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
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou 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.
- Level 4Ability 2
- Level 5HeartYou gain +1 to Fitness.
- Level 6Ability 3
- Level 7SoulYou gain +1 to Focus, Agility or Toughness.
- 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.

