feat-Chakain Combat Arts

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Chakian Combat Arts

The Chakain people developed their own forms of martial arts, one focusing on Style, the other Composure. Style is a brutal onslaught of power and damage, it’s the emotional equivalent of rage. Composure is the razor’s edge of control, it is the smooth dance of just barely side stepping an attack and waiting for the opportunity to the perfect strike.
Inspired Combo: Spend an inspiration to gain your level worth of Combo points.
Combo Limit: You can only spend Combo points on Combo abilities that grant extra attacks once per turn.

You must pick one of the two Arts: Style or Composure.

Style

You gain Combo Points for any attack that lands, one point for a normal attack, three points for a critical hit.
For each combo point you have you gain a +1 to damage.
You lose all your Combo Points when you take damage for any reason.

  • 1 Combo Points: Opener: Must be used as your first attack of the round, gain advantage to that hit, if you land the hit you also gain advantage on your next attack.
  • 2 Combo Points: Finisher: As a reaction, turn a standard hit (melee or ranged) into a Critical hit after you confirm your hit, if the target is below half health, your turn ends immediately after this attack.
  • 3 Combo Points: Counter: As a reaction, declare a Counter when an enemy targets you, the attackers attack action will end immediately after the first attack, hit or miss.
  • 4 Combo Points: Breaker: Add disadvantage to a melee attack, if that attack hits, all attacks made against the target have advantage, and all attacks ignore targets damage resistance to non magical attacks, until the end of your next turn.
  • 6 Combo Points: Super Combo: Gain an extra two unarmed melee attack during your turn.
  • 8 Combo Points: Mega Combo: Gain an extra three unarmed melee attack during your turn.
  • 10 Combo Points: Hyper Combo: Gain an extra four unarmed melee attack during your turn.
  • 12 Combo Points: Ultra Combo: Gain an extra five unarmed melee attack during your turn.

Composure

You gain Combo Points for each attack you dodge dependent on how close the attack was to hitting. The attack missing by one grants you five combo points, the attack missing by two grants you three points, the attack missing by anything else gets you one point.
For each combo point you have you gain a +1 to hit.
You lose all your Combo Points when you miss an attack.

  • 1 Combo Points: Sly Dodge: When someone targets you with a melee attack, declare you are going to do a sly dodge, after their attack you may move anywhere adjacent to the target. You may choose to provoke attacks of opportunity, but do not have to.
  • 2 Combo Points: Parry: If you or an adjacent ally is hit, make a melee attack, if you’re attack succeeds a DC equal to their attack, success results in the damage dealt being halved.
  • 3 Combo Points: Duel: After you hit a target, that target is at disadvantage when attacking anyone except you, until you attack another target or the target is hit by someone who isn’t you.
  • 4 Combo Points: Lethal Blow: After landing a hit, upgrade that hit to a critical.
  • 6 Combo Points: Super Combo: Gain an extra two unarmed melee attack during your turn.
  • 8 Combo Points: Mega Combo: Gain an extra three unarmed melee attack during your turn.
  • 10 Combo Points: Hyper Combo: Gain an extra four unarmed melee attack during your turn.
  • 12 Combo Points: Ultra Combo: Gain an extra five unarmed melee attack during your turn.

feat-Chakain Combat Arts

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