Some individuals find they are able to see and commune with spirits. This tradition one often passed down by these departed spirits, either from powerful mortals, legendary creatures, and ancient manifestations of emotion or ideas. The Martial Artist learning the channel the power of their bonded spirit to aid them in and out of battle, eventually becoming an avatar of this spirit.
Called avatars, these Martial Artists may be found travelling the world, acting on the demands or requests of their bonded spirit. There is no commonly held view of these Martial Artists, so rare are they in number. Some may hold them in suspicion for how mysterious their source of power is and for the unknown reasons their benefactors aid them. Others may see them as a reincarnation powerful hero coming to their aid in a desperate hour just like a legendary hero did so long ago.
1st Tier Avatar Feature
You have a wide range of studies. Choose one of the following Skills to Learn Cosmology, Diplomacy, Empathy, Faith, General Knowledge, Linguistics, Magical Lore, or Stamina. Then choose one of the listed Skills you have Learnt to Master.
You Learn an additional Language and gain Spiritsight out to 12m. You have Advantage on Trait Tests made to recall knowledge about unique spirits and on Linguistics Skill Rolls made to understand spirits you do not share a Language with.
1st Tier Avatar Feature
You for a bond with a spirit. When you gain this Feature determine with your GG the nature of the spirit you bonded with, choosing an Entity Type and Spirit Type to determine what abilities you have access to. You gain these bonuses alongside the Entity Type of your bonded spirit whilst you remain bonded with them.
As you proceed on your adventures you may come into contact with other spirits. Should you form agreements with them you can change the spirit you bond with whenever you complete a Long Rest so long as you maintain a positive relationship with the spirits.
A GG may choose to make unique effects to take the place of the Entity Type effect and/or Spirit Type effects that better suit the narrative of that particularly unique spirit such as that of a legendary hero or a unique legendary monster.
The effects of your spirit’s Entity Type and Spirit Type are as follows:
Animal. Whenever you spend CP, until the start of your next Turn, you can choose to replace the Damage Type of your Unarmed Strikes with Acid, Piercing, Poison, or Slashing damage (chosen when you spend the CP).
Construct. Whenever you spend CP, until the start of your next Turn, you gain a Focus Bonus to your HT equal to half your SB.
Demi-Eternal. Whenever you spend CP, until the start of your next Turn, you recover HP equal to a roll of your Marital Arts Die.
Dragon. Whenever you spend CP, until the start of your next Turn, you gain a Flying speed equal to your Walking speed.
Dreamed. Whenever you spend CP, until the start of your next Turn, you can communicate telepathically with other entities you can see within a number of metres of you equal to your Martial Artist Level.
Fae. Whenever you spend CP, until the start of your next Turn, Attack Rolls against you are made with Disadvantage.
Flora. Whenever you spend CP, until the start of your next Turn, you have Advantage on Endurance Tests, bar Attack Rolls.
Giant. Whenever you spend CP, until the start of your next Turn, your Size Category increases by 1 (to a maximum of Huge).
Humanoid. Whenever you spend CP, until the start of your next Turn, your Inspired Event Scope increases by half your SB.
Masked. Whenever you spend CP, until the start of your next Turn, you have Advantage on Physique Tests, bar Attack Rolls.
Ooze. Whenever you spend CP, until the start of your next Turn, the Range of your Unarmed Strikes is doubled.
Outsider. Whenever you spend CP, until the start of your next Turn, you can Teleport to an unoccupied space you can see within a number of metres equal to your Martial Artist Level.
Primordial. Whenever you spend CP, until the start of your next Turn, you gain Resistance to one of the following Damage Types, chosen when you spend the CP: Cold, Cosmic, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal.
You can also replace the Damage Type of your Unarmed Strikes with this chosen Damage Type for this Duration.
Undead. Whenever you spend CP, until the start of your next Turn, you become Incorporeal.
Heroic Spirit. You have Advantage on Determination Tests, bar Attack Rolls.
Magical Spirit. You have Advantage on Trait Tests to resist, avoid, end, and identify spells and rites.
Martial Spirit. Whenever you complete a Long Rest, choose one Weapon Group, you treat all Weapons in that Group as having the Martial Arts Weapon Property, until you next complete a Long Rest.
Monstrous Spirit. Whenever you complete a Long Rest, choose one Damage Type. You gain Damage Reduction for the chosen Damage Type equal to half your Martial Artist Level, this lasts until you next complete a Long Rest.
Sage Spirit. Whenever you complete a Long Rest, you Learn one Skill, one Language, and gain Training in the use of one Tool until you next complete a Long Rest.
Virtuous Spirit. Your Inspired Event Scope increases by 1, and you have Advantage on Trait Tests to escape a Grapple.
2nd Tier Avatar Feature
Your bonds have given you greater insight into interacting with others and made your body hardier against the abilities of other spirits. You gain Resistance to Necrotic and Radiant damage, and have Advantage on Trait Tests made with the Socialise action and Empathy Skill Rolls when interacting with spirits or entities whose Entity Type matches that of your bonded spirit.
In addition, when you would receive damage which would reduce you to 0HP, you can make an Intuition Test, whose TG equals 10 + half of the damage taken.
On a successful Test, you are reduced to 1HP and gain BP equal to your Martial Artist Level.
3rd Tier Avatar Feature
Your bond grows granting you greater power. You gain the following benefit based on the Spirit Type of your bonded spirit:
Heroic Spirit. At the start of each of your Turns, you gain BP equal to half your Martial Artist Level.
Magical Spirit. You gain a Focus Bonus to Trait Tests to resist, avoid, or end the effects of spells and rites equal to half your SB.
Martial Spirit. You gain a Focus Bonus to Attack Rolls equal to half your SB, and to Damage Rolls equal to your SB.
Monstrous Spirit. Your Hit Point Maximum increases by your Martial Artist Level.
Sage Spirit. You gain a Focus Bonus to Trait Tests using Skills equal to half your SB.
Virtuous Spirit. You gain a Focus Bonus to Determination Tests equal to half your SB.
In addition, when you spend CP, until the start of your next Turn, you gain Truesight out to a number of metres equal to double your SB.
4th Tier Avatar Feature
Your bonds with spirits has left you with lingering changes to your form. If you have not taken Fire or Acid damage since the end of your last Turn, at the start of your Turn you regain HP equal to a roll of your Martial Arts Die.
When you would take the Movement action, you can spend 2CP to gain the Incorporeal and Invisible condition whilst moving until the end of the Turn.
Your Weapon Attacks and Unarmed strikes ignore Damage Reduction and Resistances to Bludgeoning, Piercing, and Slashing damage, and ignore Damage Reductions to Force, Necrotic, and Radiant damage.
On a Critical Hit with a Weapon Attack or Unarmed Strike, you ignore Damage Immunity to Bludgeoning, Piercing, and Slashing damage, and ignore Damage Resistances to Force, Necrotic, and Radiant damage.
This tradition originated amongst a faith dedicated to a God of Destruction; its practitioners formed the backbone of their nations defenders when their homelands were attacked. Over time practitioners broke away from their old faith, teaching it to outsiders and starting their own orders and schools, where those willing to hone their physical and spiritual form could come to learn this particular path.
Called Fists of Destruction, a name derived from the tradition’s storied history, those who train in this tradition learn to move between its strict forms with grace and force, often found out in the world training their bodies and souls or in the heat of battle as was the intent of this particular tradition.
1st Tier Fist of Destruction Feature
You have been trained in knowledge tied to the Order. Choose one of the following Skills to Learn Athletics, Empathy, General Knowledge, Faith, Medicine, Nature, or Survival. Then choose one of the listed Skills you have Learnt to Master.
1st Tier Fist of Destruction Feature
You know how to conserve your kinetic potential into punishing blows. Your Inspired Event Scope increases by 1. Whenever you score a Critical Hit, you gain a Kinetic Potential Charge, you can never have more than 5 Charges at one time, and they disappear whenever you complete a Short or Long Rest.
While you have Kinetic Potential Charges, the number of Combo Points you can store per the Sealed Potential Feature, increases by the number of Kinetic Potential Charges you have currently.
2nd Tier Fist of Destruction Feature
You draw strengths from the teachings of the primordial forces. Whenever you finish a Short or Long Rest, you can select to be under the effects of Riddle of Air, Riddle of Earth, Riddle of Fire, or Riddle of Water. Each Riddle confers the following benefits:
Riddle of Air. You gain +1AP and +1RP.
Riddle of Earth. You gain Reduction to all Damage Types, bar Cosmic and Entropic damage, equal to your Intuition.
Riddle of Fire. You gain a Riddle Bonus to your Damage Rolls for Unarmed Strikes, equal to your Intuition.
Riddle of Water. Whilst you are not Incapacitated, you recover HP equal to your Intuition at the start of each of your Turns.
You gain the benefit of the chosen Riddle until you next complete a Short or Long Rest. You may also alter your choice for 3CP.
In addition, you gain the Perfect Balance action.
You may use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.
3rd Tier Fist of Destruction Feature
You draw strength from your allies and in turn strengthen them. Your Inspired Event Scope increases by 1. So long as you are not Incapacitated, you radiate an Aura of calm a number of metres around you equal to your Skill Bonus.
So long as a non-hostile entity is within your Aura (this includes you), their Damage Rolls with Weapon Attacks and Unarmed Strikes double their Trait value. For spells and psionic powers, they may always add their Spellcasting/Manifesting Trait to the Damage Roll, doubling its value if it already does so.
Also, should said entity whilst within your Aura restore HP, they can increase the number of HP restored by a roll of your Martial Arts Die.
Whenever a non-hostile entity scores a Critical Hit, whilst within this Aura, you gain a Kinetic Potential Charge.
4th Tier Fist of Destruction Feature
You channel the fury of the destroyer into your attacks. Whenever you hit a Target with an Attack Roll made with an Unarmed Strike or Combo Action, you generate one Kinetic Potential Charge.
On the Turn you are under the effects of the Perfect Balance action, you may perform an Act of the Destroyer action. Depending on the condition you met.
If you performed one of Form of the Destroyer Combo Actions for each of the three Forms (Behemoth, Dragon, and Leviathan) this Turn, you can perform the Act of the Destroyer: Rising Phoenix action and gain the Astral Mark. The Astral Mark disappears when you next complete a Long Rest.
If you instead only performed one or two of the three Forms, then you may instead perform the Act of the Destroyer: Steel Radiance action and gain the Umbral Mark. The Umbral Mark disappears when you next complete a Long Rest.
Should you have both an Astral Mark and Umbral Mark you may perform the Act of the Destroyer: Phantom Cosmos action, which removes both Marks.
Act of the Destroyer actions are a unique kind of Combo Action that can only be performed by Martial Artists with this Feature, these actions cannot generate Combo Points or Kinetic Potential Charges.
This tradition originated from amongst the circles of the World Speakers, an artform practised by those with lesser aptitudes for channelling Primordial magic or hearing the World Soul.
Called Elementalists, those who train in this tradition learn to mix Primordial magic between their physical attacks. Many may be found in World Speaker Circles or travelling with wandering Speakers as bodyguards and protectors.
1st Tier Elementalist Feature
You have been trained in Knowledge of the Realms Primordial. Choose one of the following Skills to Learn Acrobatics, Animal Handling, Cosmology, Focus, Magical Lore, Nature, or Survival. Then choose one of the listed Skills you have Learnt to Master.
You also Learn the Primordial Language, and gain the Spellcaster, Primordial Magic, and Ritual Caster Class Tags.
1st Tier Elementalist Feature
Your training allows you to gain power from the Realms Primordial. When you gain this Feature, choose one of the four elements air, earth, fire, or water to attune yourself to. You become bonded to the chosen element. While bonded to an element you gain the following benefits:
You gain a Resistance tied to your element, Lightning for air, Force for earth, Fire for fire, and Cold for water.
You may replace the Damage Type of your Unarmed Strikes and Weapons with the Martial Arts Weapon Property with the Damage Type tied to that element’s Resistance provided.
If you have formed a bond with multiple elements you may combine the different element’s Damage Types.
The Reach of your Unarmed Strikes and Touch Range spells increases by a number of metres equal to half your Skill Bonus, representing you unleashing blasts of that element at a foe.
You treat all spells with your bonded element’s Spell Tag as being part of your Primordial Spell List.
You may use this Tradition’s Spell TG when asked for your Martial Arts TG.
As you progress through your adventures you may find narrative moments where you can bond to an additional element. In this instance with the GG’s agreement, you can consider yourself bonded to additional elements.
1st Tier Spellblade Feature
Your training builds upon your innate talents in channelling primordial magic for your spellcasting. See the Magic Chapter for the general rules of spellcasting and for the Primordial Spell List.
