My last attempt basically invented a new game mechanic in order to make it work, and I decided that was both unnecessary and redundant. A mechanic for "martial maneuvers" already exists, so I decided to built on it in a way that would blend together the Sword Bard, missing flavors/features/options of the Monk from previous editions, and the Battle Master (who can function as a mundane Martial Artist in this set up). Part of the idea is also the ubiquity of Martial Arts in 1e OA, which can also be seen in things like the wrestling and grappling maneuvers that were even part of a western Man-at-Arms or Knight's repertoire when fighting another heavily armed individual. The "Unarmed" Fighting Style would be a lot more straight forward if Unarmed Strikes were on the Weapon Table (0 cost, 1 hp bludgeoning, 0 weight, Light, Nick), but I'm basically doing a lot of boilerplate-ing in that Feat to compensate for that.
Reason: There are a lot of martial arts possibilities (abilities, options, etc.) that have been lost from previous editions (especially the 1e OA book).Several of these can be brought back via utilizing the Battle Master's maneuvers as Martial Arts options.This also allows the Battle Master to be the "mundane Martial Artist" counterpart to the "mystical Martial Artist" that is the Monk.This also brings back the Unarmed fighting style from 5e, and makes the Defensive fighting style usable as an attractive option for the Barbarian, Monk, and Ranger (as well as the Rogue and Bard, since both of these fighting styles would be available to all Warrior and Expert classes via Feats).The added maneuvers give a rich set of martial arts options, reflecting many different martial arts traditions.
You have a Martial Arts Die of 1d6.If you have Superiority/Maneuver Dice or Martial Arts Dice from another source, then this die will scale with the die size of those dice as well.
Damage for your Unarmed Strikes = Martial Arts Die + Ability Modifier
Your Unarmed Strikes are considered to be Finesse weapons (including for all features, feats, and spells that reference a weapon, including spells that might otherwise have a specific weapon requirement or weapon value requirement).Whether or not you are considered to be "wielding" this weapon, and/or have it "in hand," is up to you at any given moment.
Your Unarmed Strikes also have the Light property.Each appendage you have that can make attacks or wield weapons (when not wielding a weapon nor shield), and not holding any other object, counts as a "different light weapon" for the Light weapon extra attack. Unlike other Light weapons you DO retain your Attribute Bonus to damage for this extra Unarmed Strike attack if it hits.
If you learn a Weapon Mastery, you may learn it for your Unarmed Strikes.The Mastery property for Unarmed Strikes is Nick.You may also learn other Weapon Masteries for your Unarmed Strikes if they would work with Finesse and/or Light weapons.
When you force a target to make a Grapple Save or Shove Save, you may choose whether to use your Strength or Dexterity modifier in calculating the DC.
Change: Prerequisite: Warrior Group and/or Fighting Style feature
Feat: Martial Adept Repeatable: Yes (the Superiority Dice you gain through this feat do not scale up, and always remain d6's) (you may not use these Superiority Dice to convert them to Discipline Points via the "Centering" maneuver)
Feat: Martial Arts Expert
Prerequisite: 4th Level, Fighting Style: Unarmed Repeatable: Yes, but the only benefit to doing so is more Discipline Points.
If you know or prepare any spell that can be use on or with a weapon that you wield, you may use it to enhance your Unarmed Strikes.
You may choose to gain 2 Discipline Points (DP) (or 2 more if you already have them).You regain any of these spent Discipline Points when you complete a Short Rest or Long Rest.
As a Bonus Action, you may spend 2 DP or 1 Superiority Die (SD) to add a magical +1 to your Armor Class, and also to your attack and damage rolls with Unarmed Strikes and Chosen Weapons.These bonuses stack with any other bonuses you might have.These bonuses last for 1 minute or until you use this feature again.
Once per turn, when you deal damage with an Unarmed Strike or a Chosen Weapon, you may spend 2 DP or 1 SD to add another roll of your Martial Arts Die (or Superiority Die) to the damage.
Battle Master Maneuvers (expansion to the existing list of maneuvers):
The list of maneuvers (including the other ones already associated with the Battle Master) should be named "Martial Maneuvers", which are available to the Battle Master subclass, the Monk, and via the "Martial Adept" Feat.
Maneuvers that increase damage inflicted may not be used together on the same attack.
Grappler: When you force a target to make a Grapple Save, you may expend a Superiority Die and add it to the target’s DC against the Grapple.
Throw: When you successfully Shove a target, and they become Prone, you can expend a Superiority Die to inflict bludgeoning damage on the target.
Joint Lock: After you successfully apply the Grappled condition to a target, you may also apply the Restrained condition upon them for as long as you maintain your Grapple on them.Further, they are unable to attack any target other than you, and they are at disadvantage to attack you.
Choke Hold: If you have successfully applied the Grappled condition to a target, then you may spend a Superiority Die to force it to make a Constitution save or become unconscious for half as many rounds as you rolled on that Superiority Die.The Character can retry their saving throw any time they take damage.
Reversal: If a creature Grapples you, and your Grapple Save beats their Grapple DC, you have not only avoided their Grapple, but you may choose to apply the Grappled condition to them instead of you.Additionally, when you are making your Grapple Save, you may choose to expend a Superiority Die to add to your Grapple Save; you may do this before or after you roll your Grapple Save, but must choose to do so before you know if you succeeded.
Prone Fighting: If you are Prone, but not Grappled, Incapacitated, Restrained, nor Unconscious, your unarmed strikes do not have disadvantage, and attack rolls made against you do not have advantage simply because you are Prone.Additionally, any time during your turn, if you are Prone, you may spend a Superiority Die to remove the prone condition without expending any movement.
