Made a Home-brew class based on real Martial Arts!
Tried to make a class with a very distinct flavor from Monk. Focused on real martial arts traditions, techniques, and mentality. Each Subclass is designed to play very different, with as little overlap as possible. You have a boxing, Judo/Sambo, Muay Thai, and Taekwondo/Wushu focused sub class. Look it over and tell me what you think!
# THE MARTIAL ARTIST — Core Class Features (with Lore)
Hit Die
1d10 per Martial Artist level
Proficiencies
- **Armor:** Light
- **Weapons:** None (all class features require unarmed strikes)
- **Tools:** Carpenter's tools, Herbalism kit
- **Saving Throws:** Strength, Dexterity
- **Skills:** Choose three from Acrobatics, Athletics, Insight, Intimidation, Medicine, Perception, Survival
Starting Equipment
- Standard starting gold (5d4 × 10 gp)
Class Features
Level 1: Combat Stances
*"Through diligent training, you've discovered the best way to leverage your body's natural advantages."*
- **Low Guard:** +1 to unarmed attack rolls and Grapple/Shove DC
- **High Guard:** +1 AC and +1 Dex saves
- **At 11th level:** bonuses become +2
- **At 17th level:** bonuses become +3
Level 1: Unarmed Combat
*"You have dedicated your life to the perfection of the body as a weapon."*
- Unarmed strikes deal 1d6 bludgeoning, use Strength
- Scaling: 5th (1d8), 11th (1d10), 17th (1d12)
Level 2: Focus Pools
*Kinetic: "A kinetic chain linking feet, hips, and shoulders."* *Reflex: "Perfect relaxation, perfect reaction."*
- Two pools: **Kinetic** and **Reflex**
- Capacity = PB + 1
- Recover half on short rest, all on long rest
Level 2: Explosive Entry
*"The best way to deal with a far-away opponent is to not be far away."*
- While in Low Guard, spend 1 Kinetic to Dash as a bonus action.
- If you end this movement within 5 ft of a creature, you can make one unarmed strike at -1. This attack does not consume your movement.
Level 5: Extra Attack
*"Punches in bunches make the bones go crunch."*
- Attack twice when taking the Attack action
Level 6: Martial Determination
*"You think magical barriers are going to stop me?"*
- Unarmed strikes count as magical
- When hitting a creature with bludgeoning resistance, deal extra damage = half Strength mod (rounded up)
Level 7: Iron Will
*"Your mind is a fortress built from repetition, pain, and discipline."*
- When you fail a Wis/Int/Cha save, spend 1 Reflex to reroll
Level 9: Anatomical Awareness
*"Part of learning how to break someone down is learning how to build them back up."*
- You gain proficiency in Medicine. If you already have proficiency, you gain expertise instead.
- Crit range with unarmed strikes becomes 19–20.
- If already expanded, add +1 to unarmed strike damage rolls.
Level 11: Stance Mastery
*"I wouldn't call myself a master. But you would."*
- Stance bonuses increase to +2
- Switching stances allows 10 ft movement without provoking
Level 11: Flowing Guard
*"Your stances become beats in a rhythm, each shift a note in the song of the fight."*
- You can switch stances when you spend a Kinetic or Reflex charge.
- You can switch stances at the end of your turn.
- When you switch stances via Flowing Guard, you gain +1 AC until the start of your next turn. This bonus can only be gained once per turn.
- Flowing Guard is not a stance.
Level 13: Tactical Breath
*"Sometimes you just gotta knuckle down."*
- Once per long rest, you can refill both your Kinetic and Reflex pools to full capacity.
Level 13: Living Weapon
*"You've been working hard to turn your body into a living weapon. It shows. Some people really like it."*
- Increase your Charisma score by 1 (maximum 20).
- You have advantage on Charisma (Persuasion) checks.
Level 15: Unbroken Focus
*"Even on the brink of collapse, your training drags you back into the fight."*
- If you roll initiative with no charges, regain 1 charge in each pool
Level 17: Stance Perfection
*"Perfect practice makes perfection possible."*
- Your Combat Stance bonuses increase to +3.