Spell List: Primordial
Spellcasting Trait: Your Intuition
Spell TG: 8 + your SB + your Spellcasting Trait
Spell Attack Modifier: Your SB + your Spellcasting Trait
Spellcasting Focus: Primal Focus & Martial Art Weapons
The following exceptions to the rules presented in the Magic Chapter are as follows:
The number of spells you can Prepare equals Spellcasting Trait + half your Martial Artist Level (minimum of 1).
Your Spell Slots and Cantrips Known are as follows:
| Spell Slots per | Spell Circle | ||||
|---|---|---|---|---|---|
| Level | Cantrips | 1st | 2nd | 3rd | 4th |
| 1st | 2 | 2 | - | - | - |
| 2nd | 2 | 2 | - | - | - |
| 3rd | 2 | 2 | - | - | - |
| 4th | 2 | 3 | - | - | - |
| 5th | 2 | 3 | - | - | - |
| 6th | 2 | 3 | - | - | - |
| 7th | 2 | 4 | 2 | - | - |
| 8th | 2 | 4 | 2 | - | - |
| 9th | 2 | 4 | 2 | - | - |
| 10th | 3 | 4 | 3 | - | - |
| 11th | 3 | 4 | 3 | - | - |
| 12th | 3 | 4 | 3 | - | - |
| 13th | 3 | 4 | 3 | 2 | - |
| 14th | 3 | 4 | 3 | 2 | - |
| 15th | 3 | 4 | 3 | 2 | - |
| 16th | 3 | 4 | 3 | 3 | - |
| 17th | 3 | 4 | 3 | 3 | - |
| 18th | 3 | 4 | 3 | 3 | - |
| 19th | 3 | 4 | 3 | 3 | 1 |
| 20th | 3 | 4 | 3 | 3 | 1 |
2nd Tier Elementalist Feature
You have learnt how to channel your spellcasting into your blows. When you cast a spell with a Spell Tag of an element which you have a Minor Elemental Bond, that affects other entities that you can see, you can choose a number of them equal to 1 + the spell’s Circle.
You and the chosen entities automatically succeed on your Trait Tests against the spell, and take no damage if you would normally take half damage on a successful Test.
In addition, when you take the Attack action, you can replace one of your attacks with casting a Cantrip with a Casting Time of 2AP. It doesn't suffer the penalty for making a ranged Attack Rolls while you are within a hostile entity’s AoC, but the Cantrip must only effect or Target opponents within your AoC.
2nd Tier Elementalist Feature
You have learnt how to turn or martial potential into elemental power and vice versa. Once per Turn, you may expend one Spell Slot in order to immediately gain Combo Points equal to the Circle of the expended Spell Slot.
As an Activity during a Short Rest, you can expend a number of Combo Points from your Combo Point Storage to recover an expended Spell Slot, it costs 2 Combo Points from your Storage per Circle of the expended Spell Slot you wish to recover.
If you perform this Activity within an area filled with an element you have a Minor Elemental Bond with, such that you can be enveloped by it, it instead costs 1 Combo Point from your Storage per Circle of the expended Spell Slot you wish to recover.
3rd Tier Elementalist Feature
Your connection to the elements allows you even greater manoeuvrability. You gain a benefit based on which elements you have a Minor Elemental Bond with:
Air. You gain a Flying speed equal to your Walking speed, and always are considered to be under the effect of the Void Breathing spell.
Earth. You gain a Burrowing speed equal to your Walking speed, and always are considered to be under the effect of the Earth Breathing spell.
Fire. Your Walking speed increases by 2m, your Jumping distance increases by your Intuition, and always are considered to be under the effect of the Fire Breathing spell.
Water. You gain a Swimming speed equal to your Walking speed, and always are considered to be under the effect of the Water Breathing spell.
In addition, when you successfully apply an additional effect with the Flurry of Blows Combo Action per the Enhanced Flurry of Blows Feature, until the start of your next Turn, the Target has Disadvantage on Trait Tests to resist, avoid, or end the effects of your spells.
4th Tier Elementalist Feature
You have achieved mastery in controlling the elements. You can alter the Damage Type of a spell in your Primordial Spell List, to be that of one or more of the Damage Types associated with elements which you have a Minor Elemental Bond.
Once per Turn, when you would use the Flurry of Blows Combo Action, you can choose to cast a spell with a Casting Time of 2AP as part of the action. To do so reduce the number of Attack Rolls made (to a minimum of 0 Attack Rolls) to cast the spell of an equivalent Circle, though if the spell has a Range of Touch, its the reduction is instead equal to the Circle of the spell - 1.
Your Unarmed Strikes, attacks with Weapons with the Martial Arts Weapon Property, and spells from this Tradition ignore Damage Reductions and Resistances for Damage Types associated with elements that you have a Minor Elemental Bond with.
In addition, when using the Deflect Attack reaction to deflect a spell with a Spell Tag of an element you have a Minor Elemental Bond with, increase the damage reduction calculation by your Martial Artist Level, and if you reduce the damage to 0 it costs 0CP to make the Ranged Attack, and the Range of the redirected spell being 24m (At Range).
Practitioners of this tradition, train themselves to focus on grappling and forcing their opponents to submit. They must train their body to have the flexibility to grapple any sized foe while also having the strength to hold them in place.
Called Grapplers, these Martial Artists train the body and reflexes to as quickly as possible to remove opponents from the fight, often found training amongst fellow practitioners or sometimes travelling seeking more unusual sparring partners.
1st Tier Grappler Feature
You have been trained in Knowledge of the body. Choose one of the following Skills to Learn Athletics, Acrobatics, Empathy, Medicine, Perception, Stamina, or Survival. Then choose one of the listed Skills you have Learnt to Master.
1st Tier Grappler Feature
You have trained to perform this one act very well. You gain the following benefits:
When you make an Unarmed Strike, you can choose to deal damage as normal, as well as either Grappling or Shoving the Target.
You can Grapple and Shove entities no more than two Size Categories larger than you.
When you successfully Grapple an entity who is at most one Size Category larger than you, the Target is automatically knocked Prone.
When you would deal Bludgeoning damage at the start of your Turn to a Grappled Target, you may increase the damage dealt by a roll of your Martial Arts Die.
If an entity you are Grappling uses their action to escape the Grapple, you choose whether they have to make a Physique (Athletics) or Agility (Acrobatics) Test to escape. You may also spend 1CP to for the Target to make the Test with Disadvantage.
Whilst under the effects of the Prone condition, you do not have Disadvantage on melee Weapon Attacks and Unarmed Strikes, and opponents do not have Advantage on Attack Rolls against you if you are Prone within their AoC.