Immovable: If you are Grappled, and the creature Grappling you tries to move you, you may expend a Superiority Die to reduce the movement they are trying to use to move you this turn. You reduce the movement by 4 times the amount you roll on the Superiority Die.
Superior Leap: When you need to make an ability check to jump, you have Advantage on that ability check.Additionally, you may use a Superiority Die to either add to your ability check for the jump, or instead to extend the distance of the jump.
Centering: As a Bonus Action, you may expend a Superiority Die to grant you 2 temporary Discipline Points, and/or visa versa.You lose all temporary Discipline Points and temporary Superiority Dice when you complete a short rest or long rest (immediately before the regular Superiority Dice and/or Discipline Points refresh).Further, you may expend a Superiority Die (or 2 Discipline Points) to regain a number of hit points equal to the roll of your Superiority Die plus your Constitution Modifier.
Maneuvering Attack (clarification): You can use Maneuvering Attack to move yourself instead of a friendly creature.
Evasive Parry: When you are benefitting from the Dodge action, and someone makes a melee attack against you, you may roll a Superiority Die to reduce the damage from the attack.The damage is reduced by the amount of the Superiority Die plus your Dexterity (or Mystical Attribute) Modifier plus your number of levels of the Monk class plus your number of Fighter levels if you have the Battle Master subclass.
Agile Parry: When you are benefitting from the Dodge action, and someone makes a melee attack against you, you may roll a Superiority Die to increase your AC against the attacker.This AC bonus lasts until the start of your next Turn.
Fleet of Foot: When you use the Disengage action, you may optionally also choose to expend a Superiority Die, quadruple the result, and add that to your movement.
Superior Damage: When you deal damage with a weapon attack, or via the Throw maneuver, you may expend Superiority Dice to add the roll(s) to the damage.
Preemptive Strike: When a creature within your reach attempts to attack you with a melee attack, you may use your Reaction to make one attack against them immediately before they attack you.You may choose to expend a Superiority Die and add the roll to your AC against the attack that triggered your Reaction.
Defensive Flourish: Once per turn, when you hit with a weapon attack, you can expend one Superiority Die to cause the attack to deal extra damage to the target you hit. The damage equals the number you roll on the Superiority Die. You also add the number rolled to your AC until the start of your next turn.
Mobile Flourish: Once per turn, when you hit with a weapon attack, you can expend one Superiority Die to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Superiority Die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target, without provoking any attacks of opportunity.
Slashing Flourish & Sweeping Attack (combine into one Maneuver -> revised Sweeping Attack): Once per turn, when you hit with a weapon attack, you can expend one Superiority Die to cause the weapon to deal extra damage to the target you hit and also to any other creature of your choice that you can see within reach, if the attack roll could have hit them. The damage equals the number you roll on the Superiority Die.
Iron Skin: When you are not wearing any form of armor, you may use the following AC calculation:AC = 10 + Dexterity Modifier + Constitution Modifier
Background: Temple of the Crimson Mountain
The Temple of the Crimson Mountain (and other temples like it) is a secluded monastic temple that specializes in the lessons and teachings of channeling mystical energies through your body.This includes, but is not limited to, spell casters and Monks.Once taught, some of the temple residents stay cloistered at the temple, but others become wandering missionaries who study the outside world as it relates to their beliefs, and might teach foundations of their beliefs and practices to those they encounter.(you may wish to consider the power level of this Background, as its Bonus Spells puts it on par with Strixhaven backgrounds)
Attributes:+2 DEX, +1 (pick WIS, CHA, or INT) Languages: Primordial is taught at the Temple of the Crimson Mountain, but other similar temples might teach any one of the Rare Languages. Skill Proficiencies: Pick two from: Athletics, Acrobatics, Medicine, Religion Tool Proficiencies: pick one Musical Instrument Feat: pick one from:
Fighting Style: Unarmed
Magic Initiate (any)
Martial Adept (Centering, pick one other)
Bonus Spells: You always have these spells prepared, once you are of the listed character level or higher, even if you don't have spell slots with which to cast them.They do not count against your number of spells known/prepared from any of your classes.If you have Bardic Inspiration Dice, Discipline Points or Superiority Dice, you may use a Bardic Inspiration Die or Superiority Die to cast one of the 1st level spells, or (1 + Spell Level) in Discipline Points to cast any of these spells, without expending a Spell Slot.You may also cast them with Spell Slots if they are of the appropriate level.
1st Character Level: Goodberry, Jump
3rd Character Level: Levitate
5th Character Level: Water Walk
7th Character Level: Freedom of Movement
9th Character Level: Commune with Nature
11th Character Level: True Seeing
13th Character Level: Etherealness
15th Character Level: Mind Blank
17th Character Level: Astral Projection
Designer's Note: I recognize that these bonus spell progressions usually have 2 spells per level until you reach 5th level spells (for 10 spells total).I intentionally broke with the level limit (while keeping the 10 spell total) to address spells that were formerly available to Monks in previous editions, as well as spells to fill in missing blanks.I have also tried to err on the side of utility spells in the hope that it prevents the bonus spell list from being excessive.But this is one way you might need to consider the power level of this background; you might require that learning the next spell, above 9th or 11th level, is not automatic to level progression but instead requires completing a trial or quest, returning the the temple, and learning the technique from a superior at the temple.Some characters might choose to never return to the temple to learn those spells.
Note about Bardic Inspiration Dice, Martial Arts Dice, and Battle MasterSuperiority Dice (those acquired directly through the Battle Master subclass, not through other sources such as the Martial Adept feat):They should all scale up at the same rate/time instead each of them having different progressions.Use the Bardic Inspiration Die progression for all 3 dice types, and the Monk and Battle Master learn their new maneuvers at 5th, 10th, and 15th levels to match the die increases.
Barbarian:
You may choose to replace one of your 1st level Weapon Masteries with a Fighting Style, including Fighting Style Unarmed.This also qualifies you for taking Fighting Style feats whether you take one now or later.
Bard: College of Swords
3rd Level:Bonus Proficiencies: You gain proficiency with Medium Armor and Martial Weapons with the Finesse property.You may also use a simple or martial weapon that you're proficient with as a spell casting focus.
3rd Level: Fighting Style:You may choose from the following Fighting Styles:
Defense, Dueling, Two-Weapon Fighting, Unarmed
3rd Level: Martial Maneuvers
You learn 3 Battle Master/Martial Maneuvers (canonical choices: Defensive Flourish, Mobile Flourish, Sweeping Attack)
You have 2 Superiority Dice, of the same die type as your Bardic Inspiration Dice.You may also use your Bardic Inspiration in place of Superiority Dice.
6th Level: Extra Attack.You may also replace one (and only one) of your Attack action attacks to cast a Cantrip that you know.
14th Level: Martial Excellence: You learn two more maneuvers, and gain two more Superiority Dice.
Cleric:
1st Level: Change the Divine Order benefit for Protector: You are trained for battle, whether for protecting your religion's temples from attackers, protecting your religion's pilgrims from bandits, or pursuing your religions other militant objectives.Ymay choose one of the following two options:
Martial Proficiency: You gain Martial Weapon proficiency and Heavy Armor training.
Fighting Style: You may choose one Fighting Style from the same list available to the Paladin, as well as the Unarmed fighting style.
Cleric Subclass: Mind Domain or Mysticism Domain or Mind & Mysticism Domain
3rd Level:
Domain Spells:
3rd Level: Detect Thoughts, Dissonant Whispers, Mind Spike, Silvery Barbs
5th Level: Haste, Sending
7th Level: Psychic Lance, Staggering Smite
9th Level: Telepathic Bond, Telekinesis
Power of the Mind:You learn the Mage Hand, Message, and Mind Sliver cantrips.
It Washes Over Me: Any time you take damage, you may use your Channel Divinity to reduce the damage you take.The amount of damage is identical to the Damage that Divine Spark could have inflicted (the number of d8's plus your Wisdom Modifier).
6th Level: Spiritual Visage: (same as "Way of the Astral Self" - "Visage of the Astral Self" - you can use it a number of times per day equal to your Wisdom modifier, minimum of 1).
17th Level: Imposed Serenity: You always have the spells "Globe of Invulnerability" and "Invulnerability" prepared, and they do not count against your number of spells prepared.
Cleric Subclass: War Domain
6th level: Replace "War God's Blessing" with "Extra Attack.You may also replace one (and only one) of your Attack action attacks to cast a Cantrip that you know."
Druid:
While in Wild Shape, you explicitly retain Unarmed fighting style benefits, any Monk features you may have, your unarmed strike features/abilities/maneuvers, and you may chose the unarmed damage you normally are able to do or that your Wild Shape natural attacks/claws/etc. are able to do, whichever you prefer.
Fighter:
The mundane martial artist build is:
1st Level:
Fighting Style: Unarmed
Weapon Mastery: One of your picks should be: Unarmed Strikes (Nick)
3rd Level: Battle Master (keeping in mind that Unarmed Strikes are considered to be Light/Finesse weapons, and thus work with Battle Master Maneuvers that work with a weapon that the character is wielding).
4th Level: Feat: Martial Arts Expert
6th Level: Feat: Defensive Duelist or Martial Adept (for more maneuvers and dice)
Fighter: Battle Master
3rd Level:
Change "Combat Superiority" from 5e version as follows:
Starting Maneuvers: You start with 4 maneuvers instead of 3.
New Maneuvers: you gain two new maneuvers at 5th, 10th, and 15th levels.
Type of Superiority Dice: start as d6's and increase in size at the same rate as the Bardic Inspiration Die.
Number of Superiority Dice:The number of Weapon Masteries you have, plus your Strength Modifier or Dexterity Modifier (chosen when they refresh immediately after completing a Short or Long Rest).
Add "Chosen Weapon": You may select one weapon you are proficient with as a Chosen Weapon.You may change this Chosen Weapon pick any time you level up as a Fighter.When you strike with a Chosen Weapon, you may use your Strength or Dexterity Modifier (your choice) for the Attack and Damage rolls, and you may choose to roll your damage with one roll of your Superiority Die instead of the weapon's normal damage dice.
Student of War: Same as 5e version
6th Level:
Martial Endurance: You may expend your "Second Wind" uses as Superiority Dice, sacrificing Second Wind for more uses of your Maneuvers.
Know Your Enemy: Same as 5e version
You gain a second Chosen Weapon.
10th Level:
Martial Discipline: You gain the "Patient Defense" and "Step of the Wind" Monk abilities.Unlike a Monk, you may still use Step of the Wind if you are wearing Light or Medium Armor and/or wielding a Shield
Relentless: Same as 5e version
You gain a third Chosen Weapon.
14th Level:
Disciplined Strike: Once per turn, when you deal damage with a Chosen Weapon, you may add another roll of your Superiority Die to the damage.The damage type of this extra damage can be any type that can be dealt by the weapon already.
