Base Class: Fighter
A martial artist is one who trains in the way of unarmed combat, learning countless ways to defeat his opponent with technique and ability
Black Belt
Starting at 3rd level, you learn to achieve mastery in 1 martial art. With your options being:
- Jiu Jitsu
- Aikido
- Muay Thai
- Capoeira
- Boxing
Aikido
When you are grappling or grappled by an opponent who is within 1 size of your character and is a humanoid and while you are not wearing heavy armor:
- You may use your action to throw them off of you, dealing bludgeoning damage equal to 1d4 while also escaping the grapple
- If you initiated the grapple, you may use a bonus action to throw them and deal 1d8 + your dex modifier, while also knocking them prone
Boxing
Your years of training in boxing have given you access to a few abilities not available to the normal human while you are not wearing heavy armor and do not have a weapon or shield held in your hand:
- You are able to cast True Strike as a reaction to an opponent's melee attack that targeted you
- Your unarmed strikes deal 1d10 + Strength bludgeoning damage
Capoeira
Due to your advanced knowledge on kicks, and capabilities to dodge, you gain access to these abilities while you are not wearing heavy armor:
- You may use your action to do a Capoeira Sweep that deals (1/3 your level rounded down)d6 + strength bludgeoning damage, as well as makes your opponent fall prone if they do not pass a DC (8 + Proficiency Bonus + Dexterity Modifier) DEX save
- You may use your action to do a Capoeira High Kick that deals (1/3 your level rounded down)d10 + strength bludgeoning damage
- You have a +2 to your AC if you are conscious and not restrained or grappled
Jiu Jitsu
When you are grappling with an opponent who is within 1 size of your character, you have advantage on athletics, acrobatics, and attack rolls, while your opponent has disadvantage on attack rolls. You are also able to use your action to attempt a submission. While attempting a submission, your opponent may not make attacks against you, and you may not make attacks against them. If you can successfully hold your opponent in a grapple for 4 rounds of combat you may either
- Make your opponent unconscious for 1d4 rounds
- Deal (2d10 + your fighter level) bludgeoning damage
In addition, after every long rest, you gain 3 Submission Dice. In order to use one, you may roll 1d4, and then remove that many rounds from how long you have to stay grappling your opponent in order to finish the submission
Muay Thai
After you start training in Muay Thai, you begin to learn how to use the most dangerous parts of your body, as well as how to combine strikes from both your hands and legs. You gain access to 3 things while you are not wearing heavy armor and do not have a weapon or shield held in your hand:
- You may use your action to do a Thai Elbow, an attack that deals (1/3 your fighter level rounded down)d6 + strength slashing damage 4 times per short or long rest
- You may use your action to do a Teep kick, an attack that deals 1d4 + strength bludgeoning damage, and pushes your opponent back by 5ft x your strength modifier
- Checks, a reaction that lets you deal 1d4 + strength bludgeoning damage to whoever attacks you with an unarmed strike
Counterstrike
Starting at 7th level, your martial arts training has taught you how to read your opponents' movements and react quickly. While you are not wearing heavy armor and do not have a shield equipped, if a creature misses you with a melee attack, you can use your reaction to make an unarmed strike, grapple check, or use one of your black belt abilities against them.
Enhanced Abilities
Starting at 10th level, you have come to learn some new and enhanced techniques
Grappler
if your first black belt is Jiu Jitsu or Aikido, you gain access to new submissions. While attempting a submission, your opponent may not make attacks against you, and you may not make attacks against them. If you can successfully hold your opponent in a grapple or restrain them for 2 rounds of combat you may either
- Kimura - Deal 2d6 bludgeoning damage
- Guillotine - Make them fall unconscious for 2 rounds
Striker
If your first black belt is Capoeira, Boxing, or Muay Thai, you gain access to stronger techniques
Combinations - any extra attacks gain a +2 to hit if the previous attack landed
Dempsey Roll - 3 times per long rest, you can give disadvantage to any singular attack targeted at you
Absolute Mastery
Starting at 15th level, you have perfected your art, learning the most optimal way to do what you do.
