Base Class: Fighter
By fusing spells with unarmed combat, an Arcane Martial Artist is capable of great feats of strength and wonderment. The Arcane Martial Artist prefers the feel of close-range combat and doesn't rely on Gods or Pacts to cast their magic, only sacrificing their internal mana to generate their spells.
Spells are learned and memorized before combining them into a martial technique capable of unleashing powerful maneuvers that can do devastating damage to a singular or group of targets. They can use healing abilities and even buff abilities by imparting their Mana to others.
At 1st Level, an Arcane Martial Artist gains CQC Proficiency, Mana Skin(Offense), and Mana Skin(Defense).
CQC Proficiency.
An Arcane Martial Artist that has trained for years in the way of Close-Range-Combat gains skills that allow them to deal out high levels of damage that can compete with the best of monks and battle masters.
Benefit: At 1stLevel, an Arcane Martial Artist unarmed attacks deal 1d6 Blunt Damage. At Level 4 the damage dice is increased to 1d8. At Level 10 it is increased to 1d10, and at 16, that damage is increased to 1d12. The player can add either their strength or dexterity modifier to their damage or bonus to hit. Once per turn, your character can make an additional unarmed attack with their offhand to a single target within 5-feet as a bonus action. As a reaction, you can counter attack a single target within 5 feet of the character that has missed a melee attack; the enemy must be targeted the player character in order to counter attack.
Note: If the character is using a weapon they are proficient in, they can choose either dexterity or strength to make their hit and damage rolls.
Mana Skin(Offense)
Using the character's ability to create a thin layer of Mana Skin around their bodies, they can increase their damage by enchanting their punches and kicks with powerful non-elemental mana. This allows the Arcane Martial Artist to engage in combat with several monsters that would otherwise have resistances against physical attacks.
Benefit: At 1st Level, when using Mana Skin; all unarmed attacks become +1 magical attacks, giving the player a +1 to both hit and damage. At Level 6 the damage increases to +3, and at Level 16 it becomes +5 bonus damage. Regardless of how much additional damage you do, an unarmed strike only counts as a +1 magical weapon.
Note: The character can extend their Mana Skin to weapons they are proficient with.
Mana Skin (Defense)
The Arcane Martial Artist has honed their internal mana to the point it naturally protects their body from incoming damage. This ability toughens their skin and bones to be able to take more damage and survive longer in hostile environments.
Benefit: At 1st Level, the character gains an Armor Class equal to 10+Constitution and Wisdom Modifiers when unarmored. If the Arcane Martial Artist has a Proficiency in Light Armor Proficiency, they can wear light armor as if they were unarmored(Minus the dexterity bonus.) At level 8 the Unarmored Bonus becomes 12+Constitution and Wisdom Modifiers, and if you have the Medium Armor Proficiency, your character can use Medium Armor as if they were unarmored(Minus the dexterity bonus). At Level 18 the Unarmored Bonus becomes 14+Constitution and Wisdom Modifiers, and if you have the Medium Armor Mastery, the allowed Dexterity Modifier granted by the medium armor can be added as well.
Note: The character can only keep the effect of Mana Skin while wearing armor at the cost of losing the dexterity bonus the armor provides until level 18. When wearing the armor, you do not add the armor's base AC to your base unarmed AC. The natural Armor's AC replaces the based unarmed AC. For example, without this Feature, Studded Armor gives a 12AC+Dex Bonus. With this Class Feature, you add 12+Wis+Con Modifiers, and remove the Dexterity Modifier. Without the armor, at level 1 your AC would be 10+Wisdom+Constitution Modifiers. Only at level 18 can you add the maximum allowed dexterity modifier if the armor provides one.
Improved Unarmed Critical
Benefit: At level 7, all unarmed strikes made against an opponent achieve criticals on 19-20 attack rolls.
Superior Unarmed Critical
Benefit: Starting at 10th level, your unarmed attacks scores a critical hit on a roll of 18–20.
Rapid Regeneration.
Benefit: At 15th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain Hit Points equal to 1 + your Constitution modifier.
Note: You don’t gain this benefit if you have 0 HP.
Immortal
Benefit: At 18th Level, you become immune to aging and effects that include aging.
