A master of technique. Swap between different Stances to grant different attacks and abilities, and feel the Flow of battle to enhance your offense and defense.
Fighting Styles
Gain the Offensive Position and Defensive Position Stances.
Practiced Blows
When not in a Stance, your unarmed attacks deal 1d6 + KEY damage.
Stances
Action: Enter a Stance that you know. While in the Stance, you gain its attack, defense bonus, and ability. You stay in the Stance until combat ends, or you gain the Prone, Grappled, Restrained, Incapacitated, or Dying condition. You can only be in one Stance at a time, but can swap to a different Stance with an Action.
Flow of Battle
When you swap from one Stance to another for the first time each turn, and at the end of each turn that you attacked, roll a Flow Die (d6) and set it aside. You can have a max of 5 Flow Dice.
Mortal Strike
When you hit an attack, you may expend any amount of Flow Dice to deal additional damage equal to their value.
Sturdy Wall
When you Defend, you may expend a Flow Die and add its value to your Defense.
Subclass
Choose a Martial Artist subclass.
Ready for Danger
When you roll Initiative, enter a Stance for free.
Depth of Form
Choose 2 additional Stances to learn.
Key Stat Increase
+1 DEX or STR.
Whipping Limbs
You can use Opportunity Attack on an enemy that enters your Reach.
Enhanced Focus
Your Flow Dice are now d8s.
Secondary Stat Increase
+1 INT or WIL.
Depth of Form (2)
Choose 2 additional Stances to learn. Choose a Stance you know and gain its Mastery ability. Mastery abilities are active as long as you are in the associated Stance.
Subclass
Gain your Martial Artist subclass feature.
Whipping Limbs (2)
You can use Opportunity Attack more than once in a round.
Key Stat Increase
+1 DEX or STR.
Depth of Form (3)
Choose 2 additional Stances to learn. Choose a Stance you know and gain its Mastery ability.
Enhanced Focus (3)
Your Flow Dice are now d10s.
Secondary Stat Increase.
+1 INT or WIL.
Solid Body
You gain Advantage on STR saves.
Whipping Limbs (3)
Your Opportunity Attacks negate one instance of disadvantage.
Subclass
Gain your Martial Artist subclass feature.
Unbroken Rhythm
When you make a save, you may spend a Flow Die and add its value to the save.
Key Stat Increase
+1 DEX or STR.
Depth of Form (4)
Choose 2 additional Stances to learn. Choose a Stance you know and gain its Mastery ability.
Secondary Stat Increase
+1 INT or WIL.
Enhanced Focus (5)
Your Flow Dice are now d12s.
Whipping Limbs (4)
When an enemy attack misses you or deals no damage to you, you may Opportunity Attack them if they are in your Reach.
Subclass
Gain your Martial Artist subclass feature.
Depth of Form (5)
2 additional Stances to learn. Choose a Stance you know and gain its Mastery ability.
Key Stat Increase
+1 DEX or STR.
Whipping Limbs (5)
When you use an Opportunity Attack against a target, if you deal 20+ damage, their movement stops and they cannot move more this turn.
Secondary Stat Increase
+1 INT or WIL
Muscle Memory
When you roll Initiative, choose a Stance. You have access to that Stance’s attack even if you are not in that Stance.
Epic Boon
Choose an Epic Boon (see pg. 23 of the GM's Guide).
Universal Legend
+1 to any 2 of your stats. (1/turn) Enter a Stance for free.
Stances
Action: Enter a Stance that you know. While in the Stance, you gain its attack, defense bonus, and ability. You stay in the Stance until combat ends, or you gain the Prone, Grappled, Incapacitated, or Dying condition. You can only be in one Stance at a time, but can swap to a different Stance with an Action. Your Stances do not qualify for the dual-wield bonus even if both of your hands are empty.
Offensive Stance
1d8 + STR | DEF + 0
(1/turn) When you attack, do so with advantage.
Mastery. When you spend Flow Dice on Mortal Strike, double the value of one of them.
Defensive Stance
1d8 + DEX | DEF + 2
If you did not move in your last turn, gain +4 Defense.
Mastery. When you spend a Flow Die on Unshoken Wall, deal damage equal to your defense to the attacking foe.
White Crane
1d6 + (DEX x 2) | DEF + 2
Gain +2 Speed, and move through enemies and difficult terrain without penalty.
Mastery. When you use Unshoken Wall, you may first move up to the expended Flow Die's value (if this puts you out of line of sight/Reach/Range, the attack misses).
Cruel Tiger
3d4 + STR | DEF + 0
On crit: +10 damage. (1/encounter) When you deal 20 or more damage in a single attack, you may Incapacitate the target until the end of their next turn.
Mastery. Any of your damage dice can be the Primary Die.
Pouncing Leopard
1d8 + STR | DEF + 0
+4 Speed. +4 Speed. After using the Move action, your next attack deals an extra die of damage. This ability functions once per target.
Mastery. Your attacks are not subject to the disadvantage imposed by Rushed Strikes as long as you are striking a different target each time.
Fanged Snake
1d4 + DEX | DEF + 0
On hit: Poisoned until the end of their next turn. Your attack’s damage ignores armor.
Mastery. Your attacks against foes with harmful conditions deal an additional +LVL damage.
Fierce Dragon
1d20 | DEF + 0
(1/turn) When you hit with an attack, you may deal the same damage to another foe within Reach.
Mastery. (1/encounter) 2 Actions (Cone 4): Deal 2d20 fire damage.
Tipsy Sway
1d8 + 1d6 + 1d4 | DEF + 2
Attacks miss you on a 1 or 2. After an attack misses you, your next attack gains advantage.
Mastery. When an attack misses you or deals no damage to you, gain a Flow Die at maximum value.
When rolling for Advantage or Disadvantage, roll additional d8 dice. Your primary die is still your left-most die
Ember Rain
1d10 + DEX | DEF + 0
When you deal 10 or more damage to an enemy, they gain Smoldering. When you attack a Smoldering enemy, double the value of your attack die (this does not include Flow Dice).
Mastery. (1/encounter) When you apply Smoldering to an enemy, you may apply Smoldering to all other enemies.
Crashing Mountain
1d6 + (2 x STR) | DEF + 4
You cannot be moved against your will. Defending does not cost an action.
Mastery. (1/encounter) Action: All enemies within Reach 4 make a STR save. On fail, they fall Prone.
Flowing River
2d6 + DEX | DEF + 2
On hit: Slowed. Increase your Primary Die value by 1 against Hampered targets.
Mastery. (1/encounter) When you attack a Hampered enemy, you may pull all enemies within Reach 6 to be as close as possible to that enemy.
Tearing Gale
2d4 + DEX | DEF + 2
Your attacks have +2 Reach and gain Vicious.
Mastery. Your attack gains knockback 2.