Disciplined Aim: Once per turn, if you miss with an attack roll using a Chosen Weapon, you may re-roll the attack roll.
(?Change Battle Master to Martial Artist or Martial Master, the maneuvers to Martial Maneuvers, and Superiority Dice to Maneuver Dice ?)
Monk:
At 1st Level: Replace the "Martial Arts" sub-features with:
Fighting Style: You gain the "Fighting Style: Unarmed" feat.
Martial Arts Die: Same as the existing feature, but matches the die type (and levels where it increases) of the Bardic Inspiration Die.
Dexterous Attacks: (removed, replaced with Fighting Style: Unarmed)
Bonus Unarmed Strike: (removed, replaced with the revised Flurry of Blows sub-feature)
NOTE: (major revision) This feature does NOT depend upon what weapons nor shield you are or aren't wielding, nor what armor you may or may not be wearing.But some other features still do (Unarmored Defense, Mystical Fighting, Step of the Wind, Unarmored Movement, Deflect Missiles, Acrobatic Movement)
At 1st Level: Change "Proficiencies" for "Weapons":
At 1st Level: Add "Monastic Discipline" (optional rule): You learned a form of Martial Art that channels some other form of energy though your body, fueling your Martial Arts and Mystical Abilities.Pick one of the three fundamental disciplines of your Monastic Order:
Mind over Matter: Your discipline is based upon channeling psionic energy into unarmed combat. You use Intelligence as your Mystical Attribute (replaces Wisdom for your DC calculations for your special abilities, Unarmored Defense, etc.).When you gain the Empowered Strikes feature, with each individual attack, you may choose to do Psychic damage as your Unarmed Strike damage type.
Spirit over Matter: Your discipline is based upon channeling spiritual energy into unarmed combat. You use Wisdom as your Mystical Attribute (DC calculations for your special abilities, Unarmored Defense, etc).When you gain the Empowered Strikes feature, with each individual attack, you may choose to do Radiant damage or Necrotic damage (pick when you gain this feature) as your Unarmed Strike damage type.
Vitality over Matter: Your discipline is based upon channeling vital energy into unarmed combat. You use Constitution as your Mystical Attribute (replaces Wisdom for your DC calculations for your special abilities, Unarmored Defense, etc).When you gain the Empowered Strikes feature, with each individual attack, you may choose to do Poison damage as your Unarmed Strike damage type.
At 1st Level: Add "Mystical Fighting": When you are not wearing armor, nor wielding a shield, you may replace Strength and/or Dexterity with your Mystical Attribute (or Wisdom if not using that optional rule) as the Attribute Modifier for your Attack and Damage rolls with Unarmed Strikes, your Grapple/Shove Saves, your Grapple/Shove DCs, Simple Weapons that don't have the Two Handed property, and Chosen Weapons from the Warrior of Weapons subclass.
At 1st Level: Revise "Weapon Mastery" (change to the existing feature): You learn the Mastery Property for your Unarmed Strikes (Nick), and may learn one more Mastery property that you can use with your Unarmed Strikes or a Simple Weapon.If you pick a second Mastery for Unarmed Strikes, only one of these properties can be active at any given time, and you change which one you are using when you complete a Short Rest or Long Rest.At 10th level you learn a third Mastery property, either another one for your Unarmed Strikes, or for any weapon with which you have proficiency.
At 2nd Level: Revise "Martial Discipline"
(addition to the existing feature): Add your Wisdom Modifier (or your Mystical Attribute modifier if you're using that optional rule), if it is 0 or greater, to your number of Discipline Points.
Flurry of Blows: You may make an Unarmed Strike as Bonus Action.
(while you only get one, it doesn't cost you any DP; and if you pick the Weapon Mastery for Unarmed Strikes (Nick) that gets you another)
Patient Defense: You may take the Dodge action as Bonus Action, or as a Reaction when you are attacked, before the Attack roll is made against you.If you know the Parry or Agile Parry maneuvers, you may immediately use them against the attack that triggered this Reaction, as an attempt to make that attack miss.
(this no longer costs DP, but you can use DP, via Superiority Dice, to enhance it)
Step of the Wind: If you are not wearing armor nor wielding a shield, you may take the Disengage action OR Dash action (not both) as a Bonus Action.
(While you only get one or the other, it doesn't cost you any DP; to get the effect of taking both, see the "Fleet of Foot" maneuver.)
At 3rd Level: Add "Martial Maneuvers" (new feature)
You learn 4 Battle Master/Martial Maneuvers.Instead of activating Battle Master Maneuvers with Superiority Dice, you may spend 2 Discipline Points (you may also use Superiority Dice if you have them).When you do so, if the Maneuver (including Maneuvers learned through the Martial Adept Feat) calls for you to roll a Superiority Die, you may roll a Martial Arts Die instead.If it requires a saving throw, the DC is the same as your Martial Discipline Save DC.You learn 2 more Maneuvers of your choice at 7th level, 10th level, and 15th levels.Each time you learn new maneuvers you may replace one (all?) you know with a different one.
At 3rd Level, Revise “Deflect Missiles”: If you are not wearing armor nor wielding a shield, you may use the Parry, Evasive Parry, Agile Parry, and/or Riposte maneuvers (whichever of those you might know) against ranged attacks that do bludgeoning, piercing, and/or slashing damage types.If you use Riposte against a ranged attack, the target must be within 60 feet, and the Riposte attack does two martial arts dice of damage (of the same type as the attack you deflected).
At 5th Level: Revise "Stunning Strike" by adding: You may choose to instead impose the Dazed, Blinded, or Unconscious conditions.