Mana Pool Manifestation.
At 3rd Level, an Arcane Martial Artist gains access to their pool of Mana. The quantity of MP is equal to Wisdom Modifier+Proficiency Bonus+half of the character level(rounding down). Unless the ability says otherwise, all Spell Techniques are made as a Standard Action or Attack Action. When using a ranged attack, unless the Spell Technique description says otherwise, the limited range is 15ft. All MP is restored upon a short rest.
Benefit: The character can use their MP to cast certain Spell Techniques that have specific effects. They can choose three from the listing below at level 3, and an additional two Spell Techniques at levels 4, 6, 10, 12, 14, 18, 19, and 20.
Only these Low-Tier Spell Techniques can be selected at Levels 3 to 6: Fists of Fire, Fists of Cold, Fists of Light, Fists of Electricity, Fists of Sound, Blinding Fists, Magic Pistol Punch, Healing Hands, After-Image, Quick-Step, Slow-Fall, Telekinesis(Lesser), Magical Weapon Manifestation, Enhance Strength(Lesser), Enhance Dexterity (Lesser), Enhance Constitution (Lesser).
Only these Mid-Tier Spell Techniques can be selected at Levels 10 to 14: Fists of Flames, Fists of Frost, Holy Fist, Shadow Fists, Fists of Lightning, Fists of Thunder, Magic Missle Punch, Healing Aura, Double Image, Flash-Step, Levitation, Telekinesis(Greater), Enhanced Magical Weapon Manifestation, Enhance Strength(Greater), Enhance Dexterity (Greater), Enhance Constitution (Greater).
Only these High-Tier Spell Techniques can be selected at Levels 18 to 20: Tempest Strike, Eclipsing Fist, Storming Fists, Poison Blow, Eroding Blow, Quaking Blow, Stunning Blow, Magic Rocket Punch, Healing Wave, Body-Double, Instantaneous Movement, Flight, Super Physical Enchancment, Iron Skin, Telekinesis(Superior), Superior Magical Weapon Manifestation, Final Strike, Haste.
- Fists of Fire: Encase hands in flames that deal 1d4+Wisdom Modifier in fire damage when the character makes a successful unarmed attack. Cost: 2MP Duration: 2 Full Rounds. You can not stack this Spell Technique with another elemental fist attack. Casting another elemental fist Spell Technique will override the current one. This ability is required to obtain the improved Spell Technique Fists of Flames.
- Fists of Flames: Encase hands in flames that deal an additional 1d6+Wisdom Modifier in fire damage. If the target is struck successfully by a character that is using Fists of Flames, there is a 10% chance that the target will catch fire and will have to roll a Constitution Save with a DC equal to 10+Wisdom Modifier+Half of your Proficiency Bonus(Rounding Down) or take an additional 2d6 of fire damage on its next turn. The player may choose to shoot out a ray of fire magic in any direction at the expense of losing their unarmed damage. Cost: 5MP Duration: 3 Full Rounds. You can not stack this Spell Technique with another elemental fist Spell Technique. Casting another elemental fist Spell Technique will override the current one. This ability is required to obtain the improved Spell Technique Tempest Strike.
- Fists of Cold: Encase hands in a cold aura that deal an additional 1d4+Wisdom Modifier in cold damage when the character makes a successful unarmed attack. Cost: 2MP Duration: 2 Full Rounds. You can not stack this Spell Technique with another elemental fist Spell Technique. Casting another elemental fist Spell Technique will override the current one. This ability is required to obtain the improved Spell Technique Fists of Frost.
- Fists of Frost: Encase hands in a cold aura that deal an additional 1d6+Wisdom Modifier in cold damage. If the target is struck successfully by a character that is using Fists of Frost, there is a 10% chance that the target will have to roll a Constitution Save with a DC equal to 10+Wisdom Modifier+Half of your Proficiency Bonus(Rounding Down) or take an additional 2d6 of cold damage on its next turn. The player may also choose to shoot out a 10ft ray of ice in any direction at the expense of losing their unarmed damage. Cost: 5MP Duration: 3 Full Rounds. You can not stack this Spell Technique with another elemental fist Spell Technique. Casting another elemental fist Spell Technique will override the current one. This ability is required to obtain the improved Spell Technique Tempest Strike.
