Difference between revisions of "Martial Arts (5A)"
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== Martial Arts Defense == | == Martial Arts Defense == | ||
− | When getting your first armor or shield proficiency, usually at 1st level, you can decide to be a martial artist and pick a stye of martial arts. This | + | When getting your first armor or shield proficiency, usually at 1st level, you can decide to be a martial artist and pick a stye of martial arts. This reduces your starting money by half (if taken at 1st level) and negates any armor proficiencies you have. You keep the proficiencies, but do not gain any of the usual benefits. Instead, you gain benefits depending on your martial arts style and what armor proficiencies you have. |
If a lower category of armor proficiency would give you a better Armor Class you can use that. | If a lower category of armor proficiency would give you a better Armor Class you can use that. | ||
Revision as of 09:35, 7 May 2021
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5th Edition Dungeons & Dragons |
As players around here do not like wearing armor, the following martial arts option is included. As any master will teach you, defense is the basis of offense, for without survival there can be no offense. There are six schools of martial arts defense, each based around different principles, methods, and abilities. They are described here, in order of how esoteric they are, from the most spiritual to the most physical.
Martial Arts Defense
When getting your first armor or shield proficiency, usually at 1st level, you can decide to be a martial artist and pick a stye of martial arts. This reduces your starting money by half (if taken at 1st level) and negates any armor proficiencies you have. You keep the proficiencies, but do not gain any of the usual benefits. Instead, you gain benefits depending on your martial arts style and what armor proficiencies you have. If a lower category of armor proficiency would give you a better Armor Class you can use that.
As a general rule, you can only add your Dexterity modifier and one additional attribute modifier to Armor Class. If you would add several ability scores to your Armor Class, you only get to add the best one. If you would apply the same ability score several times, you cannot. If a style allows you to exchange Dexterity for another attribute when calculate defense, you can still use one other ability score modifier besides the dexterity replacement, but you still cannot add the same ability score modifier twice. if you have an ability that grants a fixed AC with no ability score bonus (such as heavy armor does) you cannot add any ability modifier of any kind. This puts a strict limit on the benefits of multiclassing.
Way of the Void
Also know as the weirding way or the path of spirit, the way of the void is a mystic form of defense. Monks practice this style. The practitioner merges his consciousness with the universe and moves in just the right way to deflect or avoid an attack, seemingly without effort. This is an art based on wisdom and insight. It requires the utmost balance and ease of movement, and is thus incompatible with wearing armor or a shield of any kind and with many weapons.
- Light Armor: The disciple of life has an armor class of 12 + her Dexterity bonus. She loses this bonus when she wears armor, uses a shield, carries a heavy load, or uses a weapon with the two-handed or heavy property.
- Medium Armor: The disciple of life has an Armor Class of 10 + her Dexterity bonus + her Wisdom bonus. She loses this bonus when she wears armor, uses a shield, carries a heavy load, or uses a weapon with the two-handed or heavy property.
- Heavy Armor: Does not give a further bonus to Armor Class, but you can now use any weapon and still get the armor class bonus.
- Shield: Does not give a bonus to Armor Class. Instead, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. This is the same as the monk's Stillness of Mind ability.
Way of Life
Also known as the animal style martial arts or fighting panache, this energetic path is based on awe and movement. Some disciples channel the energy of life to fight like an animal does, with constant acrobatic moves and antics. Others develop a kind of aura of invincibility, moving slowly and deliberately trough danger that makes most people cringe. Not quite as demanding as the way of the void, the way of life still demands that you refrain from using armor or shields.
- Light Armor: The disciple of life has an armor class of 12 + her Dexterity bonus. She loses this bonus when she wears armor, uses a shield, or when she carries a heavy load.
- Medium Armor: The disciple of life has an Armor Class of 10 + her Dexterity bonus + her Charisma bonus. She loses this bonus when she wears armor, uses a shield, or when she carries a heavy load.
- Heavy Armor: Does not get a further bonus to Armor Class. Instead, when she passes a Wisdom or Charisma save that normally has some effect even on a successful saving throw, the Way of Life master ignores the entire effect.
- Shield: A Way of Life martial artist with Shield proficiency gains a stacking +1 bonus to Armor Class. She loses this bonus when she wears armor, uses a shield, or when she carries a heavy load.