If you have taken the Unarmoured Defence Feature, you may choose to use your Endurance instead of your Intuition.
2nd Tier Grappler Feature
You have learnt to make sure your training never goes to waste. If you attempt to Grapple an entity which is Immune to the Grapple condition, the Target instead gains two Degrees of the Burned (Bludgeoning) condition.
If you scored an Overwhelming Blow or Critical Hit, the Target gains twice as many Degrees of the Burned (Bludgeoning) condition.
In addition, whilst Grappling an entity, the Target is also Restrained and if they are no more than one Size Category larger than you, they can be moved without imposing any Degrees of the Slowed condition, you also gain a +2 Shield Bonus to your HT against Attack Rolls, bar those from the Grappled entity, for as long as you are Grappling them.
3rd Tier Grappler Feature
You know how to exploit the weaknesses of your foes. You can Grapple and Shove entities no more than three Size Categories larger than you (no larger than Gargantuan).
Features of this Tradition that only effect entities no more than one Size Category larger than you, now can affect entities no more than two Size Categories larger than you (no larger than Gargantuan).
If a Combo Action would apply a condition to a Target and the condition is succesfully applied, you can automatically Grapple the Target.
In addition, your Suffocating Grasp Feature now lets you choose to instead of dealing damage to a Target you Grappling at the start of your Turn, you can choose to apply two Degrees of the Burned (Bludgeoning) condition. These cannot be removed until you stop Grappling the Target.
4th Tier Grappler Feature
You have learnt how to utilise you hold to interrupt some of the bodies functions to debilitate your foe. You gain the following benefits against entities you are Grappling:
Your Unarmed Strikes made against a Target you are Grappling, have their Critical Hit Scope increased by 1.
The CP cost of Combo Actions made against the Target decrease their CP by 1 (to a minimum of 1 CP).
If an Attack Roll would miss you, you can spend 1CP to cause the attacker to reroll their Attack Roll but with it now Targeting the entity you are Grappling.
You gain the Manipulate Body action.
This tradition is a fairly new one. Born from the desire to put on performance fights to entertain spectators. Over time practitioners developed their own style of combat to better suit their needs. Now schools teaching this tradition are fairly common and easy to access.
Called Performance Fighters, these Martial Artists are viewed with mixed feelings by other Martial Artists. However so long as their performances please the crowds and make money this tradition is sure to only continue to grow.
1st Tier Performer Feature
You have been trained in how to best put on a show. Choose one of the following Skills to Learn Athletics, Acrobatics, Diplomacy, Deception, Empathy, Intimidation, or Stamina. Then choose one of the listed Skills you have Learnt to Master.
You also Learn and Master the Performance Skill.
1st Tier Performer Feature
You know how to train for a fight. You may narrate at least an Hour of training in the form of a montage you spend before going into a fight you know is happening, this may be an Activity during a Short Rest.
Once the training is complete roll your Unarmed Strike Damage Die and note down the result.
You have Advantage on the Initiative Test for that fight, and after it has resolved you gain CP equal to the noted down amount. This CP does not disappear between Turns and does not count against your Combo Point Storage. These Combo Points do disappear once the Encounter of the fight has concluded.
1st Tier Performer Feature
You have trained to blend entertainment with martial skill. You gain the fooling benefits to your Marital Arts:
You may use Determination instead of Agility for Martial Arts Features.
The exception is the Unarmoured Defence and Peak Physique Features, which you may choose to use your Determination instead of your Intuition.
When attempting to escape a Grapple you can choose to make a Determination (Performance) Test instead of the normal Tests.
You gain the Improvised Focus option of the Martial Focus Feature.
You can perform the Socialise action for 1AP.
When you use the Socialise action against a Target, you can choose for the Target to have to make a Determination Test against your Martial Arts TG.
On a failed Test, the Target has Disadvantage on Attack Rolls made against Targets other than you until the start of your next Turn, and Disadvantage on the next Trait Test they make bar an Attack Roll.
2nd Tier Performer Feature
Every performer has a signature move. You gain Damage Reduction (SB) to Bludgeoning, Force, Piercing, and Slashing damage.
When you gain this Feature, select one General Combo Action and one Tradition Specific Combo Action. For you, these Combo Actions cost one less CP to use (minimum of 1 CP).
2nd Tier Performer Feature
As you gained experience you have learnt how to take on a role during a fight. Whenever you complete a Long Rest, you can select one of the Roles listed below, gaining its powers and benefits until you change your Role. The Roles are:
Ace. Your Inspired Event Scope increases by 2. Whenever you perform an Inspired Action from the Inspired condition, you can choose two different Inspired Actions to perform at the same time.
Whenever you score an Overwhelming Blow, your CP increases by 1. If you score a Critical Hit, the CP instead increases by half of your SB.
Enforcer. If a hostile entity within your AoC would make an Attack Roll against a Target other than you, that Attack Roll is made at Disadvantage.
If an action an entity within your AoC performs, would make one entity other than you make a Trait Test to avoid or resist the effect, the Target makes the Trait Test at Advantage.
Whenever an action is caused to fail or miss because of this Role’s effect, you gain CP equal to half your SB.
Face. You have Advantage on Diplomacy and Deception Skill Rolls. If you apply the Marked condition to an entity, you have Advantage on Attack Rolls for Combo Actions made against the Marked Target.
Entities with the Minion Tag have Disadvantage on Attack Rolls against you, and Disadvantage on Morale Tests if they can see you.
Whenever you succeed on a Determination Test, bar an Attack Roll, you gain CP equal to half your SB.
Heel. You have Advantage on Intimidation Skill Rolls. When you score a Critical Hit or Overwhelming Blow, each hostile entity within your AoC must make Determination Tests against your Martial Arts TG.
On a failed Test, they gain a Degree of the Frightened condition.
If they failed the Test by 5 or more, they gain an additional Degree of the condition.
Whilst a Target in your AoC is afflicted by the Frightened, Terror, or Marked condition from you, they have Disadvantage on Attack Rolls against entities other than you.
Whenever you score an Overwhelming Blow, your CP increases by 1. If you score a Critical Hit, the CP instead increases by half of your SB.
Jobber. Whenever you would lose CP due to not using them in time, you gain BP equal to double the number of CP lost.
You do not generate CP from rolling your Martial Arts Die except on Critical Hits and Overwhelming Blows. At the start of each of your Turns, you gain CP equal to half the total damage you received since the end of your last Turn.
