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		<id>https://drakomere.com/wiki/index.php?title=Level_1&amp;diff=4453</id>
		<title>Level 1</title>
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		<updated>2026-06-25T14:05:43Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Hunter&amp;#039;s Mark */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Level 1 Spells =&lt;br /&gt;
=== Absorb Elements ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Reaction (when you take Acid, Cold, Fire, Lighting, or Thunder Damage) || Abjuration || Artificer, Druid, Maledictor, Seeker, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Round || Components: S || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You gain Resistance to the triggering Damage Type until the start of your next turn. The next Melee Attack you make before the end of your next turn deals an additional 1d6 Damage of the Damage Type of the Type you gained Resistance to with this Spell. The Spell then ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the extra Damage dealt increases by 1d6 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Alarm ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Minute (Ritual) || Abjuration || Artificer, Maledictor, Seeker, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 8 Hours || Components: VSM (a tiny bell and a piece of fine silver wire) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within Range that is no larger than a 20ft Cube. Until the Spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the Spell, you can designate creatures that won&#039;t set off the alarm. You also choose whether the alarm is mental or audible.&amp;lt;br&amp;gt;&lt;br /&gt;
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.&amp;lt;br&amp;gt;&lt;br /&gt;
An audible alarm produces the sound of a hand bell for 1 minute that is audible out to a Range of 60ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Spell increases by 30ft and you can choose an area that is 20ft larger for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animal Friendship ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Enchantement || Bard, Druid, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 24 Hours || Components: VSM (a morsel of food) || Primal&lt;br /&gt;
|}&lt;br /&gt;
Choose a Beast that you can see within Range. It must see and hear you. If the Beast&#039;s Intelligence is 4 or higher, the Spell fails. Otherwise, the Beast makes a Wisdom Saving Throw. On a failed Save, the target is Charmed by you for the Spell&#039;s Duration. The Spell ends early if you or one of your companions harms the target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional Beast for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Arcane Ammunition ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Instant || Components: VSM (1GP, which the Spell&#039;s consumes) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create three twisting, whistling, darts of magical force. Each dart targets a creature of your choice that you can see within Range. Make a Ranged Spell Attack for each dart. On a hit, a dart deals 2d4 Force Damage to the target.&amp;lt;br&amp;gt;&lt;br /&gt;
If you score a Crit on one of the darts, you roll an additional d4 for the Damage before doubling it. If you roll a 1 on the d20 for the Attack, all the darts miss and blow up in your face, dealing 1 Force Damage to you for each dart created by the Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Spell creates one more dart, and the Material Component increases by 1GP, for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armor of Faethon ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Abjuration || Maledictor, Warlock&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: VSM (a cup of water) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
A protective magical force surrounds you, manifesting as a spectral frost that covers you all objects you&#039;re wearing or carrying. You gain 5 Temporary Hit Points for the Duration. If a creature hits you with a Melee Attack while you have these Temporary Hit Points, that creature takes 5 Acid Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, both the Temporary Hit Points and the Acid Damage increase by 5 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Arms of Brokhziqiel ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Conjuration || Warlock&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft Still Emanation || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You invoke the power of the Aberrant Lord, Brokhziqiel. Tendrils of dark energy erupt from you. Each creature in the Emanation make a Strength Saving Throw. On a failed Save, a creature takes 2d6 Necrotic Damage and can&#039;t take Reactions until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bane ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a drop of blood) || Divine&lt;br /&gt;
|}&lt;br /&gt;
Up to three creatures of your choice that you can see within Range must make Charisma Saving Throws. On a failed Save, whenever the target makes an Attack Roll, Ability Check, or Saving Throw before the Spell ends, it rolls a d4 and subtracts the result from the number rolled.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Beast Bond ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Divination || Druid, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fur wrapped in cloth) || Primal&lt;br /&gt;
|}&lt;br /&gt;
You establish a telepathic link with one Beast you touch that is friendly to you or Charmed by you. The Spell fails if the Beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the Beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the Beast gains Advantage on Attacks it makes a creature that you can see within 5ft of you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional Beast and the Beasts gain Advantage on Attacks against creatures 5ft farther than you for every Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bless ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Enchantment || Cleric, Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 10 Minutes (Concentration) || Components: VSM (a sprinkling of holy water) || Divine&lt;br /&gt;
|}&lt;br /&gt;
You bless up to three creatures of your choice within Range. Whenever a target makes an Attack Roll, Ability Check, or Saving Throw before the Spell ends, the target can roll a d4 and add the result to the roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blade Ward ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Abjuration || Bard, Maledictor, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You extend your hand and trace a sigil of warding in the air. Until the Spell ends, you have Resistance to Bludgeoning, Piercing, and Slashing Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target a willing creature within 30ft of you. That creature also gains the benefits of the Spell for the Duration. You can target an additional creature in this way for every two Slot Levels above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Burning Hands ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 15ft Emanated Cone || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in the area of the Spell makes a Dexterity Saving Throw. On a failed Save, a target takes 3d6 Fire Damage. The fire ignites any flammable objects in the area that aren&#039;t being worn or carried.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slots of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Catapult ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: S || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Choose one object weighing 5lbs or less within Range that isn&#039;t being worn or carried by a non-willing creature. The object flies in a Line from the object to a point of your choice within 90ft of the object. When the object reaches the point you chose it falls to the ground and it stops early if it impacts a solid object. If the object would strike a creature, that creature makes a Dexterity Saving Throw. On a failed Save, the object strikes the target and stops moving. On a successful Save the object keeps flying towards the point you chose. If the object strikes a creature or surface, the object and the thing it strikes both takes 3d8 Bludgeoning Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the maximum weight of the object you can target increases by 5lbs and the Damage dealt increases by 1d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cause Fear ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Necromancy || Maledictor, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You awaken the sense of mortality in one creature you can see within Range. You cannot target Constructs or Undead with this Spell. The target makes a Wisdom Saving Throw. On a failed Save the target becomes Frightened of you for the Duration of the Spell. The Frightened creature can repeat this Saving throw at the end of each of its turns, ending the effect on itself on a successful Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caustic Brew ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30x5ft Emanated Line || Duration: 1 Minute (Concentration) || Components: VSM (a bit of rotten food) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Acid streams from you in the area of the Spell. Each creature in the area makes a Dexterity Saving Throw. On a failed Save, a creature becomes covered in acid for the Spell&#039;s Duration. Any creature can use its Action to scrape or wash the acid off itself or another creature within 5ft of it to cause that creature to no longer be effected by the Spell. A creature coated in Acid takes 2d4 Acid Damage at the start of each of its turns.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 2d4 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ceremony ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Hour (Ritual) || Abjuration || Cleric, Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VSM (powdered silver worth 25GP which the Spell consumes) || Divine&lt;br /&gt;
|}&lt;br /&gt;
You preform a special religious ceremony that is infused with magic. When you cast this Spell, choose one of the following rites, the target of which must be within 10ft of you through the casting for the Spell. Several of these rites have role-play tied into them. Because of these, it is encouraged to use these in an appropriate scenario. Alternatively, you can work with your DM for a rite that is not listed but would be appropriate to the situation.&lt;br /&gt;
*&#039;&#039;&#039;Atonement.&#039;&#039;&#039; You touch one willing creature whose alignment has changed. You make a DC20 Wisdom (Insight) Check. On a successful Check, you restore the original alignment of the creature.&lt;br /&gt;
*&#039;&#039;&#039;Bless Water.&#039;&#039;&#039; You touch one vial of water. It becomes a vial of Holy Water.&lt;br /&gt;
*&#039;&#039;&#039;Coming of Age.&#039;&#039;&#039; You touch one willing creature that has recently matured significantly. For the next 10 days, whenever the target makes an Ability Check, it rolls a d4 and adds the result to the Check.&lt;br /&gt;
*&#039;&#039;&#039;Dedication.&#039;&#039;&#039; You touch one willing creature that wishes to be dedicated to your religion. For the next 10 days, whenever the target makes a Saving Throw, it rolls a d4 and adds the result to the Save.&lt;br /&gt;
*&#039;&#039;&#039;Knighting.&#039;&#039;&#039; You touch one willing creature that desires to become a warrior of the divine. For the next 10 days, whenever the target makes an Attack Roll, it rolls a d4 and adds the result to the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Funeral Rite.&#039;&#039;&#039; You touch one corpse. For the next 10 days, the target cannot be raised as an Undead by any means short of the Wish Spell.&lt;br /&gt;
*&#039;&#039;&#039;Wedding.&#039;&#039;&#039; You touch two willing adult creatures that wish to be bonded together by marriage. For the next 10 days, each creature gains a +2 bonus to its AC while it is within 30ft of the other creature.&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can perform the chosen rite an additional time with a different target for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chaos Bolt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You hurl an undulating, warbling mass of chaotic energy at one creature in Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 2d8 + 1d6 Damage. Choose one of the d8s. The number rolled on that die determines the Damage Type of the Attack, 1 (Acid), 2 (Cold), 3 (Fire), 4 (Force), 5 (Lightning), 6 (Poison), 7 (Psychic), 8 (Thunder). If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30ft of it. Repeat the Spell Attack targeting that creature. A creature can only be affected by this Spell once for each casting.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you deal an additional 1d6 Damage when you hit on the Spell Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Charm Person ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Druid, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Hour || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You attempt to Charm a Humanoid you can see within Range. The target makes a Wisdom Saving Throw, however it has Advantage on the Save if your or your companions are fighting it. On a failed Save the target is Charmed by you for the Duration of the Spell. When the Spell ends, the creature knows it was Charmed by you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chromatic Orb ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: Instant || Components: VSM (a diamond worth at least 50GP) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You hurl a 4 inch diameter sphere of energy at a creature that you can see within Range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder Damage. Make a Ranged Spell Attack against the target. On a hit, you deal 3d8 Damage of Type you chose.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cloak of Secrets ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Illusion || Bard, Maledictor, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 5ft Still Emanation || Duration: 1 Hour || Components: S || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This Spell forms an invisible bubble that filters all speech coming from inside the affected area so that creatures outside hear a completely different version of the&lt;br /&gt;
conversation. The bubble also disguises lip movements to match the false conversation.&amp;lt;br&amp;gt;&lt;br /&gt;
Any creature listening to the conversation can use its Action to make a Wisdom (Insight) Check against your Spell Save DC. On a successful Check, the creature realizes that the apparent conversation doesn&#039;t actually make any sense. The bubble also obscures the Verbal Components of Spells cast within the area so it&#039;s impossible to identify Spells by their Verbal Components alone.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 5ft and Duration increases by 1 Hour for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Color Spray ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Illusion || Maledictor, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 15ft Emanated Cone || Duration: Instant || Components: VSM (a pinch of powder or sand that is colored red, yellow, and blue) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
A dazzling array of flashing, colored light springs from your hand. Roll 6d10, this is the total number of Hit Points affected by this Spell. Conscious creature that you can see in the area of the Spell are affected in ascending order of Hit Points.&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with the creature with the lowest current Hit Points, if its current Hit Points is equal to or less than the total number of Hit Points affected by the Spell, that creatures Blinded until the end of your next turn. You then subtract that creatures current Hit Points from the total number of Hit Points affected by the Spell before targeting the next creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, roll an additional 3d10 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Cleric, Maledictor, Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Round || Components: V || Divine&lt;br /&gt;
|}&lt;br /&gt;
