Martial Artist

A marital artist is a warrior that specializes in unarmed combat. Where the monk works on his inner energy to harmonize his spirit with the universe, the martial artist uses his inner energy to empower his body with the ability to maximize his fighting potential.

This class is a variation of the monk class. All the features are the same as the monk accept for the differences listed below.

Martial Artist Features
1st Iron Body Defense (replaces Unarmored Defense), Martial Arts (adds darts and all spears)
2nd Ki (Different Features)
3rd Missile Block (replaces Missile Deflection)
7th Energy Absorption (replaces Evasion)
13th Boundless Energy (replaces Tongue of the Sun and Moon)
18th Adamantine Body (replaces Empty Body)

Iron Body Defense

The Martial Artist can channel his Ki in such a way that he can make his body as hard as iron. Rather than train to avoid weapon attacks he trains to make his body able to repel those attacks.

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier (max +6) + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords, darts, all spears, and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the attack action with an unarmed strike or monk weapon on your turn, you can make one unarmed strike as a bonus action.


Starting at 2nd level, your training allows you to harness the mystic energy of Ki. Your access to this energy is represented by Ki points. Your monk level determines the number of points you have, as shown in the Ki points column of the Monk table. You can spend these points to fuel various Ki features. You start knowing three such features: Flurry of Blows, Hardened Body, and Centered Ki. You learn more Ki features as you gain levels in this class.

When you spend a Ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all your expended Ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Ki points.

Some of your Ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows

Immediately after you take the attack action on your turn, you can spend 1 Ki point to make two unarmed strikes as a bonus action.

Center Ki

You can center yourself to make it difficult for others to grapple you. You can also use that focused energy to push your enemy away from you or knock them down. You can spend 1 Ki point to take the escape, shove, or grapple action as a bonus action on your turn, and your jump distance is doubled for the turn.

Hardened Body

You can spend 1 Ki point as a bonus action to harden your body giving you a +5 to your AC until the start of your next turn.

Missile Block

Starting at 3rd level, you can use your reaction to deflect a missile or interpose a grappled opponent in front of it when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength modifier + your monk level.

If you reduce the damage to 0, you can cause the damage you blocked to be applied to an enemy you have grappled. By spending 1 Ki point, you make another grapple check against the creature you have grappled.

If you successfully win the grapple check, you put the creature in front of the missile and it takes the damage that you reduced with this ability.

Energy Absorption

Starting at 7th level, you can use your reaction to channel your Ki and absorb some or all of the energy damage caused by a spell or area effect. When you are subjected to an effect that allows you to make a saving throw to take only half damage, and that damage does acid, cold, fire, lightning, or thunder damage, you instead take no damage if you succeed on a Strength saving throw against the same DC, and only half damage if you fail.

If you successfully make the save, at the start of your next turn you can spend 1 Ki point to charge your fists or monk weapon with energy of the type absorbed. When you do this, your weapon or fists deal an extra 1d4 damage of the type absorbed for 1 minute or until you become incapacitated.

Boundless Energy

Starting at 13th level, you can restore your body and mind through meditation and exercise. Once per day you can perform meditative exercises for one hour to rid yourself of debilitating effects. When you use this power, you can remove one of the following effects from your body.

  • Remove two levels of exhaustion.
  • One curse, including attunement to a cursed magic item.
  • Any reduction to one of your ability scores.
  • One effect reducing your hit point maximum.

Adamantine Body

Beginning at 18th level, you can use your action to spend 6 Ki points to make your body as hard as adamantine for 1 minute. During that time, you have resistance to non-adamantine bludgeoning, slashing, and piercing damage, and resistance to acid, cold, fire, electricity, and thunder damage.


Pugilist Subclass

Athletes battle it out in a no-holds-barred fight to submission. It is a fighting style based on power and endurance.

Ground Game

Starting at 3rd level when you choose this fighting style, you have advantage on attacks against creatures you have grappled.

Also, you can focus your Ki to pin your opponent. When you have an opponent grappled who is no more than one size category larger than you, you can spend 1 Ki point to make another grapple check as a bonus action to pin the creature. When you do this, your speed is reduced to 0, and the creature becomes restrained until the grapple ends. You do not suffer disadvantage when attacking from the prone position.

Cut Man

Pugilist athletes have little time to fix up any wounds in-between fights; consequently, they are expert field medics.

Using a healer’s kit, you can spend ten minutes to tend to the wounds of yourself and others. You can tend up to a number of people equal to your Wisdom modifier. Recipients of this treatment may spend their hit dice as if they took a short rest at the end of the 10 minutes. Each person tended takes up one use of the healer’s kit.

Menacing Reputation

Your prowess as a martial artist precedes you wherever you go. You are often recognized by a signature move or gesture you’ve made in competitions or past battles. When you make this gesture as an action, all enemies within 30 feet of you must make a Wisdom saving throw or become frightened of you. Creatures with an Intelligence of 5 or lower are unaffected by this ability. The DC for the saving throw is based on your Wisdom score. You can use this ability several times per day equal to your proficiency modifier.

Devastating Blow

At 17th level, you gain the ability to deliver a punch so powerful that you can shatter a target’s bones. You can also use this power to destroy objects. As an action you can deliver a devastating blow using an unarmed strike. If you hit a creature or object with this attack, you can spend 3 Ki points to channel your Ki into your punch. The target must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 bludgeoning damage. Objects and constructs have disadvantage on the saving throw and the blow ignores any damage thresholds.

Section 15: Copyright Notice

Stone Mother’s Assault - © 2020, Adrian Arduini; Author: Adrian Arduini

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