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Class record

Martial Artist

Striker

Tier
1
Difficulty
1 / 5
Main role
Striker
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

None.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Athletics, Perception, Insight, Medicine, Intimidation, Common Knowledge or a relevant Expert Knowledge skill (By DM approval). You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Martial Artists are fighters who’ve turned their bodies into finely tuned weapons. All across the world of Lyr, you can find them practicing different arts and styles. The true might of the Martial Artist is their mastery of Zaipher, the skill of tapping into their internal mana to heal themselves and deal devastating magic-enhanced blows.

Zaipher doesn't have the raw power of Arcane magic, but what it lacks in volume, it makes up for in blazing speed. Martial Artists utilize  quick, sudden bursts of energy that can take an enemy by surprise.

Tactical guidance

Playing Martial Artist

Martial Artists are strikers with a simple standard combo. Leg Sweep is the combo starter. Being knocked prone is already bad normally, but especially so against a martial artist. You should expect most enemies to attempt to react to a leg sweep. If they don't, or if you hit anyway, you can follow up with a Rushing Knee Drop.

Rushing Knee Drop is guaranteed to hit and can be used with both AP and RP. The RP version is less efficient, but it can allow for a higher damage turn. Rushing Knee Drop can also be used when its not your turn, if an ally is able to render an opponent Prone. Because this is not on your turn, this version always costs an RP and can't be used with just an AP.

The final part of the combo is Double Punch. It is effectively a dual wield attack for unarmed users.

Their single non-damaging combat ability is Vital Drive. Vital Drive isn't very mana efficient, but it takes no action and you can potentially spend a lot of mana on it to heal for a large amount.

Unarmed abilities only require a single free hand, so keeping an utility item in your offhand for quick use is possible.

Martial Artist

Class features

Abilities unlocked

Complete rules for every ability granted by Martial Artist.

Class feature
Grants+5 skill pointsAthletics, Expert Knowledge, Insight, Intimidation, Medicine, Perception

Benefit 1

Your unarmed attack damage is treated as a One-Handed Weapon in which you are proficient.

Benefit 2

You gain +5 skill points to spend in Athletics, Perception, Insight, Medicine, Intimidation or a relevant Expert Knowledge skill (By DM approval). You can exchange any skill point for 2 expertise points, but must spend them in these skills.

Benefit 3

You can use Discipline.

Ability

Leg Sweep

2 AP
Range
Melee Weapon Range

You may make a Light Attack against the target. On damage, the target falls Prone.

Requirements

-
0 AP-1 MP
Range
Self
Keywords
Healing

You regain HP equal to 5 times the mana spent.

Requirements

-
1 AP1 RP
Range
15ft
Keywords
Sure Hit,Unarmed Strike,Jump

You may spend either 1 AP or 1 RP to leap up to 15 ft and crush a prone enemy within 5ft with a knee attack, dealing Light Damage. This movement does not provoke attacks of opportunity.

Requirements

An enemy is prone in range.

1 AP
Range
Melee Weapon Range

You may make two Light Attacks against the same target.

You may not make a dual wield attack until the start of your next turn.

Requirements

Must not have made a dual wield attack this turn.