If you choose the Unconscious condition, you must expend 1 additional DP.The target may repeat their saving throw at the end of each of its turns, for up to 1 minute.If they take damage while Unconscious from this effect, they have advantage on their next saving throw.If someone uses a Medicine Kit on them, they have advantage on all of their remaining saving throws until they are no longer Unconscious.After 1 minute, they recover/save automatically.
At 6th Level: Revise "Empowered Strikes" with:
At 6th level, you gain a magical +1 to Attack and Damage rolls with Unarmed Strikes and Unarmored Defense, making your Unarmed Strikes "magical".You may also substitute your damage type with Unarmed Attacks with Force, or the damage type from "Monastic Discipline" (if you're using that optional rule).
At 13th level, the bonus increases to +2.
These bonuses DO stack with the Martial Arts Expert feat.
At 15th Level, Add the "Weapon Adept" feature from the Fighter class.
Monk Subclass: Warrior of Weapons (replaces the Way of the Kensei subclass)
3rd Level
Disciplined Weapons: You gain proficiency with all Martial Weapons.
Chosen Weapons:
You pick one melee weapon and one ranged weapon.You may pick another Chosen Weapon each time you gain a subclass feature (at 6th level, 11th level, and 17th level), as long as you are already proficient with that weapon.
Each time you attack with a Chosen Weapon, you may chose to use the weapon's defined damage dice, or to substitute your Martial Arts Die instead.You may also choose to use your Mystical Attribute's modifier for the attack and damage rolls to replace Dexterity and/or Strength.
If any of your Chosen Weapons have the Thrown property, you may use a Bonus Actionto bestow the "Returning" property to some or all them (your choice).They must be in your possession (in your carried equipment, in your hand, etc.) when you do this.It costs 1 Discipline Point per weapon to do this, and lasts for 10 minutes.
Weapon Mastery:
You learn the Weapon Mastery features of both of your Chosen Weapons.Each time you gain a new Subclass feature (at 6th level, 11th level, and 17th level), you learn the Mastery type for your new Chosen Weapon gained at that level.
6th Level
Energetic Blade: Your “Empowered Strikes” Monk class feature also applies to your Chosen Weapons.Any of the energy damage types that you can do with your Unarmed Strikes via Empowered Strikes (not including Bludgeoning, Piercing, or Slashing) can be used as a substitute for the damage type of your Chosen Weapon, and you make that choice separately for each attack.If the Chosen Weapon you are wielding does not have a magical attack or damage bonus, then the magical bonus you get from Empowered Strikes can also be applied to the Chosen Weapon you're wielding.If the Chosen Weapon you're wielding already has a magical attack bonus or magical damage bonus, then you can choose to use the greater bonus between the weapon's bonus(es) or the bonus you gain from Empowered Strikes.
11th Level
Flurry of Blades: You may use the “Flurry of Blows” feature with your Chosen Weapons, instead of an Unarmed Strike.
Disciplined Strike: Once per turn, when you deal damage with a Chosen Weapon, you may add another roll of your Martial Arts Die to the damage.The damage type of this extra damage can be its normal type, or the type currently being dealt by the weapon, or any of the damage types you have via Empowered Strikes.
17th Level
Disciplined Aim: Once per turn, if you miss with an attack roll using a Simple Weapon or Chosen Weapon, you may re-roll the attack roll.
Monk Subclass: Warrior of Mysticism
3rd Level
Spellcasting:You may learn spells using the same progression and number of spells known as the Arcane Trickster.When you gain this feature, you must choose one of the 3 main spell lists (Arcane, Divine, or Primal) as your spell list.At all times, half of the Leveled Spells you know (rounded up) must have a range of Touch or Self, or be related to the energy type that is related to your Monastic Discipline feature (starting at 6th level, they also may be related to an energy type that is compatible with your Empowered Strikes feature).Leveled Spells you learn via Martial Arts Mastery, and the extra Leveled Spell you learn at 11th level, count toward satisfying this fraction.Your Spellcasting Ability is determined by the Mystical Attribute from your Monastic Discipline feature (or Wisdom if you're not using that optional rule).Unlike the Arcane Trickster, you do not have to use one of your cantrips known to learn Mage Hand, and you are not limited to the Enchantment nor Illusion schools of magic for 2 of your spell picks.You otherwise use and are bound by the rules for the Arcane Trickster's 3rd level Spellcasting feature (this DOES NOT include "Mage Hand Legerdemain" nor any of the higher level Subclass features for the Arcane Trickster).
Martial Focus: You may use a Simple Weapon, except those that have the Two Handed property, as a spellcasting focus.
Font of Discipline: If you have Sorcery Points as well as Discipline Points, you may use a bonus action to convert Spell Points to Discipline Points, or visa versa.You may never have more than your normal maximum of either type of points.
6th Level
Cantrip Attack: When you take the Attack Action, you may use one (and only one) of your Attack Action attacks to cast a cantrip that you know.
Metamagic: You learn one Sorcerous Metamagic option.You may directly use Discipline Points (or Sorcery Points) to activate this option.
Bonus Cantrip: You learn one new Cantrip, increasing the number of Cantrips you know.It can be from any of the Arcane, Divine, or Primal spell lists.It must be a Cantrip that has a range of Touch or Self, or it must be related to an energy type that is compatible with your Empowered Strikes feature.
11th Level
Metamagic: You learn one Sorcerous Metamagic option.You may directly use Discipline Points (or Sorcery Points) to activate this option.