You speak a one-word command to a creature that you can see within Range that can understand you, that creature makes a Wisdom Saving Throw. On a failed Save, the target follows the command to the best of its abilities until the end of its next turn. The command given cannot cause direct harm to the target of the Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Some common commands and their effects are described below, but you can, and are encouraged to create some of your own. If you give a command not listed below, the DM determines how the target behaves. If the target cannot follow your command, the Spell ends.&lt;br /&gt;
*&#039;&#039;&#039;Approach.&#039;&#039;&#039; The target attempts to get as close to you as possible.&lt;br /&gt;
*&#039;&#039;&#039;Drop.&#039;&#039;&#039; The target uses its Action to drop all objects it is holding and does nothing else.&lt;br /&gt;
*&#039;&#039;&#039;Flee.&#039;&#039;&#039; The target attempt to get as far away from you as possible.&lt;br /&gt;
*&#039;&#039;&#039;Grovel.&#039;&#039;&#039; The target falls Prone and does nothing else.&lt;br /&gt;
*&#039;&#039;&#039;Halt.&#039;&#039;&#039; The target does nothing except remain in its current position.&lt;br /&gt;
*&#039;&#039;&#039;Silence.&#039;&#039;&#039; The target does not speak and attempts to make as little noise as possible otherwise.&lt;br /&gt;
*&#039;&#039;&#039;Speak.&#039;&#039;&#039; The target speaks as much as possible and makes as much noise as it possibly can.&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st. All targets of the Spell follow the same one word command.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Compelled Duel ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Enchantment || Maledictor, Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: V || Divine&lt;br /&gt;
|}&lt;br /&gt;
You attempt to compel a creature into a duel. One creature that you can see within Range makes a Wisdom Saving Throw. On a failed Save, the target is drawn to you, compelled by your divine demand. For the Duration, the target has Disadvantage on Attacks made against creatures other than you. If the target attempts to move to a space that is more than 30ft away from you and farther away from you than its current space, it makes a Wisdom Saving Throw. On a failed Save, the creature is unable to move farther away from you until the start of its next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
This Spell ends early if you Attack any creature other than a target of the Spell, if you cast a Spell that targets a non-willing creature other than a target of the Spell, if a creature friendly to you deals Damage to a target, or if you end your turn more than 30ft away from a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Comprehend Langauges ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination || Bard, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: VSM (a pinch of soot and salt) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
For the duration, you understand the literal meaning of any spoken Language that you hear. You also understand any written Language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.&amp;lt;br&amp;gt;&lt;br /&gt;
This Spell doesn&#039;t decode secret messages in a text or a glyph, such as an arcane sigil, that isn&#039;t part of a written Language.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot fo 3rd Level or higher, you understand the meaning of any Language you hear past purely the literal meaning, such as the meanings of idioms and figures of speech. When you cause this Spell using a Spell Slot of 5th Level or higher, you can understand any written Language that you can see without needing to be touching the written words.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Create or Destroy Water ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Cleric, Druid, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VSM (a drop of water if creating water or a few grains of sand if destroying it) || Primal&lt;br /&gt;
|}&lt;br /&gt;
You either create or destroy water:&lt;br /&gt;
*&#039;&#039;&#039;Create Water.&#039;&#039;&#039; You create up to 10 gallons of clean water within Range in an open container. Alternatively, the water falls as rain in a 30ft Cube within Range, extinguishing exposed flames in the area.&lt;br /&gt;
*&#039;&#039;&#039;Destroy Water.&#039;&#039;&#039; You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30ft Cube within Range.&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you create or destroy 10 additional gallons of water, or the size of the Cube increases by 5ft, for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cure Wounds ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Necromancy || Artificer, Bard, Cleric, Druid, Paladin, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
A creature you touch regains a number of Hit Points equal to 1d8 + your Spellcasting Ability Modifier. This Spell has no effect on Undead or Constructs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Hit Points regained increases by 1d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Darting Duplicate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: Bonus Action || Illusion || Artificer, Bard, Maledictor, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
An illusory duplicate of you steps clumsily into a space of your choir within 5ft of you, presenting a tempting target before winking out of existence.&amp;lt;br&amp;gt;&lt;br /&gt;
Any creature that could make any Opportunity Attack against you makes a Wisdom Saving Throw. On a failed Save, the creature makes an Opportunity Attack against the duplicate which has no effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you create one more duplicate that steps into a different space of your choice within 5ft of you. When you cast this Spell using a Spell Slot of 9th Level, all creatures that make a Wisdom Saving Throw against this Spell have Disadvantage on the Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Detect Evil and Good ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination || Cleric, Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: VS || Divine&lt;br /&gt;
|}&lt;br /&gt;
For the Duration, you know if there is an Aberration, Elemental, Highling, or Undead, or an object that has been magically consecrated or desecrated within the Emanation.&amp;lt;br&amp;gt;&lt;br /&gt;
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 15ft for every Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Detect Magic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination || Artificer, Bard, Cleric, Druid, Paladin, Maledictor, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft Emanation || Duration: 10 Minutes (Concentration) || Components: VS || Arcane, Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
For the Duration, you sense the presence of magic within the Emanation. If you sense magic in this way, you can use your Action to see a fain aura around any visible creature or object in the area that bears the magic, and you learn the School of Magic.&amp;lt;br&amp;gt;&lt;br /&gt;
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 15ft for every Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Detect Poison ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination || Cleric, Druid, Paladin, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: VSM (a yea leaf) || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
For the Duration, you sense the presence and locations of poisons, poisonous creatures, and diseases within the Emanation. You also identify the kind of poison, poisonous creature, or disease.&amp;lt;br&amp;gt;&lt;br /&gt;
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 15ft for every Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disguise Self ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action (Ritual) || Illusion || Artificer, Bard, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You make yourself--including your clothing, Armor, Weapons, and other belongings on your person--look different until the Spell ends or until you dismiss it as an Action. The limits of the Spell are as follows:&lt;br /&gt;
*You can only seem up to 1ft taller or 1ft shorter.&lt;br /&gt;
*You can&#039;t change your basic body shape and must retain your arrangement of limbs.&lt;br /&gt;
The changes are not physical, only illusory, and do not hold up to physical inspection. A creature can use its Action to inspect your appearance and make an Intelligence (Investigation) Check against your Spell Saving DC. On a successful Check, the creature determines you are disguised in some way magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, any creature that uses its Action to inspect your appearance suffers a -1 penalty to the Check for every Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dissonant Whispers ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action (Ritual) || Enchantment || Bard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: V || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You whisper a discordant melody that only one creature of your choice within Range can hear, wracking it with terrible pain, causing it to make a Wisdom Saving Throw. On a failed Save, the target takes 3d6 Psychic Damage and uses its Reaction to move as far away from you as possible while remaining safe. On a successful save, the target takes half as much Damage and doesn’t move away. A Deafened creature automatically succeeds on the Saving Throw.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Distort Value ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Minute || Illusion || Bard, Maledictor, Sorcerer, Wizard, Warlock&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours || Components: V || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You cast this Spell on an object no more than 1ft on any side, doubling the object&#039;s perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) Check against your Spell Save DC. These illusory embellishments or blemishes last until the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd level or higher, the maximum size of the object you can target with this Spell increases by 1ft for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Favor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Evocation || Cleric, Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS || Divine&lt;br /&gt;
|}&lt;br /&gt;
Your prayer empowers you with divine radiance. Until the Spell ends, your Weapon Attacks deal an additional 1d4 Radiant Damage on a hit.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 3rd Level or higher, the additional Radiant Damage dealt increases by 1d4 for every two Slot Levels above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Earth Tremor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Bard, Druid, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft || Duration: Instant || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You cause a tremor in the ground within Range. Each creature other than you in that area must make a Dexterity Saving Throw. On a failed Save, a creature takes 1d6 Bludgeoning Damage and is knocked [[Conditions#Prone|Prone]]. If the ground in that area is loose earth or stone, it becomes Difficult Terrain until cleared, with each 5ft space requiring at least 1 minute to clear by hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd level or higher, the Damage increases by 1d6 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ensnaring Strike ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Conjuration || Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Primal&lt;br /&gt;
|}&lt;br /&gt;
The next time you hit a creature with a Weapon Attack before the Spell ends, a writhing mass of thorny vines appears at the point of impact, forcing the target to make a Strength Saving Throw. On a failed Save, the target is [[Conditions#Restrained|Restrained]] by magical vines until the Spell ends. a Large or larger creature has Advantage on this Saving Throw.&amp;lt;br&amp;gt;&lt;br /&gt;
While [[Conditions#Restrained|Restrained]] in this way, the target takes 1d6 Piercing Damage at the start of each of its turns. A creature [[Conditions#Restrained|Restrained]] in this way or a creature that can reach a creature [[Conditions#Restrained|Restrained]] in this way can use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Check, the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; If you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Entangle ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Conjuration || Druid, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VS || Primal&lt;br /&gt;
|}&lt;br /&gt;
Grasping weeds and vines sprout from the ground in a 20ft Square centered from a point within Range. For the duration, these plants turn the ground in the area into Difficult Terrain.&amp;lt;br&amp;gt;&lt;br /&gt;
A creature in the area when you cast the Spell makes a Strength Saving Throw. On a failed Save, the creature is [[Conditions#Restrained|Restrained]] until the Spell ends. While [[Conditions#Restrained|Restrained]] in this way, a creature can use its Action to make a Strength Check against your Spell Save DC. On a successful Check, the creature frees itself. When the Spell ends, the conjured plants wilt away.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the size of the Square created increases by 10ft and and Duration of the Spell increases by 1 minute for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expeditious Retreat ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Maledictor, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This Spell allows you to move at an incredible pace. When you cast this Spell, and as a Bonus Action on subsequent turns until the Spell ends, you can take the Dash Action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration increases by 10 Minutes for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Faerie Fire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Evocation || Artificer, Bard, Druid, Maledictor, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V || Primal&lt;br /&gt;
|}&lt;br /&gt;
Choose a point you can see within Range. All objects in a 20ft Cube centered on the point are outlined in some vibrant color of light of your choice. All creatures in the area of the Spell also make a Dexterity Saving Throw. On a failed Save, a creature is also outlined in that light. For the Duration, creatures and objects outlined in the light emit Dim Light out to a Range of 10ft.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Attack made against a creature or object outlined in the light has Advantage if the Attacker can see the creature or object. All creatures or objects coated in this light do not gain the benefits of being [[Conditions#Invisible|Invisible]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the area of Cube created by the Spell increases by 10ft for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== False Life ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Necromancy || Artificer, Maledictor, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: VSM (a small amount of alcohol or distilled spirits) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 Temporary Hit Points for the Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you gain an additional 1d4 + 4 Temporary Hit Points for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feather Fall ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Reaction (when you or a creature within Range falls) || Transmutation || Artificer, Bard, Maledictor, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute || Components: VM (a small feather or piece of down) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Choose up to five falling creatures within Range. A falling creature&#039;s rate of descent slows to 60ft per Round until the Spell ends. If the creatures lands before the spell ends, it takes no Falling Damage and can land on its feet, and the Spell ends for that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration of this Spell increases by 1 minute for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Find Familiar ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Hour (Ritual) || Conjuration || Shaman, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft || Duration: Instant || Components: VSM (10GP worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You gain the service of a Familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog, hawk, lizard, octopus, owl, poisonous snake, fish, rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within Range, the familiar has the statistics of the chosen form, though it is a Fey or Highling (your choice) instead of a Beast.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own Initiative and acts on its own turn. A Familiar can&#039;t attack, but it can take other Actions as normal.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this Spell again. As an Action, you can temporarily dismiss the Familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an Action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30ft of you. Whenever the Familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.&amp;lt;br&amp;gt;&lt;br /&gt;