Whenever gain the Bloodied condition, your CP increases by half your SB, this instead increases by your SB when you gain the Desperation condition.
Mechanic. For you the Aid action has a Range in metres equal to double your SB, it can be used as a reaction (1RP) in response to an entity you can see within Range of you failing a Trait Test. The Aid Bonus conferred is increased by your Martial Arts Die.
Whenever you score an Overwhelming Blow, your CP increases by 1. If you score a Critical Hit, the CP instead increases by half of your SB.
3rd Tier Performer Feature
You know how to move between fighting a foe on your own or as part of a team. You gain the Partner Up action which can be performed as part of an Initiative Test for 1RP.
You and your Partner gain an additional benefit based on the Role chosen from the Performer’s Roll Feature:
Ace. You have Advantage on Attack Rolls made against the last entity who dealt damage to your Fight Partner in this Encounter/Scene.
Your Fight Partner has their Inspired Event Scope increased by 1, or by 2 if they are within your AoC.
Enforcer. You have Advantage on Empathy and Perception Skill Rolls and are Immune to the Flanked condition.
You and your Fight Partner gain a +1 Partner Bonus to your HTs, while you are within the other’s AoC.
Face. You gain 1d4 CP whenever your Partner scores a Critical Hit.
Attack Rolls made by entities within your AoC against your Fight Partner are made at Disadvantage.
Heel. Your Critical Hit Scope increases by 1.
You gain +1AP and your Fight Partner gains +1RP.
Jobber. If your Partner is within your AoC, you can in response to them being hit by an Attack Roll, use a reaction (1RP) to cause the Attack Roll to hit you instead.
Whenever you would gain BP, your Fight Partner gains that much BP.
Mechanic. Your Partner Up action lets you choose two Targets to be Fight Partners.
Once per Turn, if an entity is your Fight Partner, you may use this Role’s Aid reaction per the Performer’s Role Feature for 0RP.
4th Tier Performer Feature
You know how to take the energy of the fight to build yourself up to a destructive finisher. At the start of each of your Turns after the first Round of combat, you can add 1 to a Build Up modifier.
When you make an Attack Roll using Unarmed Strikes or Weapons with the Martial Arts Weapon Property, you gain a Build Up Bonus to the Attack Roll equal to the Build Up modifier this Bonus is doubled for Damage Rolls.
On your Turn, if you have a Build Up modifier of 3 or more, you may reduce your Build Up modifier by 3 to perform the Finishing Strike Combo action for 0CP. On a hit, the attack is an automatic Critical Hit.
At the end of an Encounter/Scene your Build Up modifier is reduced to 0.
When you gain the Trained Body & Mind Feature, you may choose Determination instead of another Trait.
This tradition origins are lost to time. Lone practitioners wandering the land and teaching others with the gift how to control their powers.
Called Psionisists, those who train in this tradition learn to channel the discipline and methodology of their physical training to control their mental powers. Many may be found in world as lone travellers wandering the land providing aid when needed.
1st Tier Psionisist Feature
You have been trained in wide field of knowledge. Choose two Skills to Learn, then choose one Skill you have Learnt to Master.
You gain the Spellcaster, Psionics, and Ritual Caster Class Tags.
1st Tier Psionisist Feature
Your training allows you to draw power from the Thoughtweb. You gain the following benefits:
You gain Resistance to Psychic damage, and your Hit Point Maximum increases by 1 for every Level of the Martial Artist Class you have.
You may use Knowledge instead of Agility for your Martial Arts Features.
The exception is the Unarmoured Defence Feature, which if taken, you may choose to use your Endurance instead of your Agility, and/or your Knowledge instead of your Intuition.
For the Peak Physique Feature, which you may choose to use your Knowledge instead of your Intuition.
You may replace the Damage Type of your Unarmed Strikes and Weapons with the Martial Arts Weapon Property with Psychic damage.
At the start of each of your Turns, you gain BP equal to your Knowledge (minimum of 1).
If you have a Mage Hand summoned from the Talent, when performing a Combo Action that makes one or more Unarmed Strikes, you may increase the CP cost of the action by 1CP, if you do so for that action you can perform Unarmed Strikes from Combo Actions, as if you were located where the Mage Hand was, though you must use Knowledge for Attack Rolls made this way. You may also manifest Touch Range powers as if you were located where the Mage Hand was.
1st Tier Psionisist Feature
Your training builds upon your innate talents in channelling your psionic powers. See the Magic Chapter for the general rules of spellcasting, psionics, and for the Psionic Power List.
Power List: Psionic
Manifesting Trait: Your Knowledge
Power TG: 8 + your SB + your Manifesting Trait
Power Attack Modifier: Your SB + your Manifesting Trait
The following exceptions to the rules presented in the Magic Chapter are as follows:
The number of powers you can Prepare equals Manifesting Trait + half your Martial Artist Level (minimum of 1).
You may Prepare powers from the Psionic Power List, though you treat all powers with the Biomancy and/or Chronoturgy Power Tags, with the exception of Azure Form powers, as being part of the Psionic Power List for you.
You may use your Combo Points as Psi Points for manifesting Psionic Powers.
Whenever you manifest a Talent with the Biomancy and/or Chronoturgy Power Tags, may expend 1CP to use that Talent’s Amplified ability for that manifestation.
Your Psi Limit and Talents Known are as follows:
| Level | Talents Known | Psi Limit |
|---|---|---|
| 1st | 2 | 1 |
| 2nd | 2 | 1 |
| 3rd | 2 | 1 |
| 4th | 2 | 1 |
| 5th | 2 | 2 |
| 6th | 2 | 2 |
| 7th | 2 | 2 |
| 8th | 2 | 2 |
| 9th | 3 | 3 |
| 10th | 3 | 3 |
| 11th | 3 | 3 |
| 12th | 3 | 3 |
| 13th | 3 | 4 |
| 14th | 3 | 4 |
| 15th | 4 | 4 |
| 16th | 4 | 4 |
| 17th | 4 | 5 |
| 18th | 4 | 5 |
| 19th | 4 | 5 |
| 20th | 4 | 5 |
2nd Tier Psionisist Feature
Your psionics allow you to overwhelm your opponent’s defences. If an entity would reduce the damage of your Unarmed Strike, a psionic power or Talent bestowed by this Tradition, or an attack from a Weapon with the Martial Arts Weapon Property, either by a Reduction or a Resistance. You can spend 1 Psi Point to allow that attack to ignore the Damage Reduction or 3 Psi Points to ignore the Damage Resistance for that single attack.
