Finishing Moves

< Martial Artist Class

### Tier 2 Finishing Moves

**Bone Breaker.** You exert pressure on a limb and hear a crack. Double both your damage dice and ability modifier to your last hit.

**Circular Attack.** You spin your leg around to catch another opponent. After resolving damage from your last hit, make a single additional melee attack at the same tier against one other creature in reach as part of the same action as the last hit. If you score a hit, you gain an additional identical attack this turn against a new creature different than the first and second (these attacks cannot trigger a finisher).

**Ground & Pound.** After resolving damage from your last hit, you use your agility and strength to knock the target prone (the creature must be your size or smaller). You can then either use a Disengage action or have advantage on your next attack against the target.

**Surging Punch.** You channel your willpower, focus your energy, and let out a roar. After resolving damage from your last hit, the target is pushed 5 feet and has disadvantage on its next skill check or attack roll until the end of its next turn (the creature must be your size or smaller).

### Tier 3 Finishing Moves

**Counter.** You assume a defensive stance. After resolving damage from your last hit, you gain a +2 bonus to AC for one minute or until you move. If a creature hits you, you can use a reaction to make a melee attack against the triggering enemy.

**Soul Fist.** Your enemy doesn’t know it yet, but it’s about to have an awful day. After resolving your last hit, you can disengage from the target. Additionally, the target you hit last suffers additional damage equal to your attack ability score at the beginning of its next turn.

**Spinning Attack.** Like a hurricane, either you spin in the air, or your enemy does—either way, someone’s getting hurt. After resolving damage from your last hit, make a melee attack at this tier to each enemy within ten feet of you. If you miss, the creature still suffers your ability modifier damage; if hit, the target is knocked prone. These attacks cannot trigger a finisher.

**Ranbu.** Double your last hit’s regular damage dice and make additional melee attacks at this tier against the same creature until you miss twice or hit four times. These attacks cannot trigger a finisher.

### Tier 4 Finishing Moves

**The Zone.** After resolving damage from your last hit, your damage die remains at this tier regardless of your combo chain until you finish a short rest.

**Touch of Death.** After resolving damage from your last hit, until the target is killed or five minutes have passed, the target’s speed is halved, and it takes damage equal to half your level at the beginning of its turn. This damage value does not increase if you inflict this finisher on the same target more than once.

**Drop Hammer.** If you are grabbing the last creature you hit (it must be your size or smaller), after resolving damage, you maneuver yourself to force your enemy into the ground. Make a Strength (Athletics) check with advantage and leap into the air. You inflict additional damage equal to your roll as you crash back down, possibly creating an impact crater (with cracks in the ground).

**Xian.** You achieve perfect clarity for a short while. After resolving damage from your last hit, all enemies in reach are pushed ten feet. You cannot be shoved and are resistant to all damage types for one minute.

### Tier 5 Finishing Moves

**Spirit Bomb.** One incredible strike—triple your ability damage to your last hit, and if the creature is your size or smaller, they are incapacitated for one minute or until the target suffers damage or is moved in any way.

**Falcon Punch.** Your last attack is a critical hit, you inflict max damage, and a creature your size or smaller is shoved 30 feet. If the target hits an obstruction, it suffers additional damage equal to the remaining distance. The target may still pass through the obstruction.

**Shun-Goku-Satsu.** You perform an incredibly powerful sequence of attacks. After resolving damage from your last hit, make six additional melee attacks (at this tier) against any number of enemies within ten feet of you (each target can only be attacked a maximum of three times). Additionally, all attacks on you miss until the beginning of your next turn. These attacks cannot trigger a finisher.

**Limit Break.** After resolving damage for your last hit, you inflict additional damage equal to the hit points you are currently down from your total (maximum 50 hit points).

< Martial Artist Class