Grand Master

*This path does not encourage violence. Instead, it is designed for self-control and mental clarity. Some practitioners refuse to apply their discipline in a violent fashion, believing to do so would be a failure of his or her philosophy. For others, to commit this practice to violence is a logical progression. Some take this to an extreme, using it only to benefit themselves. Others are considered heroes, fighting for noble causes and refusing to stand idly by while innocents suffer. These adventurers love to spar and often duel aggressively with allies to test their mettle. Though not a requirement for friendship, it goes a long way to match a grandmaster in combat. Even enemies matching their skills in a fair duel will garner respect.*

### Proficiencies

You have proficiency with all melee weapons.

### Martial Art Discipline

Beginning when you choose this archetype at 1st level, you can select a specific martial art discipline. A discipline can be activated on your turn as a bonus action. Once activated, you gain the benefits of this discipline until the end of the encounter (or five minutes). Once you use a martial art discipline, you cannot use it again until you finish a long rest.

At 5th, 7th, and 10th level, you can either select a new discipline or gain additional uses of one you already know before being required to finish a long rest. If you select the same discipline two times (they need not be at successive levels), you unlock an additional benefit. You can only have one discipline in effect at a time.

#### Capoeira

Resembling a dance more than a martial art, those specialized in capoeira are always in motion, attempting to find an opening in an opponent in whichever way possible. After activating, you gain the following bonuses:

* You can use the Disengage action as a bonus action.
* You gain a +5 bonus to speed.
* You have advantage on all Dexterity saving throws.
* After you select this discipline a second time, your bonus to speed increases to +10.

#### Drunken Boxing

In your enemy’s eyes, you just appear to stumble around, luring your enemies in a false hope of a comfortable victory. The more chaotic you look, the deadlier you are. You must be inebriated to activate this discipline, and after doing so, gainin the following bonuses:

* You gain temporary hit points equal to twice your level.
* You do not inflict double dice damage when scoring a critical hit; instead, you gain one additional unarmed melee attack as part of the same action (max two attacks gained this way per turn).
* Each time a creature misses, your AC increases by +1 (max +3); if a creature misses you at your max AC bonus, this bonus reverts to 0, and you gain an unarmed melee attack as a reaction against the triggering target.
* After you select this discipline a second time, you gain three additional unarmed attacks with a critical hit instead of two.

#### Eagle Claw

You know how to find weak spots in your enemy. You are often seen as being patient, waiting for a moment for a decisive strike. After activating, you gain the following bonuses:

* If you hit a creature, you can instead inflict half damage and grapple the target.
* At the beginning of your turn, as a bonus action, any enemy you are grappling suffers damage equal to your primary attack modifier.
* Any time you inflict a critical hit on a creature, the target suffers half your hit damage at the beginning of its turn.
* After you select this discipline a second time, any enemy you are grappling at the beginning of your turn suffers damage equal to your Strength modifier plus your Dexterity modifier.

#### Karate

Your strength comes from your empty hand—the origin of the word. This discipline is prevalent given the simplicity of its foundation. After activating, you gain the following bonuses:

* Use an action to focus your discipline; until the end of your next turn, you have advantage on unarmed attack rolls and triple all dice for critical hits instead of double.
* You can spend 30 feet of movement to gain a +1 bonus to AC until the beginning of your next turn.
* Use an action to make a single kick attack. This is an unarmed attack that inflicts 1d10 + Strength modifier damage. You gain a +4 damage bonus for each additional attack you would generally make with an Attack action.
* After you select this discipline a second time, your kick attack inflicts 2d6 damage instead of 1d10, and your AC bonus increases to +2.

#### Iron Palm

You stopped splitting boards and bricks and moved up to bones. Your opponents will fear your strikes. After activating, you gain the following bonuses:

* You gain a +1 bonus to melee damage rolls.
* If you roll a critical hit with an unarmed attack, you maximize one of your damage dice.
* If you attempt to damage obstacles like doors or tables, double the number of damage dice.
* After you select this discipline a second time, maximize two of your damage dice with a critical hit, and you triple all damage dice against obstacles.

#### Iron Shirt

The only way to survive some encounters is to not worry about how much you get hurt. After activating, you gain the following bonuses:

* You have resistance to all slashing and bludgeoning damage.
* You can spend up to half your level in Hit Dice as an action to recover hit points as if taking a short rest.
* If you suffer damage equal or greater than 1/4 of your total hit points outside of your turn, you have advantage on attack rolls until the end of your next turn.
* After you select this discipline a second time, you gain resistance to piercing damage as well.

#### Long Fist

An aggressive style, you push forward to your enemy, hoping a strong offense will discourage counter attacks. After activating, you gain the following bonuses:

* You gain a +1 bonus to melee damage rolls.
* Your unarmed attacks and attacks with melee weapons gain the Reach property.
* If you hit a creature with an opportunity attack, you can disengage from all other creatures and move within 5 feet of that target.
* After you select this discipline a second time, your reach increases to 10 feet for the purposes of opportunity attacks.