Level 20: The Greatest of All Time
*"You faced every challenge put in front of you. Beating down monsters, warriors, mages, and others. It's undeniable. You are the greatest of all time."*
- Strength and Constitution increase by 2 (max 24).
- Once per short rest, you can double the bonuses from your Combat Stances until the end of your next turn.
# Way of the Iron Coil — Subclass Features (with Lore)
*The Iron Coil is the path of the "Grinder," a specialist in the claustrophobic reality of close-quarters grappling. Practitioners believe that once they have laid hands on an opponent, the fight is already over.*
Level 3: Skill Beats Size
*"Skill beats size."*
- You gain +1 on grapple checks.
- You can grapple creatures one size larger than normal, but you lose the +1 bonus when doing so.
Level 3: Technical Throw
*"If they touch the ground, they stay there."*
- As a bonus action, you may force a creature you are grappling to make a Strength saving throw.
- On a failure, the creature is knocked prone.
Level 6: Martial Counter
*"Nobody hits harder than the planet."*
- **Requirement:** Must be in High Guard.
- **Cost:** 1 Reflex Charge
- **Effect:** When a creature hits you with a melee attack, you may use your reaction to reduce the damage taken by an amount equal to your Strength modifier + your Martial Artist level.
- If the attacker is within reach, you may snatch them into a grapple and hurl them with a Technical Throw as part of the same reaction.
Level 6: Meat Shield
*"If someone's going to hit you, they're hitting both of you."*
- **Cost:** Reaction
- **Trigger:** When a creature hits you with an attack.
- **Effect:** You may choose a creature you are grappling. The damage from the attack is split evenly between you and the grappled creature (rounding odd damage as you choose).
Level 10: Clinical Submission
*"No tap. Go to sleep."*
**Frequency:** Once per turn
When you take the Attack action, you may replace one attack with a submission attempt against a creature you are grappling. Make an Athletics check. The target must beat a DC equal to 8 + your Proficiency Bonus + your Strength modifier.
**On a failure:** The target takes 2d10 bludgeoning damage. Roll your d20 and apply effects based on the result. You may choose up to two effects, but you cannot choose two effects that both impose conditions (stunned and unconscious):
- **10+ on the d20:** Deal an additional 1d6 damage.
- **14+ on the d20:** The target has disadvantage on checks to escape your grapple until the start of your next turn.
- **17+ on the d20:** The target is stunned until the end of your next turn.
- **Natural 20:** The target is unconscious for 1 minute (save ends at the end of each of its turns).
Level 14: Driving Charge
*"We're going for a ride."*
While grappling a creature, you may use your movement and spend 1 Kinetic Charge to charge in a straight line up to half your remaining movement, dragging the grappled creature with you.
- **Hit an obstacle:** The charge stops. The grappled creature takes any environmental damage plus your unarmed strike damage + 2.
- **Hit a creature:** The charge stops. Both the grappled creature and the creature you collided with take your unarmed strike damage + 2.
- **Hit nothing:** You slam the grappled creature into the ground. They take damage equal to half your unarmed strike damage.
**Improved Technical Throw:**
- When you use Technical Throw, you may now launch the grappled creature instead of just knocking them prone.
- **Cost:** 1 Kinetic Charge
- The creature flies a distance equal to half your Strength score (in feet).
- Upon landing, the creature takes additional damage based on its size:
- Small or Medium: 1d4
- Large: 2d4
- Huge: 3d4
- If the launched creature hits another creature, both take the damage.
- All other effects of Technical Throw remain the same.
Level 18: Perfect Technique
*"There's no such thing as perfect technique. But mine is getting close."*
- You may grapple creatures of any size.
- You have advantage on grapple checks against creatures larger than you.
# Way of the Soaring Serpent — Subclass Features (with Lore)
*The Soaring Serpent is the path of the "Acrobat," a style defined by verticality and the raw power of the lower body. For the Soaring Serpent, gravity is not a law, but a weapon.*
Level 3: Vaulting Momentum
*"I can leap over tall losers in a single round!"*
- **Cost:** 1 Kinetic Charge
- **Effect:** You may either:
- Jump up to 15 feet vertically, or
- Run across walls and obstacles at your full movement speed until the end of your turn.
