Martial Arts Master v0.6.1 #
Schools #
- When you gain this feature at 3rd Level, you gain access to two Martial Arts Schools of your choice from the list of Basic Schools. You learn all of the Strikes from your chosen Schools, and you gain one additional Basic School at 7th Level.
- Additionally, at 10th and again at 12th Level, you gain access to an Advanced School of your choice.
- Every level you can replace one School you’ve learned with another School from the same School Type.
Combos and Stances #
- You have four Combo Patterns, and four Finishers Slots which you can use to prepare your Strikes during a Long Rest.
- A Combo Pattern contains three Strike Slots, and the first of each Combo Pattern matches one of the Four Stances.
- The Four Stances are: ⇗, ⇖, ⇙, and ⇘
- Each Finisher Slot also has a Starting Stance, and the Strike use in these slots must have a matching Starting Stance.
- Strikes within a Combo Pattern must be performed in that order, unless you use a Bonus Action to execute a Finisher Strike, leaving you in that Strike’s Ending Stance.
Strikes #
- Your Strikes are counted as Unarmed Strikes for features that affect them.
- The Damage of your Standard Strikes equals one Roll of your Martial Arts Die, or two Rolls for a Finisher Strike.
- If you are not in the middle of a Combo you can select which Stance to Start, allowing you to choose which Combo Pattern to begin.
- If an effect stemming from this feature would require a target to make a Saving Throw then the DC equals 8 + the Modifier used in the Strike + your Proficiency Bonus.
Purity of Soul #
- When you gain this feature at 11th Level, you gain a number of d6 Purity Dice equal to double your proficiency bonus.
- These Purity Dice are expended when you hit with an Advanced Strike and choose to activate the Purity Effect.
- Alternatively, you can expend a Purity Die and use the Purity Effect of the Strike’s School instead.
- You regain all of your Purity Dice upon completing a Long Rest.
- Starting at 18th Level in this class at the start of your turn if you did not use a Purity Die on your previous turn you regain one expended Purity Die.
Developer Notes:
Combo Pattern = The chain of Strikes that will replace your Unarmed Strikes.
Strike Slot = A piece of a Combo Pattern that can hold a Strike.
Finisher Slot = An extra powerful move that can be used to break the normal flow of your Combo Patterns.
Stance = Determines which Strikes can be used before or after a given Strike.
Standard = Non-Finisher Strikes, Deals Martial Arts Die damage.
Finisher = Double the number of Martial Arts Die used in this Strike.
Basic Schools #
Schools Table Legend #
Term |
Description |
Start |
The Stance you must be in to execute the Strike. |
End |
The Stance you will be in after executing the Strike. |
Property |
The unique effect that a Strike implores. |
Type |
Whether the Strike can be used in a Standard or Finisher Slot. |
Conqueror - Turn to Grappler #
The School of the Conqueror grants you the ability to relentlessly savage your opponents.
Properties: #
- Double
- If you land the Strike you can use your Bonus Action on the same turn to make one additional Strike per Double activation this turn.
- Menace
- Grab & Throw your Target. On a successful throw, you can move up to your speed towards your Target.
- Grab: Enemy must make a Strength Saving Throw, on a failed Save they are considered Grappled
- Throw: You can Throw a Grappled Creature a number of feet equal to five times your Proficiency Bonus.
Strike Table #
Strike |
Start |
End |
Property |
Type |
Chin Palm |
⇗ |
⇙ |
Menace |
S |
Cross Punch |
⇗ |
⇙ |
Double |
S |
Inside Uppercut |
⇗ |
⇘ |
Menace |
Fin |
Body Blow |
⇖ |
⇙ |
Menace |
S |
Twin Wallop |
⇖ |
⇖ |
Double |
Fin |
Spinning Slap Kick |
⇙ |
⇗ |
Double |
S |
Low Sweep Kick |
⇙ |
⇖ |
Double |
S |
720 Winged Cyclone |
⇙ |
⇗ |
Double |
Fin |
Fast Punch |
⇘ |
⇘ |
Double |
S |
High Blade Kick |
⇘ |
⇙ |
Menace |
Fin |
Liver Knee |
? |
? |
Menace |
S |
Scissor Kick |
? |
? |
Double |
S |
Indomitable #
The School of the Indomitable provides an ironclad defence coupled with offensive pressure.
Properties: #
- Armour
- Gain resistance to non-magical Bludgeoning, Piercing, & Slashing damage until the start of your next turn.
- Additionally, Gain immunity to Forced Movement, Restrained, & Launch until the start of your next turn.
- Sunder
- Enemy AC reduced by 2 until the end of their next turn.
