Martial Master

A human martial master

Master of self defense and hand to hand combat. This archetype contains a variety of close and personal kicking, which requires strict discipline and control to combo correctly.

Martial Masters provide offensive abilities using mostly martial melee weapons, but limited passive defenses, which means they will have to pick their engagement carefully in a world full of fire-arms.

## Features

### Martial Training

You gain proficiency in martial weapons and light armor.

You gain the two following abilities:

> ***Momentum*** -You build up momentum from each successful strike using a melee attack. When you hit a creature with a melee weapon attack, you gain 1 point of momentum.  You can have momentum points up to the amount of Martial Masters features that you have unlocked. When you hit using a melee weapon attack, you deal additional damage equal to your current momentum points. You lose your momentum if you do not make any attack rolls on your turn.
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> ***Flow of Battle*** - At the start of your turn you may move up 5ft times your current momentum points freely.
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> ***Unarmed Training*** - Your unarmed attacks now deal 1d4 bludgeoning damage and are considered as a martial melee weapon for the features of this class.
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### Dodge

You are able to dodge attacks more effortlessly than normally people would. You gain the following ability:

> ***Trained Dodge*** - The dodge action costs only 2 AP.
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### Techniques

You have learnt powerful martial techniques to overpower your foes. You gain the following ability:

> ***Techniques*** -These techniques cost Grit Points, which is a resource you have equal to the martial master features you have picked. They recharge at every sleep rest. When you can use different techniques at a given moment, you may only use 1 per turn.  You can use the following Techniques.
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> * ***Repose*** ***(Reaction, 1 Grit Point)***- When a creature within 10ft makes an attack roll targeting you, you may attempt to redirect the force of this attack for a repose attack. Upon hearing the total of the target’s roll, you may choose to roll an attack roll using your current weapon, targeting a creature of your choice within 10ft. If your attack roll is higher than the original attack roll of the attacker, the attack made on your is forfeit and you may continue handling your attack roll as if it was one of your weapon attacks
> * ***Grit Breaker (1 Grit Point)***- When hitting an attack roll, you may convert your temporary hit points or momentum points to deal additional damage on the attack. Each momentum point provides 3 points of damage, while each temporary hit point provides 1. The additional damage bonus of this Technique cannot be more than 3 times the amount of Martial Master features that you have picked.
> * ***Stunning Strike (2 Grit Points)*** - When hitting an attack roll, you can attempt to stun the creature. The target must make a Constitution saving throw to your Martial Master DC. If failed, the target is stunned until the end of their next turn.
> * **Disarming Strike (1 Grit Point)**- When hitting an attack roll, you may attempt to disarm a creature. The target must make a strength saving throw to your Martial Master DC or drop any item they currently have in hand.
> * ***Combat Roll (1 AP, 1 Grit Point)***- You roll up to 15ft into a direction, unaffected by difficult terrain, or until you come in contact with a hostile creature. You then jump this creature. If this creature is the same size as you or smaller, it is required to make a Strength saving throw to your Martial Master DC or be grappled by you.
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### Combo

You learn to combine your techniques. You gain the following ability:

> ***Combo*** - You may use 2 Techniques per turn. If you use a Technique, the next time you use a Technique you may do so without spending a Grit Point as long as it is a different Technique. This resets at the start of your turn.
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> When the free Technique hits, it gains the following additional effect:
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> * ***Repose*** If your attack hits the new target, it gains disadvantage on all its attack rolls on its turn.
> * ***Grit Breaker*** You heal yourself for half the additional damage dealt.
> * ***Stunning Strike*** Marks the target until the creature is no longer stunned. While marked, the target cannot benefit from quarter, half or three quarters cover.
> * ***Disarming Strike*** If the items are dropped by the creature, you can instantly throw this item as if it was used in a throwing attack. Items not marked a ‘Thrown’ can only be used up to 30ft, dealing 1d4 bludgeoning damage. Throwing weapons are handled as per default. Your allies may catch this item without skill check or taking damage.
> * ***Combat Roll*** Instead of grappling, it restrains the target.
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### Fighting Stance

Stance and distance keep you mobile. You gain the following two abilities:

> ***Sentinel*** - When you deal damage with a melee attack, you do not provoke opportunity attacks by the hit creature until the start of your next turn.
> ***Fighting Stance*** - You gain 2 momentum points per attack hit, instead of 1.
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### Flurry of Blows

Overpower your enemies by the intensity of attacks. You gain the following ability:

> ***Flurry of Blows*** -When you make at least 1 melee weapon attack in your round, you can make another for free.
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