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Martial Artist Class

Martial Artist Table

Level Features Unarmed Strike Damage Die Martial Arts Die Combo Point Storage
1st: Streetfighter Martial Arts, Martial Arts Tradition, Martial Focus, Specialised Defence 1d6 1d4 —
2nd: Initiate of the Path Sealed Potential, Martial Arts: Wanderer’s Gift, Weapons Training 1d6 1d4 1
3rd: Disciple of the Path Martial Arts: Martial Forms 1d6 1d4 1
4th: Intermediate Feat 1d6 1d4 1
5th: Adept of the Path Martial Arts: Forceful Will, Multiattack, Peak Physique 1d8 1d4 2
6th: Seeker of the Path Expanded Martial Arts Tradition 1d8 1d4 2
7th: Pillar of the Path Enhanced Flurry of Blows, Martial Arts: Evasion 1d8 1d6 2
8th: Resolute Feat 1d8 1d6 3
9th: Awakened of the Path Martial Arts: Acrobatic Mastery 1d8 1d6 3
10th: Master of the Path Expanded Martial Arts Tradition 1d8 1d6 3
11th: Master of Hearts Expanded Focus, Martial Arts: Focused Restoration 1d10 1d6 3
12th: Master of Staves Feat 1d10 1d6 4
13th: Master of Roses Deflection Mastery, Rested Focus 1d10 1d8 4
14th: Grand Master of the Path Expanded Martial Arts Tradition 1d10 1d8 4
15th: Grand Master of Seasons Martial Arts: Mastered Focus, Timeless Body 1d10 1d8 4
16th: Grand Master of Stars Feat 1d10 1d8 5
17th: Exalted Master Combo Mastery 1d12 1d8 5
18th: The Master of Strength Mastered Body & Mind 1d12 1d8 5
19th: The Master of Temperance Feat 1d12 1d8 5
20th: Ascendent Master Determined Fighter 1d12 1d10 6

Class Features

As a Martial Artist, you gain the following Class Features.

Core Aspects

Hit Points

Hit Dice: 1d10 per Martial Artist Level

Hit Points at 1st Character Level: 10 + your Endurance

Hit Points at Higher Levels: 1d10 (or 6) + your Endurance per Martial Artist Level

Training

Armour: None

Weapons: Simple Weapons

Tools: Choose one Artisan's Tool or Musical Instrument

Skills: Choose three from Acrobatics, Athletics, Diplomacy, Empathy, Faiths, Focus, General Knowledge, Intimidation, Perception, Performance, Stamina, and Stealth

Equipment

Upon gaining your first Level in this Class, you start with the following equipment, in addition to your starting equipment:

  • Any Weapon with the Martial Arts Weapon Property, with 3 Units of Ammunition if you choose a Ranged Weapon

  • Two Weapons with the THrown Weapon Property

  • An Artisan's Tool or Musical Instrument of your choosing

  • 10GP



Unique Aspects

Class Tags: Martial Artist, Martial, Fighter

Mark of Fate: Fateful Push. You call on fate to grant you a burst of power in a desperate moment. You can use the Mark of Fate to immediately roll your Martial Arts Die, you gain Combo Points equal to double the result of the roll, though this cannot take you above your Combo Point Storage.

Inspired Action:

Martial Artist Action Card (Inspired Action) Inspired Focus AP Cost: 1AP Effect: In this moment inspiration strikes you, as you see how to generate potential where none was before. You can use this Inspired Action to perform any Combo Action for free at its base cost, if more Combo Points can be spent to improve the effect you must spend any Combo Points you have as normal. You can use a Combo Action you do not meet the Prerequisites for but cannot spend any additional Combo Points on its effect.


Martial Arts

1st Lvl Martial Artist Feature

You have learnt a specific fighting style focused on unarmed strikes or the use of specific kinds of weapons. Whilst not wearing any Armour Pieces or using Shields, you gain the benefits of this Feature and other Martial Arts Features.

Benefits include:

  • Agile Strikes. You may use Physique or Agility for Unarmed Strike Attack Rolls.

  • Improved Unarmed Strike Damage. The damage die of your Unarmed Strikes becomes 1d6. If both hands are free, the damage die increases in size by 1.

    As you gain Levels in the Martial Artist Class, your Unarmed Strike’s Damage Die will increase as shown in the “Unarmed Strike Damage Die” column of the Martial Artist Table.

  • Constricting Grapple. When Grappling a Target, you deal Bludgeoning damage at the start of each of your Turns to the Grappled Target, equal to the roll of your Unarmed Strike’s Damage Die. The TG to escape your Grapple is equal to your Martial Arts TG.

  • Quick Strike. Once per Turn, you may as an action (1AP), make an Unarmed Strike against a Target without taking the Attack action. When you do so this way, you can after the damage has resolved, Grapple or Shove the Target.

Martial Arts Weapons

If a Weapon has the Martial Arts Weapon Property, then you are treated as being Trained in its use and gain the following alterations to their use:

  • The Weapon gains the Finesse Weapon Property for as long as you are wielding it and have the benefits of this Feature.

  • If the Weapon’s damage die would be smaller than your Unarmed Strike Damage Die, use your Unarmed Strike Damage Die instead.

  • You may use Martial Art Features and Combo Actions with these Weapons, that do not specify they only apply to Unarmed Strikes.

Martial Arts Die

In addition to the damage above, your Unarmed Strikes deal additional damage equal to a roll of your Martial Arts Die. This die starts as a d4; it will increase in size as you gain Levels in this Class as shown in the “Martial Arts Die” Column of the Martial Artist Table.

Combo Points

Whenever you would roll your Martial Arts Die, note down the result of the die’s roll. This is the amount of Combo Points (CP) generated from the action. Combo Points disappear at the end of your next Turn or at the end of the current Encounter/Scene whichever occurs first.

You may spend Combo Points to perform Martial Art Combo Actions. These are listed In Appendix A: Combo Actions.

If a Combo Action has a Prerequisite, it cannot be used unless you meet all the conditions listed often by choosing the specific Martial Arts Tradition or being at a set Martial Artist Level.

If a Combo Action would involve rolling your Martial Arts Die and does not specify it does not generate Combo Points, it only will generate Combo Points once on a Turn even if used multiple times, unless the Combo Action specifies it generates Combo Points as part of the action.

If you would lose CP due to them not being used, you can chose one of the following effects to occur:

  • Combo Focus. You gain Advantage on the next Attack Roll you make.

  • Combo Force. Your next Unarmed Strike on a hit, increases its Damage Roll by X where X equals double the CP lost.

  • Combo Hardening. You gain Reduction X against Bludgeoning, Force, Piercing, and Slashing damage, where X equals the CP lost, until the end of your next Turn.

  • Combo Shield. You gain BP equal to the amount of CP lost.

  • Combo Sprint. Until the end of your next Turn, your Walking speed increases by Xm where X equals the CP lost.

Martial Arts TG

If a Martial Arts Feature requires a Trait Test TG, it equals 8 + your SB + Physique or Agility (your choice).

Legendary Combo Actions

You may in your adventures come across many unique masters of specific kinds of Martial Arts. These masters may have created their own Martial Art Combo Actions, that they may teach to those who are deemed worthy. GGs should feel free to create unique Combo Actions for these NPCs that potentially a Player Character, who has taken the Martial Artist Class, spends the appropriate time and effort gaining their trust, and training under them, can learn the Combo Action.

It may also be a suitably trained Player Character who has solidified their own fighting style over their journey may in turn be able to create their own Combo Actions, that they may in the future teach to others. If you wish to do this yourself, speak with the GG and work together to see if there is a design space for a Combo Action you could make to be your own.



Martial Arts Tradition

1st Lvl Martial Artist Feature

You choose a Martial Arts Tradition gaining the benefits of that Tradition’s First Tier. These traditions generally are based around a single style or method of combat.



