```metadata
title: Punch/Kick Merchant
description: >-
Taijutsu Specialists who denounce any special techniques or abilities and
choose to fight purely with hands and kicks are known as Punch/Kick Merchants.
tags: []
systems: []
renderer: legacy
theme: 5ePHB
```
```css
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/*Statblocks*/
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}
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background-color: #c8d9d8;
background-blend-mode: luminosity;
}
.phb blockquote {
background-color: #f2f2f2;
background-blend-mode:luminosity;
}
.phb hr+blockquote {
background-color: white;
}
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background-color: #f2f2f2;
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border-image-width:180px;
border-image-outset:20px 15px 21px 15px;
}
```
# Punch/Kick Merchant
Taijutsu Specialist
\page
## Punch/Kick Merchant
***Creator:*** *Kriothan*
Taijutsu Specialists who denounce any special techniques or abilities and choose to fight purely with hands and kicks are known as Punch/Kick Merchants.
#### Buy 1 Get 1
When you choose this Style starting at 3rd level, by spending 1 **Martial Die** for a minute you gain the benefit of of a technique known as **Time Lag**, while this is active, when you would deal unarmed damage with a Taijutsu that does more than one attack, you can spend your Bonus Action to immediately deal half the total amount of damage again to the same target.
Additionally, reduce the cost of Taijutsu that do more than one attack roll equal to it's rank. (D-Rank = 1, C-Rank = 2, B-Rank = 3, A-Rank = 4, S-Rank = 5).
#### Hands for Free
Also, at 3rd level, while your peers or enemies have begun adapting unique or family techniques to help them in combat, you have nothing of the sort, instead you've learned to just hit things harder.
You learn to accomplish this through a series of ***Martial Techniques***, unique to you and your style of combat. You learn the following ***Martial Techniques***.
***Offense:*** You begin to fall into the zone, attacks hit harder but your defense falters. As a Bonus action, you can spend 1 **Martial Die** to add your ability modifier to Taijutsu that do more than one attack roll that would normally not allow it for one minute, and increase your attack rolls by 1d4. While this ability is active, reduce your AC by -2, and all of your Saving Throw modifiers by -1.
***Defense:*** You forego attacking to protect yourself against all incoming damage. As a Bonus action, you can spend 1 **Martial Die**, for one minute you gain an amount of Damage Reduction equal to twice your Constitution modifier, and increase your Saving Throw Modifiers by +1. But all of your attacks have a penalty equal to 1d4, and reduce your Saving Throw DC's by -2.
```
```
#### Black Flash
Starting at 6th level, a move that can only happen when your attack lands within 0.000001 seconds of a physical blow.
By spending 1 **Martial Die** whenever you cast a Taijutsu that does more than one hit, you can forego all the additional attack rolls and condense them into one single hit. When you do this, roll a d100, on a 90-100, you perform a **Black Flash**, roll all of the damage as if you had landed all attacks simultaneously and mulitply them by 2.5x, if you do not land a **Black Flash**, only one attack hits and you take the damage as well as the target.
Upon landing a **Black Flash** you are officially in **The Zone** while in **The Zone** you gain the following benefits for one minute.
- Increase the ability score used to land the **Black Flash** by two, to a maximum of 24.
- Increase your Movement Speed by 30 feet.
- Reduce the cost of jutsu you cast by 1d4, up to twice per turn.
If you land a **Black Flash** increase the range to hit another one by 5 until you miss one.
(Ex. 85, 80, 75, etc.)
You can choose to attempt this a number of times equal to your Proficiency bonus per short rest.
#### My Brother!
You've always had a stronger impact in combat with a good tag team partner! Starting at 9th level, when you spend a **Martial Die** to activate your Martial Techniques, you can designate one creature to also gain the same benefits from that Technique for one minute.
Additionally, every time you take the Attack Action while a creature is gaining the benefit of **Offense**, they can also take the Attack Action as a Reaction against the same creature.
#### Cheap Shots
Beginning at 14th level, without the use of techniques, you have to fight a little dirty. Whenever you would inflict a Physical condition on a creature you can attack twice, dealing your unarmed damage on a hit. Twice per turn.
Additionally, as a Bonus action you can gain the benefits of both Martial Techniques without the detriments for one minute. You can do this once per rest.
#### Absolute Inner Focus
Beginning at 17th level, you reached the near pinnacle of your physical capabilities through excessive training and drive. Increase your Strength, Dexterity, and Constitution score maximums to 24.
#### Punch and Kick
Finally, at 20th level, as an Action you can enter **Flow State**, for a minute, once per turn, you can Black Flash on command without having to roll. But at the end of the minute, you gain 3 ranks of Exhaustion and take 10d10 Necrotic damage that cannot be reduced or ignored by any means.