- Tempest Strike: Player must have both Fists of Frost and Flames to use this Spell Technique. Encases the wielder's fists in Fire and Ice, allowing them to deal 3d8+Wisdom Modifier in Fire and Cold Damage upon a successful unarmed attack. There is a 30% Chance targets struck with this technique will have to make a Constitution Save DC 15+Wisdom Modifier+Half of Proficiency Bonus(Rounding Down) or take 3d6 Frostburn damage for 2d4 turns. The player may also choose to shoot out a 30ft ray of ice and fire in any direction at the expense of losing their unarmed damage. Cost:10MP/Duration: 3 Full Rounds. Frostburn damage doesn't stack, If they fail their Constitution Save after being afflicted, it increases the duration of consistent damage by rolling another 2d4. You can not stack this Spell Technique with another elemental fist Spell Technique. Casting another elemental fist Spell Technique will override the current one.
- Fists of Light: Encase hands in a radiant aura that deal an additional 1d4+Wisdom Modifier in radiant damage when the character makes a successful unarmed attack. Cost: 2MP/Duration: 2 Full Rounds. You can not stack this Spell Technique with another elemental fist Spell Technique. Casting another elemental fist Spell Technique will override the current one. This ability is required to obtain the improved Spell Technique Holy Fists.
- Holy Fists: Encase hands in a radiant aura that deal an additional 1d6+Wisdom Modifier in radiant damage upon successful unarmed strike. If an ethereal or unholy target is struck successfully by a character that is using Holy Fists, there is a 20% chance that the target will take three times the damage. The player may also choose to shoot out a 10ft ray of Radiant Magic in any direction at the expense of losing their unarmed damage. Cost: 5MP/Duration: 3 Full Rounds. You can not stack this Spell Technique with another elemental fist Spell Technique. Casting another elemental fist Spell Technique will override the current one. This ability is required to obtain the improved Spell Technique Eclipsing Fist.
- Blinding Fists: Encase hands in a dark aura that deal an additional 1d4+Wisdom Modifier in magic damage when the character makes a successful unarmed attack on a target. When a target is struck with blinding fists, they have a 20% to be inflicted with the blind ailment. Cost: 2MP/Duration: 2 Full Rounds. You can not stack this Spell Technique with another elemental fist Spell Technique. Casting another elemental fist Spell Technique will override the current one. This ability is required to obtain the improved Spell Technique Shadow Fists.
- Shadow Fists: Encase hands in a shadowy aura that deal an additional 1d6+Wisdom Modifier in magic damage. A player using the Shadow Fist Spell Technique can take advantage rolls on all unarmed attacks they make until the end of the Spell Technique's Duration. On a successful attack roll, there is a 30% chance that the target will be affected with the blind ailment. Cost: 5MP/Duration: 2 Full Rounds. You can not stack this Spell Technique with another elemental fist Spell Technique. Casting another elemental fist Spell Technique will override the current one. This ability is required to obtain the improved Spell Technique Eclipsing Fist.
- Eclipsing Fist: Player must have both the Holy and Shadow Fists to use this Spell Technique. Encases the wielder's fists in light and darkness, allowing them to deal 3d8+Wisdom Modifier in Radiant and Nurcrotic Damage upon a successful unarmed attack. There is a 50% Chance targets struck with this technique will be blinded and will take triple damage if they are of holy, demonic, or ethereal origin. The player may also choose to shoot out a 30ft circle of light and darkness in every direction at the expense of losing their unarmed damage. Cost:10MP/Duration: 3 Full Rounds. You can not stack this Spell Technique with another elemental fist Spell Technique. Casting another elemental fist Spell Technique will override the current one.
- Fists of Electricity: Encase hands in a shocking aura that deal an additional 1d4+Wisdom Modifier in lightning damage when the character makes a successful unarmed attack. Cost: 2MP/Duration: 2 Full Rounds. You can not stack this Spell Technique with another elemental fist Spell Technique. Casting another elemental fist Spell Technique will override the current one. This ability is required to obtain the improved Spell Technique Fists of Lightning.