While your Familiar is within 100ft of you, you can communicate with it telepathically. Additionally, as an Action, you can see through your familiar&#039;s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are [[Conditions#Deafened|Deaf]] and [[Conditions#Blinded|Blind]] with regard to your own senses.&amp;lt;br&amp;gt;&lt;br /&gt;
You can&#039;t have more than one Familiar at a time. If you cast this Spell while you already have a Familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your Familiar transforms into the chosen creature.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, you can cast your Spells from your Familiar&#039;s space if it is within 100ft of you and it uses its Reaction to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Familiar you summon increases its Speed by 10ft, the Range which you can communicate with it telepathically, see through its senses, and cast Spells from its space increases by 50ft, and it has 10 additional Maximum Hit Points for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flash ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Cleric, Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: 5ft || Duration: 1 Round || Components: VSM (a bit of phosphorus) || Divine&lt;br /&gt;
|}&lt;br /&gt;
You burst with blinding light that shines briefly from your skin before fading away. Each other creature within Range makes a Constitution Saving Throw. On a failed Save, a creature is [[Conditions#Blinded|Blinded]] until the end of your next turn, and any Opportunity Attacks it makes against you this turn automatically miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Until the end of your next turn, you shed Bright Light out to a Range of 10ft, and Dim Light an additional 10ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of of 2nd Level or higher, the Range of this Spell increases by 5ft for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Floating Disk ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action (Ritual) || Conjuration || Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Hour || Components: VSM (a drop of mercury) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This Spell creates a circular, horizontal plane of force, 3ft in diameter and 1 inch thick, that floats 3ft above the ground in an unoccupied space of your choice that you can see within Range. The disk remains for the Duration, and can hold up to 500lbs. If more weight is placed on it, the Spell ends, and everything on the disk falls to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
The disk is immobile while you are within 20ft of it. If you move more than 20ft away from it, the disk follows you so that it remains within 20ft of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10ft or more.&amp;lt;br&amp;gt;&lt;br /&gt;
If you move more than 100ft from the disk, the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; when you cast this Spell at 2nd Level or higher, the disk can lift 250lbs more for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fog Cloud ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You create a 20ft Radius Sphere of fog centered on a point you choose within Range. The Sphere spreads around corners, and its area is Heavy Obscured. It lasts for the Duration, or until a wind of moderate or greater speed (at least 15 miles per hour) disperses it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Radius of the fog increases by 20ft for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Frost Fingers ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Shaman, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 15ft Emanated Cone || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Freezing cold blasts from your fingertips. Every creatures in the area makes a Constitution Saving Throw. On a failed Save, a creatures takes 2d8 Cold Damage, or half as much Damage on a successful Save. The cold freezes non-magical liquids in the area that aren’t being worn or carried.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd level or higher, the Damage increases by 1d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gift of Alacrity ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Minute || Divination || Bard, Cleric, Maledictor, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch a willing creature. For the Duration, the target adds 1d8 to its Initiative Rolls.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional willing creature for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glowing Coin ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Minute || Enchantment || Artificer, Bard, Maledictor, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute || Components: VSM (1GP, which the Spell consumes) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
When you cast the Spell, you hurl the coin used for the Spell&#039;s Material Component to point of your choice within Range. For the Duration of the Spell, the coin emits Bright Light out to a Range of 30ft and Dim Light an additional 30ft. Each creature of your choice in the Bright Light created by the coin makes a Wisdom Saving Throw. On a failed Save, a creature has Disadvantage on Wisdom (Perception) Checks and Initiative Rolls for the Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the coin emits Bright Light and Dim Light an additional 15ft for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Goodberry ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Minute || Conjuration || Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS || Primal&lt;br /&gt;
|}&lt;br /&gt;
Up to 10 berries appear in your hand and are infused with magic. A creature can use its Action to eat a number of berries equal to its Proficiency Bonus. Eating a berry restores 1 Hit Point, and the berry the remaining nourishment to sustain the creature for that day.&amp;lt;br&amp;gt;&lt;br /&gt;
The berries lose all magic if they have not been consumed within 24 hours of the casting of this Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or Higher, you summon an additional 5 berries for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Grease ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Conjuration || Artificer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute || Components: VSM (a bit of pork rind or butter)&lt;br /&gt;
|}&lt;br /&gt;
Slick grease covers the ground in a 10ft Square centered on a point within Range, causing the area to become Difficult Terrain for the Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
Any creature standing in the area when the Spell is cast, that enters the area for the first time on a turn, or ends its turn there makes a Dexterity Saving Throw. On a failed Save, a creature falls Prone.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you create an additional 10ft Square at a different point of your choice within Range for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guiding Bolt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Cleric, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Round || Components: VS || Divine&lt;br /&gt;
|}&lt;br /&gt;
A flash of light streaks toward a creature of your choice within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 4d6 Radiant Damage, and the target is bathed in mystical glimmering light. The next Attack made against the target before the end of your next turn has Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hail of Thorns (Shaman)&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Conjuration&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: V&lt;br /&gt;
|}&lt;br /&gt;
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.&lt;br /&gt;
:&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.&lt;br /&gt;
&lt;br /&gt;
=== Halo of Glory ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Abjuration || Cleric, Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 10 Minutes || Components: VS || Divine&lt;br /&gt;
|}&lt;br /&gt;
A glowing halo of light appears above the head of a creature you touch and lasts for the Spell&#039;s Duration. The halo sheds Bright Light out to a Range of 10ft and Dim Light an additional 10ft. It also follows the target as it moves and bathes the target in an impression of heavenly glory, causing it to add a d4 to its Strength or Charisma (Intimidation) and Charisma (Persuasion) Checks.&amp;lt;br&amp;gt;&lt;br /&gt;
If a creature hits the target with an Attack before the Spell ends, the halo shoots a ray of light at the Attacker if it is within 60ft of the target, which makes a Dexterity Saving Throw. On a failed Save, the Attacker takes 2d6 Radiant Damage. After shooting one ray, the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the number of rays the halo can shoot before the Spell ends increases by 1 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Healing Word ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Necromancy || Bard, Cleric, Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: V || Divine&lt;br /&gt;
|}&lt;br /&gt;
A creature of your choice that can hear you within Range regains a number of Hit Points equal to 1d4 + your Spellcasting Ability Modifier. This spell has no effect on Undead and Constructs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the healing increases by 1d4 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hellish Rebuke ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Reaction (when you are Damaged by a creature within 60ft of you that you an see) || Evocation || Warlock&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You point your finger, and the creature that Damaged you is momentarily surrounded by hellish flames, it makes a Dexterity Saving Throw. On a failed Save it takes 2d10 Fire Damage, and it takes half as much Damage on a successful Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d10 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heroism ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS || Divine&lt;br /&gt;
|}&lt;br /&gt;
A willing creature you touch is imbued with bravery. Until the Spell ends, the creature is Immune to being [[Conditions#Frightened|Frightened]] and gains a number of Temporary Hit Points equal to your Spellcasting Ability Modifier at the start of each of its turns. When the Spell ends, the target loses any remaining Temporary Hit Points given by this Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional willing creature within Range for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hex ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Enchantment || Maledictor, Shaman, Warlock&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 1 Hour || Components: VSM (the petrified eye of a newt) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You place a curse on a creature that you can see within Range. Until the Spell ends, you deal an additional 1d6 Necrotic Damage to the target whenever you hit it with an Attack. Also, choose one Ability Score when you cast the Spell. The target has Disadvantage on Ability Checks made with the chosen Ability Score.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target drops to 0 Hit Points before this Spell ends, you can use a Bonus Action on a subsequent turn to curse a new creature. A [[Level 3#Remove Curse|Remove Curse]] Spell or similar magic cast on the target ends this Spell early.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 3rd or 4th Level, the Duration of the Spell increases to 8 Hours. When you cast this Spell using a Spell Slot of 5th Level or higher, the Duration increases to 24 Hours. When you cast this Spell using a Spell Slot of 6th Level or higher, you increase the Duration for each Slot Level above 5th.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hideous Laughter ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (tiny tarts and a feather that is waved in the air) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
A creature of your choice that you can see within Range makes a Wisdom Saving Throw. On a failed Save, a creature perceives everything as hilariously funny and falls into fits of laughter, falling [[Conditions#Prone|Prone]], becoming unable to stand up, and becoming [[Conditions#Incapacitated|Incapacitated]] until the Spell ends. A creature with an Intelligence Score of 4 or less is unaffected by the Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
At the end of each of the target&#039;s turns and every time it takes Damage, it can repeat the Save, ending the effect on itself on a successful Save. If a repeated Save was caused by taking Damage, it has Advantage on that Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature within Range.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hunter&#039;s Mark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Divination || Maledictor&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 1 Hour (Concentration) || Components: V || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You choose a creature you can see within Range and mystically mark it as your quarry. Until the Spell ends, you deal an additional 1d6 Damage to the target whenever you hit it with an Attack. You also have Advantage on Wisdom (Perception) and (Survival) Checks you make to find the marked creature. If the target drops to 0 Hit Points before this Spell ends, you can use a Bonus Action on a subsequent turn to curse a new creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 3rd or 4th Level, the Duration of the Spell increases to 8 Hours. When you cast this Spell using a Spell Slot of 5th Level or higher, the Duration increases to 24 Hours. When you cast this Spell using a Spell Slot of 6th Level or higher, you increase the Duration by 24 Hours for each Slot Level above 5th.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ice Knife ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Hour || Components: SM (a drop of water or piece of ice) || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You create a shard of ice and fling it at one creature within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d10 Piercing Damage, and the shard then explodes forcing the target and all creatures within 5ft of the target to make a Dexterity Saving Throw. On a failed Save, a creature takes 2d6 Cold Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Piercing Damage increases by 1d10 and the Cold Damage increases by 1d6 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Identify ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination || Artificer, Bard, Maledictor, Shaman, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VSM (a pearl worth at least 100GP and an owl feather) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You choose one object that you must touch during the casting of the Spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any Spells are affecting the item and what they are. If the item was created by a Spell, you learn which Spell created it.&amp;lt;br&amp;gt;&lt;br /&gt;
If you instead touch a creature throughout the casting, you learn what Spells, if any, are currently affecting it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature or object which you must also be touching for during the casting of the Spell for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illusory Script ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination || Bard, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 10 Days || Components: VM (a lead-based ink worth at least 10GP which the Spell consumes) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
To you and any creatures you choose when you cast the Spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and Language, though the Language must be one you know. If the Spell is dispelled, the original script and the illusion both disappear. A creature with Truesight can read the hidden message.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration increases by 10 Days for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inflict Wounds ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Necromancy || Cleric&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS || Divine&lt;br /&gt;
|}&lt;br /&gt;