Strike Table #
Strike |
Start |
End |
Property |
Type |
Axe Kick |
⇗ |
⇖ |
Sunder |
S |
Falcon Punch |
⇗ |
⇗ |
Armour |
Fin |
Flying Knee |
⇖ |
⇙ |
Armour |
S |
Elbow Knee Crush |
⇖ |
⇗ |
Sunder |
Fin |
Haymaker |
⇖ |
⇙ |
Armour |
Fin |
Heavy Upper Elbow |
⇙ |
⇘ |
Armour |
Fin |
Jumping Spin Kick |
⇘ |
⇙ |
Sunder |
S |
Roundhouse |
⇘ |
⇖ |
Armour |
Fin |
Spinning Wide Hook |
? |
? |
Sunder |
Fin |
Hammer Kick |
? |
? |
Sunder |
Fin |
Pillar #
The School of the Pillar focuses on providing support to your allies through tactical effects.
Properties: #
- Falter
- Enemy must make a Strength Saving Throw. On a failed save they are knocked Prone.
- Soften
- The next Attack you or an ally make against this target deals bonus damage equal to one roll of your Martial Arts Die.
Strike Table #
Strike |
Start |
End |
Property |
Type |
Rising Vault Kick |
⇗ |
⇙ |
Soften |
S |
Spinning Back Fist |
⇗ |
⇘ |
Soften |
S |
Drop Kick |
⇗ |
⇘ |
Falter |
Fin |
Cleaver Blow |
⇖ |
⇖ |
Soften |
S |
Bounce Knee |
⇙ |
⇗ |
Soften |
S |
Winged Back Kick |
⇙ |
⇘ |
Falter |
S |
360 Tornado Kick |
⇘ |
⇙ |
Soften |
S |
Rib Shin Crush |
⇘ |
⇘ |
Soften |
Fin |
Low Kick |
? |
? |
Falter |
S |
Side Kick |
? |
? |
Soften |
S |
Slide Trip |
? |
? |
Falter |
S |
Trip Kick |
? |
? |
Falter |
S |
Swift - Turn to Rushdown #
The School of the Swift focuses on allowing you stance control and avoidance of enemy Attacks.
Properties: #
- Divert
- The next Attack made against you has disadvantage until the start of your next turn.
- Additionally, if you would gain Divert while already under its effect you instead gain +1 AC until the effect ends.
- Flex
- Choose your Starting Stance from the listed stances.
- Flex-S: Ends in SAME Stance as chosen Start.
- Flex-O: Ends in OPPOSITE Stance of chosen Start.
Strike Table #
Strike |
Start |
End |
Property |
Type |
Hook |
⇗/⇖ |
— |
Flex-S |
S |
Jab Punch |
⇗/⇖ |
— |
Flex-O |
S |
Straight Punch |
⇖ |
⇗ |
Divert |
S |
Spin Kick |
⇖/⇘ |
— |
Flex-S |
S |
Slide Slap |
⇙ |
⇗ |
Divert |
S |
Fast Elbow |
⇙ |
⇖ |
Divert |
S |
Jump Kick |
⇙/⇘ |
— |
Flex-O |
Fin |
Spinning Twin Palm |
⇘ |
⇖ |
Divert |
S |
Frenzied Uppercut |
? |
? |
Divert |
Fin |
One Inch Punch |
? |
? |
Divert |
S |
Advanced Schools #
Schools Table Legend #
Term |
Description |
Start |
The Stance you must be in to execute the Strike. |
End |
The Stance you will be in after executing the Strike. |
Property |
The unique effect that a Strike implores. |
Type |
Whether the Strike can be used in a Standard or Finisher Slot. |
Dread - Needs refine #
The School of Dread spectrally drains enemy vigor to bolster yourself and allies.
Properties: #
- Drain
- Gain a number of temporary hit points equal to the Strike’s damage dealt.
- Purity
- You gain additional temporary hit points equal to your Proficiency Bonus times the number rolled on the Purity Die.
- Additionally, if you already possess temporary hit points prior to this Strike you can convert them to hit points.
- Necrotize
- Target Creature within 30ft of you gains temporary hit points equal to your current Temporary Hit Points.
- Purity
- This effect spreads to allied Creatures within a number of feet of the Target equal to 5 times the number rolled on the Purity Die.
- School Purity: Harrow
- If your previous Strike activated the Necrotize Purity Effect, enemies within 5ft of the targets of that effect take necrotic damage equal to the temporary hit points your allies gained.
- If your previous Strike activated the Drain Purity Effect, enemies within 20ft of you must make a Dexterity Saving Throw taking Cold Damage equal to the temporary hit points you gained on a failed save, and half as much damage on a success.
- Otherwise; you lose any temporary hit points you have in order to deal your choice of Necrotic or Cold Damage to Creatures of your choice within 30ft of you, the amount of damage equals your Proficiency Bonus times the number rolled on the Purity Die.
Strike Table #
Strike |
Start |
End |
Property |
Type |
Ebb & Flow - Needs rework #
The School of Ebb & Flow bestows situational control, acting as a force multiplier.
Properties: #
- Amplify
- Target has disadvantage on Saving Throws to end conditions affecting it until the start of your next turn.