- Fists of Lightning: Encase hands in an electrical aura that deal an additional 1d6+Wisdom Modifier in lightning damage upon successful unarmed strike. If struck successfully by a character that is using Fists of Lightning, there is a 10% chance that the lightning will spread to all nearby enemies within 10ft of that target, dealing the lightning damage only. At the expense of losing their unarmed damage, the player may also choose to shoot out a bolt of Chain Lightning in any direction, at any target within 10ft. Cost: 5MP/Duration: 3 Full Rounds. You can not stack this Spell Technique with another elemental fist Spell Technique. Casting another elemental fist Spell Technique will override the current one. This ability is required to obtain the improved Spell Technique Storming Fists.
- Fists of Sound: Encase hands in sub-sonic energy that deal an additional 1d4+Wisdom Modifier in Thunder damage when the character makes a successful unarmed attack. Cost: 2MP/Duration: 2 Full Rounds. You can not stack this Spell Technique with another elemental fist Spell Technique. Casting another elemental fist Spell Technique will override the current one. This ability is required to obtain the improved Spell Technique Fists of Thunder.
- Fists of Thunder: Encase hands in a force of violent vibrations that deal an additional 1d6+Wisdom Modifier in Thunder damage upon successful unarmed strike. If struck successfully by a character that is using Fists of Thunder, there is a 20% chance that the target will have to make a Constitution save DC10+Wisdom Mod+half of your Proficiency Modifier(Rounding Down) or else be deafened and stunned for 1d4 turns. The player may also choose to shoot out a 10ft ray of concussive force in any direction at the expense of losing their unarmed damage. Cost: 5MP/Duration: 3 Full Rounds. You can not stack this Spell Technique with another elemental fist Spell Technique. Casting another elemental fist Spell Technique will override the current one. This ability is required to obtain the improved Spell Technique Storming Fists.
- Storming Fists: Player must have both Fists of Thunder and Lightning to use this Spell Technique. Encases the wielder's fists in lightning and thunder, allowing them to deal 3d8+Wisdom Modifier in Thunder and Lightning Damage upon a successful unarmed attack. There is a 30% Chance targets struck with this technique will have to make a Strength Save DC 15+Wisdom Modifier+Half of Proficiency Bonus(Rounding Down) or become stunned, deaf, and knocked prone. The player may also choose to shoot out a 30ftx30ft pilar of thunder and lightning at the expense of losing their unarmed damage.Cost:10MP/Duration: 3 Full Rounds. You can not stack this Spell Technique with another elemental fist Spell Technique. Casting another elemental fist Spell Technique will override the current one.
- Magic Pistol Punch: By gaining a basic understanding of Mana, you can shoot out a 15ft line of non-elemental magic energy upon successful unarmed attack. If hit with a successful unarmed attack, the target is dealt an additional 1d6+Wisdom Modifier. If the attack roll missed, the wave of energy still hits, similar to a magic missile spell. The player may also choose to shoot out a 15ft line of pure magic energy in any direction at the expense of losing their unarmed damage. Cost: 3MP. This ability is required to obtain the improved Spell Technique Magic Missile Punch.
- Magic Missile Punch: With an improved understanding of Mana, your Magic becomes denser and more effective in combat, allowing the character to make a 20ft cone of pure magical essence. If hit with a successful unarmed attack, the target is dealt an additional 2d6+Wisdom Modifier, hitting everything behind the target in a cone at the same time. If the attack roll missed, the cone of energy still hits, similar to a magic missile spell. The player may also choose to shoot out a 15ft cone of pure magic energy in any direction at the expense of losing their unarmed damage. Cost: 7MP. This ability is required to obtain the improved Spell Technique Magic Rocket Punch.
- Magic Rocket Punch: With an even greater understanding of Mana, your Magic becomes larger and more robust, allowing the character to make a 20ft wave of pure magical essence hit everything around him. If hit with a successful unarmed attack, the target is dealt an additional 4d6+Wisdom Modifier+Profieceny Bonus. If the attack roll missed, the wave of energy still hits, similar to a magic missile spell. The player may also choose to shoot out a 30ft wave of pure magic energy outward in every direction at the expense of losing their unarmed damage. Cost: 13MP.