Martial Focus

1st Lvl Martial Artist Feature

You have chosen to focus of specific aspects for your journey to master you art. You can choose two of the following Class Features to gain; Improvised Focus, Skill Focus, Spiritual Focus, Survival Focus, Trade Focus, or Weapon Focus.



Improvised Focus

You have focused on learning to use the area around you in a fight. When using an Improvised Weapon, you are treated as being Trained in its use, treat its Weapon damage die as being equal to your Unarmed Strike Damage Die, it gains the Martial Arts Weapon Property, and its Thrown Weapon Property becomes Thrown (Range 6/18 | Near/At Range).

The Improvised Weapon is also treated as having the Force Weapon Focus Property if wielded with two hands or Rattle Weapon Focus Property if wielded with one hand.



Skill Focus

You have focused on studying to expand your skills. You learn any two Skills and one Language of your choice, and gain Mastery of any one Skill you have Learnt.



Spiritual Focus

You take a spiritual outlook to your martial arts. You may use Intuition instead of Agility for your Martial Arts Features, bar the Unarmoured Defence Feature.



Survival Focus

You have learnt valuable skills for travelling along the road. You can perform the Seek action for 1AP, and can maintain a Marching Pace for twice the amount of time. You also have the Skill Foci; Survival:Tracking, Survival:Navigation, and Survival:Foraging.



Trade Focus

You have learnt the tools of the trade. You can become Trained with two Tools and Learn one Language of your choice.

You have Advantage on Diplomacy and Empathy Skill Rolls made to interact with merchants and others involved in your trade.

You also gain a Skill Focus for the General Knowledge Skill tied to your chosen trade.



Weapon Focus

You have learnt to use one group of weapons as part of your martial arts. You are Trained in the use of Martial Weapons.

Select two Weapon Groups, you treat all Weapons from the chosen Weapon Groups as having the Martial Arts Weapon Property.



Specialised Defence

1st Lvl Martial Artist Feature

You have during your training found ways to adapt your fighting style to better suit your preferred method of defence. You can choose to either gain the Armoured Defence or the Martial Arts: Unarmoured Defence Class Feature.



Armoured Defence

You have trained to allow you to perform your martial arts even when wearing armour. You gain Training in Light Armour, Medium Armour, and Shields.

You gain the benefits of Martial Arts Features while wearing Light and Medium Armour Pieces and when using Shields.

While holding a Shield, Opportunity Attacks are made against you with Disadvantage.



Martial Arts: Unarmoured Defence

You have trained to read your opponents, in order to avoid the strikes as they come at you, removing the need for armour. Your Hit Target equals 12 + your Intuition + your Physique or Agility (your choice).



Sealed Potential

2nd Lvl Martial Artist Feature

You can store your potential energy to unleash at the most opportune moment. When you generate Combo Points, they no longer disappear when your Turn or an Encounter/Scene ends. Instead, you may store 1 Combo Point at a time, any additional Combo Points above this amount are lost as normal.

The amount of Combo Points you may store at any one time increases as your Character gains Martial Artist Levels, as shown in the “Combo Point Storage” column of the Martial Artist Table.

All Combo Points are still lost upon the completion of a Long Rest.

You also gain the Soul’s Radiance reaction.

Martial Artist Reaction Card Soul’s Radiance RP Cost: 1RP Trigger: You make an Initiative Test Effect: You channel your inner radiance to empower you before a fight. You immediately gain CP equal to your Combo Point Storage. Any CP bestowed by this reaction above your Storage maximum are not lost until the end of the Encounter/Scene. You also regain HP equal to a roll of your Martial Arts Die + your Martial Artist Level.

Once you have used this reaction, you cannot do so again until you have completed a Long Rest.



Martial Arts: Wanderer’s Gift

2nd Lvl Martial Artist Feature

Your training offers synergy with a traveller’s lifestyle. Your movement is modified in the following ways:

  • Fleet Step. Your Walking speed increases by a number of metres equal to your SB.

