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<blockquote data-quote="Cap'n Kobold" data-source="post: 7825018" data-attributes="member: 6802951"><p>Druids, as with any pure casters, are going to be tricky to incorporate unarmed martial arts into, simply because making a melee weapon attack is going to be overshadowed by casting a spell most of the time.</p><p>If I had to I would probably go with animal-themed stances activated by spending a wild shape use, and that used spells in different ways. </p><p>For example Tiger stance might allow clawlike unarmed strikes that you could spend a spell slot to boost the damage of like a divine smite. </p><p>Maybe Snake stance would allow you to spend a spell slot to grant additional reactions that you could use to dodge attacks or take attacks of opportunity. </p><p>Dragon style would perhaps allow a bonus action attack after casting a spell.</p><p>Crane style - spend spell slot to Improve AC and saving throws maybe? No effect rather than half on successful save and redirect damage when an attack misses you.</p><p>Etc.</p><p></p><p> I mentioned in the other thread how I'd deal with a Fighter archetype that incorporated unarmed martial arts alongside the armed martial arts from the base class. Basically grant an increased unarmed strike damage and ability to make a bonus action unarmed strike, alongside increases in the effectiveness of shoving and grappling (I suggested dealing Strength modifier damage when successfully winning a grapple or shove, and getting to roll both Str(Athletics) and Dex(Acrobatics) when you would normally have to pick one to roll.) Add a couple of minor abilities such as unarmoured (and unshielded) AC of Prof bonus + Dex Modifier.</p><p>That gives you a versatile fighter able to incorporate weapon attacks, unarmed strikes, and grappling/shoving into a very versatile combat style.</p><p></p><p> That might get tricky in terms of avoiding the Shadow monk, which is already the pop culture ninja with the supernatural abilities to match.</p><p></p><p><strong>Wizard: </strong>You could do something like an unarmed version of Bladesinger, but again, that is usually just treated as a defensive buff rather than incorporating fighting into spells.</p><p>I think that I'd go a different way and make the "martial arts wizard" the "action at a distance" type of martial artist. They would get benefits to Force-type spells, as well as ones like telekinesis, levitate etc, and additional bonuses (perhaps knocking the opponent back) if delivered as a melee attack.</p><p></p><p> I think that for the purposes of this thread, the OP is taking the popular conception of martial arts as talking about unarmed combat. - They specifically mention unarmed strikes in the post for example.</p><p>As such you can probably assume that they're mostly limiting concepts to those using unarmed martial arts styles. - The Fighter concept probably cover the armed martial arts fairly well.</p><p></p><p> A fist is probably the least finesseable (in 5e D&D terms) weapon available. As such, outside of the Monk (where their magic grants them the ability) I would probably not allow Dex modifier to attack and damage with unarmed strikes. There is a reason Bruce Lee did an insane level of strength training. </p><p></p><p> Hitting in the right place sounds more like skill than grace. I think I'd keep Dex (grace, reflexes, balance) as the defensive stat and Str (athleticism, power generation) as the offensive one in most cases.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7825018, member: 6802951"] Druids, as with any pure casters, are going to be tricky to incorporate unarmed martial arts into, simply because making a melee weapon attack is going to be overshadowed by casting a spell most of the time. If I had to I would probably go with animal-themed stances activated by spending a wild shape use, and that used spells in different ways. For example Tiger stance might allow clawlike unarmed strikes that you could spend a spell slot to boost the damage of like a divine smite. Maybe Snake stance would allow you to spend a spell slot to grant additional reactions that you could use to dodge attacks or take attacks of opportunity. Dragon style would perhaps allow a bonus action attack after casting a spell. Crane style - spend spell slot to Improve AC and saving throws maybe? No effect rather than half on successful save and redirect damage when an attack misses you. Etc. I mentioned in the other thread how I'd deal with a Fighter archetype that incorporated unarmed martial arts alongside the armed martial arts from the base class. Basically grant an increased unarmed strike damage and ability to make a bonus action unarmed strike, alongside increases in the effectiveness of shoving and grappling (I suggested dealing Strength modifier damage when successfully winning a grapple or shove, and getting to roll both Str(Athletics) and Dex(Acrobatics) when you would normally have to pick one to roll.) Add a couple of minor abilities such as unarmoured (and unshielded) AC of Prof bonus + Dex Modifier. That gives you a versatile fighter able to incorporate weapon attacks, unarmed strikes, and grappling/shoving into a very versatile combat style. That might get tricky in terms of avoiding the Shadow monk, which is already the pop culture ninja with the supernatural abilities to match. [B]Wizard: [/B]You could do something like an unarmed version of Bladesinger, but again, that is usually just treated as a defensive buff rather than incorporating fighting into spells. I think that I'd go a different way and make the "martial arts wizard" the "action at a distance" type of martial artist. They would get benefits to Force-type spells, as well as ones like telekinesis, levitate etc, and additional bonuses (perhaps knocking the opponent back) if delivered as a melee attack. I think that for the purposes of this thread, the OP is taking the popular conception of martial arts as talking about unarmed combat. - They specifically mention unarmed strikes in the post for example. As such you can probably assume that they're mostly limiting concepts to those using unarmed martial arts styles. - The Fighter concept probably cover the armed martial arts fairly well. A fist is probably the least finesseable (in 5e D&D terms) weapon available. As such, outside of the Monk (where their magic grants them the ability) I would probably not allow Dex modifier to attack and damage with unarmed strikes. There is a reason Bruce Lee did an insane level of strength training. Hitting in the right place sounds more like skill than grace. I think I'd keep Dex (grace, reflexes, balance) as the defensive stat and Str (athleticism, power generation) as the offensive one in most cases. [/QUOTE]
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