Make a Melee Spell Attack against a creature of your choice within Reach. On a hit, the target takes 3d10 Necrotic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d10 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Druid, Maledictor, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute || Components: VSM (a grasshopper&#039;s hind leg) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch a creature. The creature&#039;s Jump distance is tripled until the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Longstrider ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Bard, Druid, Maledictor, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: VSM (a pinch of dirt) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch a creature. The target&#039;s Speed increases by 10ft until the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action (Ritual) || Abjuration || Artificer, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours || Components: VSM (a piece of cured leather) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch a willing creature, causing a protective magical force surrounds it until the Spell ends. The target&#039;s base AC becomes 13 + its Dexterity Modifier. The Spell ends if you dismiss the it as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Missile ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within Range. Roll 1d4 + 1, each dart deals that much Damage to its target. The darts can be directed at one target or several.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Spell creates one more dart for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magnify Gravity ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Round || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
The gravity in a 10ft Radius Sphere centered on a point you can see within Range increases for a moment. Each creature in the Sphere when you cast the Spell makes a Constitution Saving Throw. On a failed Save, a creature takes 2d8 Force Damage and is [[Conditions#Slowed|Slowed]], or half as much Damage on a successful Save and is not [[Conditions#Slowed|Slowed]].&amp;lt;br&amp;gt;&lt;br /&gt;
Until the start of your next turn, any object that isn&#039;t being worn or carried in the sphere requires creatures to use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Save, the creature is able to move the object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Protection From Evil and Good ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Abjuration || Cleric, Paladin, Shaman, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM ([[Adventuring Gear#Holy Water|Holy Water]] or powdered silver and iron worth at least 25GP, which the Spell consumes) || Arcane, Divine&lt;br /&gt;
|}&lt;br /&gt;
Until the Spell ends, one willing creature you touch is protected against certain types of creatures: Aberrations, Elementals, Highlings, and Undead.&amp;lt;br&amp;gt;&lt;br /&gt;
The protection grants several benefits. Creatures of those types have Disadvantage on Attack Rolls against the target. The target also can&#039;t be [[Conditions#Charmed|Charmed]], [[Conditions#Frightened|Frightened]], or Possessed by them. If the target is already [[Conditions#Charmed|Charmed]], [[Conditions#Frightened|Frightened]], or Possessed by such a creature, the target has Advantage on any Saving Throw against the effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Purify Food and Drink ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action (Ritual) || Transmutation || Artificer, Cleric, Druid, Paladin, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft || Duration: Instant || Components: VS || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
All non-magical food and drink within a 5ft Radius Sphere centered on a point of your choice within Range is purified and rendered free of Poison and Disease.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Radius of the Sphere increases by 5ft for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ray of Sickness ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Necromancy || Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS || Primal&lt;br /&gt;
|}&lt;br /&gt;
A ray of sickening greenish energy lashes out toward a creature within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 2d8 Poison Damage and it makes a Constitution Saving Throw. On a failed Save, a creature is [[Conditions#Poisoned|Poisoned]] until the end of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sanctuary ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration || Artificer, Cleric, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute || Components: VSM (a small silver mirror) || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
You ward a creature of your choice within Range against Attack. Until the Spell ends, any creature that targets the warded creature with an Attack or a non-area harmful Spell first makes a Wisdom Saving Throw. On a failed Save, the creature must choose a new target or lose that Attack or Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target an additional creature within Range for every two Slot Levels above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Searing Smite ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Evocation || Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Divine&lt;br /&gt;
|}&lt;br /&gt;
The next time you hit a creature with a Melee Weapon Attack during the Spell&#039;s Duration, your Weapon flares with white-hot intensity, and the Attack deals an additional 1d6 Fire Damage to the target, and causes the target to ignite in flames. At the start of each of the targets turns until the Spell ends, it makes a Constitution Saving Throw. On a failed Save, it takes 1d6 Fire Damage. On a successful Save, the Spell ends. If the target or a creature within Reach of the target can use its Action to put out the flames, or if some other effect douses the flames, such as being submerged in water, the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the additional Damage dealt by the Attack increases by 1d6 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shield ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Reaction (when you are hit by an Attack or targeted by the [[Level 1#Magic Missile|Magic Missile]] or the [[Level 1#Arcane Ammunition|Arcane Ammunition]] Spell) || Abjuration || Artificer, Maledictor, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you gain a +5 bonus to AC, including against the triggering Attack, and you take no Damage from the [[Level 1#Magic Missile|Magic Missile]] and [[Level 1#Arcane Ammunition|Arcane Ammunition]] Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 3rd Level or higher, you increase the AC bonus by 1d4 for every two Slot Levels above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shield of Faith ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration || Cleric, Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a small parchment with a bit of holy text written on it) || Divine&lt;br /&gt;
|}&lt;br /&gt;
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 3rd Level or higher, the bonus to AC increases by 1 for every two Slot Levels above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Silent Image ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Illusion || Bard, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fleece) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15ft Cube. The image appears at a point of your choice within Range and lasts for the Duration. The image is only visual; it isn&#039;t accompanied by sound, smell, or other sensory effects.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action to cause the image to move to any point of your choice within Range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.&amp;lt;br&amp;gt;&lt;br /&gt;
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its Action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) Check against your Spell Save DC. If a creature discerns the illusion for what it is, the creature can see through the image.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can create an additional illusion for each Slot Level above 1st. Whenever you use an Action to move an illusion, you can move all of them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleep ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Enchantment || Artificer, Bard, Maledictor, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 1 Minute || Components: VSM (a pinch of fine sand, rose petals, or a cricket) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This Spell sends creatures into a magical slumber in a 20ft Radius Sphere centered on a point you choice within Range. Roll 5d8, this is the total number of Hit Points affected by this Spell. Conscious creature that you can see in the area of the Spell are affected in ascending order of Hit Points.&lt;br /&gt;
Starting with the creature with the lowest current Hit Points, if its current Hit Points is equal to or less than the total number of Hit Points affected by the Spell, that creature falls [[Conditions#Unconscious|Unconscious]] until he Spell ends, it takes Damage, or another creature uses an Action to shake or slap it awake. You then subtract that creatures current Hit Points from the total number of Hit Points affected by the Spell before targeting the next creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, roll an additional 2d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Snare ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Minute || Abjuration || Artificer, Druid, Shaman, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours|| Components: VSM (25ft of rope which the Spell consumes) || Primal&lt;br /&gt;
|}&lt;br /&gt;
As you cast this Spell, you use the rope to create a 5ft Radius Circle on the ground or the floor. When you finish the casting, the rope disappears and the circle becomes a magic trap.&amp;lt;br&amp;gt;&lt;br /&gt;
This trap is nearly invisible, requiring a successful Intelligence (Investigation) Check against your Spell Save DC to be discerned.&amp;lt;br&amp;gt;&lt;br /&gt;
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the Spell&#039;s area, that creature makes a Dexterity Saving Throw. On a failed Save, the target is magically hoisted into the air, leaving it hanging upside down 3ft above the ground or floor. The creature is [[Conditions#Restrained|Restrained]] there until the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
A creature [[Conditions#Restrained|Restrained]] in this way can make a Dexterity Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save. Alternatively, the creature or someone else who can reach it can use an Action to make an Intelligence (Arcana) Check against your Spell Save DC. On a successful Check, the [[Conditions#Restrained|Restrained]] effect ends. After the trap is triggered, the Spell ends when no creature is Restrained by it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the area of the Circle increases by 5ft and the Duration of the Spell increases by 8 hours for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Speak with Animals ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination || Bard, Druid, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes || Components: VS || Primal&lt;br /&gt;
|}&lt;br /&gt;
You gain the ability to comprehend and verbally communicate with Beasts for the Duration. The knowledge and awareness of many Beasts is limited by their Intelligence, but at minimum, Beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a Beast to perform a small favor for you, at DM discretion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level, the Duration increases to 1 hour. When you cast this Spell using a Spell Slot fo 3rd Level or higher, the Duration increases by 1 hour for each Slot Level above 2nd.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sudden Spark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Reaction (when you hit on a Melee Weapon Attack or are hit by a Melee Weapon Attack) || Evocation || Artificer, Maledictor, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: V || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You electrify the Attacker&#039;s Weapon as it strikes it target. The effect of this Spell is determined based on whether you were hit with the triggering Attack (Defensive), or if you hit a creature with the triggering Attack (Offensive).&lt;br /&gt;
*&#039;&#039;&#039;Defensive.&#039;&#039;&#039; The creature that hit you with the triggering Attack makes a Constitution Saving Throw. On a failed Save, it takes 2d6 Lightning Damage, or half as much Damage on a successful Save. If the Attack was a Crit, this Damage is increased by 1d6. The target has Disadvantage on this Saving Throw if the Attack was made with a metal Weapon, and on a failed Save the target also drops the Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Offensive.&#039;&#039;&#039; The creature that you hit with the triggering Attack makes a Constitution Saving Throw. On a failed Save, it takes 2d6 Lightning Damage, or half as much Damage on a successful Save. If the Attack was a Crit, this Damage is increased by 1d6. The target has Disadvantage on this Saving Throw if it is wearing metal Armor, and on a failed Save, it can&#039;t take Reactions until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thunderous Smite ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Evocation || Maledictor, Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Divine&lt;br /&gt;
|}&lt;br /&gt;
The next time you hit a creature with a Melee Weapon Attack during the Spell&#039;s Duration, your Weapon rings with thunder and is audible out to a Range of 300ft, and the Attack deals an additional 2d6 Thunder Damage to the target. Additionally, the target makes a Strength Saving Throw. On a failed Save, it is pushed 10ft away from you and is knocked [[Conditions#Prone|Prone]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you deal an additional 2d6 Thunder Damage on a hit for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thunderwave ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 15ft Still Emanation || Duration: Instant || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
A wave of thunderous force sweeps out from you. Each creature in the area makes a Constitution Saving Throw. On a failed Save, a creature takes 2d8 Thunder Damage and is pushed 10ft away from you. On a successful Save, a creature takes half as much Damage and isn&#039;t pushed.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, unsecured objects in the area are pushed 10ft away from you. The Spell also emits a thunderous boom, audible out to a Range of 300ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unseen Servant ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action (Ritual) || Conjuration || Artificer, Bard, Druid, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Hour || Components: VSM (a bit of string and wood) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This Spell creates an [[Conditions#Invisible|Invisible]], mindless, shapeless, Medium force that performs simple tasks at your command until the Spell ends. The servant springs into existence in an unoccupied space on the ground within Range. It has AC 10, 1 Hit Point, a Strength of 2, and it can&#039;t Attack. If it drops to 0 Hit Points, the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15ft and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.&amp;lt;br&amp;gt;&lt;br /&gt;
If you command the servant to perform a task that would move it more than 60ft away from you, the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you create an additional servant for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Warp Strike ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Conjuration || Bard, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VM (a Melee Weapon) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You brandish the Weapon as the Spell&#039;s Material Component then slash with it, warping space. Choose one creature you can see within 60ft of you. Make a Melee Weapon Attack against the target using the Weapon used as the Spell&#039;s Material Component. On a hit, the Attack deals an additional 2d6 Force Damage to the target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 and the Range increases by 10ft for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Witch Bolt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning) || Primal&lt;br /&gt;
|}&lt;br /&gt;