In addition, when you take the Attack action, you can replace one of your attacks with manifesting a Talent with a Manifesting Time of 2AP. It doesn't suffer the penalty for making a ranged Attack Rolls while you are within a hostile entity’s AoC, but the Talent must only effect or Target opponents within your AoC.
3rd Tier Psionisist Feature
Your Psionics grows stronger. At the start of each of your Turns, increase the Combo Points generated by half your SB.
If at the end of your Turn, you would gain a benefit due to losing Combo Points per the Martial Arts Feature, you also gain Advantage on Concentration Tests or Focus Skill Rolls (chosen when you gain this benefit) until the start of your next Turn.
You gain the Empowered Movement action.
Once you have used this action, you can’t do so again until you have completed a Short or Long Rest, unless you spend 4CP to replenish this Feature again.
4th Tier Psionisist Feature
Your body and mind is as strong as adamantine. If at the end of the Turn, you are at 0 HP, you can spend 5CP. If you do so you immediately recover HP equal to a roll of your Martial Arts Die + your Martial Artist Level + your Knowledge.
Each time after the first you use this Feature, the CP cost increases by 2. The CP cost resets to 5 upon completing a Long Rest.
You gain the Undying Body action.
When you gain the Trained Body & Mind Feature, you may choose Knowledge instead of another Trait.
This tradition was started amongst cloistered repositories of knowledge. With a number of these scholars studying combat techniques in order to protect the records they kept. The fighters learning how best to optimise their combat techniques utilising their knowledge of anatomy and of their particular foes.
Called Sages, these Martial Artists are respected and welcomed in academic institutions, with both sides sharing knowledge and research with one another. Those opposing these Martial Artists learn quickly to not underestimate them.
1st Tier Savant Feature
You have a wide range of studies. Choose any two Skills to Learn. Then choose one Skill you have Learnt to Master.
You also Learn an additional Language and are Trained in the use of a Tool of your choosing.
1st Tier Savant Feature
You have trained to utilise your vast knowledge to aid you in combat. You gain the fooling benefits to your Marital Arts:
You can perform the Study action for 1AP.
When you Target an entity with the Study action, on a successful Test you may choose for the Target to become Marked by you.
You may use Knowledge instead of Agility for your Martial Arts Features.
The exception is the Unarmoured Defence and Peak Physique Features, which you may choose to use your Knowledge instead of your Intuition.
When you gain this Feature, select one General Combo Action and one Tradition Specific Combo Action. For you these Combo Actions cost one less CP to use (minimum of 1 CP).
1st Tier Savant Feature
You have learnt how to use your knowledge to aid you in fighting the focus of your attacks. You gain the following benefits for your Marked condition:
When you apply the Marked condition to a Target, you learn if the Target has any condition Immunities, and damage Immunities, Magnifications, Resistances, Reductions, or Vulnerabilities and what they are.
If the Target is hidden from Divination School Magic, you sense that they have none of these things.
Trait Tests made as part of the Study action Targeting an entity Marked by you, always consider you as being a Master with the appropriate Skill.
When you would roll on the Injury Table against the Marked Target, you can roll twice choosing which result is used.
2nd Tier Savant Feature
Your studies allow you to glean information from the most esoteric of sources. If you hit a Target with at least one attack from your Flurry of Blows Combo Action, you can perform the Study action against the hit Target for 0AP, adding your Martial Arts Die to the Trait Test made as part of the action.
Whenever you would succeed on a Cosmology, Faiths, General Knowledge, Linguistics, Magical Lore, Medicine, Nature, or Technology Skill Roll to recall information about a subject, you gain an additional piece of information. This is unless the Test would have Degrees of Success, in which case on a successful Test, you instead treat the result as being one-Degree higher than normal.
Should you fail the Skill Roll for one of the above listed Skills, you always know of somewhere that may contain texts on the subject, so long as the information be something known and recorded in text form, and it be reasonable for your Character to know of where the text may be located.
In addition, choose one Skill and one Language to Learn. You also gain Training in the use of one Tool.
When you would make a Study Progress roll, if you would roll a result on the d100 under your Martial Artist Level + your Knowledge, it becomes equal to that value.
3rd Tier Savant Feature
You have learnt how best to maximise the impact of your studies. You gain +1RP, and whenever you make a Skill Roll using a Skill in which you are a Master, you may use Knowledge instead of the normal Trait.
Whenever an entity in your AoC misses you with an Attack Roll, you can immediately perform the Set-Up action as a reaction for 1RP.
You gain the Reactive Strike reaction.
In addition, choose one Skill and one Language to Learn. Then choose one Skill you have Learnt to Master.
4th Tier Savant Feature
You know how to make the most of your skills in the moment. Once per Turn, when performing an Trait Test using a Skill you have Learnt you can spend 3CP to treat yourself as a Master in that Skill, if you were a Master in that Skill, you can instead pay 6CP to treat yourself as Legendary in that Skill.
When making an Unarmed Strike or Weapon Attack with the Martial Arts Weapon Property against a Marked Target, you score an Overwhelming Blow if your Attack Roll TTV was at least 3 above the Target’s HT. This instead becomes a Critical Hit, if your Attack Roll TTV was at least 5 above the Target’s HT.
When you gain the Trained Body & Mind Feature, you may choose Knowledge instead of another Trait.
In addition, choose one Skill and one Language to Learn. Then choose one Skill you have Learnt to Master.
There are a number of Martial Art traditions developed through the years, practiced by those who view their practising of the arts as being part of their faith. These martial artists able to channel part of the magic from their faith’s Eternal to aid in their art.
Called Spiritualists, those who train in this tradition learn to use Eternal magic to reinforce their bodies and provide support when needed. Many may be found in temples to their chosen faith or travelling as wandering agents of their Eternal’s goals.
It is recommended that those taking this Tradition chose the Spiritual Focus feature as part of their Martial Focus.
1st Tier Spiritualist Feature
You have been trained in Knowledge of their faith. Choose one of the following Skills to Learn Cosmology, Empathy, Faith, Focus, Magical Lore, Medicine, or Stamina. Then choose one of the listed Skills you have Learnt to Master.
You gain the Spellcaster, Eternal Magic, and Ritual Caster Class Tags.
1st Tier Spiritualist Feature
Your faith grants you abilities bestowed by your Eternal. When you gain this Feature create your faith’s Eternal following the rules in the Eternalist Class Playbook’s Appendix A. This may be referred to by Features of this Class. You gain the following benefits:
Your Inspired Event Scope increases by 1.