Improved Transmute Spell: if you know Transmute Spell metamagic option, you may spend 2 Discipline Points (or 2 Sorcery Points) to transmute a spell to any of your Empowered Strike damage types that aren't already covered by the Transmute Spell metamagic option.
Bonus Spell: You learn one leveled spell that doesn't count against your limitation of spells known/prepared.It can be from any of the Arcane, Divine, or Primal spells.It must be a 1st or 2nd level spell.It must be a spell that has a range of Touch or Self, or it must be releated to an energy type that is compatible with your Empowered Strikes feature.
17th Level
Spell Strike: Once per turn, when you hit with an unarmed strike, you may use your Bonus Action to immediately cast a spell you know, that has a casting time of Action or Bonus Action, and that can only affect one target.That target must be the target of your unarmed strike.
Paladin: You may pick Unarmed as your 2nd level fighting style.
Ranger: You may pick Unarmed as your 2nd level fighting style.
Sorcerer Subclass: Physical Sorcery
3rd Level
Fighting Style: You gain the "Unarmed" Fighting Style (and eligibility for Fighting Style feats)
Monastic Discipline -- Magic Over Matter: You channel your knowledge of Magic and the Weave into your unarmed strikes.You use Charisma as your Mystical Attribute for any Martial Arts Masteries, your Unarmed Defense modifier, and the option to use your Charisma Modifier as the attack and damage modifier for your unarmed strikes.When you gain this feature, you also pick one type of damage to also use as an option for the Empowered Strikes feature when you gain it:Psychic, Radiant, Necrotic or Poison.
Martial Focus: You may also use a Simple Weapon, except those that have the Two Handed property, as a spellcasting focus.
Unarmored Defense: You gain the "Unarmored Defense" feature (the same as the Monk class feature of the same name, using your Charisma Modifier as your mystical ability).
6th Level
Bonus Unarmed Strike: When you use the Magic Action, you may use a Bonus Action to make an Unarmed Strike.
Font of Discipline: You may use a bonus action to convert Spell Points to Discipline Points, or visa versa.You may never have more than your normal maximum of either type of points.You may use your Sorcery Points as a substitute for the requirement of Discipline Points when learning Martial Arts Masteries.
10th Level
Empowered Strikes: You gain the Empowered Strikes feature (the same as the Monk class feature of the same name).You may apply the bonus from Empowered Strikes to melee spell attacks that you might make.
Improved Transmute Spell: if you know Transmute Spell metamagic option, you may spend 2 Sorcerery Points to transmute a spell to any of your Empowered Strike damage types that aren't already covered by the Transmute Spell metamagic option.
14th Level
Spell Strike: Once per turn, when you hit with an Unarmed Strike, you may use your Bonus Action to immediately cast a spell you know, that has a casting time of Action, and that can only affect one target.That target must be the target of your Unarmed Strike.
Bonus Cantrip: You learn one new Cantrip, increasing the number of Cantrips you know.It can be from any of the Arcane, Divine, or Primal spell lists.It must be a Cantrip that has a range of Touch or Self, or it must be related to an energy type that is compatible with your Empowered Strikes feature.
Bonus Spell: You learn one leveled spell that doesn't count against your limitation of spells known/prepared.It can be from any of the Arcane, Divine, or Primal spells.It must be a 1st or 2nd level spell.It must be a spell that has a range of Touch or Self, or it must be releated to an energy type that is compatible with your Empowered Strikes feature.
Warlock: Pact of the Fist: (instead of a bonus cantrip, you get FS: Unarmed, and you may use Legacy of the Ancients to pick up Martial Arts Expert when you are 4th level or higher)(Eldritch Invocations that require Pact of the Blade may instead be used with Pact of the Fist as a substitute requirement, but they may only be used with your unarmed strikes)
Wizard: Bladesinger
3rd-Level: Training in War & Song (change)
You gain proficiency with the Performance skill if you don't already have it.
You may pick one of the following two options:
Proficiency with Light Amor and one type of one-handed melee weapon of your choice.
The Fighting Style: Unarmed feat, and eligibility for the Fighting Style feats.
3rd-Level: Bladesong (addition) Add these two bullet items to the list of benefits while your Bladesong is active:
If you chose a Melee Weapon with your "Training in War & Song", you may choose to use your Intelligence Modifier in place of Strength or Dexterity for your Attack and Damage rolls with that melee weapon.
If you chose Fighting Style: Unarmed with your "Training in War & Song", you may choose to use your Intelligence Modifier in place of Strength or Dexterity for your Attack and Damage rolls with your Unarmed Strikes.
14th Level: Song of Victory (change)
Once per turn, while your Bladesong is active and you do damage to a target with a cantrip or melee attack, you may add 1d8 force damage to the damage inflicted.
Example Character Ideas: (shallow dives)
Carl Lee Caine
Carl was an orphan who showed up at the gates of the Temple of the Crimson Mountain.After a series of ordeals, he was accepted as a student of the temple.When Carl completed his main studies, it was time to choose whether or not he would remain a cenobite at the temple, or become a wandering missionary.Unfortunately for Carl, the choice was made for him: he was accused of a crime that would have great repercussions for the temple if he stayed (Carl maintains his innocence via self defense).Carl now wanders the world far away from the temple, and occasionally having to avoid those who might still be seeking retribution against him.Since leaving the temple, Carl has been more focused on the physical elements of his practices (Battle Master levels) than the mystical practices (Monk levels).