A beam of crackling, blue energy lances out toward a creature within Range, forming a sustained arc of lightning between you and the target. Make a Ranged Spell Attack against that creature. If you miss, the Spell ends. On a hit, the target takes 2d12 Lightning Damage, and its Speed is reduced to 0 and cannot be increased until the Spell ends. For the Duration of the Spell, you can use your Action to deal 2d12 Lightning Damage to the target. If you use your Action to do anything but deal this Damage, if the target is ever more than 30ft away from you, or if the target has Total Cover from you, the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the initial Damage increases by 2d12 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wrathful Smite ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Evocation || Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Divine&lt;br /&gt;
|}&lt;br /&gt;
The next time you hit a creature with a Melee Weapon Attack during the Spell&#039;s Duration, your Weapon glows purple, and the Attack deals an additional 1d6 Psychic Damage to the target. The target makes a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Frightened|Frightened]] of you until the Spell ends. As an Action, the target can repeat the Save, ending the effect on a successful Save.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Attack deals an additional 1d6 Psychic Damage for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Zephyr Strike ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Maledictor, Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You move like the wind. Until the Spell ends, you don&#039;t provoke Opportunity Attacks. Once before the Spell ends, you can give yourself Advantage on a Weapon Attack you make. This Attack deals an additional 1d8 Force Damage on a hit, and your Speed increases by 30ft after the Attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you deal an additional 1d8 Force Damage with the Attack you give yourself Advantage on, and your Speed increases by 5ft during the Duration of the Spell for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Zrib&#039;s Searing Coins ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Bard, Cleric, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: SM (up to 3 golden coins worth at least 1GP each, which the Spell consumes) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You throw superheated gold coins at one creature within Range. Make a Ranged Spell Attack. On a hit, the target takes 1d10 Fire Damage for each golden coin used for the Material Components of the Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can consume up to 2 more golden coins worth 1GP each for the Spell&#039;s Material Component for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Halfling&amp;diff=4452</id>
		<title>Halfling</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Halfling&amp;diff=4452"/>
		<updated>2026-06-25T05:31:23Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Halfling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Halfling ==&lt;br /&gt;
Halflings are an offshoot of Dwarves and Elves, developing their own culture and skills, separating themselves from their origin races. Halflings all developed and then diversified around the 7th Age.&lt;br /&gt;
&lt;br /&gt;
=== Stlaakh Halfling ===&lt;br /&gt;
Stlaakh Halflings diversified their culture from most other Halflings and live in the deserts throughout Stlaakh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Dexterity Score increases by 2 and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Your size is Small.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 25ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brave.&#039;&#039;&#039; You have Advantage on Saving Throws against being Frightened.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halfling Nimbleness.&#039;&#039;&#039; You can move through the space of any Creature that is of a Size larger than yours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucky.&#039;&#039;&#039; When you roll a 1 on the d20 for an Attack Roll, Ability Check, or Saving Throw, you can reroll the die and must use the new roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silent Speech.&#039;&#039;&#039; You can speak telepathically to any Creature within 30ft of you. The Creature understands you only if the two of you share a Language. You can Speak telepathically in this way to one Creature at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lightfoot Halfling ===&lt;br /&gt;
Lightfoot Halflings are the most common type of Halflings, living all over Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Dexterity Score increases by 2 and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and Halfling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Your size is Small.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a walking speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brave.&#039;&#039;&#039; You have Advantage on Saving Throws against being Frightened.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halfling Nimbleness.&#039;&#039;&#039; You can move through the space of any Creature that is of a Size larger than yours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucky.&#039;&#039;&#039; When you roll a 1 on the d20 for an Attack Roll, Ability Check, or Saving Throw, you can reroll the die and must use the new roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naturally Stealthy.&#039;&#039;&#039; You can attempt to hide even when only obscured by a Creature at least one Size larger than you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lierethi Halfling ===&lt;br /&gt;
Lierethi Halflings are Halflings who diverged more towards their Elvish heritage, living in the Lierethi forests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Dexterity Score increases by 2 and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Your size is Small.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 25ft and a Climbing Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brave.&#039;&#039;&#039; You have Advantage on Saving Throws against being Frightened.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Child of the Woods.&#039;&#039;&#039; You know the [[Druidcraft cantrip]]. Wisdom is your Spellcasting Ability for this Spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halfling Nimbleness.&#039;&#039;&#039; You can move through the Space of any Creature that is of a Size Larger than yours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucky.&#039;&#039;&#039; When you roll a 1 on the d20 for an Attack Roll, Ability Check, or Saving Throw, you can reroll the die and must use the new roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lierethi-Walk.&#039;&#039;&#039; Ability Checks made to track you have Disadvantage, and you ignore the Slowed Condition while moving across Difficult Terrain made of non-magical plants and undergrowth Additionally, while climbing trees or similar vegetation, you can have one hand free, and make Attacks with Ranged Weapons, even if they are Two-Handed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Qkhaat Halfling ===&lt;br /&gt;
Qkhaat Halflings delved in the Qkhaat Mountains, taking on attributes of their Dwarven heritage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Dexterity Score increases by 2 and your Constitution Score increases by 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Your size is Small&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 25ft, and wearing Heavy Armor without the required Strength score does not reduce your Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brave.&#039;&#039;&#039; You have Advantage on Saving Throws against being Frightened.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halfling Nimbleness.&#039;&#039;&#039; You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khaat Resilience.&#039;&#039;&#039; Your hardy nature grants you Resistance to Poison Damage and advantage on Saving Throws against being Poisoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucky.&#039;&#039;&#039; When you roll a 1 on the d20 for an Attack Roll, Ability Check, or Taving Throw, you can reroll the die and must use the new roll.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Legacy_Halfling&amp;diff=4451</id>
		<title>Legacy Halfling</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Legacy_Halfling&amp;diff=4451"/>
		<updated>2026-06-25T05:05:27Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;== Halfling == Halflings are an offshoot of Dwarves and Kethie, developing their own culture and skills, separating themselves from their origin races. Halflings all developed and then diversified around the 7th Age.  === Waste Halfling === Waste Halflings diversified their culture from most other Halflings and live in the Wastes.  &amp;#039;&amp;#039;&amp;#039;Ability Score Increases.&amp;#039;&amp;#039;&amp;#039; Your Dexterity Score increases by 2 and your Wisdom Score increases by 1.  &amp;#039;&amp;#039;&amp;#039;Languages.&amp;#039;&amp;#039;&amp;#039; You can speak, rea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Halfling ==&lt;br /&gt;
Halflings are an offshoot of Dwarves and Kethie, developing their own culture and skills, separating themselves from their origin races. Halflings all developed and then diversified around the 7th Age.&lt;br /&gt;
&lt;br /&gt;
=== Waste Halfling ===&lt;br /&gt;
Waste Halflings diversified their culture from most other Halflings and live in the Wastes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Dexterity Score increases by 2 and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and Halfling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Your size is Small.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a walking speed of 25ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brave.&#039;&#039;&#039; You have advantage on saving throws against being frightened.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halfling Nimbleness.&#039;&#039;&#039; You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucky.&#039;&#039;&#039; When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silent Speech.&#039;&#039;&#039; You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lightfoot Halfling ===&lt;br /&gt;
Lightfoot Halflings are the most common type of Halflings, living all over Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Dexterity Score increases by 2 and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and Halfling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Your size is Small.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a walking speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brave.&#039;&#039;&#039; You have advantage on saving throws against being frightened.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halfling Nimbleness.&#039;&#039;&#039; You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucky.&#039;&#039;&#039; When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naturally Stealthy.&#039;&#039;&#039; You can attempt to hide even when only obscured by a creature at least one size larger than you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lierethi Halfling ===&lt;br /&gt;
Lierethi Halflings are Halflings who diverged more towards their Kethie heritage, living in the Lierethi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Dexterity Score increases by 2 and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and Halfling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Your size is Small.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking speed of 25ft and a Climbing speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brave.&#039;&#039;&#039; You have advantage on saving throws against being frightened.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Child of the Woods.&#039;&#039;&#039; You know the [[Druidcraft cantrip]]. Wisdom is your spellcasting ability for this spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halfling Nimbleness.&#039;&#039;&#039; You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucky.&#039;&#039;&#039; When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lierethi-Walk.&#039;&#039;&#039; Ability checks made to track you have disadvantage, and you can move across difficult terrain made of non-magical plants and undergrowth without expending extra movement. Additionally, while climbing trees or similar vegetation, you can have one hand free, and make attacks with ranged weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Khaat Halfling ===&lt;br /&gt;
Khaat Halflings delved in the Khaat Mountains, taking on attributes of their Dwarven heritage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Dexterity Score increases by 2 and your Constitution Score increases by 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and Halfling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Your size is Small&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a walking speed of 25ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brave.&#039;&#039;&#039; You have advantage on saving throws against being frightened.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halfling Nimbleness.&#039;&#039;&#039; You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khaat Resilience.&#039;&#039;&#039; Your hardy nature grants you Resistance to Poison Damage and advantage on Saving Throws against being poisoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucky.&#039;&#039;&#039; When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naturally Strong.&#039;&#039;&#039; Wearing heavy armor without the required strength score does not reduce your speed.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Races&amp;diff=4450</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Races&amp;diff=4450"/>
		<updated>2026-06-25T05:05:05Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Races =&lt;br /&gt;
&lt;br /&gt;
== Reworked Races ==&lt;br /&gt;
Below are the Races in Drakomere, that when complete, will be the only races playable in Drakomere (there are always exceptions to the rule).&lt;br /&gt;
The goal is for each race to have subraces.&lt;br /&gt;
&lt;br /&gt;
[[Kalashtari]]&lt;br /&gt;
&lt;br /&gt;
[[Plumbite]]&lt;br /&gt;
&lt;br /&gt;
[[ThrQrinn]]&lt;br /&gt;
&lt;br /&gt;
[[Highborne]]&lt;br /&gt;
&lt;br /&gt;
[[Automaton]]&lt;br /&gt;
&lt;br /&gt;
[[Dragonwrought]]&lt;br /&gt;
&lt;br /&gt;
[[Ork]]&lt;br /&gt;
&lt;br /&gt;
[[Infused]]&lt;br /&gt;
&lt;br /&gt;
[[Halfling]]&lt;br /&gt;
&lt;br /&gt;
[[Dwarf]]&lt;br /&gt;
&lt;br /&gt;
== Common Races ==&lt;br /&gt;
Below are the common Races in Drakomere, if you wish to play another race, talk to your DM about it.&lt;br /&gt;
Your creature type is assumed to be Humanoid, your base Walking Speed is assumed to be 30ft, and your size is assumed to be Medium unless otherwise stated.&lt;br /&gt;
Some features imply they are based on culture, such as the Bugbear’s Surprise Attacks, or the Dragonwrought&#039;s Air of Authority, if you don’t feel these fit your character, work with your DM to create, or swap it out for a comparably powered feature. Most skill proficiencies and languages are also cultural, if you don’t feel these fit with your character, work with your DM to swap them out for more fitting ones.&lt;br /&gt;
&lt;br /&gt;
FYI: There&#039;s still some info to add to the races like Age and Alignment, if it is not present, just ask your DM for what it would roughly be.&lt;br /&gt;
&lt;br /&gt;
[[Bugbear|Bugbears]] are neither bugs nor bears, they are the hulking cousins of goblins and hobgoblins. They are stealthy hunters, using their long limbs to gain the upper hand on their enemy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[(aazh&#039;-aal (Centaurs)]] have the upper bodies, down to the waist, of muscular humans, but below the waist, they have the bodies of muscular horses. They&#039;re powerful bodies and large sizes make them feared fighters and fast runners.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crystalkin|Crystalkin]] are  crystalline humanoids, floating a few feet off the ground, with psychic and radiant abilities. Their innate powers make them feared mages and spellcasters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Depricated Dragonwrought]] are dragon-esque humanoids, with features and abilities based on which type of dragon their wrought from. Their brawn and innate breath weapons make them dangerous combatants on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Deepling|Deeplings]] are writhing masses of tentacles, capable of shifting into many forms and camouflaging themselves. They&#039;re innate stealth makes them excellent ambushers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legacy Dwarf|Dwarves]] are stout humanoids, descended from a race of giants forgotten long ago. They&#039;re proud and hardy culture and physiology makes them adept brawlers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faerie|Faeries]] are tiny fey creatures, endlessly curious and adaptable, they try numerous occupations and hobbies. They&#039;re adaptability makes them an unending source of utility.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Firbolg|Firbolgs]] are large humanoids directly descended from Giants, but cursed to become more passive and peaceful, which they have embraced. Their harmony with nature and natural caring intuition makes them wonderful supporters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Genasi]] are half-genies, either by lineage or given power, with strong innate elemental prowess. This strength and resilience to elements make them varied, wild, and resistant warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grung]] are frog-like humanoids, descended from unthinkable monsters and pure elemental power. Their wicked claws and elemental skin-coating makes them a force to be reckoned with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnoll|Gnolls]] are hyena humanoids, twisted by aberrant forces but brought back from madness by Sardior. They have an adaptable, varied, and either wildly ferocious or skilled and tactical combat style.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goblin|Goblins]] are short, green, and sneaky humanoids, related to bugbears and hobgoblins. Their short stature and wiry nature makes them almost implacable.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goliath|Goliaths]] are tall, beefy humanoids, related to Dwarves, they have massive power and muscles. Their innate resilience and strength makes them insurmountable towers to take down.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legacy Halfling|Halflings]] are a laid back folk, descended from a particular family of Half-Kethie-Dwarves. Even though the majority are usually content to live in their homes with simple pleasures, those who adventure use their inexplicable luck and their foes underestimation of them to great effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hobgoblin|Hobgoblins]] are the third Goblinoid race, along with Goblins and Bugbears. They have a natural gift for command, and become more powerful with more allies, which is used to great extent in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Human|Humans]] are adaptable, strong-willed, and unshakable. With a natural talent for magic, sword, and skill, they can do anything they put their minds to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ìqáalìe]] are lizard humanoids, generally reclusive, with innate magic for communication. Their unique culture and sharp teeth make them skilled warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legacy Kalashtari|Kalashtari]] are psychically gifted humans, descended from the Kalashtar, having lost their connection to their previous source of psionic power, they began filling their minds with fictional worlds and stories. Their expansive minds and storied subconscious makes them resilient to psychic invasion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kethie]] are denizens of the Lierethi, a forest continent, in other worlds they would be called Elves, they are expert hunters, able to speak in a single-handed sign language. Their skill with hunting makes them skilled and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kobold|Kobolds]] are smaller draconic humanoids, based on where they live, they are generally either treated horribly or accepted in society. No matter how they&#039;re treated, Kobolds are naturally sneaky and creative, using both of these to great effect, either cowering to distract enemies, or roaring to inspire allies.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Leonin]] are lion humanoids from the Wild-Plains, along with Centaurs, Ursan, and others. With a culture of Might Makes Right, Leonin are a ferocious flurry of claws and teeth on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Locathah]] are fish folk who live in the Archipelago along with Loxodon, Triton, and Ìqáalìe. Their scaly skin and surprising strength makes them unexpectedly effective warriors in combat&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loxodon]] are large elephant folk who lead the day-to-day duties of the established cities in the Archipelago. They&#039;re large trunks, thick hide, and brawny arms makes them tough opponents on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minotaur|Minotaurs]] are bull folk, strong willed, curly horned, and muscly. They are ferocious opponents in combat and have an exceptional memory.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Otterfolk]] are residents of Mooraarbaa, excellent swimmers and aquatic way finders. Their skill in the water and their cultural weapons makes them slippery and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shifter|Shifters]] are often called were-touched, half-shifting to a lycanthropic form. They completely have this shifting under control and use it to great effect in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ursan]] are bear folk, ferocious, often unbreakable, and with a hunger for honey. Their need to sleep longer then most and cravings for honey is more then made up for by their powerful claws and thick hide.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tortle|Tortles]] are turtle humanoids, with strong shells, and a love for the simple things. Their natural armor and resilient nature makes them warriors full of stamina and strength.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Treant|Treants]] are tree creatures, ranging from sizes of tiny to large, they are some of the most varied creatures in Drakomere. Their natural resistance to bludgeons counteracts their weakness to axes and flame, and their ability to sense the tremors in the earth around them and to subsist purely on light makes them expert survivalists.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Triton|Tritons]] are frilly humanoids, blue and proud. They inspire others and have great skill both on land and in the sea.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Verdan]] are humanoids born of pure chaos, arrayed on all ends of spectrum of stealth, brawn, skill, and magic.&lt;br /&gt;
&lt;br /&gt;
== Monstrous Races ==&lt;br /&gt;
The following are a set of miscellaneous monstrous races.&lt;br /&gt;
Most races in this section have a Level Adjustment feature, this feature indicates the relative power level of the race and balances accordingly. Level adjustment lowers the levels you have in classes, but does not lower your effective character level, for example, a Harpy has a level adjustment of 1, if you were a 3rd level Harpy Wizard, you would be a 2nd level Wizard, and being a Harpy would use one of those levels.&lt;br /&gt;
This is all incredibly homebrewed material and will be worked on as the campaign is played.&lt;br /&gt;
&lt;br /&gt;
To-Make: Aboleth, Troll, Lycanthropes, Elementals, Ettercaps, Dragons, Animated Objects, Blights, Draco-Sphinxes, Yetis&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harpy]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ogre]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Half Races ==&lt;br /&gt;
Below are a list of half-races to choose from, this list will most likely be incomplete for a while, and it may be done in a very different way in the future.&lt;br /&gt;
&lt;br /&gt;
== Rare Races ==&lt;br /&gt;
Below are the uncommon and rare races in Drakomere. These races are most likely to not show up in games and most player characters wouldn&#039;t be one of them. If you want to play a rare race, talk to your DM about why you&#039;re one of them.&lt;br /&gt;
&lt;br /&gt;
[[Aasimar]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aarakocra]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Changeling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dhampir]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Dwarves]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gith]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Giff]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnomes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hadozee]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harengon]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hexblood]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kenku]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Kethie]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Orc]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Owlin]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plasmoid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reborn]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Satyr]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Simic Hybrid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tabaxi]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thri-Kreen]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tiefling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vedalken]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warfoged]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Yuan-Ti]]&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Dwarf&amp;diff=4449</id>
		<title>Dwarf</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Dwarf&amp;diff=4449"/>
		<updated>2026-06-24T05:55:37Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Dwarf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarf ==&lt;br /&gt;
Dwarves in Drakomere began as a proto-lineage with Goliaths, known as the Dwoliath. Around the 3rd Age, these two Lineages split, one growing to large sizes, the other shrinking down. Both the Goliaths and the Dwarves swear that the Dwoliath were originally their size, but that information has been lost to the history books.&lt;br /&gt;
&lt;br /&gt;
=== Ember Dwarf ===&lt;br /&gt;
Ember Dwarves originated from when the Chaos was first explored, some of the Dwarves, became transmuted, becoming the Ember and the Stone Dwarves in the 15th Age.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution increases by 2, and either your Charisma or Dexterity score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Ember Dwarves are infants until age 15, adolescents until age 30, mature until age 300, mid-life until age 330, elder until age 350, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Your Creature Types are Humanoid, Giant, and Elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dwarves are usually between 4 and 5 feet tall, weighing between 150 and 200 pounds. Your Size is Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a base walking speed of 30ft, but is not reduced by wearing Heavy Armor if your Strength Score does not match the prerequisite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision.&#039;&#039;&#039; Your time in the dark caverns of caves and mountains has granted you the ability to see in the darkness. Within 60ft of you, you see Darkness as Dim Light, and Dim Light as Bright Dight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarven Resilience.&#039;&#039;&#039; Your hardy nature grants you Resistance to Poison Damage and advantage on Saving Throws against being Poisoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Resistance.&#039;&#039;&#039; You have Resistance to Fire Damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heated Body.&#039;&#039;&#039; When a Creature starts its turn while it is Grappling you or you are Grappling it, you may choose to deal it Fire Damage equal to half your Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ember Heart.&#039;&#039;&#039; You have Proficiency in Survival. Additionally, you provide enough warmth to allow those within 60ft of you to be acclimated to extreme cold. You are also naturally acclimated to extreme cold and extreme heat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ember Weapon Training.&#039;&#039;&#039; You have Proficiency with the Light Hammer, War Hammer, Battle Hammer, and Maul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiency.&#039;&#039;&#039; Dwarves are often trained in a set of crafts, because of this you gain Proficiency with one of the following Artisan’s Tools: Smith’s Tools, Brewer’s Supplies, or Mason’s Tools.&lt;br /&gt;
&lt;br /&gt;
=== Hill Dwarf ===&lt;br /&gt;
Hill Dwarves are mainly made up of the Dwarves who left the Qkhaat Mountains, and are thus the most common, found everywhere but the Qkhaat Mountains and the Twisted Lands. Hill Dwarves are some of the most common Dwarves, they developed around the 6th Age, as Dwarves left the Qkhaat Mountains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your Wisdom score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Hill Dwarves are infants until age 15, adolescents until age 30, mature until age 300, mid-life until age 330, elder until age 350, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Being a descendant of Dwoliath which were a type of Giant, your Creature Types are Humanoid and Giant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dwarves are usually between 4 and 5 feet tall, weighing between 150 and 200 pounds. Your size is Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your Walking Speed is 25ft, but is not reduced by wearing Heavy Armor if your Strength Score does not match the prerequisite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision.&#039;&#039;&#039; Your time in the dark caverns of caves and mountains has granted you the ability to see in the darkness. Within 60ft of you, you see Darkness as Dim Light, and Dim Light as Bright Light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarven Hardiness.&#039;&#039;&#039; Your kind have lived almost everywhere, and have hardened themselves to survive in blazing heat or freezing cold. You gain 1 additional Hit Point every Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarven Resilience.&#039;&#039;&#039; Your hardy nature grants you Resistance to Poison Damage and advantage on Saving Throws against being Poisoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eye of Detail.&#039;&#039;&#039; Hill Dwarves have incredible attention to detail, often picking up on the smallest details of a piece of craftwork. Because of this, you have Proficiency with the Investigation, and double your Proficiency Bonus when making any Intelligence (Investigation) Check in relation to figuring out the differences in two objects, or determining if an object is a fake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiency.&#039;&#039;&#039; Dwarves are often trained in a set of crafts, Hill Dwarves even moreso, because of this you gain Proficiency with one of the following Artisan’s Tools: Smith’s Tools, Brewer’s Supplies, or Mason’s Tools. Additionally, you gain Proficiency in one additional Tool Set of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hill Dwarf Weapon Training.&#039;&#039;&#039; You gain Proficiency in the Battleaxe, the Rope Dart, the Shield, and the Saber.&lt;br /&gt;
&lt;br /&gt;
=== Qkhaat Dwarf ===&lt;br /&gt;
You’ve stayed true to the Qkhaat Mountains, Qkhaat Dwarves are a proud people, seeing it as a badge of honor that they’ve lived in their ancient homes for so long, delving so deep. Qkhaat Dwarves, as the first Dwarves developed in the 3rd Age when the Dwarves and Goliaths split from the Dwoliath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution and Strength scores increase by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Khaat Dwarves are infants until age 15, adolescents until age 30, mature until age 300, mid-life until age 330, elder until age 350, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Being a descendant of a proto-race which was a type of Giant, your creature types are Humanoid and Giant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dwarves are usually between 4 and 5 feet tall, weighing between 150 and 200 pounds. Your size is Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your walking speed is 25ft, but is not reduced by wearing Heavy Armor if your Strength Score does not match the Prerequisite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision.&#039;&#039;&#039; Your time in the dark caverns of caves and mountains has granted you the ability to see in the darkness. Within 60ft of you, you see Darkness as Dim Light, and Dim Light as Bright Light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarven Armor Training.&#039;&#039;&#039; Your martial prowess and training extended even further to learning how to best leverage the armor on your back, you gain proficiency in Light and Medium Armor. If you already have Proficiency in Light and Medium Armor you gain Proficiency in Heavy Armor. If you already have Proficiency with Heavy Armor, while wearing Armor, you take 1 less Damage whenever you take Bludgeoning, Piercing, or Slashing Damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarven Resilience.&#039;&#039;&#039; Your hardy nature grants you Resistance to Poison Damage and advantage on Saving Throws against being Poisoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarven Weapon Training.&#039;&#039;&#039; You have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echoes of the Past.&#039;&#039;&#039; Mountain Dwarves have a long memory, often inscribing the smallest details of their history into any stone wall, floor, or ceiling. Because of this, you have Proficiency with History, and double your Proficiency Bonus when making any Intelligence (History) check in relation to the origin of stonework.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiency.&#039;&#039;&#039; Dwarves are often trained in a set of crafts, because of this you gain proficiency with one of the following Artisan’s Tools: Smith’s Tools, Brewer’s Supplies, or Mason’s Tools.&lt;br /&gt;
