Age of Orion
HB Class BF Martial Artist
Martial Artist
Class Table
Level | Proficeincy | Renown | Class Features |
1 | +2 | 0 | Living Weapon (1d4), Stamina |
2 | +2 | 0 | Martial Style |
3 | +2 | 0 | Free Running |
4 | +2 | 0 | Ability Score Improvement |
5 | +3 | 1 | Living Weapon (1d6), Martial Style Feature, Extra Attack |
Class Features
As a Martial Artist, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Martial Artist level.
Hit Points at 1st Level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Martial Artist level after 1st.
Proficiencies
Armor: Light armor.
Weapons: Simple weapons.
Tools: None.
Saving Throws: Strength, Dexterity
Skills: Choose Two from Acrobatics, Athletics, History, Perception, and Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Living Weapon
The Martial Artist is a highly trained unarmed fighter, who lands blows with elbow and knees as often as fist and foot. The Martial Artist may make attacks even when their hands are full. The Martial Artist also deals more damage with their unarmed strikes. At 1st level, they deal 1d4 points of damage with unarmed strikes. At 5th level they deal 1d6, at 11th level they deal 1d8, and at 16th level they deal 1d10.
Stamina
The Martial Artist has a pool of reserve energy they can expend on special class features. At the end of a short or long rest the Martial Artist regains all of their Stamina points. As a free action, the Martial Artist can take a level of Exhaustion to gain their Constitution modifier worth of Stamina points, minimum 2 points.
Stamina (Minimum 1) = Martial Artist Level + Constitution Modifier.
Stamina Usage:
(1) Sprint: Dash as a Bonus Action.
(2) Acrobatic Dodge: Dodge as a Bonus Action.
(1+) Power Strike: Deal 3 extra damage per point of Stamina spent this way on a Melee Weapon hit.
Martial Style
At 2nd level, the Martial Artist focuses into a martial style found at the bottom of the class. Grappling, Battle Mind, and Relentless.
Free Running
At 3rd level, the Martial Artist may choose an athletic focus that allows them more freedom of movement. Each requires a set number of Stamina points to use.
(1) Wall Running: You gain a Climb Speed equal to your Speed when moving horizontally along a wall. You can not end a turn attached to a wall, if you do so you fall.
(2) Chalked Hands: You can move vertically up a wall as part of a movement, treat vertical movement as difficult terrain. You can vertically move no more than your speed in a turn.
(1) Tuck and Roll: After a fall, if you move 5 feet, you gain Resistance to that fall damage.
(1) Parkour: Ignore Difficult Terrain for the turn.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, the soldier can attack twice, instead of once, whenever they take the Attack action on their turn.
Martial Styles
Grappling
Focus on grappling and gives options while grappling a target. Strength and Constitution focused Archetype, needs to be able to get in close and tie up enemies.
Martial Defense
At 2nd level, the Martial Artist gains the following AC when not wearing armor, helmets, or using shields.
AC = 10 + Dexterity Bonus + Constitution Bonus.
Grappler’s Might
At 2nd level, the Martial Artist can spend one point of Stamina and use their bonus action to force an adjacent opponent to make a Strength Save vs the Martial Artists Save DC or become either grappled or prone. The Martial Artist needs a free hand to Grapple the target, or a free limb to trip the opponent.
Martial Artist Save: 8 + Strength modifier + Proficiency bonus
Training and Conditioning
At 2nd level, the Martial Artist gains Expertise with Athletics. Expertise lets you double your proficiency bonus for those types of skill checks.
Whenever the Martial Artist takes damage from a non-magical source, they can spend one point of Stamina and use their Reaction to gain Resistance to the damage.
Redirection of Force
At 5th level, when an opponent the Martial Artist has grappled attacks the Martial Artist, the Martial Artist may spend a point of Stamina and use their reaction to force the attacking opponent to make a Strength Save vs the Martial Artists Save DC, or become prone.
Restraint Techniques
At 5th level, the Martial Artist can spend Stamina equal to the number of opponents they have grappled, and use their bonus action to force each opponent to make a Strength Save against the Martial Artist’s Save DC, or become restrained until the grapple is broken.
Well Practiced
At 8th level, the Martial Artist’s ability to hold a grapple becomes more consistent. Whenever the Martial Artist rolls Athletics to maintain a grapple, if they roll 9 or lower on the dice, treat it as if they had rolled a 10.
Battle Mind
A psionic focused martial artist, able to craft weapons out of psycho-kinetic force.
Level | Psi-Points | Psi-Limit | Class Features |
2 | 4 | 2 | Psycho-Kinetic Force (1d8 Force), Psi Discipline, Matter over Mind |
3 | 6 | 2 | — |
4 | 14 | 3 | — |
5 | 17 | 3 | Psycho-Kinetic Force (1d10 Force), Psi Discipline, Mind over Matter |
Martial Defense
At 2nd level, the Martial Artist gains the following AC when not wearing armor, helmets, or using shields.
AC = 10 + Dexterity Bonus + Charisma Bonus.
Psycho-Kinetic Force
At 2nd level, the Martial Artist gains the ability to channel Psionic energies. The martial artist can shape their Psionic energy into a physical form, a blade, staff, or simply augmenting their natural weapons. The Martial Artist can use Charisma as their attack and damage ability when using a Psycho-Kinetic weapon attack. Use a Psi-Point to form a Psycho-Kinetic weapon for a minute.
Psi-Discipline
At 2nd level, the Martial Artist gains a Lesser Psionic Discipline from the Order of the Immortal. Again at 5th level the Martial Artist gains a Greater Psionic Discipline from the Order of the Immortal.
Matter over Mind
At 2nd level, the Martial Artist gains the ability to spend an action to focus and turn up to half their Martial Artist Level worth of Stamina into Psi-Points, paying one Stamina per Psi-Point.
Mind over Matter
At 5th level, the Martial Artist gains the ability to spend an action to focus and turn up to their Martial Artist Level worth of Psi-Points into Stamina, paying two Psi-Points per Stamina.
Relentless
Damage, extra strikes, and usage of Impromptu weaponry. Pure attack and damage focus, more of a glass cannon.
Flurry of Blows
At 2nd level, after the Martial Artist uses the attack action, they can spend one point of Stamina to use their bonus action to make an extra unarmed or Impromptu weapon attack.
Impromptu Weapon Expert
At 2nd level, the Martial Artist gains proficiency with Impromptu weapons, and deals their Living Weapon class feature worth of damage with those Impromptu weapons.
Shield Breaker
At 5th level, the Martial Artist learns a variety of techniques that turns their opponents armor against them. The Martial Artist can spend two points of Stamina to gain advantage against any target with a Shield or Heavy Armor until the start of the Martial Artist’s next turn.
Overwhelming Force
At 5th level, the Martial Artist can spend one point of Stamina to double their Strength or Dexterity bonus to damage with Unarmed strikes or Impromptu weapons until the start of the Martial Artist’s next turn.
Relentless Flurry
At 8th level, the Martial Artists Flurry of Blows feature gains an extra attack. After the Martial Artist uses the attack action, they can spend one point of Stamina to use their bonus action to make two extra unarmed or impromptu weapon attack.