Lineage: Human Background: Temple of the Crimson Mountain
Musical Instrument: flute (carved into his quarterstaff / walking stick)
Class(es):Monk (Mind over Matter, Warrior of Mysticism) + Fighter (Defensive, Battle Master) (at least 4 levels in Monk, at least half of his total levels in Monk)
Kord
Kord is a wandering ascetic, of unknown tribal origin, who often confused his desire for martial prowess with also being a pursuit of mystical wisdom.He wanders from tournament to tournament in the hope that he will gain acceptance to one of the temples like the Temple of the Crimson Mountain.For a while, during one of these quests, he traveled with Carl Lee Caine.When Kord finally managed to earn his admission to the Temple of the Flowers at an isolated island, he chose not to actually join the temple once he realized that the idyllic cloistered contemplative life wasn't for him.He now often wanders with Carl, focused less on the pursuit of mystical wisdom and more on practical deeds and lessons.
Lineage: Human Background:Gladiator (change Charisma to Constitution, Tool to Tinker's Tools, Language to Primordial) (his Gladiator background relates to his continual pursuit of tournaments when he was still trying to gain tutelage at a temple) Class: Barbarian (2-4 levels, one Weapon Mastery changed to Fighting Style: Unarmed, the other as Mastery with Unarmed Strikes) + Fighter (Defense, Battle Master)
While in Wild Shape, you explicitly retain Unarmed fighting style benefits, any Monk features you may have, your unarmed strike features/abilities/maneuvers, and you may chose the unarmed damage you normally are able to do or that your Wild Shape natural attacks/claws/etc. are able to do, whichever you prefer.
While in Wild Shape, you explicitly retain Unarmed fighting style benefits, any Monk features you may have, your unarmed strike features/abilities/maneuvers, and you may chose the unarmed damage you normally are able to do or that your Wild Shape natural attacks/claws/etc. are able to do, whichever you prefer.
This is incredibly broken.
Care to elaborate and offer a revision for that part?
My last attempt basically invented a new game mechanic in order to make it work, and I decided that was both unnecessary and redundant. A mechanic for "martial maneuvers" already exists, so I decided to built on it in a way that would blend together the Sword Bard, missing flavors/features/options of the Monk from previous editions, and the Battle Master (who can function as a mundane Martial Artist in this set up). Part of the idea is also the ubiquity of Martial Arts in 1e OA, which can also be seen in things like the wrestling and grappling maneuvers that were even part of a western Man-at-Arms or Knight's repertoire when fighting another heavily armed individual. The "Unarmed" Fighting Style would be a lot more straight forward if Unarmed Strikes were on the Weapon Table (0 cost, 1 hp bludgeoning, 0 weight, Light, Nick), but I'm basically doing a lot of boilerplate-ing in that Feat to compensate for that.
Reason: There are a lot of martial arts possibilities (abilities, options, etc.) that have been lost from previous editions (especially the 1e OA book). Several of these can be brought back via utilizing the Battle Master's maneuvers as Martial Arts options. This also allows the Battle Master to be the "mundane Martial Artist" counterpart to the "mystical Martial Artist" that is the Monk. This also brings back the Unarmed fighting style from 5e, and makes the Defensive fighting style usable as an attractive option for the Barbarian, Monk, and Ranger (as well as the Rogue and Bard, since both of these fighting styles would be available to all Warrior and Expert classes via Feats). The added maneuvers give a rich set of martial arts options, reflecting many different martial arts traditions.
Feat: Fighting Style: Unarmed
(1st-Level Feat)
Prerequisite: Warrior Group, Expert Group, and/or Fighting Style feature
Fighting Style: Defense
Fighting Style: Dueling
Fighting Style: Two-Weapon Fighting
Fighting Style: (all others)
Feat: Martial Adept
Repeatable: Yes
(the Superiority Dice you gain through this feat do not scale up, and always remain d6's)
(you may not use these Superiority Dice to convert them to Discipline Points via the "Centering" maneuver)
Feat: Martial Arts Expert
Prerequisite: 4th Level, Fighting Style: Unarmed
Repeatable: Yes, but the only benefit to doing so is more Discipline Points.
Battle Master Maneuvers (expansion to the existing list of maneuvers):
The list of maneuvers (including the other ones already associated with the Battle Master) should be named "Martial Maneuvers", which are available to the Battle Master subclass, the Monk, and via the "Martial Adept" Feat.
Maneuvers that increase damage inflicted may not be used together on the same attack.
Background: Temple of the Crimson Mountain
The Temple of the Crimson Mountain (and other temples like it) is a secluded monastic temple that specializes in the lessons and teachings of channeling mystical energies through your body. This includes, but is not limited to, spell casters and Monks. Once taught, some of the temple residents stay cloistered at the temple, but others become wandering missionaries who study the outside world as it relates to their beliefs, and might teach foundations of their beliefs and practices to those they encounter. (you may wish to consider the power level of this Background, as its Bonus Spells puts it on par with Strixhaven backgrounds)
Attributes: +2 DEX, +1 (pick WIS, CHA, or INT)
Languages: Primordial is taught at the Temple of the Crimson Mountain, but other similar temples might teach any one of the Rare Languages.
Skill Proficiencies: Pick two from: Athletics, Acrobatics, Medicine, Religion
Tool Proficiencies: pick one Musical Instrument
Feat: pick one from:
Bonus Spells:
You always have these spells prepared, once you are of the listed character level or higher, even if you don't have spell slots with which to cast them. They do not count against your number of spells known/prepared from any of your classes. If you have Bardic Inspiration Dice, Discipline Points or Superiority Dice, you may use a Bardic Inspiration Die or Superiority Die to cast one of the 1st level spells, or (1 + Spell Level) in Discipline Points to cast any of these spells, without expending a Spell Slot. You may also cast them with Spell Slots if they are of the appropriate level.