&lt;br /&gt;
=== Renthian Dwarf ===&lt;br /&gt;
You’ve been born and bred in the Twisted Lands, enduring its maddening wastes. You most likely can trace your lineage back to Nordrolin and Kideer Flaskhand. Renthian Dwarves only began showing up during the 17th Age, as the people of Renth began to harden themselves to their surroundings. It’s said that it’s no use torturing or interrogating a Renthian Dwarf, for if they haven’t gone mad, their mind is unbreakable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your Wisdom score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Renthian Dwarves are infants until age 15, adolescents until age 30, mature until age 300, mid-life until age 330, elder until age 350, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Being a descendant of the Dwoliath, which were a type of Giant, your Creature Types are Humanoid and Giant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dwarves are usually between 4 and 5 feet tall, weighing between 150 and 200 pounds. Your size is Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your walking speed is 25ft, but is not reduced by wearing Heavy Armor if your Strength Score does not match the Prerequisite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision.&#039;&#039;&#039; You can see in Dim Light within 60ft of you as if it were Bright Light and in Darkness as if it were Dim Light. You can’t discern color in Darkness, only shades of purple.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarven Resilience.&#039;&#039;&#039; Your hardy nature grants you Resistance to Poison Damage and advantage on Saving Throws against being Poisoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental Resilience.&#039;&#039;&#039; You gain Resistance to Psychic Damage and have Advantage on Wisdom and Charisma Saving Throws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necessary Senses.&#039;&#039;&#039; Renthian Dwarves have keen eyes, often being able to tell if a Shadow Horror moves slightly. Because of this, you have Proficiency with the Perception skill, and double your Proficiency Bonus when making any Wisdom (Perception) Check in relation to determine if you are being tracked or watched.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renthian Weapon Training.&#039;&#039;&#039; You have Proficiency with the Longbow, Light Crossbow, Handaxe, and Round Shield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiency.&#039;&#039;&#039; Dwarves are often trained in a set of crafts, because of this you gain proficiency with one of the following Artisan’s Tools: Smith’s Tools, Brewer’s Supplies, or Mason’s Tools.&lt;br /&gt;
&lt;br /&gt;
=== Stone Dwarf ===&lt;br /&gt;
Stone Dwarves originated from when the Chaos was first explored, some of the Dwarves, became transmuted, becoming the Ember and the Stone and Dwarves in the 15th Age.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution increases by 2, and either your Strength or Intelligence increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Stone Dwarves are infants until age 15, adolescents until age 30, mature until age 300, mid-life until age 330, elder until age 350, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
Creature Type. Your Creature Types are Humanoid, Giant, and Elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dwarves are usually between 4 and 5 feet tall, weighing between 150 and 200 pounds. Your size is Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a base walking speed of 25, but is not reduced by wearing Heavy Armor if your Strength Score does not match the Prerequisite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision.&#039;&#039;&#039; Your time in the dark caverns of caves and mountains has granted you the ability to see in the darkness. Within 60ft of you, you see Darkness as Dim Light, and Dim Light as Bright Light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocky Composition.&#039;&#039;&#039; You do not need to eat, drink, or breath in order to survive, additionally, you always sink to the bottom of liquids unless they are denser than stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone Body.&#039;&#039;&#039; You have a natural AC of 13 + your Dexterity Modifier. You also gain Proficiency in Survival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone Resilience.&#039;&#039;&#039; Due to your stone body, you are Immune to Poison Damage and the Poisoned Condition, additionally you have no blood and are Immune to the Petrified Condition, and you have Advantage on Saving Throws made against Disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone Weapon Training.&#039;&#039;&#039; You have Proficiency with the Light Hammer, War Hammer, Battle Hammer, and Maul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiency.&#039;&#039;&#039; Dwarves are often trained in a set of crafts, because of this you gain proficiency with one of the following Artisan’s Tools: Smith’s Tools, Brewer’s Supplies, or Mason’s Tools&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Legacy_Dwarf&amp;diff=4448</id>
		<title>Legacy Dwarf</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Legacy_Dwarf&amp;diff=4448"/>
		<updated>2026-06-24T05:17:00Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;== Dwarf == Dwarves in Drakomere began as a proto-species with Goliath. Around the 3rd Age, these two races split, one growing to large sizes, the other shrinking down. Both the Goliaths and the Dwarves swear that the proto-race was originally their size, but that information has been lost to the history books. This proto-race, and now both the Dwarves and Goliaths reside in the Khaat Mountains.  === Ember Dwarf === Ember Dwarves originated from when the Chaos was first...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarf ==&lt;br /&gt;
Dwarves in Drakomere began as a proto-species with Goliath. Around the 3rd Age, these two races split, one growing to large sizes, the other shrinking down. Both the Goliaths and the Dwarves swear that the proto-race was originally their size, but that information has been lost to the history books. This proto-race, and now both the Dwarves and Goliaths reside in the Khaat Mountains.&lt;br /&gt;
&lt;br /&gt;
=== Ember Dwarf ===&lt;br /&gt;
Ember Dwarves originated from when the Chaos was first explored, some of the Dwarves, became transmuted, becoming the Ember and the Stone and Dwarves in the 15th Age.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution increases by 2, and either your Charisma or Dexterity score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Ember Dwarves are infants until age 15, adolescents until age 30, mature until age 300, mid-life until age 330, elder until age 350, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Your creature types are Humanoid, Giant, and Elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common, Elemental, and Dwarvish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dwarves are usually between 4 and 5 feet tall, weighing between 150 and 200 pounds. Your size is Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a base walking speed of 30ft, but is not reduced by wearing heavy armor if your strength score does not match the prerequisite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision.&#039;&#039;&#039; Your time in the dark caverns of caves and mountains has granted you the ability to see in the darkness. Within 60ft of you, you see darkness as dim light, and dim light as bright light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarven Resilience.&#039;&#039;&#039; Your hardy nature grants you Resistance to Poison Damage and advantage on Saving Throws against being poisoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Resistance.&#039;&#039;&#039; You have resistance to Fire Damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heated Body.&#039;&#039;&#039; When a creature starts its turn while it is grappling you or you are grappling it, you may choose to deal it Fire damage equal to half your proficiency bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ember Heart.&#039;&#039;&#039; You have proficiency in Survival. Additionally, you provide warmth to allow those within 60ft of you to be acclimated to extreme cold. You are also naturally acclimated to extreme cold and extreme heat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ember Weapon Training.&#039;&#039;&#039; You have proficiency with the light hammer, war hammer, battle hammer, and maul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiency.&#039;&#039;&#039; Dwarves are often trained in a set of crafts, because of this you gain proficiency with one of the following artisan’s tools: smith’s tools, brewer’s supplies, or mason’s tools.&lt;br /&gt;
&lt;br /&gt;
=== Hill Dwarf ===&lt;br /&gt;
Hill Dwarves are mainly made up of the Dwarves who left the Khaat Mountains, and are thus the most common, found everywhere but the Khaat Mountains and the Twisted Lands. Hill Dwarves are some of the most common Dwarves, they developed around the 6th Age, as Dwarves left the Khaat Mountains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your Wisdom score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Hill Dwarves are infants until age 15, adolescents until age 30, mature until age 300, mid-life until age 330, elder until age 350, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Being a descendant of a proto-race which was a type of Giant, your creature types are Humanoid and Giant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and Dwarvish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dwarves are usually between 4 and 5 feet tall, weighing between 150 and 200 pounds. Your size is Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your walking speed is 25ft, but is not reduced by wearing heavy armor if your strength score does not match the prerequisite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision.&#039;&#039;&#039; Your time in the dark caverns of caves and mountains has granted you the ability to see in the darkness. Within 60ft of you, you see darkness as dim light, and dim light as bright light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarven Hardiness.&#039;&#039;&#039; Your kind have lived almost everywhere, and have hardened themselves to survive in blazing heat or freezing cold. You gain add 1 to your hit point maximum for each level you have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarven Resilience.&#039;&#039;&#039; Your hardy nature grants you Resistance to Poison Damage and advantage on Saving Throws against being poisoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eye of Detail.&#039;&#039;&#039; Hill Dwarves have incredible attention to detail, often picking up on the smallest details of a piece of craftwork. Because of this, you have proficiency with the Investigation, and double this proficiency bonus when making any Intelligence (Investigation) check in relation to figuring out the differences in two objects, or determining which is a fake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiency.&#039;&#039;&#039; Dwarves are often trained in a set of crafts, Hill Dwarves even moreso, because of this you gain proficiency with one of the following artisan’s tools: smith’s tools, brewer’s supplies, or mason’s tools. Additionally, you gain proficiency in one extra set of any tool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hill Dwarf Weapon Training.&#039;&#039;&#039; You gain proficiency in the battleaxe, the rope dart, the shield, and the saber.&lt;br /&gt;
&lt;br /&gt;
=== Khaat Dwarf ===&lt;br /&gt;
You’ve stayed true to the Khaat Mountains, Khaat Dwarves are a proud people, seeing it as a badge of honor that they’ve lived in their ancient homes for so long, delving so deep. Khaat Dwarves, as the first Dwarves developed in the 3rd Age when the Dwarves and Goliaths split from the proto-race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution and Strength scores increase by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Khaat Dwarves are infants until age 15, adolescents until age 30, mature until age 300, mid-life until age 330, elder until age 350, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Being a descendant of a proto-race which was a type of Giant, your creature types are Humanoid and Giant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and Dwarvish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dwarves are usually between 4 and 5 feet tall, weighing between 150 and 200 pounds. Your size is Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your walking speed is 25ft, but is not reduced by wearing heavy armor if your strength score does not match the prerequisite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision.&#039;&#039;&#039; Your time in the dark caverns of caves and mountains has granted you the ability to see in the darkness. Within 60ft of you, you see darkness as dim light, and dim light as bright light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarven Armor Training.&#039;&#039;&#039; Your martial prowess and training extended even further to learning how to best leverage the armor on your back, you gain proficiency in light and medium armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarven Resilience.&#039;&#039;&#039; Your hardy nature grants you Resistance to Poison Damage and advantage on Saving Throws against being Poisoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarven Weapon Training.&#039;&#039;&#039; You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echoes of the Past.&#039;&#039;&#039; Mountain Dwarves have a long memory, often inscribing the smallest details of their history into any stone wall, floor, or ceiling. Because of this, you have proficiency with the History skill, and double this proficiency bonus when making any Intelligence (History) check in relation to the origin of stonework.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiency.&#039;&#039;&#039; Dwarves are often trained in a set of crafts, because of this you gain proficiency with one of the following artisan’s tools: smith’s tools, brewer’s supplies, or mason’s tools.&lt;br /&gt;
&lt;br /&gt;
=== Renthian Dwarf ===&lt;br /&gt;
You’ve been born and bred in the Twisted Lands, enduring its maddening wastes. You most likely can trace your lineage back to Nordrolin and Kideer Flaskhand. Renthian Dwarves only began showing up during the 17th Age, as the people of Renth began to harden themselves to their surroundings. It’s said that it’s no use torturing or interrogating a Renthian Dwarf, for if they haven’t gone mad, their mind is unbreakable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your Wisdom score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Renthian Dwarves are infants until age 15, adolescents until age 30, mature until age 300, mid-life until age 330, elder until age 350, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Being a descendant of a proto-race which was a type of Giant, your creature types are Humanoid and Giant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and Dwarvish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dwarves are usually between 4 and 5 feet tall, weighing between 150 and 200 pounds. Your size is Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your walking speed is 25ft, but is not reduced by wearing heavy armor if your strength score does not match the prerequisite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision.&#039;&#039;&#039; You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of purple.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarven Resilience.&#039;&#039;&#039; Your hardy nature grants you Resistance to Poison Damage and advantage on Saving Throws against being poisoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental Resilience.&#039;&#039;&#039; You gain resistance to Psychic Damage and have advantage on Wisdom and Charisma Saving Throws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necessary Senses.&#039;&#039;&#039; Renthian Dwarves have keen eyes, often being able to tell if a Shadow Horror moves slightly. Because of this, you have proficiency with the Perception skill, and double this proficiency bonus when making any Wisdom (Perception) check in relation to determine if you are being tracked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renthian Weapon Training.&#039;&#039;&#039; You have proficiency with the longbow, light crossbow, handaxe, and shield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiency.&#039;&#039;&#039; Dwarves are often trained in a set of crafts, because of this you gain proficiency with one of the following artisan’s tools: smith’s tools, brewer’s supplies, or mason’s tools.&lt;br /&gt;