This is increased by an additional 1 for Unarmed Strikes, attacks made with Weapons with the Martial Arts Weapon Property, or Spell Attack Rolls for Touch Range spells if they are made against your Eternal’s Nemesis Entity Type.
You may use this Tradition’s Spell TG when asked for your Martial Arts TG.
Whenever you complete a Short or Long Rest, you gain BP equal to your Intuition + your Martial Artist Level.
If you already gained BP from another source during or upon completing the Rest, this BP is granted as a bonus rather than replacing it.
You always have the Domain spells of your Eternal’s Primary Domain Prepared as Shown in the Eternalist Domains.
Instead of unlocking those spells at the stated Eternalist Levels, you gain those spells when you unlock the Spell Slots of the appropriate Circle from this Tradition.
1st Tier Spiritualist Feature
Your training builds upon your innate talents in channelling Eternal magic for your spellcasting. See the Magic Chapter for the general rules of spellcasting and for the Eternal Spell List.
Spell List: Eternal
Spellcasting Trait: Your Intuition
Spell TG: 8 + your SB + your Spellcasting Trait
Spell Attack Modifier: Your SB + your Spellcasting Trait
Spellcasting Focus: Holy Symbol & Martial Art Weapons
The following exceptions to the rules presented in the Magic Chapter are as follows:
The number of spells you can Prepare equals Spellcasting Trait + half your Martial Artist Level (minimum of 1).
Your Spell Slots and Cantrips Known are as follows:
| Spell Slots per | Spell Circle | ||||
|---|---|---|---|---|---|
| Level | Cantrips | 1st | 2nd | 3rd | 4th |
| 1st | 2 | 2 | - | - | - |
| 2nd | 2 | 2 | - | - | - |
| 3rd | 2 | 2 | - | - | - |
| 4th | 2 | 3 | - | - | - |
| 5th | 2 | 3 | - | - | - |
| 6th | 2 | 3 | - | - | - |
| 7th | 2 | 4 | 2 | - | - |
| 8th | 2 | 4 | 2 | - | - |
| 9th | 2 | 4 | 2 | - | - |
| 10th | 3 | 4 | 3 | - | - |
| 11th | 3 | 4 | 3 | - | - |
| 12th | 3 | 4 | 3 | - | - |
| 13th | 3 | 4 | 3 | 2 | - |
| 14th | 3 | 4 | 3 | 2 | - |
| 15th | 3 | 4 | 3 | 2 | - |
| 16th | 3 | 4 | 3 | 3 | - |
| 17th | 3 | 4 | 3 | 3 | - |
| 18th | 3 | 4 | 3 | 3 | - |
| 19th | 3 | 4 | 3 | 3 | 1 |
| 20th | 3 | 4 | 3 | 3 | 1 |
2nd Tier Spiritualist Feature
Your faith reinforces your form. You gain Resistance to your Eternal’s associated Damage Type. Your Unarmed Strikes and attacks made with Weapons with the Martial Arts Weapon Property may replace their Damage Type with Radiant, Necrotic, or your Eternal’s Associated Damage Type.
If a spell or rite would return you to life after Dying, it does not require Material Components to be cast on you.
You also gain the Illuminated Spirit action.
In addition, once per Turn, you may expend one Spell Slot in order to immediately gain Combo Points equal to the Circle of the expended Spell Slot.
3rd Tier Spiritualist Feature
The power of your faith imbues power into you and your allies. So long as you are not Incapacitated, you emit an Aura a number of metres equal to your Skill Bonus, that affects you and allied entities of your choosing. This Aura does not pass through Total Cover. This Aura bestows the Channelled Faith benefit.
Channelled Faith. When you would use the Cure Wounds Combo Action and reduce the number of dice to remove a condition, you can choose one of the listed conditions or the Frightened or Terror conditions. Each entity affected by this Aura, removes the chosen condition or if that condition has Degrees, reduce the number of Degrees by 2.
When you would use the Inflict Wounds Combo Action and reduce the number of dice to apply the Poisoned condition, each entity affected by this Aura, recovers HP equal to half the Necrotic damage dealt to the Target.
3rd Tier Spiritualist Feature
Your faith wards off death itself. When you are reduced to 0 HP and don’t Die outright, you can make a TG 10 Intuition Test.
On a successful Test, you can immediately roll any number of Hit Dice and regain HP equal to the result of the roll + your Intuition. After this occurs, until you complete a Short or Long Rest, wings suitable to servants of your Eternal appear at your back granting you a Flying speed equal to your Walking speed.
Once you have used this Feature, you may not do so again until you have completed a Long Rest.
In addition, if at the end of your Turn, you would gain a benefit due to losing Combo Points per the Martial Arts Feature, you also gain Advantage on Concentration Tests or Focus Skill Rolls (chosen when you gain this benefit) until the start of your next Turn.
4th Tier Spiritualist Feature
You will not be stopped by the enemies of your faith. If you have not taken Fire or Acid damage since the end of your last Turn, at the start of your Turn, you regain HP equal to a roll of your Martial Arts Die.
Once per Turn, when you would use the Flurry of Blows Combo Action, you can choose to cast a spell with a Casting Time of 2AP as part of the action. To do so reduce the number of Attack Rolls made (to a minimum of 0 Attack Rolls) to cast the spell of an equivalent Circle, though if the spell has a Range of Touch, its the reduction is instead equal to the Circle of the spell - 1.
Your Unarmed Strikes, attacks with Weapons with the Martial Arts Weapon Property, and spells from this Tradition ignore Damage Reductions and Resistances of your Eternal’s Nemesis Entity Type.
In addition, the light you emit from the Illuminated Spirit action is treated as sunlight, and the wings gained form the Resilience of Faith Feature now only disappear after a Long Rest.
This tradition is an ancient one. Born from those who sought to specialise into traditions based around combat styles influenced by animals found in nature. Over time these ancient marital artists discovered methods of enhancing their abilities through tattoos infused with arcane power. The traditions each formed around a specific animal, with these traditions being grouped together by other martial artist groups into a larger tradition known as tattooed warriors.
These tattooed warriors expand their tattoos as they gain training in their chosen tradition, while also gaining those used by other tattooed traditions through defeating them in combat. As such, these tattooed warriors can be found travelling the world developing their skills and techniques, whilst others can be found in schools for their tradition developing their skills while training the next generation.
