Martial Artist

The pugilist with scarred hands and cauliflower ears, the wandering monk, the contemplative philosopher who clears the mind by performing certain moves, and the bloodthirsty pit fighter might all be described as martial artists, despite coming from wildly different backgrounds and having varied attitudes toward fighting. What unites them is their effort to turn their bodies into living weapons. These characters, and others like them, can use their fists to land blows as if they were wielding clubs. They kick, elbow, claw, and headbutt, taking their foes apart one strike at a time.

Level 3 Martial Artist

Attributes: Increase two attributes by 1 each.
Natural Defense: +2, Health: +12, Bonus Damage +1d6,
Speed: +1
Light Defense: Martial Artists are only allowed to wear light armor. Wearing medium and heavy armor will grant 2 banes to all your Unarmed attacks.
Martial Arts: You gain the Brawler talent from the fighter path. If you already have this talent, increase your Health by 6. In addition, when you use an attack option with an unarmed strike attack, you can do so without forgoing the weapon’s damage dice.
Tremendous Throw: When you get a critical success on a roll to attack a target of your Size + 1 or smaller with an unarmed strike, you can use this talent to force the target to make an Agility roll. On a failure, you push the target up to 1d6 yards and the target falls prone.

Level 4 Martial Artist

Health: +12, Bonus Damage +1d6
Fists of Fury: Your unarmed strikes deal an extra 1d6 damage or 2d6 damage to objects.
Grappler: When you wrestle a target and would deal damage to it, the target takes an extra 1d6 damage. In addition, you impose 1 bane on rolls made to escape your grabs.

Level 6 Martial Artist

Health: +12, Bonus Damage +1d6
Impromptu Shield: You can use a reaction when you have a creature grabbed and a creature you can see attacks you to pull the creature you are grabbing into the attack’s path so that it becomes the target of that attack instead.
Neck Breaker: When you deal damage to a target creature with an unarmed strike and the target becomes injured as a result, the target makes a luck roll with 1 boon. On a failure, it dies from a blow to the neck. Creatures whose Size is 2 or more higher than yours as well as those that lack tangible bodies or suitable anatomy are immune to this effect.
Size Means Nothing: You treat creatures that are your Size + 3 or less as if they were your Size.

Level 9 Martial Artist

Health: +12, Bonus Damage +1d6
One-Thousand Fists and Feet: If you are not held, you can use an action to throw yourself into motion. Target any number of enemies within 5 yards of you. For each target, make a Strength or Agility roll against its Agility. On a success, the target takes 5d6 damage. On a critical success, the target also falls prone. Once you use this talent, you lose access to it (luck ends).