  • Empowered Disengage. You can perform the Disengage action for 1AP.

    When you perform this action, you can expend 1CP to choose an allied entity you can see within your AoC, both of you are treated as having used the Disengage action but both of you can move up to half your Movement speed instead of the action’s normal movement.

  • Empowered Jump. Your Jumping distance is doubled, and may use your Agility instead of Physique for determining Jumping distance.

  • Empowered Movement. Whenever you perform the Movement actions multiple times in one Turn, it only increases its AP cost by 1AP rather than 2AP.

    When you perform this action, you can expend 1CP to have this movement not Trigger Opportunity Attacks.

  • Flip Rise. It only costs you 1m of Movement to get up from being Prone.

In addition, you gain the Deflect Attack reaction.

Martial Artist Reaction Card Deflect Attack RP Cost: 1RP Trigger: You receive damage from a Weapon Attack or Unarmed Strike Effect: You have trained to redirecting the blows of ranged attackers away from you. You attempt to deflect the attack, damage you take from the triggering attack is reduced by your Unarmed Strike Damage Die + your Agility + your Martial Artist Level. If you reduce the damage to 0 and the attack was a melee attack, you may spend 1 CP to redirect the attack to cause the attacker to make an Attack Roll against your chosen target, resolving the rest of their attack as normal. If you reduce the damage to 0 and the attack was a ranged attack, you may spend 1 CP to make a ranged attack with the Weapon/Ammunition, this counts as an attack with a Weapon with the Martial Arts Weapon Property. The Weapon has a Range of 12m (At Range). Otherwise, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you took the Armoured Defence feature, a hand holding a Shield is still considered a free hand for this effect.


Weapons Training

2nd Lvl Martial Artist Feature

You have trained to make optimal use of your weapons in combat. You gain a Fighting Style Feat. You always may make use of the default Weapon Focus Property of a Weapon with the Martial Arts Weapon Property.



Martial Arts: Martial Forms

3rd Lvl Martial Artist Feature

You learn a number of forms to aid your martial arts style. When you gain this Feature choose two of the following options: Form of the Coursing River, Form of the Crushing Typhoon, Form of the Dancing Grass, Form of the Raging Fire, or the Form of the Unmoving Mountain.

You learn the chosen forms alongside the Change Forms action.

Martial Artist Action Card Change Form AP Cost: 1AP Duration: 1 Encounter/Scene Effect: You change forms to match the new tempo of battle. You can gain the benefits of a new Form you have learnt with the Martial Arts Forms Feature. The benefits of this Form ends early if you use this action again or you become Incapacitated.


Form of the Coursing River

Whilst under the effects of this Form you gain the following benefits:

  • Increase your Walking speed by half your SB, but reduce the size of your Unarmed Strike Damage Die and Martial Arts Die by 1 (minimum 1d4).

  • When you use the Movement action, you can spend 1 CP to bring a willing entity, no more than one Size Category larger than you, within your AoC with you during your movement, with them arriving in an unoccupied space within your AoC at the end of the movement.

  • When you use a Combo Action that involves an Attack Roll, so long as you moved at least half your Movement speed, you have Advantage on the Attack Roll, and if you moved your full Movement speed and hit the Target, until the start of your next Turn, decrease the Target’s Attack Rolls by a roll of your Martial Arts Die, this only generates CP if the affected Attack Roll misses.



Form of the Crushing Typhoon

Whilst under the effects of this Form you gain the following benefits:

  • Increase your AP by half your SB, but your RP is halved (rounded down).

  • When you use the Attack action, you can spend 1CP to ignore Damage Reduction and Resistances to your Unarmed Strikes or Weapon Attacks with Weapons with the Martial Arts Weapon Property.

  • When you use the Attack action increase the Damage Roll by a roll of your Martial Arts Die, this Martial Arts Die generates double the CP on a Critical Hit or Overwhelming Blow.



Form of the Dancing Grass

Whilst under the effects of this Form you gain the following benefits:

  • You and each allied entity within your AoC gain a Form Bonus to Physique, Agility, and Intuition Tests, bar Attack Rolls, equal to your SB.

  • When you use the Dodge or Disengage action, you can spend 1CP to allow allied entities within your AoC to use the same action for 0RP.

  • You can use the Aid action for 1AP, you can increase the Aid Bonus by a roll of your Martial Arts Die, this only generates CP if the Target succeeds a Trait Test with your Aid Bonus.



Form of the Raging Fire

Whilst under the effects of this Form you gain the following benefits:

  • Increase number of attacks made with the Attack action by 1, but your Walking speed is halved.

  • When you use the Attack action, you can spend 1CP to treat your Unarmed Strikes or Weapon Attacks, with a Weapon with the Martial Arts Weapon Property, made as part of this action as having the Sweep Active Weapon Focus, in addition to any other Weapon Focus Properties they normally would have.

  • When you use the Flurry of Blows action increase the number of attacks made by half the result of a roll of your Martial Arts Die, no more than three attacks can be made against the same Target as part of this action, this Martial Arts Die roll only generates CP if all the additional attacks hit.



Form of the Unmoving Mountain

Whilst under the effects of this Form you gain the following benefits:

  • Increase your RP by half your SB, but your Walking speed is halved.

  • The AP cost of the Patient Defence Combo Action is reduced to 0AP, and the Dodge action is reduced to 1AP.

  • When you use the Deflect Attack reaction, you can spend 1CP to automatically reduce the damage to 0 and count as having spent 1CP for the additional effect.

    If you do not spend the CP to automatically reduce the damage, increase the reduction by a roll of your Martial Arts Die, this only generates CP if the damage is reduced to 0 by the reaction.



Feat

4th Lvl Martial Artist Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Martial Arts: Forceful Will

5th Lvl Martial Artist Feature

You have trained such that your blows can overcome arcane defences. You gain +1RP, your Unarmed Strikes are considered magical, and you can perform the Deflect Attacks reaction multiple times on the same Turn and Round, but only once per Triggering attack.

When dealing damage with an Unarmed Strike you may choose to replace the Damage Type of your Unarmed Strikes and Weapons with the Martial Arts Weapon Property with Force damage. If you chose the Spiritual Focus Feature for your Martial Focus, you may instead choose to replace the Damage Type with Radiant damage.

You gain the Slow Fall reaction.

Martial Artist Reaction Card Slow Fall RP Cost: 1RP Trigger: You reach a surface after falling Effect: You know how best to slow your fall to take less damage. You ignore damage for the first number of metres you fell during this Turn, equal to 5 x your Martial Artist Level. You may spend 1CP to increase the number of metres you ignore, equal to 10 x your Martial Artist Level. If this means you take no damage, then you may choose to land on your feet.


Multiattack

5th Lvl Martial Artist Feature

You can attack twice, instead of once, whenever you take the Attack action.



Peak Physique

5th Lvl Martial Artist Feature

Your training ensures you have greater control over your body than normal. You gain Resistance to Poison damage and have Advantage on Trait Tests to resist, avoid, and end the Poisoned condition and Diseases.

Whenever you would recover HP from any source, increases the HP restored by your Endurance or Intuition (your choice).



Expanded Martial Arts Tradition

6th Lvl Martial Artist Feature

You can choose to either progress through a known Tradition, increasing its Tier by 1 and unlocking the appropriate Features, or choose to gain the 1st Tier of a different Tradition.



Enhanced Flurry of Blows

7th Lvl Martial Artist Feature

You have mastered the basics. Whenever you hit a Target with an Unarmed Strike or with a Weapon Attack using a Weapon with the Martial Arts Weapon Property, increase your Combo Bonus to Attack Rolls by 1 (if you do not have a Combo Bonus it instead becomes a +1), a Combo Bonus can never be greater than your Combo Point Storage. This Bonus is lost at the end of the Turn, if you miss with an Attack Roll, or make an Attack Roll not using an Unarmed Strike or Weapon with the Martial Arts Weapon Property.

When you perform the Flurry of Blows Combo Action, you may choose for one of the following effects to be applied to the Target:

  • Dazing. The Target gains a number of Degrees of the Dazed condition equal to the number of Hits with this action until the start of your next Turn.

    If you scored 3 or more Hits, you instead inflict the Confused condition until the start of your next Turn.

  • Forceful. If the Target is one Size Category larger than you or smaller, they are pushed a number of metres directly away from you equal to the number of Hits with this action.

    If you scored 3 or more Hits, if the Target was pushed, after completing their move they are knocked Prone.

  • Noxious. The Target gains a number of Degrees of the Poisoned condition equal to the number of Hits with this action until the start of your next Turn.

    If you scored 3 or more Hits, you instead inflict the Mind Lock condition until the start of your next Turn.

  • Numbing. The Target gains a number of Degrees of the Slowed condition equal to the number of Hits with this action until the start of your next Turn./p>

    If the Target would gain 5 Degrees of the Slowed condition whilst having Degrees from this effect, the Target becomes Paralysed for 1 Minute rather than Petrified.

    If you scored 3 or more Hits, you instead inflict the Silenced condition until the start of your next Turn.

  • Off-Balance. The Target has Disadvantage on the next Attack Roll they make and cannot make Opportunity Attacks until the start of your next Turn.

    If you scored 3 or more Hits, you also inflict the Wide Open condition until the start of your next Turn.



Martial Arts: Evasion

7th Lvl Martial Artist Feature

You can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath. You gain +1RP. When you are subjected to an effect that allows you to make an Agility Test to take only half damage, and you are not Incapacitated, you instead take no damage if you succeed on the Test, and only half damage if you fail.

When using this Feature, you can expend 3CP to choose an allied entity within your AoC also affected by the same effect, the Target ally also gains the benefit of this Feature against the Triggering effect.

Once you have resolved this Feature if you succeeded on the Test, you teleport to an unoccupied space outside of the AoE, and if you spent CP the chosen ally also Teleports to an unoccupied space within your AoC.



Feat

8th Lvl Martial Artist Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Martial Arts: Acrobatic Mastery

9th Lvl Martial Artist Feature

You have trained to move across many unusual obstacles. You gain the ability to move along vertical surfaces and across liquids on your Turn without falling during your move.

When taking the Movement or Disengage actions, you can ignore non-magical Difficult Terrain.

In addition, you learn an additional Form per the Martial Arts: Martial Forms Feature, and once per Turn, if your Martial Arts Die would roll a result equal to or less than half your SB, then you may reroll the die using whichever result is higher.



Expanded Martial Arts Tradition

10th Lvl Martial Artist Feature

You can choose to either progress through a known Tradition, increasing its Tier by 1 and unlocking the appropriate Features, or choose to gain the 1st Tier of a different Tradition.

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Expanded Focus

11th Lvl Martial Artist Feature

You expand you focuses into other pursuits. You gain +1 AP and Learn an additional Language. You also may select an additional Martial Focus to gain the benefits of.



Martial Arts: Focused Restoration

11th Lvl Martial Artist Feature

You take a moment to pause and focus on working past an issue in the moment. At the start of each of your Turns, you may have one of the following effects occur:

  • You can end one Disease affecting you.

  • You can end the Impaired (Sight or Sound) condition on yourself.

  • You can end the Charmed condition on yourself.

  • You can end the Silenced condition on yourself.

  • You can reduce the Degrees of the Frightened condition affecting you by 1 Degree.

  • You can reduce the Degrees of the Poisoned condition affecting you by 1 Degree.

When this Feature activates, you can expend 2CP to instead choose two different effects to occur, or for 5CP instead of choosing one of the listed effects, you can end the Terror condition on yourself.



