Martial Arts (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Class Features

As a Gosu you gain the following class features.

Hit Points

Hit Dice: 1d8 per Gosu level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gosu level after 1st

Proficiencies

Armor: light, medium armor, shields
Weapons: simple weapons, improvised weapons, shortswords
Tools: any one type of artisan's tools, and one musical instrument of your choice
Saving Throws: Wisdom, Strength
Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) martial weapon or (b) any simple weapon
  • (a) Dungeoneer's pack or (b) Explorer's pack
  • Leather armor
  • If you are using starting wealth, you have 4d4 × 10 gp in funds.

Table: The Gosu

Level Proficiency
Bonus
Features
1st +2 Qi 0, Unarmored Defense
2nd +2 Qi 7, Fighting Style, Qi Gong
3rd +2 Qi 10, Earthly Domain
4th +2 Ability Score Improvement, Qi 10,
5th +3 Qi 20, Extra Attack
6th +3 Qi 20, Heavenly Demon Sword Art
7th +3 Qi 24,
8th +3 Ability Score Improvement, Qi 24, Demonic Destruction Art
9th +4 Qi 30,
10th +4 Qi 30, Heavenly Destruction Art
11th +4 Qi 42,
12th +4 Ability Score Improvement, Qi 42,
13th +5 Qi 50,
14th +5 Qi 50,
15th +5 Qi 57,
16th +5 Ability Score Improvement, Qi 57,
17th +6 Qi 72,
18th +6 Qi 72,
19th +6 Ability Score Improvement, Qi 80,
20th +6 Qi 80,


Unarmored Defense[edit]

Beginning at 1st level, while wearing no armor, your AC equals 10 + your Strength modifier + your Wisdom modifier.


Fighting Style[edit]

At the 2nd level, you adopt a particular style of fighting as your specialty called dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


Qi Gong[edit]

Beginning at the second level, you can store and manipulate enough Qi to use. Your access to this energy is represented by a number of Qi Threads. You have a number of Qi Threads determined by your gosu level, as shown in the Qi Threads column, plus your Wisdom Modifier. If you reach 0 Qi you gain 1 level of exhaustion.


Earthly Domain[edit]

At the 4th level, you have progressed on your path to heaven far enough that you begin to bend the world to suit your whims. As long as you are conscious, have Qi Threads left, and are not wearing heavy armor, your aura is active with a range of 10 feet and may gain 1 of the following features:

  • Your movement speed increases by 10 feet. This increases to 15 feet at level 10 and 20 feet at level 18.
  • All creatures (excluding you) have their movement reduced by 10 feet. This increases to 15 feet at level 10 and 20 feet at level 18.
  • You have blindsight equal to the radius of your domain.
  • When you hit a creature in your domain with a weapon attack, you do additional weapon damage equal to your proficiency bonus.
  • At the end of your turn, every creature (excluding you) takes 1d4 force damage. This damage increases to 2d4 at 10th, and 3d4 at 18th level.
  • You can parry reducing melee damage to 0 up to a number of time equal to your proficient bonus while in your domain.
  • you can not be surprised in your domain.

You may dismiss or reactivate your domain as a bonus action, and it is automatically dismissed once you become unconscious. Additionally, at the end of a long rest, you may choose to swap out all features chosen for any other features. You gain additional features and additional 5 feet of range at 6th (3 features, and 15 feet range), and 8th (5 features, and 20 feet range) and 10th (6 features, and 30 feet range).


Extra attack[edit]

Beginning at the 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Heavenly Demon Sword Art[edit]

At level 6 Increase the reach of your weapon to the size of your Earthly Domain. Also Whenever you hit a creature with a melee weapon attack, it deals additional damage equal to 1 + the number of times you have hit this creature since the end of your last turn. You can spend 1 Qi Thread to double this damage. Additionally, whenever you make an opportunity attack, you may attack twice instead of once.


Demonic Destruction Art[edit]

Once you have become level 8. At the start of your turn, all creatures of your choice within your domain must make a Strength saving throw or Wisdom saving throw (their choice) or fall to the ground and become prone, taking force damage equal to your gosu level. All flying and prone creatures make the saving throw at a disadvantage. If the creature is already prone and fails the saving throw, they take force damage equal to twice your gosu level. In order for creatures to stand up, they must make a Strength or Wisdom saving throw in addition to half their movement, only standing up if they succeed. Additionally you can use your reaction to stop any ranged attacks that come into your domain but you must spend 1 Qi per target.


Heavenly Destruction Art[edit]

At level 10 Once per turn, Per Attack action you can choose to attack all creature within your domain at the cost of 1 Qi per attack. If you only target one creature it takes double damage.

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Improvement[edit]

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

0.00
(0 votes)

Back to Main Page5e HomebrewClasses


Home of user-generated,
homebrew pages!


Advertisements: