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# Path of Acala Not all martial arts are fit for the calm mediative mind and instead comes naturally to those with a fiery soul and passionated spirit. To them is open the 108 Paths of of Acala, The immovable protector of Dharma. A variety of brutal and hard styles with powerful strikes brought about by a single-minded focus and explosive release of inner might. Paths that students of other styles might even dismiss as Barbaric. A sentiment the followers of the Path of Acala are happy to answer with their fist. ### Fist of Acala When you take this path at 3rd level, your unarmed attacks counts as melee weapon, while you are unarmed and you aren't wielding a shield. You can choose at the beginning of your turn to either deal 1d12 + strength modifier bludgeon damage if you hit or deal 1d8 + strength modifier bludgeon damage and gain +2 AC and may change your choice at the beginning of each turn. ### Inner Gate of Earth Additionally, at 3rd level you master techniques of the Gate of Earth. Choice two of the following techniques. Each of them may be used while you're raging, a number of times equal to your proficiency bonus. All uses are regained on a short rest. The techniques require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: ___ **Path of Acala save = DC 8 + your proficiency bonus + your Strength modifier** - *Wolf's Strike:* You can spend a bonus action to force a creature to make a strength save if you have hit it with an attack this turn. The creature is knocked prone if they fail their save. - *Tiger's Blow:* You can spend a bonus action to force a creature to make a wisdom save if you have hit it with an attack this turn. The creature senses only extends out to 5 feet, until the beginning of your next turn if they fail their save. - *Mantis' Swipe:* You can spend a bonus action to force a creature holding an object in it's hand like a weapon or a shield, to make a dexterity save if you have hit it with an attack this turn. The creature must drop an object it's holding of it's choice, if they fail their save. - *Snake's Grasp:* You can spend a bonus action to force a creature to take a constitution save if you have hit it with an attack this turn. The creature's movement speed drops to zero until the beginning of your next turn, if they fail their save. ### Fist of Vidyā From 6th level your unarmed attack now counts as magical for the purpose of overcoming resistance and immunity. In addition to that, You can as a reaction, when you perform a melee attack, choose to convey to the target of your attack either your alignment, your reason for fighting them, using no more than 3 words or your emotions toward them. The target always understand you and knows what you convey is truthful. You can also as a reaction, when a creature attacks you with a melee attack, choose to learn their alignment, their reason for fighting you, using no more than 3 words or their emotions toward you. ### Inner Gate of Heaven At 10th level, you learn one of the following technique of the Gate of Heaven, that you can use while you are raging, a number of times equal to your proficiency bonus. All uses are regained on a short rest. - *Wavebreaker Palm:* You can as a reaction, when a creature within 5 feet of you hits you or another creature within 5 feet of you, reduce the damage by your barbarian level. - *Iron Body:* You can as a reaction, when you take damage from a source that allows Strength, Dexterity or Constitution Save, reduce the damage by your barbarian level. - *Fiery Soul:* You can as a reaction, when you are made to take a Wisdom, Intelligence or Charisma Save, automatically succeed the save. ### Inner Gate of Spirit At level 14, you learn one of the following technique of the Gate of Spirit. Each of them may be used while you're raging, a number of times equal to your proficiency bonus. All uses are regained on a short rest. - *Storming Boar:* You can when you hit a creature as part of your attack action, push a creature back (costing no action) a number of feet equal to the damage your unarmed melee attacks have dealt to the target this turn. You may immediately move toward the target if you do so, to perform another unarmed melee attack. - *Branding Palm:* You can when you hit a creature as part of your attack action grant advantage (costing no action) on the next attack made toward the creature before the beginning of your next turn. - *Merciful Fist:* You can when you hit a creature as part of your attack action, force it to have disadvantage on it's attacks (costing no action), until the beginning of your next turn. Art from Street Fighter by Capcom
\pagebreak # Path of Asura To walk the Path of Asura is to walk the path of destroyers. Chain-breakers, Wheel-smasher and Obstacle removers who sees a barred door as something to be punched through so others may follow. Fate itself crushed by their fist. Direct and often lacking in subtlety, but sometime it's what the world needs, the more philosophical adhere might argue. Sometime, the only way to end a circle of death and suffering is to rage against the wheel and break it. ### Fist of Asura When you take this path at 3rd level, your unarmed attacks counts as melee weapon. while you are unarmed and you aren't wielding a shield, your unarmed strikes can deal bludgeoning damage equal to 1d12 + your Strength modifier on a hit and your unarmed strikes deal double damage to objects and structures. ___ While you're raging, you can take a bonus action to enhance your unarmed strikes. Until the start of your next turn, your