#### Monkey Kung-Fu

Your bizarre acrobatic maneuvers involve grabs, tumbles, and attacks, which more disorientate your opponents than damage them. After activating, you gain the following bonuses:

* Each time you hit a creature with an unarmed attack, you gain a +1 bonus to AC; this effect is cumulative up to +3 with each successive hit on the same creature but is lost if you miss the target, do not attack the target by the end of your next turn, or you attack another creature.
* When you activate this discipline, set aside four “monkey points.” You can use a monkey point in the following ways:
	+ (a) knock a target your size prone as a reaction to it missing on a melee attack against you;
	+ (b) automatically pass a Dexterity saving throw;
	+ (c) take only half damage from an enemy attack, or
	+ (d) double your proficiency bonus and gain advantage on your next Strength (Athletics) or Dexterity (Acrobatics) check. Unused points are lost when the discipline expires.
* After you select this discipline a second time, you gain three additional monkey points.

#### Muay Thai

A variation of kickboxing, there is no limb you possess that cannot be used for direct physical attacks. You are a standup fighter with a huge repertoire of attacks. After activating, you gain the following bonuses:

* Instead of a simple unarmed attack, you must select which attacks you wish to make. The damage dice listed cannot be adjusted by any other abilities.
	+ **Punch.** Damage—1d4; make two punch attacks in place of one normal attack you would typically make (max 2 uses per Attack action).
	+ **Elbow.** Damage—1d8; if you use an elbow once aspart of an Attack action, roll damage dice twice and take the higher value.
	+ **Jump Kick.** Damage—1d10; you must move at least 10 feet towards your target before making this attack.
	+ **Roundhouse Kick.** Damage—2d8; you suffer a –3 penalty to your attack roll.
	+ **Knee.** Damage—1d6; you can shove the target 5 feet.

If the target hits an obstacle, it takes +2 damage.

* After you select this discipline a second time, if you hit a creature three times or more with an Attack action, the target has disadvantage on its next attack against you.

#### Praying Mantis

You carry a commanding stance and emphasize your aggression through rapid and coordinated hand movements that both distract the enemy and deliver powerful, crippling blows. After activating, you gain the following bonuses:

* You gain a +1 bonus to AC (you cannot use a shield with this bonus).
* If an enemy misses on a melee attack against you, you can make a single melee attack against that target as a reaction—on a hit, you inflict half damage.
* If you score a critical hit, the target has disadvantage on its next melee attack against you. You have advantage against attempts to be moved against your will.
* After you select this discipline a second time, your AC bonus increases to +2

#### Snake Style

Your strikes are light, but rapid, connecting numerous times and at numerous places against your opponent. Simultaneously, your fluid movements make you a difficult target. After activating, you gain the following bonuses:

* At the beginning of your turn, as a free action, select one creature you can see to gain a +1 bonus to AC against until the beginning of your next turn (you cannot use a shield with this bonus).
* If you roll a 1 on any of your damage die, you gain an additional melee attack against the same target as part of that action. If you roll multiple damage dice with a hit, all dice must roll a 1. Once you use this ability, you cannot use it again until the beginning of your next turn.
* While you are prone, creatures don’t have advantage on you while, and you don’t have disadvantage on them.
* After you select this discipline a second time, your AC bonus increases to +2.

#### Tai Chi

You can direct enemy aggression into a weakness. The angrier the opponent, the more energy you can direct back. After activating, you gain the following bonuses:

* If a creature’s melee attack roll against you misses, the difference between the attack result and your AC becomes a damage bonus on your next melee attack (max 5 damage). This attack must be made on your next turn against the target that missed you, and if you miss, the damage bonus is lost.
* If a creature’s melee attack roll against you is a natural 1, you can knock the target prone and make a melee attack as a reaction.
* After you select this discipline a second time, you knock the target prone and make a melee attack as a reaction if your enemy rolls a natural 1 or 2.

#### Taekwondo

More defined by its powerful leg movements than hand strikes, your opponents should always keep their eyes on your feet. After activating, you gain the following bonuses:

* If you are not grappled or if your legs are unrestrained, your unarmed attacks increase their damage die by one step (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10). These are kick attacks. (Martial Artist Class: This does not affect your martial artist combo chain tier.)
* If you move at least 20 feet towards a creature and make an unarmed (kick) attack as your Attack action, you have advantage on the attack. Once you use this ability, you cannot use it again until the beginning of your next turn.
* Once per discipline activation, if you score a critical hit against a target your size or smaller, you inflict maximum damage.
* After you select this discipline a second time, you can inflict maximum damage with a critical hit twice per activation.

#### Tiger Claw

You adore getting close, real close. Getting within your enemy’s reach, you hope to prevent a strong counterattack. And you kick too. After activating, you gain the following bonuses:

* You gain a +5 bonus to speed.
* You can spend 20 feet of movement and move to occupy the same space as your opponent—you no longer occupy a space around said opponent, and allies can attack through you. Any target occupying your space cannot use the Disengage action.
* If you hit a target with an unarmed attack, you can use a bonus action to inflict additional claw (slashing) damage equal to your attack ability modifier. This damage is not part of the same attack action and thus is not multiplied with a critical hit. Once you use this ability, you cannot use it again until the beginning of your next turn.
* After you select this discipline a second time, your bonus to speed increases to +10.