(H) Martial Artist Image
Prerequisite: Requires a level of 4 or higher. Requires a Dexterity and Wisdom score of 13 or higher.
 

Homebrew Feat: Martial Artist

General Feat  (Prerequisite: Level 4+, Dexterity 13+ and Wisdom 13+)


Description -

You have received training in martial arts traditions. You may take this feat multiple times to learn more techniques and gain additional ki points. Once you have taken this feat, whenever you would gain a player level, you can choose to forget a technique you currently know 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. If you take this feat a second time you can roll a d6 in place of the normal damage of your Unarmed Strikes. 

  • You learn three 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). If you take this feat a second time you can learn two additional techniques.

  • You gain a number of ki points equal to your proficiency bonus. 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. If you take this feat a second time you gain two additional ki points.


Martial Arts 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, knocking the creature prone.

 

  • 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 one 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 or a friendly creature adjacent to you with a melee attack, you can use your reaction and spend one ki point to roll a martial arts dice and add the number to the targets AC for that attack. If the attack misses you can make an unarmed attack.

 

  • Deflect Missiles Mastery. (15th level, You must know the Deflect Missiles Ki Technique) When you or a creature within 10 feet of you is hit by a ranged weapon attack you can deflect or catch the missile without spending a reaction. The damage is reduced by 1d20+ your Dexterity or Wisdom modifier + your monk level.

    If you reduced the damage to 0, you can catch the missile if it is small enough to hold in one hand and you have at least one hand free. As a reaction, you can spend 1 ki point to make a ranged attack with missile you just caught. This attack is considered a monk weapon in which you are proficient with, which has a normal range of 60 feet and a long range of 120 feet.

    At level 20 catching and throwing the missile no longer requires a reaction.

 

  • Distant Eye. When you make a ranged weapon attack, you can spend one 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 one 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 start of your 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 no more than one size larger than you, 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 or are hit with a melee attack, you may regain your feet immediately as a reaction. When you make an opportunity attack, you can use this as apart of that same reaction.

 

  • 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 one ki point to attempt a Falling Star Strike. The target must succeed on a Constitution saving throw or be Blinded until the end of their next turn.

 

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

 

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

 

  • Flurry of Blows, Mastery. (11th level, and Flurry of Blows Ki Technique) When you use your Flurry of Blows, the number of unarmed strikes increase to your proficiency bonus. Only three of these attacks can target any single target. At level 20, this increase to four.

 

  • Grounding. You have advantage on any save or skill check against forcing you to move or be knocked prone. As a reaction, when something forces you or a friendly adjacent creature to move or be knocked prone, you can spend one ki to stop the creature from being moved or from being knocked prone.

 

  • Grounding Mastery. (11th level, You must know the Grounding Ki Technique) You have learned to channel energy through you. When you take Acid, Cold, Fire, Lightning or Thunder damage, you can spend one ki point to reduce the damage for you and creatures within a 10 foot radius of you by 1d10 + your Wisdom modifier + your monk Level. Additionally, you can spend additional ki points to increase the radius by 5 feet, up to your proficiency bonus.

    At level 20, the range increment increases to 10 feet.

 

  • Hidden Fang. Anytime you make an unarmed strike with the attack action, you can make an additional thrown attack with a dart. When a creature that you are aware of, within 20 ft of you attacks a target, you can use your Reaction to throw a dart to impose disadvantage on the Attack roll.

 

  • Inner Gate Strike. When you make an Unarmed Strike you can replace that with an Inner Gate Strike. Make a melee attack against the target, if you are successful choose one saving throw. The target has disadvantage on those saving throws until the end of your turn. You cannot apply any other ki techniques that require ki as apart of this attack.

 

  • Iron Fist Strike. You have learned the secrets of imbuing your unarmed attacks with extra force. Your unarmed strikes do double damage to objects and structures. When you attempt an unarmed attack against another creature you can spend one ki point to add an extra martial arts dice to the damage.

    At 10th level, you do not roll the additional die, taking the highest possible roll instead.

 

  • Iron Fist Strike Master. (15th level, and Iron Fist Strike Ki Technique) When you make an iron fist strike, the damage dice increases to two extra Martial arts dice. If the triggering effect was from a 20 on an attack roll against a creature no more than 2 categories larger than you, you can choose to make this an Earth Breaker strike. They are pushed 15 feet directly away and knocked prone.

    Additionally, each creature of your choice that was initially within 5 feet of the target take 2d6 thunder damage. By spending Ki, you can choose to to increase the radius and thunder damage of this by an additional 5 feet and 2d6 thunder damage for every ki point spent up to your proficiency bonus.

 

  • Monkey Grip. You gain proficiency in one heavy or two-handed melee weapon. This counts as a Monk weapon for you, but you can only use Strength for it's attack and damage rolls. You can change this proficiency when you level up.

 

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

 

  • Patient Defense Mastery. (11th level, and Patient Defense Ki Technique) You can use Patient Defense without spending a ki point.

 

  • Quickened Healing. As an action, you can spend two ki points and roll a Martial Arts die. You regain a number of hit points equal to double the number rolled plus your proficiency bonus.

 

  • Quickened Healing Master. (8th level, Quickened Healing Ki Technique) You can use the Quickened Healing Ki Technique without spending an action on your turn, rolling 2 dice instead of 1. Alternatively, you can use an action to use your Quickened Healing Ki Technique on a creature you can touch, healing them instead of yourself. Additionally, when you use this on another creature, you can end one effect that is causing them to be charmed or frightened.

 

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

 

  • Step of the Wind Mastery. (11th level, and Step of the Wind Ki Technique) You can use Step of the Wind without spending a ki point.

 

  • Unyielding Stone. When you force a creature to make a ki save against being shoved, moved, or knocked prone, you can calculate the DC as 8 + your Proficiency modifier + your Strength modifier. If the creature ends within 5 feet of a friendly creature, you can spend one Ki point to allow them to make a weapon attack with advantage.

 

  • Wind Clears the Clouds. You fill the immediate area around you in sweeping swings with either a held monk weapon or unarmed attacks. As a bonus action you spend one ki point and every creature within 5 ft of you must choose either to take damage equal to your weapon's base damage dice, or move back 10 ft.

    At 10th level, the radius increases to 10 feet.

 

  • Wolf Spider Fist. (8th level) A style that has traveled from the Underdark. Your unarmed strikes and any monk weapons you are proficient with gain the Finesse property, and as apart of taking the attack action on your turn, you can coat one throwing dart with an injury poison in your possession.

    Additionally, when you hit a creature with an unarmed strike with advantage, while in possession of an injury poison coated dart, you can apply the poison's effect as if you had dealt slashing or piercing damage. The poison must already be applied to the throwing dart before making the attack.

    You also have advantage on any sleight of hand checks to conceal weapons on your person that lack the two-handed property.

(H) Martial Artist Image

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