Martial Arts

Fantasy Martial Arts Schools and Fighting Styles


Schools

  1. Heaven's Fist Academy

    • Fighting Style: Celestial Palm
    • Description: Focuses on strikes imbued with divine energy.
  2. Dragon's Scale Dojo

    • Fighting Style: Scaled Wrath
    • Description: Utilizes acrobatic moves and dragon-like ferocity.
  3. Shadowstrike Clan

    • Fighting Style: Darkened Blade
    • Description: Emphasizes stealth and quick, lethal strikes.
  4. Lotus Petal Institute

    • Fighting Style: Petal Dance
    • Description: Graceful, flowing movements that focus on evasion and disarming foes.
  5. Ironclad Fortress

    • Fighting Style: Stone Guard
    • Description: Defensive techniques with heavy emphasis on blocking and parrying.
  6. Eagle's Talon School

    • Fighting Style: Aerial Claw
    • Description: Concentrates on aerial maneuvers and precision strikes.
  7. Phoenix Wing Academy

    • Fighting Style: Ember Flight
    • Description: Incorporates fire magic into acrobatic fighting.
  8. Crimson Serpent Dojo

    • Fighting Style: Venomous Grasp
    • Description: Strikes focus on targeting vital points to incapacitate enemies.
  9. Moonlit Lake School

    • Fighting Style: Lunar Reflection
    • Description: Defensive style that focuses on countering attacks.
  10. Windshear Guild

    • Fighting Style: Gale Blade
    • Description: Swordsmanship combined with wind magic for high-speed attacks.

Fighting Styles (Stand-alone)

  1. Mountain's Root

    • Description: Grounded stances and heavy strikes to unbalance foes.
  2. Whirling Tempest

    • Description: Utilizes spinning attacks and wind magic for crowd control.
  3. Gilded Bamboo

    • Description: Quick, snapping attacks with a staff or bamboo pole.
  4. Cursed Wraith

    • Description: Uses dark magic to drain the life force of opponents.
  5. Frozen Torrent

    • Description: Incorporates ice magic to slow and control opponents.
  6. Falcon's Dive

    • Description: Specializes in leaping strikes and swooping attacks.
  7. Thunder's Echo

    • Description: Emphasizes the use of sound and vibration to disorient enemies.
  8. Inferno Fist

    • Description: Unarmed combat style that incorporates fire-based attacks.
  9. Spirit's Whisper

    • Description: A blend of martial arts and healing techniques.
  10. Sapphire Tide

    • Description: A defensive style that uses water magic for shields and healing.

These schools and fighting styles can serve as the training grounds and disciplines for warriors, monks, and mages looking to master the art of combat in your fantasy world.Certainly! Let's take "Celestial Palm" from the Heaven's Fist Academy and turn it into a Monk subclass for D&D 5e. Note that this is a homebrew addition and should be balanced appropriately for your campaign.


Monk Subclass: Way of the Celestial Palm

Prerequisites: Must be a member of the Heaven's Fist Academy or undergo special training from a master of the style.


Level 3: Celestial Palm Technique

When you choose this tradition at 3rd level, you learn how to imbue your strikes with celestial energy. Whenever you use your Flurry of Blows, you can replace one of the unarmed strikes with a Celestial Palm Strike, which deals radiant damage instead of bludgeoning. Additionally, you gain a pool of celestial energy points equal to your monk level. You can spend these points to add an extra 1d4 radiant damage to your Celestial Palm Strikes. You regain all expended celestial energy points after a long rest.


Level 6: Divine Resilience

Starting at 6th level, your training allows you to tap into divine energy for protection. When you are hit by an attack, you can use your reaction and spend 1 Ki point to gain resistance to all damage types until the end of your next turn.


Level 11: Heavenly Ascendancy

At 11th level, you've mastered the art of channeling celestial energy into your movements. As a bonus action, you can spend 2 Ki points to activate Heavenly Ascendancy. For 1 minute, your jump height is tripled, and you gain a flying speed equal to your walking speed. You must end your turn on solid ground, or you will fall.


Level 17: Celestial Avatar

Upon reaching 17th level, you become a vessel for celestial might. As an action, you can spend 4 Ki points and 4 celestial energy points to become a Celestial Avatar for 1 minute. While in this form:

  • Your Celestial Palm Strikes deal an extra 1d8 radiant damage.
  • You are immune to radiant and necrotic damage.
  • You emanate an aura of light in a 30-foot radius. Hostile creatures in the aura at the start of their turn must make a Wisdom saving throw against your Ki save DC or be frightened until the end of their next turn.

You can use this feature once, regaining the ability to do so after a long rest.


Feel free to adjust the abilities to better fit the balance and theme of your campaign!