Feat

12th Lvl Martial Artist Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Deflection Mastery

13th Lvl Martial Artist Feature

You have mastered manipulated not just of missiles but of arcane and psionic attacks. You gain +1RP. You may use the Deflect Attack reaction, against any melee or ranged attack that Targets only you and against the Magic Missile spell/power, for this you deflect the total damage of darts assigned by the spell/power against you.

You also may use the Deflect Attack reaction if a melee or ranged Attack Roll misses you, if you do so the damage is automatically assumed to have been reduced to 0.



Rested Focus

13th Lvl Martial Artist Feature

You find your combat ability is always refreshed after a rest. Whenever you complete a Long Rest, you gain a number of Combo Points equal to your Combo Point Storage maximum for your Martial Artist Level.

You may upon failing a Trait Test spend 1CP to reroll the d20, potentially turning a failure into a success, you must use the new result.

In addition, you learn an additional Form per the Martial Arts: Martial Forms Feature, and you now replenish uses of your Soul's Radiance reaction upon completing a Short or Long Rest.



Expanded Martial Arts Tradition

14th Lvl Martial Artist Feature

You can choose to either progress through a known Tradition, increasing its Tier by 1 and unlocking the appropriate Features, or choose to gain the 1st Tier of a different Tradition.



Martial Arts: Mastered Focus

15th Lvl Martial Artist Feature

You can just keep up the fight. When making an Attack Roll with Unarmed Strikes or Weapons with the Martial Arts Weapon Property, or when making Trait Tests using Skills gained from this Class and its Features, your Inspired Event Scope increases by 2.



Timeless Body

15th Lvl Martial Artist Feature

Your training and focus on a healthier lifestyle in combination with your lived experiences, has led to a state where your body doesn’t suffer the wear and tear normal for one of your age. You suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however.

When you complete a Long Rest, so long as you do not gain a Degree of Exhaustion, you remove all your Degrees of Exhaustion.

In addition, you do not gain Degrees of Exhaustion for not consuming enough units Food and Water for a number of Days equal to your Endurance Trait, after this you suffer penalties as normal.



Feat

16th Lvl Martial Artist Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Combo Mastery

17th Lvl Martial Artist Feature

You have honed your use of martial arts to be able to perform a constant stream of attacks against a target. You can perform any Combo Action that does not explicitly state it can only be performed once per Turn, multiple times in the same Turn without increasing its AP cost.



Mastered Body & Mind

18th Lvl Martial Artist Feature

Your training has led to you reaching peak physical and mental aptitude. Choose two between your Physique, Agility, and Intuition. The chosen Traits each increase by 2 to a maximum of 8.

Your maximum for all of the above Traits’ scores is now 8, even if another Feature or ability would state otherwise unless the other result is of a higher value.



Feat

19th Lvl Martial Artist Feature

You can increase the value of a Character Trait by 1, to a maximum of 6, and choose a Feat to gain.



Determined Fighter

20th Lvl Martial Artist Feature

Your determination sees you stay in the fight, no matter how bleak it gets. You gain an additional +1AP and +1RP and learn an additional Form per the Martial Arts: Martial Forms Feature. At the start of each of your Turns during an Active Time Encounter, you gain 3 CP.

When you would be reduced to 0HP, you can choose to roll Xd12 + your Martial Artist Level, where X equals to your Determination. Your HP becomes the total of the roll. Once you have used this Feature you may not do so again until you have completed a Short or Long Rest, or you spend 6CP to immediately replenish its use.

In addition, you can choose one Skill you have Mastered to become Legendary in that Skill, for Trait Tests made using that Skill you can roll an additional d20 choosing to replace the final d20 result of the Trait Test (after Advantage and Disadvantage has been resolved) with the value rolled on this separate d20. You can only be Legendary in one Skill at a time.

You also can increase one Trait’s score by 2 or two Trait’s scores by 1, these can increase any Trait’s value up to a maximum of 7.