Way of the Mind
Also known as canny defense or fencing, this style uses trained reflexes and cunning guile for defense, concealing the practitioner in a web of dodges and parries. It is based on an intellectual understanding of the physics of fighting, and often uses a pattern for its attacks and defenses. This pattern can be geometric, working in circles or along an imaginary line, or it can be based on a rhythm such as that of a song or mathematical formula. This style allows some armor.
- Light Armor: The disciple of mind can use light armor with normal benefits.
- Medium Armor: The disciple of mind has an Armor Class based on the light armor she is wearing (10 for no armor) + her Dexterity bonus + her Intelligence bonus. To gain this bonus, she must wield a melee weapon with the finesse property. She also loses this bonus when she wears medium or heavy armor, uses a shield, and when she carries a heavy load.
- Heavy Armor: The benefit is the same as that of Medium Armor, except that it applies at all times.
- Shield: A Way of Mind martial artist with Shield proficiency gains a stacking +2 bonus to Armor Class, but only when using a single 1-handed melee weapon. They can have something in the other hand, as long as it is not a melee weapon or shield. She can use a shield to get the normal bonus to Armor Class.
Way of the Mind favors the rapier but a master can use it with any melee weapon. Their focus on melee weapons limits their use of two-handed missile weapons, but thrown weapons and one-handed missile weapons such as throwing weapons, hand crossbows or pistols are popular.
Way of the Body
This is the most earthly of the martial arts defense styles. Gladiators, boxers, and sumotori follow this path. It is based on long and punishing training where the student builds ligaments, muscle, and fat into an armored screen that protects from blows. This often makes them big and heavy, with large calloused hands and lots of scars. Practitioners of this style deflect some blows, and due to their high constitution they can take immense punishment even from the blows they fail to deflect. This is the style of combat barbarians use - tough they do not give up the use of armor.
- Light Armor: The disciple of body has an armor class of 12 + her Dexterity bonus. She loses this bonus when she wears armor or carries a heavy load.
- Medium Armor: The disciple of body has an Armor Class of 10 + her Dexterity bonus + her Constitution bonus. She loses this bonus when she wears armor or carries a heavy load.
- Heavy Armor: Does not get a further bonus to Armor Class. Instead, when she passes a Strength or Constitution save that normally has some effect even on a successful saving throw, the Way of Body master ignores the effect entirely.
- Shield: A Way of Body martial artist can use shields to normal effect.
Those of the way of the body tend to be big and strong and favor big two-handed weapons. Some use shields for a more defensive combat style. Others are cat-like and use finesse weapons.
Way of Force
This is the magician's way of defending himself, with protective force fields or other spell effects. Mage armor is the most common spell of this path but bracers of defense are a viable alternative.
To use this style, you need to have the ability to erect force armor. This means that most practitioners of this style are spellcasters. Not constantly up and possible to dispel, such armor still offers good protection without sacrificing mobility.
- Light Armor: If you already have the ability to cast mage armor, you can now do so as a reaction or bonus action. If you can't, why are you practicing this art?
- Medium Armor: As long as you are using force armor, you gain a stacking +1 bonus to Armor Class.
- Heavy Armor: As long as you are using force armor, you gain a further stacking +1 bonus to Armor Class.
- Shield: If you have the ability to cast the shield spell, that spell becomes a cantrip for you. You must select it as one of your cantrips to gain this advantage, but if you have it as one of your known spells, you can replace it with another spell.
Force warriors use the same weapons as normal warrior—that is any weapon at all. Many combine this with spells for a very volatile style. Some practitioners can create weapons out of force.
Way of Armor
Way of Armor is what a martial artist calls the regular warrior when he wants to be polite, it is not a martial arts system as recognized by these rules. Encasing the body in armor of leather or steel is a defense, and certainly not one to be scoffed at. Some call it the path of strength, as it takes great strength to carry heavy armor without encumbrance. In many places, wearing armor marks you as either a noble, soldier, or outlaw, making its use impractical if you are or pretend to be nobody special. The way of armor is usually the strongest, in terms of pure Armor Class. It is also very magically versatile, there are many enchantments that can be put on armor. Its main weakness is cost, weight, and clumsiness.
Feat
Martial Versatility
You can switch between using martial arts and armor at will.
- Increase your Dexterity by +1, to a maximum of 20.
- Select one style of Martial arts Defense. When fulfilling the prerequisites of your style, you gain the benefits of the style.
- You can wear any armor you are proficient with, but when you do, you cannot use your style of martial arts.