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Martial

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

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