- Healing Hands: By gaining a basic understanding of Mana, you can channel it into positive energy that heals the wounded by 1d6+Proficiency Bonus+Wisdom Modifier. Cost: 4MP. This ability is required to obtain the improved Spell Technique Healing Aura.
- Healing Aura: With an improved understanding of Mana, your Healing Magic has reached new heights, allowing the character to make a 10ft circle of healing essence. all allies within 10ft of the user gain heal 2d6+Wisdom Modifier in HP per turn. Cost: 8MP/Duration: 1d4 turns. This ability is required to obtain the improved Spell Technique Healing Burst.
- Healing Burst: With an even greater understanding of Mana, your Healing Magic becomes expansive and more potent, allowing the character to heal any allies within 25ft of your character. All allies within 25ft of the user gain 4d6+Proficiency Bonus+Wisdom Modifier in HP per turn. Cost: 12MP/Duration: 2d4 Turns.
- After Image: By gaining a basic understanding of illusion magic, your character can channel it into an almost solid copy of their image while moving at very quick speeds. Once per round, you can use a dodge action on a single attack made against you to move 5ft and force the assailant to take a Disadvantage to all melee attacks and single-target spells made against the user. Cost: 4MP. This ability is required to obtain the improved Spell Technique Double-Image.
- Double Image: With an improved understanding of Illusion Magic, your After Image has become more realistic and you learned to make more than one at a time. Once per round, you can use a dodge action or move action on a single attack made against you to move 10ft and force the assailant to take two Disadvantage Rolls to all melee attacks and single-target spells made against the user. Cost: 7MP. This ability is required to obtain the improved Spell Technique Body Double.
- Body Double: With an even greater understanding of Illusion, your clones are so real, they can take the hit for you. Once per round, you can use a dodge action, bonus action, or reaction on a single attack made against you to move 15ft and force the assailant to make three Disadvantage Rolls to all melee attacks and single-target spells made against the user. If the target somehow succeeds the attack roll, the clone can take the hit in the character's place. In addition, if the character is within 5ft of the target, the player can use a Reaction to make an attack of opportunity if the opponent misses or destroys the clone. Cost: 11MP.
- Quick-Step: By gaining a basic understanding of speed magic, you can channel the Mana inside your body to aid in moving at very quick speeds. Once per round, you can use a move action to double your basic moving speed. You can not run or dash when using Quick-Step. Cost: 2MP. This ability is required to obtain the improved Spell Technique Flash Step.
- Flash Step: With an improved understanding of your body and speedy Magic, you find yourself able to move quicker than a person can blink. Once per round, you can use a move action to move double your basic moving speed or pivot behind the target to make a single unseen attack at an advantage. Cost: 5MP. You can not run or dash when using Flash Step. This ability is required to obtain the improved Spell Technique Instantaneous Movement.
- Instantaneous Movement: With an even greater understanding of using Mana for speed-related Spells, not even a beholder can see you move. Once per round, you can use a single movement action to move triple your basic moving speed or pivot behind the target to make a single unseen attack, granting two advantage rolls. While the character is moving with this Spell Technique, they are treated as an invisible opponent. You can not run or dash when using Instantaneous Movement. Cost: 8MP.
- Slow-Fall: By gaining a basic understanding of gravity magic, you can channel the Mana inside your body to and imbue objects to make them near weightless.Once per round, by expending a single reaction, you can use Slow-Fall to carry a single person or fall safely for up 60ft. Every round, the player can choose to expend more MP to stay in a state of near weightlessness. Cost: 1MP/Duration: 1MP per minute. This ability is required to obtain the improved Spell Technique Levitate.
- Levitate: With an improved understanding of gravity magic, you can channel the Mana inside your body to and imbue objects to make them near weightless. Once per round, by expending a single reaction, you can use Levitate to carry a single object of equal mass to the player to Levitate up to 10ft off the ground. The player can choose to expend more MP to continue to float. Cost: 3MP/Duration: 2MP per every 10 minutes. This ability is required to obtain the improved Spell Technique Flight.
- Flight: With an improved understanding of gravity magic, you can channel the Mana inside your body to rise above the forces that hold you to the ground. As well as the ability to imbue people or objects equal to the player's carry limit to let them fly within 10ft of the character. The character can fly up to 80ft in any direction and can maneuver without restrictions. The player can choose to expend more MP to continue flying. Cost: 6MP/Duration: 5MP for every 30 Minutes.