Level 3: Whiplash Kick
*"Almost had it — you gotta be quicker than that."*
- **Cost:** 1 Reflex Charge
- **Trigger:** When a creature misses you with an attack.
- **Effect:** You may use your reaction to move 10 feet vertically without provoking opportunity attacks. You must land by the end of your next turn or fall normally.
Level 6: 720° Cyclone Kick
*"Why yes, I am super agile. How could you tell?"*
- **Cost:** 1 Reflex Charge
- **Trigger:** When a creature enters your reach or makes an attack against you.
- **Effect:** You may use your reaction to unleash a spinning kick. All creatures of your choice within 5 feet of you (and up to 10 feet high) must make a Dexterity saving throw or be knocked prone.
Level 6: Sky-Fall Strike
*"It's not about kicking ass. It's about looking good doing it."*
- **Cost:** 1 Kinetic Charge
- **Requirement:** You must be at least 10 feet above your target.
- **Effect:** When you make an unarmed strike, you deal an extra 2d8 damage and push the target 10 feet. You take no falling damage from this attack.
Level 10: Serpent's Spring
*"Can't run, can't hide. Mooks never think to look up."*
- Your jump distance is doubled.
- If you jump at least 10 feet before making an attack, you ignore the -1 penalty from Explosive Entry.
- When you make an attack against a creature from at least 5 feet above them, you have advantage on the attack roll.
Level 14: Piercing Kick
*"Well ain't that a kick in the cro— gut."*
**Cost:** 2 Kinetic Charges
When you hit a creature with an unarmed strike, you may spend 2 Kinetic Charges to deliver a devastating kick. Instead of dealing your normal unarmed strike damage, you deal damage equal to three rolls of your unarmed strike die plus your Strength modifier. You choose whether this damage is bludgeoning or piercing.
Choose one:
- **Ricochet Strike:** Make an unarmed strike against another creature within reach, dealing normal damage + one unarmed die.
- **Momentum Reversal:** Move 10 feet without provoking opportunity attacks.
- **Impact Kick:** Push the target 10 feet.
Level 18: Weightless Mastery
*"Walking on air — none of the rest of you normies can do that."*
-
You gain a flying speed equal to your walking speed, but must land by the end of your turn.
-
After using Flowing Guard, Sky-Fall Strike costs no charges.
# Way of the Steel Scale — Subclass Features (with Lore)
*"In training, one must harden themself. To strengthen the bone, you must break it. To strengthen the heart, you must lock it. To strengthen the will, you must crack it. Only through pain can you become stronger. **Train hard. Fight easy.**"*
Steel Scale Restriction: The Pure Vessel
Your body is your armor. You have conditioned your skin and bone to a density that metal cannot match. You gain no benefit from any of this subclass's features while wearing armor of any kind.
Level 3: Iron Body
*"You start with leather. You crack your bones. You move to wood. You crack your bones. You move to steel. You crack your bones. Until eventually... You strike it, and it breaks."*
- **Action:** Bonus Action
- **Cost:** 1 Reflex Charge
- **Duration:** 10 minutes
- **Effect:** You gain resistance to non-magical bludgeoning, piercing, and slashing damage, a +1 bonus to AC, and temporary hit points equal to your Martial Artist level.
- **Drawback:** Your movement speed is reduced by 15 feet for the duration.
Level 3: Leg Kick
*"Chop down the tree, the branches fall on their own."*
- **Trigger:** Once per turn, on your turn only, when you hit a creature with an unarmed strike.
- **Cost:** 1 Kinetic Charge
- **Effect:** The target's movement speed is halved until the end of your next turn.
Level 6: Walk 'Em Down
*"No matter what, keep pushing forward."*
- **Trigger:** Once per turn, when an enemy targets you with an attack (hit or miss).
- **Cost:** None.
- **Effect:** You move 5 feet directly toward the attacker without provoking opportunity attacks. If the attacker is within 5 feet, you instead move into their space, forcing the attacker back 5 feet.
- **The Opening:** When an enemy is forced back by this feature, any ally within reach of that enemy may spend their Reaction to make one melee weapon attack against that enemy.
Level 10: Improved Iron Body
While your Iron Body feature is active, your resistance to bludgeoning, piercing, and slashing damage now includes magical sources.
