The martial is the
epitome of physical prowess and combat expertise. Due to the variety of different martial arts and weaponry, there does not seem to be a general fighting style and philosophy. Some prefer to hone their bodies into lethal instruments while others prefer to specialize in certain weapons, from simple swords to intricate weapons. Oftentimes, martials follow some
combination of the four bending philosophies. They take inspiration from the world around them and craft a style that suits their needs.
The moveset of martials is the most balanced. Unlike the bending arts, its moves are
average in terms of stamina efficiency and damage potential. Spend your level up points into stats that suit your playstyle and preference.
Level 1
At level 1, you have access to the
basic martial moveset.
Using your weapon or body during an action, without intent for damage, does not consume stamina. Bonus actions, costing 1 stamina, can do similar things as actions, as long as it does not deal damage. Feel free to
grapple, shove, or other similar moves during either your action or bonus action.
Choose one martial proficiency to start with. Martial proficiencies provide different benefits in terms of damage and range. Depending on the proficiency, your character may prefer certain types of weapons. The martial proficiencies are Close Combater, Medium-ranged Attacker, and Ranged Marksman.
Additionally, at level 1, you may choose to expend your Bonus Action to
increase your movement speed by 15 ft.
Close Combater
You are sufficiently
skilled in any melee weapon. Your character may start with any melee weapon. Additionally, you may choose to do damage using punches and kicks. You deal more damage than other martial proficiencies but have a limited range of 5 feet.
Table of Values
Action |
DC |
Damage Roll |
Range |
Stamina Cost |
Action (no damage) |
0 |
0 dmg |
5 ft |
0 |
Bonus Action |
0 |
0 dmg |
5 ft |
1 |
Action (damage) |
0 |
3d10 dmg |
5 ft |
1 |
Medium-ranged Attacker
You are sufficiently
skilled in any ranged weapon that has a range of up to 30 feet. Your character may start with any of these ranged weapons. You deal moderate damage with an range of 30 feet.
Table of Values
Action |
DC |
Damage Roll |
Range |
Stamina Cost |
Action (no damage) |
0 |
0 dmg |
30 ft |
0 |
Bonus Action |
0 |
0 dmg |
30 ft |
1 |
Action (damage) |
0 |
3d8 dmg |
30 ft |
1 |
Ranged Marksman
You are sufficiently
skilled in any ranged weapon that has a range above 30 feet. Your character may start with any of these ranged weapons. You deal moderate damage with a maximum range of 60 feet. However, hitting targets 30 feet or less away gives disadvantage to hit.
Table of Values
Action |
DC |
Damage Roll |
Range |
Stamina Cost |
Action (no damage) |
0 |
0 dmg |
60 ft |
0 |
Bonus Action |
0 |
0 dmg |
60 ft |
1 |
Action (damage) |
0 |
3d8 dmg |
60 ft |
1 |
Hitting targets <30 ft |
Disadvantage |
3d8 dmg |
30 ft |
1 |
Upgrades
In addition, you may choose to
upgrade each action with specific buffs. Each upgrade will cost a certain amount of stamina. You
cannot upgrade bonus actions. You also cannot upgrade multiple of the same effect (unless specified otherwise).
Effect |
Stamina Cost |
Additional Details |
Use as a Reaction |
+2 stamina |
Move is executed as a reaction |
Increase Damage |
+1 stamina |
Add d8 to damage |
Increase Accuracy |
+1 stamina |
Increase +1 roll to hit |
Level 2
At level 2, add one more martial proficiency. You can also now
reposition yourself during your reaction.
Repositioning During Reaction
You can spend 1 stamina to reposition yourself up to 5 feet. This repositioning can be used to dodge attacks or position yourself into attack range.
Close Combater
Table of Values
Action |
DC |
Damage Roll |
Range |
Stamina Cost |
Action (no damage) |
0 |
0 dmg |
5 ft |
0 |
Bonus Action |
0 |
0 dmg |
5 ft |
1 |
Action (damage) |
0 |
3d10 dmg |
5 ft |
1 |
Medium-ranged Attacker
Table of Values
Action |
DC |
Damage Roll |
Range |
Stamina Cost |
Action (no damage) |
0 |
0 dmg |
30 ft |
0 |
Bonus Action |
0 |
0 dmg |
30 ft |
1 |
Action (damage) |
0 |
3d8 dmg |
30 ft |
1 |
Ranged Marksman
Table of Values
Action |
DC |
Damage Roll |
Range |
Stamina Cost |
Action (no damage) |
0 |
0 dmg |
60 ft |
0 |
Bonus Action |
0 |
0 dmg |
60 ft |
1 |
Action (damage) |
0 |
3d8 dmg |
60 ft |
1 |
Hitting targets <30 ft |
Disadvantage |
3d8 dmg |
30 ft |
1 |
Upgrades
Certain effects can now be used
2 times per move.