1st Tier Tattooed Warrior Feature
You have studied well practised techniques of your tradition. Choose any two Skills from the Martial Artist Core Aspects to Learn. Then choose one of the listed Skills you have Learnt to Master.
You also Learn an additional Language, and are Trained in the use of a Tool of your choosing.
You have Advantage on Trait Tests made to Craft Tattoo Magic Items and on Trait Tests made to apply them.
1st Tier Tattooed Warrior Feature
You were trained in a specific tradition tied to one of the animals that will determine your arcane tattoo. When you gain this Feature, choose one of the Tattooed Orders listed in Appendix B: Tattooed Orders, to show what kind of techniques you learnt and suits your fighting style. You become an Initiate in that chosen Order.
The following alterations are made to the rules presented in Appendix B for how you interact with Tattooed Orders:
Whenever an entity within your AoC, with an Arcane Tattoo from one of the Tattooed Orders is reduced to 0 HP, you gain BP equal to your Martial Artist Level + the Trait associated with the Order chosen for this Feature.
2nd Tier Tattooed Warrior Feature
You have trained in how best to make use of your tattoo’s abilities. You become an Acolyte in the Order chosen in your Tattooed Initiate Feature, when using Combo Actions tied to this Order, you treat their CP cost as one less to use (minimum of 1CP).
In addition, you may apply up to two Tattoo Magic Items to each location of the body rather than one.
3rd Tier Tattooed Warrior Feature
You have mastered your tattoos and its abilities. You become a Master in the Order chosen in your Tattooed Initiate Feature, and have Advantage on Stamina Skill Rolls made to take an Arcane Tattoo from another Martial Artist.
Your Combo Point Storage increases by the Trait associated with the Order chose with your Tattooed Initiate Feature.
In addition, when you complete a Long Rest, you may choose one Tattoo Magic Item you have, you can change the Gemstone of the chose Tattoo to any other Gemstone type listed in the Item’s description.
4th Tier Tattooed Warrior Feature
You have reached the pinnacle of your order. You become a Grand Master in the Order chosen in your Tattooed Initiate Feature.
When you would be reduced to 0 HP, you can expend 1CP to have your HP instead reduced to equal to your Martial Artist Level + the Trait associated with one Arcane Tattoo of a Tattooed Order you have. When you use this effect, you cannot use Combo Actions from that chosen Tattooed Order until the end of your next Turn. You cannot use this effect if you cannot currently use the Combo Actions of any Tattooed Order at the time you took the damage.
When you gain the Trained Body & Mind Feature, you may choose the Trait associated with the Order chosen with the Tattooed Initiate Feature.
In addition, choose one Tattoo Magic Item of Very Rare or lesser Rarity, your Order’s Tattoo gains the abilities of that Tattoo, its Gemstone is that tied to the Trait associated with your Order’s Tattoo, this Gemstone cannot be changed with the Tattooed Master Feature.
While most Martial Artists study how to best turn their body into a weapon, there are others who train to master their use of weapons instead. Called Weapon Masters, those who follow this tradition can be found training relentlessly in the use of their chosen weapons.
1st Tier Weapon Master Feature
You have been trained in Knowledge of weapons. Choose one of the following Skills to Learn Athletics, Acrobatics, Empathy, Perception, Stamina, Survival, or Technology. Then choose one of the listed Skills you have Learnt to Master.
You also Trained the use of a Tool of your choice, gain a Fighting Style Feat, and may select a Weapon Group, you treat all weapons from that Weapon Group as having the Martial Arts Weapon Property.
1st Tier Weapon Master Feature
You have trained to use a weapon as well as you use your fists. You gain the following abilities:
You may for any Combo Actions or Martial Artist Features that affect Unarmed Strikes or specify making an Unarmed Strike only, replace it with an attack with a Weapon that has the Martial Artist Weapon Property.
When making an attack with a Weapon with the Martial Arts Weapon Property, you may choose to use any one Weapon Focus Property that the Weapon qualifies to use for that attack.
Once per Turn, when making a Weapon Attack with a Weapon with the Martial Arts Weapon Property, can add your Martial Arts Die to their Damage Rolls as if they were an Unarmed Strike.
If you hit a Target two times with a Weapon Attack on your Turn, made with a Weapon with the Martial Arts Weapon Property, the next Attack Roll made against the Target is made with Advantage.
When you use the Patient Defence Combo Action, you gain a +1 Shield Bonus to your HT.
If the Weapon has a Magic Bonus to Attack Rolls, the Shield Bonus is increased by that Magic Bonus.
2nd Tier Weapon Master Feature
You have trained yourself to strike like the keenest of blades while maintaining a defence as strong as steel. You gain a +1 Focus Bonus to your HT and Resistance to Bludgeoning, Piercing, Slashing, and Vorpal damage.
When you score an Overwhelming Blow with an Unarmed Strike or Weapon Attack with a Weapon with the Martial Arts Weapon Property, you inflict two Degrees of the Burned (Vorpal) condition. The number of Degrees applied are doubled on a Critical Hit.
In addition, your Forceful Will Feature now lets you replace the Damage Types of your Unarmed Strikes and Weapons with the Martial Arts Weapon Property, with Vorpal damage.
3rd Tier Weapon Master Feature
You have mastered the weapons you have learnt. You gain a Weapon Specialisation Feat, and you may select an additional Weapon Group; you treat all Weapons from that Weapon Group as having the Martial Arts Weapon Property.
When making an attack with a Weapon with the Martial Arts Weapon Property, you may choose when making the attack to use any two Weapon Focus Properties that the Weapon qualifies to use for that attack.
In addition, your Weapon Arts Feature now lets you add you Martial Arts Damage Die to all Weapon attacks with a Weapon with the Martial Arts Weapon Property, rather than only once per Turn.
Instead, once per Turn, you may double your Skill Bonus for an Attack Roll made with a Weapon with the Martial Arts Weapon Property.
4th Tier Weapon Master Feature
You have an eye for the weaknesses of your target. Once per Turn, when you miss with an Attack Roll made for an attack with a Weapon with the Martial Arts Weapon Property, you can reroll the Attack Roll with Advantage.
You may choose for an Attack Roll made as part of a Combo Action to become a Keen Strike, if the Keen Strike hits the Target, it is automatically a Critical Hit.
If you rolled a 20 on the d20 roll during a Keen Strike, roll a d4. The Target gains a number of Degrees of the Critical Opening condition equal to the roll of the d4.
Once you have performed a Keen Strike, you cannot do so again until you have completed a Short or Long Rest.