Level 10: Crushing Elbow (The Shatter)
*"Hands are soft. Fragile. Precision instruments. Strike with the elbow, and you can shatter stone."*
- **Action:** 1 Action
- **Cost:** All remaining Kinetic Charges (minimum 4 required to activate).
- **Frequency:** Once per turn.
- **Effect:** You make a single, devastating unarmed strike. On a hit, you roll your unarmed damage die three times plus your Strength modifier.
- **The Shatter:** The target must succeed on a Constitution saving throw (DC based on Strength). On a failure, the target's AC is reduced by an amount equal to your proficiency bonus until the start of your next turn. On a success, the AC is reduced by half your proficiency bonus instead (rounded down).
Level 14: Clinch of the Coil
*"The Steel Scale path is known to train with the coil. While we chose our own way, there is wisdom in their art."*
- **Inexorable Drag:** When you have a creature grappled, you move at your full movement speed.
- **Knee Up the Middle:** While you have a creature grappled, you can use a Bonus Action and spend 2 Kinetic Charges to strike. Roll your unarmed damage die twice. The target must succeed on a Constitution saving throw with disadvantage or be Stunned until the end of your next turn.
Level 18: Final Hardening
*"The pain is proof of who I am. Proof I'm alive. It's the meaning of my existence."*
-
**Trigger:** On your turn, or as a Reaction when reduced to 0 HP.
-
**Cost:** Burn all remaining charges (must have at least 1 Reflex and 1 Kinetic Charge remaining).
-
**Effect:** You are instantly restored to your Maximum Hit Points.
-
**The Reset:** This immediately ends the Iron Body stance and all charge-related effects.
-
**The Permanent Evolution:** Your conditioning is finally complete. You gain the following permanent traits:
- **Pain Pays Off:** You gain a permanent +1 bonus to AC.
- **Fleet Foot:** Your base movement speed increases by 15 feet.
-
**Recovery:** Once per Long Rest.
# Way of the Striking Viper — Subclass Features (with Lore)
*The Striking Viper is the path of the "Counter-Striker," focusing on the split-second windows between an opponent's movements.*
Level 3: Precise Strike
*"No low blows in a brawl."*
Once per turn on a hit, choose one:
- The target cannot take reactions until the start of your next turn, or
- The target has disadvantage on its next attack roll before the end of its next turn.
Level 6: Reflexive Counter-Hook
*"POW! Right in the kisser."*
- **Requirement:** Must be in Low Guard.
- **Cost:** 1 Reflex Charge
- **Effect:** When a creature within 5 feet hits you with an attack, you may use your reaction to make an unarmed strike with advantage and bonus damage equal to your Strength modifier.
Level 6: Wave Roll (The Dempsey Roll)
*You shift your weight in a continuous figure-eight motion, becoming a moving target that is nearly impossible to hit cleanly.*
- **Requirement:** Must be in High Guard.
- **Cost:** 1 Reflex Charge + 1 Kinetic Charge
- **Activation:** In place of one attack during the Attack action.
- **Effect:**
- You gain resistance to melee bludgeoning, piercing, and slashing damage until the end of your next turn.
- The first time each creature hits you with a melee attack during this duration, you may make one unarmed strike against that creature. This counterattack does not require your reaction.
- **Ends early if:**
- You are moved from your space (shoved, grappled, teleported), or
- You move voluntarily.
- You may continue making attacks while rolling.
Level 10: Vital Point Mastery
*"You strike where it hurts most — always."*
While in Low Guard, your unarmed strikes ignore bludgeoning resistance.
Level 14: The Knockout Blow
*"Momma said knock you out."*
When you hit a creature with an unarmed strike, you may spend 2 Kinetic Charges.
- If the creature's current HP is ≤ your level × 5, it must succeed on a Constitution saving throw or fall unconscious.
Level 18: Speed of the Coil
*"Float like a butterfly, sting like a bee. Your hands move faster than the eye can see."*
You gain a number of free Reflexive Counter-Hooks equal to your Proficiency Bonus per long rest. These do not cost Reflex Charges.
Posted Apr 9, 2026, 9:13 PM UTC