- Telekinesis(Lesser): By gaining a basic understanding of Force-based magic, you can channel the Mana inside your body to move objects with your mind equal to half your carry weight limit. As a standard action, the player can move objects within the weight limit within their sight. The player can choose to expend more MP to perform an impact attack that does an additional 1d4+Int Mod of either Blunt, Slashing, or Piercing damage on a successful unarmed attack. The player can choose to make a ranged Impact attack at the cost of forging their unarmed damage. Cost: 1MP/Impact: 3MP. This ability is required to obtain the improved Spell Technique Telekinesis(Greater)
- Telekinesis(Greater): By gaining a greater understanding of Force-based magic, you can channel the Mana inside your body to move objects with your mind equal to your carry weight limit. As a standard action, the player can move objects within the weight limit within their sight. The player can choose to expend more MP to perform an impact attack that does an additional 1d8+Int Mod of either Blunt, Slashing, or Piercing damage on a successful unarmed attack. The player can choose to make a ranged Impact attack at the cost of forging their unarmed damage. Cost: 2MP/Impact: 6MP. This ability is required to obtain the improved Spell Technique Telekinesis(Superior)
- Telekinesis(Superior): With a superior understanding of Force-based magic, you can channel the Mana inside your body to move objects with your mind equal to twice your carry weight limit. As a standard action, the player can move objects within the weight limit within their sight. The player can choose to expend more MP to perform an impact attack that does an additional 1d12+Int Mod of either Blunt, Slashing, or Piercing damage on a successful unarmed attack. The player can choose to make a ranged Impact attack at the cost of forging their unarmed damage. Cost: 4MP/Impact: 12MP
- Magical Weapon Manifestation: By gaining a basic understanding of conjuration magic, you can channel the Mana outside your body to summon a weapon-shaped Mana Construct. As a reaction, the player can summon a single weapon that can add both strength and dexterity to the weapon's damage. The chosen weapon becomes the only weapon you can summon for the Magic Weapon Manifestation Spell Technique. The player can choose any martial weapon to copy and the conjured weapon will count as a +1 version of that weapon. The player can spend additional MP to maintain conjuring their weapon. Cost: 1MP/Duration: 1MP per round. This ability is required to obtain the improved Spell Technique Enhanced Magical Weapon Manifestation
- Enhanced Magical Weapon Manifestation: By gaining an enhanced understanding of conjuration magic, you can channel the Mana outside your body to summon a weapon-shaped Mana Construct. As a reaction, the player can summon a second weapon that can add both strength and dexterity to the weapon's damage. The chosen weapon becomes the only weapon you can summon for this Enhanced Magic Weapon Manifestation Spell Technique. The player can choose any martial weapon to copy and the conjured weapon will count as a +2 version of that weapon. The player can spend additional MP to maintain conjuring their weapon. Cost: 5MP/Duration: 3MP per round. This ability is required to obtain the improved Spell Technique Superior Magical Weapon Manifestation.
- Superior Magical Weapon Manifestation: With a superior understanding of conjuration magic, you can channel the Mana outside your body to summon a weapon-shaped Mana Construct. As a reaction, the player can summon a third weapon that can add both strength and dexterity to the weapon's damage. The chosen weapon becomes the only weapon you can summon for this Superior Magic Weapon Manifestation Spell Technique. The player can choose any martial weapon to copy and the conjured weapon will count as a +3 version of that weapon. The player can spend additional MP to maintain conjuring their weapon. Cost: 7MP/Duration: 5MP per round.
- Enhance Strength(Lesser): Your knowledge of channeling Mana is so good that you can supply your muscles and bones with enough reinforcement to temporarily increase your physical strengths. The character gains +4 to their strength for 2 rounds. Cost:4MP/Duration: 2 rounds. This ability is required to obtain the improved Spell Technique Enhance Strength(Greater)
- Enhance Strength (Greater): With improved knowledge of channeling Mana, you can supply your muscles and bones with even greater reinforcement to temporarily increase your physical strengths. The character gains +8 to their strength for 1d4 rounds. Cost:8MP/Duration: 1d4 rounds. This ability is required to obtain the improved Spell Technique Super Physical Enhancement.