Designer's Note: I recognize that these bonus spell progressions usually have 2 spells per level until you reach 5th level spells (for 10 spells total). I intentionally broke with the level limit (while keeping the 10 spell total) to address spells that were formerly available to Monks in previous editions, as well as spells to fill in missing blanks. I have also tried to err on the side of utility spells in the hope that it prevents the bonus spell list from being excessive. But this is one way you might need to consider the power level of this background; you might require that learning the next spell, above 9th or 11th level, is not automatic to level progression but instead requires completing a trial or quest, returning the the temple, and learning the technique from a superior at the temple. Some characters might choose to never return to the temple to learn those spells.
Note about Bardic Inspiration Dice, Martial Arts Dice, and Battle Master Superiority Dice (those acquired directly through the Battle Master subclass, not through other sources such as the Martial Adept feat): They should all scale up at the same rate/time instead each of them having different progressions. Use the Bardic Inspiration Die progression for all 3 dice types, and the Monk and Battle Master learn their new maneuvers at 5th, 10th, and 15th levels to match the die increases.
Barbarian:
You may choose to replace one of your 1st level Weapon Masteries with a Fighting Style, including Fighting Style Unarmed. This also qualifies you for taking Fighting Style feats whether you take one now or later.
Bard: College of Swords
Cleric:
You are trained for battle, whether for protecting your religion's temples from attackers, protecting your religion's pilgrims from bandits, or pursuing your religions other militant objectives. Ymay choose one of the following two options:
Cleric Subclass: Mind Domain or Mysticism Domain or Mind & Mysticism Domain
Cleric Subclass: War Domain
Druid:
Fighter:
Fighter: Battle Master
Monk:
You learned a form of Martial Art that channels some other form of energy though your body, fueling your Martial Arts and Mystical Abilities. Pick one of the three fundamental disciplines of your Monastic Order:
When you are not wearing armor, nor wielding a shield, you may replace Strength and/or Dexterity with your Mystical Attribute (or Wisdom if not using that optional rule) as the Attribute Modifier for your Attack and Damage rolls with Unarmed Strikes, your Grapple/Shove Saves, your Grapple/Shove DCs, Simple Weapons that don't have the Two Handed property, and Chosen Weapons from the Warrior of Weapons subclass.
You learn the Mastery Property for your Unarmed Strikes (Nick), and may learn one more Mastery property that you can use with your Unarmed Strikes or a Simple Weapon. If you pick a second Mastery for Unarmed Strikes, only one of these properties can be active at any given time, and you change which one you are using when you complete a Short Rest or Long Rest. At 10th level you learn a third Mastery property, either another one for your Unarmed Strikes, or for any weapon with which you have proficiency.
Monk Subclass: Warrior of Weapons (replaces the Way of the Kensei subclass)
Monk Subclass: Warrior of Mysticism
Paladin:
You may pick Unarmed as your 2nd level fighting style.
Ranger:
You may pick Unarmed as your 2nd level fighting style.
Sorcerer Subclass: Physical Sorcery
Warlock:
Pact of the Fist: (instead of a bonus cantrip, you get FS: Unarmed, and you may use Legacy of the Ancients to pick up Martial Arts Expert when you are 4th level or higher)(Eldritch Invocations that require Pact of the Blade may instead be used with Pact of the Fist as a substitute requirement, but they may only be used with your unarmed strikes)
Wizard: Bladesinger
Add these two bullet items to the list of benefits while your Bladesong is active:
Example Character Ideas: (shallow dives)
Carl Lee Caine
Carl was an orphan who showed up at the gates of the Temple of the Crimson Mountain. After a series of ordeals, he was accepted as a student of the temple. When Carl completed his main studies, it was time to choose whether or not he would remain a cenobite at the temple, or become a wandering missionary. Unfortunately for Carl, the choice was made for him: he was accused of a crime that would have great repercussions for the temple if he stayed (Carl maintains his innocence via self defense). Carl now wanders the world far away from the temple, and occasionally having to avoid those who might still be seeking retribution against him. Since leaving the temple, Carl has been more focused on the physical elements of his practices (Battle Master levels) than the mystical practices (Monk levels).
Lineage: Human
Background: Temple of the Crimson Mountain
Class(es): Monk (Mind over Matter, Warrior of Mysticism) + Fighter (Defensive, Battle Master)
(at least 4 levels in Monk, at least half of his total levels in Monk)
Kord
Kord is a wandering ascetic, of unknown tribal origin, who often confused his desire for martial prowess with also being a pursuit of mystical wisdom. He wanders from tournament to tournament in the hope that he will gain acceptance to one of the temples like the Temple of the Crimson Mountain. For a while, during one of these quests, he traveled with Carl Lee Caine. When Kord finally managed to earn his admission to the Temple of the Flowers at an isolated island, he chose not to actually join the temple once he realized that the idyllic cloistered contemplative life wasn't for him. He now often wanders with Carl, focused less on the pursuit of mystical wisdom and more on practical deeds and lessons.
Lineage: Human
Background: Gladiator (change Charisma to Constitution, Tool to Tinker's Tools, Language to Primordial) (his Gladiator background relates to his continual pursuit of tournaments when he was still trying to gain tutelage at a temple)
Class: Barbarian (2-4 levels, one Weapon Mastery changed to Fighting Style: Unarmed, the other as Mastery with Unarmed Strikes) + Fighter (Defense, Battle Master)
This is incredibly broken.
Care to elaborate and offer a revision for that part?