- Purity
- Spread Conditions or negative effects afflicting the target to a number of Creatures within 15ft equal to your Purity Die roll.
- Diminish
- Target has disadvantage on concentration checks until the start of your next turn.
- Purity
- Concentrating targets take increased damage equal to two rolls of your Purity Die from this Strike.
-
School Purity: Lapse #
Strike Table #
Strike |
Start |
End |
Property |
Type |
Eruption - Needs rework #
The School of Eruption broadens the area of your Strikes into potent blasts of energy.
Properties: #
- Blast
- Hits all Creatures in a 15ft Cone originating from you, the target of the Strike must be within the Cone. Deals Force Damage.
- Purity
- Extend the range of the Cone by a number of feet equal to 5 times the number rolled on the Purity Die.
- Whirl
- Hits all Creatures within 5ft of you. Deals Force Damage.
- Purity
- The range of this effect is increased by 5 times half the number rolled on the Purity Die rounded up.
- Additionally, you can add the number rolled on the Purity Die to the damage of this Strike.
- School Purity: Spike
- Targets damaged by your next Strike possessing the Blast or Whirl property take a second instance of force damage equal to 3 rolls of your Purity Die.
Strike Table #
Strike |
Start |
End |
Property |
Type |
Obliteration #
The School of Obliteration channels your Purity into devastating Strikes.
Properties: #
- Efface
- Choose a target within 30ft of you, before the strike lands space is distorted pulling them 25ft toward you.
- Purity
- Your next Strike gains Eradicate & deals bonus damage equal to the number rolled on the Purity Die.
- Eradicate
- You can Strike a target up to 30ft away from you. If the target is within 5ft knock them 25ft back.
- Purity
- Targets within 5ft are knocked back an additional 5ft times the number rolled on the Purity Die.
- If the target collides with an obstacle or surface, they rebound off returning to their original position Prone.
- Note: This Collision is designed to apply the damage from the Forced Movement & Collisions Optional Rule in Movement, If your table does not use this rule, then the target takes 2d6 Bludgeoning Damage upon hitting the surface.
- School Purity: Fade
- If your previous Strike activated the Eradicate Purity Effect, this Strike launches the target vertically into the air a number of feet equal to 10 times the number rolled on the Purity Die.
- Otherwise; your next Eradicate with 1 minute has its launch distance multiplied by the number rolled on the Purity Die.
Strike Table #
Strike |
Start |
End |
Property |
Type |
Whim #
The School of Whim allows you to suppress your foes with trickery and cunning.
Properties: #
- Trick
- Choose an unoccupied point you can see within 40ft & create an illusory duplicate of yourself. The duplicate has an AC of 12 + your Proficiency Bonus, and lasts for 1 minute or until hit. Enemies starting their turn within 5ft of the duplicate move at half speed until the start of their next turn.
- Purity
- Become Invisible while your image persists or until you make a number of Strikes equal to your Purity Die roll.
- Warp
- Teleport up to 30ft to an unoccupied space that you can see, your next activation of Warp within 1 minute returns you to the starting position, alternatively if you have a duplicate from the Trick or Guile properties active you can exchange places with it instead of returning to the starting position.
- Purity
- Enemies within 10ft of your destination have their speed reduced by 5ft times your Purity Die roll, and you do not return to the starting position on your next Warp activation.
- School Purity: Guile
- You can expend two Purity Dice in order to create an empowered duplicate using the same rules as your standard Trick effect. When you make an Attack you can alternatively make that Attack against a target within range of your empowered duplicate, Attacking from your duplicate’s space.
Strike Table #
Strike |
Start |
End |
Property |
Type |
Misc Notes: #
NOTE:
Players like having aha moments, if they feel limited in stance traversal (much like FGs limit you via frames) and then they get a new stance that fixes that they may feel better about that. Certain basic schools may be able to help with this aha moment if we restructure them to be focused on moving too and from certain stances better than other schools.
To Implement:
IMPLEMENT TRANSITIVE CLOSURE AND DIRECTED GRAPHS/MATRICIES TO HANDLE SCHOOL STANCE FLOW
Rework schools to emulate notable characters or character archetypes from fighting games.
E.g.
Grappler
Heavy - Zangief
Semi/Technical - Manon, Laura
Rushdown - Juri
Footsie - Luke, Cammy
Zoner
Fireball - Guile
Buttons - Dhalsim
Juggernaut - Marisa
Shoto - Ryu, Ken, Akuma
Keepaway - Chun-li
Stance - Vega, Leo Whitefang
Install - Jamie, Juri
Puppet - Zato-1, Rosalina
Neutral
Mixup/Oki
Reversal
Traps - Kimberly
Rework all schools to have a distinct stance flow such that to master stance flow you must combine multiple schools.
TODO:
Finish Condensing Notes, there's too much text here.
Heavy Strikes should cost Bonus Actions which sets up the once per turn and also weight-y nature of them.
Plus the additional BA investment allows for the moves themselves to be a bit stronger.