Some Thoughts on an Expanded Martial Arts System for 5e

DammitVictor

Trust the Fungus
Supporter
I've been thinking more on this idea since last time I posted about it; I don't have a good solution for weapon mastery with bounded accuracy, but I think I've got a good idea for how to expand fantastic martial arts beyond the Monk class. This is would be a campaign-level variant, since it applies to all characters and represents a significant increase in power.

All characters receive the following benefits:
  • The Martial Arts class feature of the Monk, as a 1st level Monk. (Monks gain increased damage as usual.)
  • 1 superiority die at d6, plus an additional die at each 4th level. You can use a bonus action on your turn to spend this die to increase the damage for one attack. (Battlemasters gain the usual number of superiority dice as a bonus.)
  • Ki Pool as a Monk of 1/2 level
  • "Special Maneuvers", equal to a number of Invocations a Warlock of the same level would know. (Monks use the Warlock's Spells Known instead.)

Special Maneuvers may be selected from the following list:
  • Flurry of Blows
  • Step of the Wind
  • Patient Defense
  • Any Battlemaster maneuver (Battlemasters gain the usual number of maneuvers as a bonus.)
  • Any Elemental Discipline, with level prerequisite
  • Learn a cantrip or spell from the Monk spell list (below), of a level up to 1/4th your level. These spells cost 1 Ki per level to cast, and may be cast in higher-level slots by spending additional Ki, again, up to 1/4th your level. (Monks may learn spells of up to 1/3 their level and may enhance them as a Way of the Elements Monk.) Characters may choose Intelligence, Wisdom, or Charisma as their casting ability for these spells.
  • Otherworldly Leap (Warlock invocation, with level prerequisite)
  • Ascendant Step (Warlock invocation, with level prerequisite)
  • Remarkable Athlete (Champion feature)
  • Second Story Work (Thief feature)

Monk Spells:
  • Cantrips: minor fireballs, blade ward, resistance, poison spray, produce flame, acid splash, chill touch, fire bolt, ray of frost, shocking grasp, true strike
  • 1st level: feather fall, longstrider, thunderwave, sanctuary, jump, compelled duel, expeditious retreat, false life, shield
  • 2nd level: calm emotions, enhance ability, invisibility, shatter, barkskin, beast sense, darkvision, magic weapon, pass without trace, blur, levitate, spider climb, mirror image, misty step
  • 3rd level: fear, feign death, water walk, protection from energy, water breathing, elemental weapon, fly, haste, vampiric touch
  • 4th level: dimension door, freedom of movement, greater invisibility, fire shield

This replaces the Way of the Four Elements Monk archetype entirely. It's also recommended that Battlemasters and Eldritch Knights gain the benefits of the Champion Archetype to compensate for the other classes' boost in combat ability.
 

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