Taijutsu Master (5E Epic Boon) Image

This path is for those who focus their abilities as a Warrior in hand to hand combat, defeating foes in close quarters, making their own body their ultimate weapon, utilising sorcery points; metamagic options; Ki Points; spells slots and more to become pure fighting machines, cogs prepped for war.

Cursed Strike

Before you make an unarmed strike, you may spend up to your proficiency bonus in cursed energy to empower your next strike. This enhancement lasts until you hit a creature with your unarmed strike or until a minute passes. On a hit, you deal additional necrotic damage equal to 1d8 per point spent.

Specialized Powered Martial Arts

You learn special types of martial arts:

Delayed Power Fist. Once per round, you can choose to focus until the end of your turn, when you hit a target with a Power Fist while focusing, you must make a DC 15 charisma saving throw. On a success, the cursed strike's damage is delayed and you may cause the creature to instead take the damage at any time within the same turn you chose to delay the damage. When you cause the damage to detonate causing the creature to take the cursed strike damage, the creature must make a Wisdom saving throw. On a success, nothing happens. On a failure, you gain advantage on all melee attacks against the creature until the beginning of your next turn and your critical range is increased by 1 against them.

Magika Martial Arts. You can use the Power Blast of Blows, Metamagic Patient Defence or Cursed Wind Step Powered Martial Arts without expending any spell casting assets once per turn.

Defence Kick. Once per round, as a reaction to a melee attack being made against you, you rotate your body down, avoiding the attack and delivering a massive kick to your opponent's face in a single motion. Their attack is made at disadvantage and, if the attacker is within your reach and their attack misses, you may make an unarmed strike against the attacker. If the unarmed strike hits you can use the shock of the unexpected kick as an opening, making another unarmed strike against them.

Jab. You use a quick, precise strike to create an opening. Once per round, when you make an unarmed strike, you may perform a jab. This attack deals half damage but forces the target to react, giving you a strategic advantage.

  • If the jab hits, your next melee attack against the same target before the end of your next turn is made with advantage.
  • If the jab misses, your next melee attack is made normally, but the target does not gain an opportunity attack against you if they normally would.

Liver Shot. A precise body blow that weakens the opponent. Once per round when you hit a creature with an unarmed strike, you may spend 2 cursed energy to force them to make a Constitution saving throw. On a failure, they have disadvantage on their next melee attack or Dexterity-based ability check.

Sweep Kick. You target the opponent’s legs to knock them off balance. Once per round when you make an unarmed strike, you may spend 2 magic slots/energy/sorcery/ki points to attempt a sweep kick. On a hit the target must make a Dexterity saving throw with disadvantage. On a failure, they are knocked prone. If they are already prone, they take 2d8 + 4 force damage.

  • Phantom Step. You gain a bonus of +2 to your AC, and if an enemy makes and misses an attack against you, you may use your reaction to move 5 feet without provoking opportunity attacks.
  • Mirage Image. You leave behind an afterimage. The next melee attack against you is made with disadvantage.

Power Blast. You are able to reach beyond your sorcerer limits for a brief moment. Once per round for 3 cursed energy, you can raise the limit of one Power Strike to double your proficiency bonus.

Power Rain of Blows

Your experience in your martial prowess shines through. As a free action after you have taken Power Blast of Blows on this turn, you may spend magic slots/energy/sorcery/ki points up to half of your proficiency bonus, rounded down, making a number of unarmed strikes equal to the amount spent to a maximum of 3.

Superhuman Combat

You've surpassed regular fighting skills, and are now able to elevate your skills to a level never seen before. You gain three of the following features of your choice:

  • Deflective Shockwave. As a reaction to someone entering the range or a ranged attack roll being made against you, you punch the ground violently, creating a powerful shockwave in both air and ground. Every creature in range must make a Dexterity saving throw, taking a roll of your unarmed strike damage and falling prone on a failure, or half as much damage on a success. Additionally, you gain a bonus to your AC equal to your Strength modifier against the ranged weapon attack roll that triggered this reaction. You may add Power strikes to this damage as normal, and the range of this ability is 5 x (the number of damage dice of the power strike + 1) feet. If you spend the maximum amount of energy in the power strike, you may choose any number of creatures in the area to not be affected.
  • Strong Throw. In place of an attack, for 3 Cursed Energy, you can choose a creature or object of a size up to 1 size category larger than you within your unarmed strike reach, and make an athletics check contested by their athletics or acrobatics(their choice) or a set DC for objects, 5 for tiny, 7 for small, 10 for medium, 15 for large, 20 for huge, and 25 for gargantuan. On a success, you can throw the creature or object up to 60 feet, dealing Xd6 bludgeoning damage to them and anyone in the path they’re thrown in who fails a Dexterity saving throw, where X is your Strength modifier times the creature or objects size category number above small (minimum of 1), so 1 for medium, 2 for large, 3 for huge, and 4 for gargantuan. The d6s become D8s if the target is large, d10s if they’re huge, and d12s if they’re gargantuan. The cost also increases, to 4 cursed energy if the target is large, 5 if they’re huge, and 6 if they’re gargantuan.
  • Glancing Blows. Once per turn as a reaction for up to your Charisma modifier in cursed energy when you take bludgeoning, piercing, or slashing damage from an attack or effect you can see, you can reduce it by your Dexterity modifier times the amount spent, to a minimum of 1. If you reduce the damage to 1 in this way, you can make an unarmed strike at advantage against the attacker if they’re within your reach as part of the same reaction.
  • Striking Rush. As an action for 5 cursed energy, you enter a stance of readiness and full attention until the beginning of your next turn. Every time a creature enters your reach, you may make an attack with an unarmed strike against them (maximum once per creature per round). These attacks only trigger when the creatures move into you or when you move into them, your choice when using this skill. During this period, you can only attack like this a number of times equal to your Dexterity modifier.
  • Triple Kick. Once per round, for 4 Cursed Energy, in place of an attack on your attack action, after making a running long jump in the direction of the creature you are attacking and ending up within your unarmed strikes reach, you may instead make 3 unarmed strikes against the creature, performing three swift kicks as part of the same motion.

Depending on the number of these attacks that hit the target, you will gain the following effects until the end of your turn.

1 or less - Your next X unarmed strikes will have disadvantage against the creature.

2 - Your next Unarmed Strike will have advantage against the creature.

3 - Your next X unarmed strikes will have advantage against the creature.

X equals half of your proficiency bonus. (Rounded up)

You may not use cursed strikes, or any effects on the 3 unarmed strikes used for the Triple Kick. Curse Empowered Strikes still apply.

  • Cursed Stomp. At the beginning of your turn, you may reduce your movement speed to 20ft until the end of the turn, and delegate all of your unarmed strikes for the duration to be downward stomping kicks. For the duration, whenever you make an unarmed strike, it will now be a stomping kick attack, if you are attacking a creature that is prone, your critical hit radius will be reduced by 1. However, whenever you miss an unarmed strike attack roll, you will instead stomp the ground (if applicable), causing your unarmed strike to hit the ground and expending any features on your unarmed strike that would be normally expended (Such as Cursed Strikes, and all creatures within a 5ft radius except for you must make a Constitution saving throw, on a success they are unaffected, on a failure they will take half of your unarmed strikes damage.
  • Double Palm Strike. As a bonus action for 5 cursed energy, you may deliver a double palm strike to an enemy’s gut, staggering them for a brief period. Make an unarmed strike against a creature within range. On a hit, they are pushed back 10ft and must make a Constitution saving throw. On a success, they are unaffected. On a failure, their movement speed is reduced by a number of feet equal to your proficiency bonus times 10(to a minimum of 5), until the end of their next turn, and they cannot benefit from any increases to their speed for the duration.
  • Running Drop Kick. Once per round when you make an unarmed strike with an attack on your attack action, you may spend 5 cursed energy to force the creature to make a Strength saving throw. On a success, they are unaffected. On a failure, they take a d6 bludgeoning damage for every 20 feet moved immediately before the unarmed strike, and are pushed directly back a number of feet equal to 5 feet for every 20 feet moved immediately before the unarmed strike. A creature automatically succeeds the saving throw if they did not take any damage from the unarmed strike. The damage from this feature cannot exceed 10 damage dice.
Taijutsu Master (5E Epic Boon) Image

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