- Enhance Constitution(Lesser): Your knowledge of channeling Mana is so good that you can supply your blood and organs with enough reinforcement to temporarily increase your physical strengths. The character gains +4 to their Constitution for 2 rounds. Cost:4MP/Duration: 2 rounds. This ability is required to obtain the improved Spell Technique Enhance Constitution Greater.
- Enhance Constitution(Greater): With improved knowledge of channeling Mana, you can supply your blood and organs with even greater reinforcement to temporarily increase your physical strengths. The character gains +8 to their Constitution for 1d4 rounds. Cost:8MP/Duration: 1d4 rounds. This ability is required to obtain the improved Spell Technique Super Physical Enhancement.
- Enhance Dexterity(Lesser): Your knowledge of channeling Mana is so good that you can supply your muscles and twitch fibers with enough reinforcement to temporarily increase your physical strengths. The character gains +4 to their dexterity for 2 rounds. Cost:4MP/Duration: 2 rounds. This ability is required to obtain the improved Spell Technique Enhance Dexterity(Greater)
- Enhance Dexterity (Greater): With improved knowledge of channeling Mana, you can supply your muscles and twitch fibers with even greater reinforcement to temporarily increase your physical strengths. The character gains +8 to their dexterity for 1d4 rounds. Cost:8MP/Duration: 1d4 rounds. This ability is required to obtain the improved Spell Technique Super Physical Enhancement.
- Super Physical Enhancement: You must have Enhanced Strength, Dexterity, and Constitution(Greater) to use this Spell Technique. With a superior understanding of physical enhancement magic, you can reinforce your entire body to superhuman levels. The character gains +8 to their strength, dexterity, and constitution stats for 2d4 rounds. Cost:16MP/Duration: 2d4 rounds.
- Eroding Blow: By mixing acid magic with martial arts, you have created the ability to make a 25-foot forward wave of magical acid that deals 3d6 Acid Damage+Wisdom Modifier. If hit by Eroding Blow, there is a 35% chance for the character to destroy an item the target is using. Cost: 10MP.
- Poison Blow: By tempering poison magic with martial arts, you have created a deadly magic-based poison that can't be cured unless the opponent makes a Constitution Save DC15+Proficency Bonus+Wisdom Modifier. The Poison deals 3d6 Damage every turn. Cost: 10MP/Duration: 1d4 turns.
- Quaking Blow: By mixing earth-based magic with your martial arts, your character gains a foot stomp that can cause a castle to shake. Everything within 60ft of the player must make an Acrobatic DC15+Proficency Bonus+Wisdom Modifier or fall prone. Cost: 10MP.
- Stunning Blow: The character's ability to insert disruptive mana into the enemy's body upon striking them has allowed them to stun the target. A target struck by a Stunning Blow has to make a Constitution Check DC DC15+Proficency Bonus+Wisdom Modifier or become stunned for 1d4 rounds. Cost: 10MP/Duration: 1d4 turns.
- Haste: You understand more about Enchanting magic to the point of learning one of the best Spell Techniques for melee combat. Until the spell ends, the target’s speed is doubled, they gain a +2 bonus to AC, advantages on Dexterity saving throws, and an additional action on each of their turns. That action can be used only to take the Attack (one attack only), Dash, Disengage, Hide, or Use an Object action. When the Spell Technique ends, the target can’t move or take any actions until after their next turn, as a wave of lethargy sweeps over it. Cost: 10MP/Duration: 1d4 turns+Constitution Modifier.
- Iron Skin: Gaining more knowledge on Enchantment magic, the character learns how to hardens their skin to metallic-like levels, increasing their overall AC by +4 and lowering their movement speed by 20ft. After the Spell Technique runs out of time, the player feels slow and sluggish, they don't regain their original movement speed until their next turn. Cost: 10MP/Duration: 1d4 turns+Constitution Modifier.
- Final Strike: Reaching the apex of martial arts, the character learns that nothing is unbreakable. You gain the ability to sacrifice all of your additional attack actions to deal +10 damage for every attack you sacrifice on a single attack roll. (Max:+30 Damage) Cost: 15MP.
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