unarmed strikes deal an extra 1d6 damage. ### Stone Smashing fist. Additionally, at 3rd level your destructive techniques can even weaken your enemies defenses. While you're raging, immediately after you hit a creature with an unarmed strike, you can take a bonus action to attempt to break their defenses. Make a Strength check with a DC equal to the target's AC. On a success, the target's AC is reduced by half of your proficiency bonus (rounded down) until it finishes a short or long rest. Its AC cannot be reduced in this way more than once. ### Spirit Sundering Fist. From 6th level your unarmed attack now counts as magical for the purpose of overcoming resistance and immunity. While you're raging, immediately after you hit a creature with an unarmed strike, you can take a bonus action to change one of its damage immunities into resistance, or remove one of its damage resistances, until the start of your next turn. ### Killing intent Additionally, at 6th level, your sheer presence can freeze your opponents in their track and make people comply to your demand. You gain a bonus to your Charisma (Intimidation) checks equal to your Strength modifier. In addition, you can expend one use of your Rage to make a Charisma (Intimidation) check with advantage. ___ You also have advantage on your passive insight against deception from hostile creatures, as creatures also have trouble hiding their killing intent from you. \columnbreak ### Spell Splitting Fist At 10th level, you strikes can rip apart even magic. When you are subjected to a spell effect that allows you to make a Dexterity saving throw to take only half damage, you can use your Strength modifier instead of your Dexterity modifier for the save, taking no damage if you succeed on the saving throw. Additionally, on a success you also prevent the damage to one other creature within 5 feet as you shield them. You can use a reaction, before using this feature, to move up to half your movement, drawing opportunity attack as normal. ### Samsara Shattering Fist At 14th level, you strikes damages your enemies karmic connection to Samsara, altering their fate in your favor. ___ While you're raging, immediately after you hit a creature with an unarmed strike, you can take a bonus action to remove any proficiency bonus they have on saves, that last until the creature fails a save.
Art from Asura's Wrath by Capcom
\pagebreak # Path of Kannon Martial adhere to The Thousand Armed Kannon embody the paradoxal vengeful spirit which grant mercy and compassion through unwavering determination to surmount internal obstacles and external challenges. By tapping into the rightful rage against that which prevents salvation, they mantle aspects of Kannon upon their body, manifesting several pair of arms, so that they may act as one of her hands as keeper of peace and reliever of troubles. ### Fist of Kannon When you take this path at 3rd level, your unarmed attacks counts as melee weapon, while you are unarmed and you aren't wielding a shield and deal 1d6 + strength modifier bludgeon damage and you gain +1 AC. ### Aspect of Senju Kannon. The Thousand Armed. Additionally, at 3rd level you manifest additional pair of arms when you rage. Each pair of arms can be used to grant you one of the following benefits when you range, and you can change your choice at the beginning your turn. - You make an additional attack when you take the attack action that deals 1d4 + strength modifier bludgeon damage on a hit and an additional 2 damage for each additional pair of arms used on this feature. - The next damage you take before the beginning of your next turn with 1d4 + constitution modifer and reduced with an additional 2 for each additional pair of arms used on this feature. You manifest one pair of arms at level 3 and gain additional pair of arms at level 6, 10 and 14 and choose for each of the pair of arms, what you'll use them for. ### Aspect of Juntei Kannon. Divine Hero's Fist. From 6th level your unarmed attack now counts as magical for the purpose of overcoming resistance and immunity as the Aspect of Kannon as the Divine Hero imbues your attacks. You can now also choose use a pair of arms from 'Aspect of Senju' to gain the following benefit - You make a grapple as part of your attack action, counting as one size larger when you do. Each pair of arms can grapple a different creature, if you use more than one pair of arms for this feature. The grapple automatically ends, if you use a pair of grappling arms for a different feature. ___ ### Aspect of Juichimen Kannon. Observant Elevenheaded. Additionally, at 6th level, you gain aspects of the eleven headed Kannons ability and desire to observe all of creation, so that she may bring her attention to those in need and can spend one use of Rage to gain true sight for 1 minute. ### Aspect of Nyoirin Kannon. Merciful Guardian. At 10th level, You can now also choose use a pair of arms from 'Aspect of Senju' to gain the following benefit_ - You impose disadvantage on attacks against a targeted creature within 5 feet, chosen at the beginning of your turn. Each pair of arm used for this feature, allows you to choice an additional creature to protect in this way. ### Aspect of Batō Kannon. Thousand Wrathful Hands. At 14th level, you learn to temporary manifest Kannon's thousand arms to strike down your foes. You can spend an action to make 1 attack for pair of arms you have. Each attack that hits, allows you to make an additional attack. ___ You can use this action once and regain the use on a short or a long rest.
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