 5
You take on a focused stance, preparing to fire your mastered weapon with deadly precision. You must be wielding a ranged mastered weapon to use this technique. As a bonus action, immediately after this combo, you may make a ranged weapon attack with your mastered weapon. This attack ignores cover and deals 1d4 additional damage of your mastered weapon’s type on a hit. This technique may only be used once, at the end of a combo.

Composer99
2020-09-10, 10:37 PM
Looks interesting, though I don't have much time to look at it tonight.

Some quick thoughts/questions:
- I'd recommend the techniques start at 1st level and go from there, instead of 0th level. Doing so lines up exactly with the Maximum Combo value, instead of having that off-putting off-by-one discrepancy.
- Also, I would recommend renaming the column name "Maximum Combo", since IMO the most reasonable parsing is that it's the maximum number of combos you can know, and not what the feature text says it is.
- Speaking of renaming, given Flurry of Blows is by long tradition a feature granting extra attacks, should it really be named as such when it grants a combo?
- Also, now I come to think of it, the feature text for Martial Arts doesn't actually state how to use a combo, and the "building a combo" sidebar (as it were) is pretty vague. If I'm inferring correctly, you forgo a weapon attack to use a combo. I feel like that ought to be explicitly stated in the text of the Martial Arts feature, being central to the class. I also feel like that could be adding a lot of gametime complexity - maybe it ought to be an action to use a combo instead?
- Why do some combo techniques not unlock later techniques? Are they meant to be finishing moves? Why is one of those moves ostensibly an "Opening Strike"?
- Er... nowhere in the combo descriptions does it say you're making attack rolls. Are you making attack rolls for each technique in the combo where you make an unarmed strike or similar attack? Or, if a combo is taking the place of a single weapon attack, are you making a single attack roll for the whole set?
- Edit to add: Also, the class is missing the preliminary stuff (hit points, proficiencies, starting equipment). While I imagine that stuff is mostly similar or identical to the PHB monk, it should probably still be spelled out explicitly.

Scripten
2020-09-11, 09:37 AM
Looks interesting, though I don't have much time to look at it tonight.

Thanks for taking a look and for the thoughtful comments!



- I'd recommend the techniques start at 1st level and go from there, instead of 0th level. Doing so lines up exactly with the Maximum Combo value, instead of having that off-putting off-by-one discrepancy.


That's fair. My thought was that Opening Strikes would be a translation of cantrips, but that's probably more confusing than helpful, especially as they've already diverged from the resource expenditure style of spells. I'll probably keep the styling of Opening Strike for the first tier, just to ensure that it's apparent that they can be used right out of the gate.



- Also, I would recommend renaming the column name "Maximum Combo", since IMO the most reasonable parsing is that it's the maximum number of combos you can know, and not what the feature text says it is.


Agreed! That's a good point.



- Speaking of renaming, given Flurry of Blows is by long tradition a feature granting extra attacks, should it really be named as such when it grants a combo?


That's fair. Initially, it was intended for balance at low levels, but now that I think on it, it seems unlikely that the weapons a Martial Artist would be using would have high enough damage to offset at-table balance that much. Plus the Arms Master could benefit from this.

Changed to allow for either an attack or a 2-technique combo.



- Also, now I come to think of it, the feature text for Martial Arts doesn't actually state how to use a combo, and the "building a combo" sidebar (as it were) is pretty vague. If I'm inferring correctly, you forgo a weapon attack to use a combo. I feel like that ought to be explicitly stated in the text of the Martial Arts feature, being central to the class. I also feel like that could be adding a lot of gametime complexity - maybe it ought to be an action to use a combo instead?


I was really confused when I saw this... until I realized that I missed an entire feature when I copied text over from my Google doc. Whoops!

This is the text that goes before the Building a Combo section (now added to the OP):

Martial Arts (Combo)
At 1st level, your martial arts training has taught you how to efficiently chain your attacks together. When you use the attack action, you may replace any of the attacks you make with a combo. Combos are singular attacks that consist of a series of strikes, known as techniques. Each combo counts as a single attack, requires only one attack roll to hit, and targets one creature, unless otherwise specified. As combos are a single attack, you may not move until the entire combo is complete, unless a technique says otherwise. Combos count as unarmed strikes for the purposes of applying the Martial Arts feature above. When a single technique applies an effect to a creature, such as the prone condition, that effect applies immediately, before any further techniques in the same combo. Any applicable reactions trigger at the conclusion of a combo. A combo may not be performed as a reaction unless the triggering ability says otherwise.



- Why do some combo techniques not unlock later techniques? Are they meant to be finishing moves? Why is one of those moves ostensibly an "Opening Strike"?


It depends - some allow you to "step up" to the next tier, some end the combo entirely. Effectively, some of the strongest techniques (assuming they aren't already as high as the limit ever goes) gate off the most powerful technique levels.

"Opening Strikes" are sort of analogous to cantrips, which is why I started at 0, as I mentioned above. That said, I think that's more confusing than anything. The general idea is that the first tier of techniques is open but subsequent ones have to be unlocked.



- Er... nowhere in the combo descriptions does it say you're making attack rolls. Are you making attack rolls for each technique in the combo where you make an unarmed strike or similar attack? Or, if a combo is taking the place of a single weapon attack, are you making a single attack roll for the whole set?


Missing paragraph as above.



- Edit to add: Also, the class is missing the preliminary stuff (hit points, proficiencies, starting equipment). While I imagine that stuff is mostly similar or identical to the PHB monk, it should probably still be spelled out explicitly.


True - Edited the OP to add that bit.