Grappling
If your first black belt is Jiu Jitsu or Aikido, you gain access to ways to speed up your submissions and make it work on more people
3 times per long rest, you can roll 1d4 while attempting a submission, and pass that many ability checks for the submission
You are now allowed to grapple with anything that is within 2 sizes of you - this applies to submissions too (must still be humanoid)
Striking
If your first black belt is Capoeira, Boxing, or Muay Thai, you gain access to knowledge of being in the clinch, as well as a risky punch
- While grappling or restrained, you gain advantage on attacks
- Once per long rest when an opponent misses an attack roll on you and is within 5 feet of you, you may make your own attack roll, and on hit deal 2d20 bludgeoning damage
2nd Black Belt
Starting at 18th level, you receive your 2nd black belt, allowing you to know a 2nd martial art with your options being:
- Jiu Jitsu
- Aikido
- Muay Thai
- Capoeira
- Boxing
Aikido
- Not allowed to take, if your first black belt is in aikido -
When you are grappling or grappled by an opponent who is within 1 size of your character and is a humanoid and while you are not wearing heavy armor:
- You may use your action to throw them off of you, dealing bludgeoning damage equal to 1d4 while also escaping the grapple
- If you initiated the grapple, you may use a bonus action to throw them and deal 1d8 + your dex modifier, while also knocking them prone
Boxing
- Not allowed to take, if your first black belt is in boxing -
Your years of training in boxing have given you access to a few abilities not available to the normal human while you are not wearing heavy armor and do not have a weapon or shield held in your hand:
- You are able to cast True Strike as a reaction to an opponent's melee attack that targeted you
- Your unarmed strikes deal 1d10 + Strength bludgeoning damage
Capoeira
- Not allowed to take, if your first black belt is in capoeira -
Due to your advanced knowledge on kicks, and capabilities to dodge, you gain access to these abilities while you are not wearing heavy armor:
- You may use your action to do a Capoeira Sweep that deals (1/3 your level rounded down)d6 + strength bludgeoning damage, as well as makes your opponent fall prone if they do not pass a DC (8 + Proficiency Bonus + Dexterity Modifier) DEX save
- You may use your action to do a Capoeira High Kick that deals (1/3 your level rounded down)d10 + strength bludgeoning damage
- You have a +2 to your AC if you are conscious and not restrained or grappled
Jiu Jitsu
-Not allowed to take if your first black belt is in Jiu Jitsu-
When you are grappling with an opponent who is within 1 size of your character, you have advantage on athletics, acrobatics, and attack rolls, while your opponent has disadvantage on attack rolls. You are also able to use your action to attempt a submission. While attempting a submission, your opponent may not make attacks against you, and you may not make attacks against them. If you can successfully hold your opponent in a grapple for 4 rounds of combat you may either
- Make your opponent unconscious for 1d4 rounds
- Deal (2d10 + your fighter level) bludgeoning damage
In addition, after every long rest, you gain 3 Submission Dice. In order to use one, you may roll 1d4, and then remove that many rounds from how long you have to stay grappling your opponent in order to finish the submission
Muay Thai
- Not allowed to take if your first black belt is in Muay Thai -
After you start training in Muay Thai, you begin to learn how to use the most dangerous parts of your body, as well as how to combine strikes from both your hands and legs. You gain access to 3 things while you are not wearing heavy armor and do not have a weapon or shield held in your hand:
- You may use your action to do a Thai Elbow, an attack that deals (1/3 your fighter level rounded down)d6 + strength slashing damage 4 times per short or long rest
- You may use your action to do a Teep kick, an attack that deals 1d4 + strength bludgeoning damage, and pushes your opponent back by 5ft x your strength modifier
- Checks, a reaction that lets you deal 1d4 + strength bludgeoning damage to whoever attacks you with an unarmed strike
Previous Versions
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10/19/2022 4:56:15 PM
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10/19/2022 7:43:51 PM
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10/21/2022 1:50:06 AM
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10/21/2022 1:03:24 PM
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10/21/2022 1:14:12 PM
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10/21/2022 1:19:13 PM
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10/23/2022 3:08:33 AM
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3/21/2023 3:54:59 AM
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3/21/2023 1:50:50 PM
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3/21/2023 1:54:40 PM
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5/12/2024 12:09:43 AM
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5/12/2024 12:13:05 AM
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A 2.1
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