Martial Artist Updated Image
Prerequisite: Dexterity 13 or higher
 

You have training in one of the martial arts traditions of Kara-Tur. You may take this feat multiple times to learn more techniques and gain additional ki points. You may also spend downtime once you have taken this feat to learn a new technique. You gain the following benefits. 

You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes, and you can roll a d4 in place of the normal damage of your Unarmed Strike. You learn two techniques of your choice from those available on the Martial Arts technique list. If a technique you use requires your target to make a saving throw to resist the technique’s effects, the saving throw DC equals 8 + your proficiency bonus + your Dexterity or Wisdom modifier (your choice). 

You gain two ki points. These are used to fuel your techniques. A ki point is expended when you use it. You regain all your expended ki points when you finish a short or long rest, as long as you spent 30 minutes of the rest meditating. 

Martial Arts & Monks 

A monk has access to the following features: 

Ki Features 

2nd-level monk feature (enhances Ki) 

You start knowing three ki techniques: Flurry of Blows, Patient Defense, Step of the Wind,  and two others. You learn more ki features as you gain levels in this class, and can choose another one at levels 5, 8, 11, 14, 17, and 20. When you level up you can replace one technique you know with another. 

Martial Arts Mastery 

At level 11 when you use your Flurry of Blows Ki technique the number of unarmed strikes increases to three, and at level 20 it increases to four. 

KI TECHNIQUE LIST 

Beauty Looks At Mirror. You can use your opponent’s weight, strength, and momentum against it, deflecting its attack and throwing it to the ground. When a creature misses you with a melee attack, you can use your reaction and expend one ki point to perform a Trip Attack technique. 

Black Tiger Steals Heart. You cause intense pain in an opponent with a successful attack that they are nauseated and have trouble continuing. After successfully making an unarmed melee attack you can spend a ki point to cause such debilitating pain that the target creature is Poisoned until the end of their next turn. 

Bronze Dragon Plays With Water. When another creature damages you with a melee attack, you can use your reaction and expend one ki point to reduce the damage by your unarmed damage. 

Bull Charges Leopard. When you make an unarmed attack on your turn, you can expend one ki point to increase your reach for that attack by 5 feet. 

Distant Eye. When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn. 

Double Dragons Emerge From Sea. You can strike a humanoid opponent’s joints to knock your target off balance. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a Double Dragons Emerge from the Sea strike. The target must succeed on a Dexterity saving throw or be so off-balance that all melee attacks against them have advantage until the end of their next turn. 

Dragon And Tiger Appear. When you hit a creature with an unarmed attack, you can expend one ki point to attempt to drive the target back. If the target is Large or smaller, it must make a Strength saving throw, On a failed save, you push the target up to 15 feet away from you. 

Drunken Dance. You do not have disadvantage when making melee attacks from the Prone condition. If you make a successful melee attack, you may regain your feet immediately as a reaction. 

Eagle Claw. Your unarmed attacks shatter objects. Your unarmed attacks do double damage to objects, structures and constructs. 

Earth’s Embrace. You can crush opponents when you grapple them. When you start a grapple you can do 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack. 

Falling Star Strike. You have mastered strikes that blind. When you hit another creature with an unarmed strike you can spend 1 ki point to attempt a Falling Star Strike. The target must succeed on a Constitution saving throw or be Blinded until the beginning of their next turn. 

False Leg Hand Sweep. When a creature misses you with a melee attack, you can use your reaction and expend one ki point to make an unarmed attack against the creature. 

Fists of Iron. You have learned the secrets of imbuing your unarmed attacks with extra force. When you hit another creature with an unarmed strike you can spend one ki point to double the damage. 

Flurry of Blows. Immediately after you take the attack action on your turn, you can spend 1 ki and make two unarmed strikes as a bonus action. 

Golden Bell Shout. Using the attack action, you can make a special attack. If you’re able to make multiple attacks this replaces one of them. You spend a ki point and make a loud shout at a creature within 20 ft. They must make a Wisdom saving throw or be Stunned until the end of your turn. Iron Body. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier. 

Lion Roars At Purple Dragon. When you hit a creature with a weapon attack, you can expend one ki point to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. 

Mithral Gong Shout. When you are hit by a melee attack, you can spend one ki and your reaction to make them reroll the attack. 

Obsidian Demon’s Cry. Using the attack action, you can make a special attack. If you’re able to make multiple attacks this replaces one of them. You spend a ki point and make a loud shout at a creature within 20 ft. They must make a Wisdom saving throw or be Frightened until the end of your next turn.

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

Quickened Healing. As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled. 

Shadow Python’s Strike. When you hit a creature with an unarmed strike on your turn, you can use a ki point to force them to make a Dexterity saving throw or be grappled by you.

Single Whip Saves the Emperor. When you move, you can expend one ki point, and all attack rolls against you have disadvantage until the end of your turn. 

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

Unyielding Stone. When you force a creature to make a ki save against being shoved, prone or moved, you can calculate the DC as 8 + your Proficiency modifier + your Strength modifier.

White Crane Chases Jade Tiger. When you hit a creature with an unarmed attack, you can expend one ki point to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. 

White Horse Presents Hoof. When you hit a creature with an unarmed attack, you can expend one ki point to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw, On a failed save, it drops the object you choose, and the object lands at its feet. 

Wind Clears the Clouds. You make sweeping swings. As a bonus action, you spend one ki point and every creature within 5 ft of you must either take damage equal to your weapon damage or move back 10 ft.

Credit to Solomani and Alfaysia

Martial Artist Updated Image

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