Effect |
Stamina Cost |
Additional Details |
Use as a Reaction |
+2 stamina |
Move is executed as a reaction |
Increase Damage (max 2 uses per move) |
+1 stamina |
Add d8 to damage |
Increase Accuracy (max 2 uses per move) |
+1 stamina |
Increase +1 roll to hit |
Level 3
At level 3, you
gain all proficiencies. You now have access to
extra attack. Your commitment to the martial arts also gives you
stat bonuses for martial moves.
Stat Buffs
Obtain the following buffs:
Increase roll to hit by +1 for martial moves
Increase damage roll by +2 dmg for martial moves
Extra Attack
Twice per battle, you may attempt an
extra attack for any martial proficiencies during any point within your turn (cannot be outside your turn nor can be used in a reaction). This extra is a seperate attack and therefore has a seperate roll to hit, damage roll and stamina cost. This also means that the target may be changed per attack. Activating this effect
costs an additional 3 stamina.
Repositioning During Reaction
You can spend 2 stamina to
reposition yourself up to 10 feet instead of 5.
Close Combater
Table of Values
Action |
DC |
Damage Roll |
Range |
Stamina Cost |
Action (no damage) |
0 |
0 dmg |
5 ft |
0 |
Bonus Action |
0 |
0 dmg |
5 ft |
1 |
Action (damage) |
0 |
3d10 dmg |
5 ft |
1 |
Medium-ranged Attacker
Table of Values
Action |
DC |
Damage Roll |
Range |
Stamina Cost |
Action (no damage) |
0 |
0 dmg |
30 ft |
0 |
Bonus Action |
0 |
0 dmg |
30 ft |
1 |
Action (damage) |
0 |
3d8 dmg |
30 ft |
1 |
Ranged Marksman
Table of Values
Action |
DC |
Damage Roll |
Range |
Stamina Cost |
Action (no damage) |
0 |
0 dmg |
60 ft |
0 |
Bonus Action |
0 |
0 dmg |
60 ft |
1 |
Action (damage) |
0 |
3d8 dmg |
60 ft |
1 |
Hitting targets <30 ft |
Disadvantage |
3d8 dmg |
30 ft |
1 |
Upgrades
Increased damage and accuracy effects can now be used
3 times per move.
Effect |
Stamina Cost |
Additional Details |
Use as a Reaction |
+2 stamina |
Move is executed as a reaction |
Increase Damage (max 3 uses per move) |
+1 stamina |
Add d8 to damage |
Increase Accuracy (max 3 uses per move) |
+1 stamina |
Increase +1 roll to hit |
Level 4
At level 4, Your dedication to the martial arts also gives you even more
stat bonuses for martial moves.
Stat Buffs
Replace your level 3 buffs with the following:
Increase roll to hit by +2 for martial moves
Increase damage roll by +5 dmg for martial moves
Extra Attack
This effect can now be
activated at any time twice per battle, including reactions.
Repositioning During Reaction
You can spend 1 stamina for every 5 feet you wish to reposition to,
up to 20 feet.
Close Combater
Table of Values
Action |
DC |
Damage Roll |
Range |
Stamina Cost |
Action (no damage) |
0 |
0 dmg |
5 ft |
0 |
Bonus Action |
0 |
0 dmg |
5 ft |
1 |
Action (damage) |
0 |
3d10 dmg |
5 ft |
1 |
Medium-ranged Attacker
Table of Values
Action |
DC |
Damage Roll |
Range |
Stamina Cost |
Action (no damage) |
0 |
0 dmg |
30 ft |
0 |
Bonus Action |
0 |
0 dmg |
30 ft |
1 |
Action (damage) |
0 |
3d8 dmg |
30 ft |
1 |
Ranged Marksman
Table of Values
Action |
DC |
Damage Roll |
Range |
Stamina Cost |
Action (no damage) |
0 |
0 dmg |
60 ft |
0 |
Bonus Action |
0 |
0 dmg |
60 ft |
1 |
Action (damage) |
0 |
3d8 dmg |
60 ft |
1 |
Hitting targets <30 ft |
Disadvantage |
3d8 dmg |
30 ft |
1 |
Upgrades
Increase damage now has a stronger effect. The number of times it can be used per move has been adjusted.
Effect |
Stamina Cost |
Additional Details |
Use as a Reaction |
+2 stamina |
Move is executed as a reaction |
Increase Damage (max 2 uses per move) |
+1 stamina |
Add 2d8 to damage |
Increase Accuracy (max 3 uses per move) |
+1 stamina |
Increase +1 roll to hit |
Comments