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Martial Arts Set -  Blood Strider Clan

Blood Strider Boots

Wondrous item, varies (requires attunement)

The Blood Strider Boots are the signature armaments worn by members of the Blood Strider clan, who have long ruled the northern coastline of the western continent and the delta of the Golden Scale River. Known both as skilled sailors and ruthless pirates, they control trade in the surrounding waters. These Boots serve as a vital complement to their traditional martial art, the Blood Strider Dance. Their martial arts have been finely tuned to their seafaring lifestyle and the violent, frigid waters of their domain. The Boots enable them to sprint across water surfaces with incredible speed and to deliver quick, lethal kicks to their foes. The Blood Strider Dance martial art focuses on speed, momentum, and swift kicks capable of slicing through an enemy's defenses, drawing inspiration from the giant sharks that have become the clan's sacred beasts and symbols for many generations.

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1st Wave

While wearing these Boots, you gain a bonus to attack and damage rolls equal to half your proficiency bonus (rounded down). Unarmed attacks using your kick deal 1d8 slashing or piercing damage, your choice. You can use your Strength or Dexterity modifier for attack and damage roll of your unarmed attacks using your kick.

Step of The Wave. Your movement speed increases by 10 feet, and you gain a swimming speed equal to your walking speed. Additionally, you gain the ability to move across any liquid surface as if it were solid ground

2nd Wave

At 5th level, you begin to master the Blood Strider Dance. Whenever your kick's unarmed attack deals more than 10 slashing or piercing damage, you earn 1 Blood charge. Each Blood charge boosts your walking speed by an extra 5 feet. You can hold a number of Blood charges up to your proficiency bonus. These charges vanish after 1 hour, and you lose 1 charge if you do not move at least 10 feet on your turn. Additionally, you can use a bonus action to spend one or more of your hit dice, gaining an equivalent number of Blood charges.

Hunter Stride. When you move at least 10 feet in the forward direction during your turn, the next unarmed attack using your kick that hits before the start of your next turn deals an additional 1d4 slashing or piercing damage for every 10 feet of movement up to a maximum of 10d4. Additionally, you can spend 1 Blood charge to take the Disengage action as a bonus action.

3rd Wave

At 11th level, your mastery of the Blood Strider Dance reaches the mystical realm. Unarmed attacks using your kick now deal 2d6 slashing or piercing damage. Additionally, you have an advantage on ability check and saving throws to escape grapple or from being restrained.

Blood Road. When you have a maximum number of Blood charges, ocean waves manifest and propel each step you take, leaving behind a trail of violent waves. For the duration, opportunity attacks against you have a disadvantage. Additionally, when you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 2d6 slashing damage from your trail of violent waves. A creature or object can take this damage only once during a turn.

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Another one of the martial arts set. This time, the theme is the opposite of The River Tyrant clan set, which focuses on grappling and pinning down the enemy in place. Taking inspiration from the shark's need to constantly move (at least some species of shark XD), the Blood Strider clan set to focus on speed, the constant need to move, and momentum~

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The file will be added to the Martial Art Set folder in the Vault Post.

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