&lt;br /&gt;
=== Stone Dwarf ===&lt;br /&gt;
Stone Dwarves originated from when the Chaos was first explored, some of the Dwarves, became transmuted, becoming the Ember and the Stone and Dwarves in the 15th Age.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution increases by 2, and either your Strength or Intelligence increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Stone Dwarves are infants until age 15, adolescents until age 30, mature until age 300, mid-life until age 330, elder until age 350, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
Creature Type. Your creature types are Humanoid, Giant, and Elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common, Elemental, and Dwarvish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dwarves are usually between 4 and 5 feet tall, weighing between 150 and 200 pounds. Your size is Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a base walking speed of 25, but is not reduced by wearing heavy armor if your strength score does not match the prerequisite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision.&#039;&#039;&#039; Your time in the dark caverns of caves and mountains has granted you the ability to see in the darkness. Within 60ft of you, you see darkness as dim light, and dim light as bright light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocky Digestion.&#039;&#039;&#039; You do not need to eat, drink, or breath in order to survive, additionally, you always sink to the bottom of liquids unless they are denser than stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone Body.&#039;&#039;&#039; You have a natural AC of 13 + your Dexterity Modifier. You also gain proficiency in Survival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone Resilience.&#039;&#039;&#039; Due to your stone body, you are immune to Poison Damage and the poisoned condition, additionally you have no blood and are immune to the petrified condition, and you have advantage on saving throws made against disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone Weapon Training.&#039;&#039;&#039; You have proficiency with the light hammer, war hammer, battle hammer, and maul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiency.&#039;&#039;&#039; Dwarves are often trained in a set of crafts, because of this you gain proficiency with one of the following artisan’s tools: smith’s tools, brewer’s supplies, or mason’s tools&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Races&amp;diff=4447</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Races&amp;diff=4447"/>
		<updated>2026-06-24T05:16:48Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Races =&lt;br /&gt;
&lt;br /&gt;
== Reworked Races ==&lt;br /&gt;
Below are the Races in Drakomere, that when complete, will be the only races playable in Drakomere (there are always exceptions to the rule).&lt;br /&gt;
The goal is for each race to have subraces.&lt;br /&gt;
&lt;br /&gt;
[[Kalashtari]]&lt;br /&gt;
&lt;br /&gt;
[[Plumbite]]&lt;br /&gt;
&lt;br /&gt;
[[ThrQrinn]]&lt;br /&gt;
&lt;br /&gt;
[[Highborne]]&lt;br /&gt;
&lt;br /&gt;
[[Automaton]]&lt;br /&gt;
&lt;br /&gt;
[[Dragonwrought]]&lt;br /&gt;
&lt;br /&gt;
[[Ork]]&lt;br /&gt;
&lt;br /&gt;
[[Infused]]&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]]&lt;br /&gt;
&lt;br /&gt;
== Common Races ==&lt;br /&gt;
Below are the common Races in Drakomere, if you wish to play another race, talk to your DM about it.&lt;br /&gt;
Your creature type is assumed to be Humanoid, your base Walking Speed is assumed to be 30ft, and your size is assumed to be Medium unless otherwise stated.&lt;br /&gt;
Some features imply they are based on culture, such as the Bugbear’s Surprise Attacks, or the Dragonwrought&#039;s Air of Authority, if you don’t feel these fit your character, work with your DM to create, or swap it out for a comparably powered feature. Most skill proficiencies and languages are also cultural, if you don’t feel these fit with your character, work with your DM to swap them out for more fitting ones.&lt;br /&gt;
&lt;br /&gt;
FYI: There&#039;s still some info to add to the races like Age and Alignment, if it is not present, just ask your DM for what it would roughly be.&lt;br /&gt;
&lt;br /&gt;
[[Bugbear|Bugbears]] are neither bugs nor bears, they are the hulking cousins of goblins and hobgoblins. They are stealthy hunters, using their long limbs to gain the upper hand on their enemy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[(aazh&#039;-aal (Centaurs)]] have the upper bodies, down to the waist, of muscular humans, but below the waist, they have the bodies of muscular horses. They&#039;re powerful bodies and large sizes make them feared fighters and fast runners.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crystalkin|Crystalkin]] are  crystalline humanoids, floating a few feet off the ground, with psychic and radiant abilities. Their innate powers make them feared mages and spellcasters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Depricated Dragonwrought]] are dragon-esque humanoids, with features and abilities based on which type of dragon their wrought from. Their brawn and innate breath weapons make them dangerous combatants on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Deepling|Deeplings]] are writhing masses of tentacles, capable of shifting into many forms and camouflaging themselves. They&#039;re innate stealth makes them excellent ambushers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legacy Dwarf|Dwarves]] are stout humanoids, descended from a race of giants forgotten long ago. They&#039;re proud and hardy culture and physiology makes them adept brawlers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faerie|Faeries]] are tiny fey creatures, endlessly curious and adaptable, they try numerous occupations and hobbies. They&#039;re adaptability makes them an unending source of utility.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Firbolg|Firbolgs]] are large humanoids directly descended from Giants, but cursed to become more passive and peaceful, which they have embraced. Their harmony with nature and natural caring intuition makes them wonderful supporters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Genasi]] are half-genies, either by lineage or given power, with strong innate elemental prowess. This strength and resilience to elements make them varied, wild, and resistant warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grung]] are frog-like humanoids, descended from unthinkable monsters and pure elemental power. Their wicked claws and elemental skin-coating makes them a force to be reckoned with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnoll|Gnolls]] are hyena humanoids, twisted by aberrant forces but brought back from madness by Sardior. They have an adaptable, varied, and either wildly ferocious or skilled and tactical combat style.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goblin|Goblins]] are short, green, and sneaky humanoids, related to bugbears and hobgoblins. Their short stature and wiry nature makes them almost implacable.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goliath|Goliaths]] are tall, beefy humanoids, related to Dwarves, they have massive power and muscles. Their innate resilience and strength makes them insurmountable towers to take down.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Halfling|Halflings]] are a laid back folk, descended from a particular family of Half-Kethie-Dwarves. Even though the majority are usually content to live in their homes with simple pleasures, those who adventure use their inexplicable luck and their foes underestimation of them to great effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hobgoblin|Hobgoblins]] are the third Goblinoid race, along with Goblins and Bugbears. They have a natural gift for command, and become more powerful with more allies, which is used to great extent in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Human|Humans]] are adaptable, strong-willed, and unshakable. With a natural talent for magic, sword, and skill, they can do anything they put their minds to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ìqáalìe]] are lizard humanoids, generally reclusive, with innate magic for communication. Their unique culture and sharp teeth make them skilled warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legacy Kalashtari|Kalashtari]] are psychically gifted humans, descended from the Kalashtar, having lost their connection to their previous source of psionic power, they began filling their minds with fictional worlds and stories. Their expansive minds and storied subconscious makes them resilient to psychic invasion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kethie]] are denizens of the Lierethi, a forest continent, in other worlds they would be called Elves, they are expert hunters, able to speak in a single-handed sign language. Their skill with hunting makes them skilled and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kobold|Kobolds]] are smaller draconic humanoids, based on where they live, they are generally either treated horribly or accepted in society. No matter how they&#039;re treated, Kobolds are naturally sneaky and creative, using both of these to great effect, either cowering to distract enemies, or roaring to inspire allies.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Leonin]] are lion humanoids from the Wild-Plains, along with Centaurs, Ursan, and others. With a culture of Might Makes Right, Leonin are a ferocious flurry of claws and teeth on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Locathah]] are fish folk who live in the Archipelago along with Loxodon, Triton, and Ìqáalìe. Their scaly skin and surprising strength makes them unexpectedly effective warriors in combat&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loxodon]] are large elephant folk who lead the day-to-day duties of the established cities in the Archipelago. They&#039;re large trunks, thick hide, and brawny arms makes them tough opponents on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minotaur|Minotaurs]] are bull folk, strong willed, curly horned, and muscly. They are ferocious opponents in combat and have an exceptional memory.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Otterfolk]] are residents of Mooraarbaa, excellent swimmers and aquatic way finders. Their skill in the water and their cultural weapons makes them slippery and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shifter|Shifters]] are often called were-touched, half-shifting to a lycanthropic form. They completely have this shifting under control and use it to great effect in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ursan]] are bear folk, ferocious, often unbreakable, and with a hunger for honey. Their need to sleep longer then most and cravings for honey is more then made up for by their powerful claws and thick hide.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tortle|Tortles]] are turtle humanoids, with strong shells, and a love for the simple things. Their natural armor and resilient nature makes them warriors full of stamina and strength.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Treant|Treants]] are tree creatures, ranging from sizes of tiny to large, they are some of the most varied creatures in Drakomere. Their natural resistance to bludgeons counteracts their weakness to axes and flame, and their ability to sense the tremors in the earth around them and to subsist purely on light makes them expert survivalists.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Triton|Tritons]] are frilly humanoids, blue and proud. They inspire others and have great skill both on land and in the sea.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Verdan]] are humanoids born of pure chaos, arrayed on all ends of spectrum of stealth, brawn, skill, and magic.&lt;br /&gt;
&lt;br /&gt;
== Monstrous Races ==&lt;br /&gt;
The following are a set of miscellaneous monstrous races.&lt;br /&gt;
Most races in this section have a Level Adjustment feature, this feature indicates the relative power level of the race and balances accordingly. Level adjustment lowers the levels you have in classes, but does not lower your effective character level, for example, a Harpy has a level adjustment of 1, if you were a 3rd level Harpy Wizard, you would be a 2nd level Wizard, and being a Harpy would use one of those levels.&lt;br /&gt;
This is all incredibly homebrewed material and will be worked on as the campaign is played.&lt;br /&gt;
&lt;br /&gt;
To-Make: Aboleth, Troll, Lycanthropes, Elementals, Ettercaps, Dragons, Animated Objects, Blights, Draco-Sphinxes, Yetis&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harpy]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ogre]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Half Races ==&lt;br /&gt;
Below are a list of half-races to choose from, this list will most likely be incomplete for a while, and it may be done in a very different way in the future.&lt;br /&gt;
&lt;br /&gt;
== Rare Races ==&lt;br /&gt;
Below are the uncommon and rare races in Drakomere. These races are most likely to not show up in games and most player characters wouldn&#039;t be one of them. If you want to play a rare race, talk to your DM about why you&#039;re one of them.&lt;br /&gt;
&lt;br /&gt;
[[Aasimar]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aarakocra]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Changeling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dhampir]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Dwarves]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gith]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Giff]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnomes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hadozee]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harengon]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hexblood]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kenku]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Kethie]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Orc]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Owlin]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plasmoid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reborn]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Satyr]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Simic Hybrid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tabaxi]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thri-Kreen]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tiefling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vedalken]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warfoged]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Yuan-Ti]]&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Races&amp;diff=4446</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Races&amp;diff=4446"/>
		<updated>2026-06-24T05:16:05Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Reworked Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Races =&lt;br /&gt;
&lt;br /&gt;
== Reworked Races ==&lt;br /&gt;
Below are the Races in Drakomere, that when complete, will be the only races playable in Drakomere (there are always exceptions to the rule).&lt;br /&gt;
The goal is for each race to have subraces.&lt;br /&gt;
&lt;br /&gt;
[[Kalashtari]]&lt;br /&gt;
&lt;br /&gt;
[[Plumbite]]&lt;br /&gt;
&lt;br /&gt;
[[ThrQrinn]]&lt;br /&gt;
&lt;br /&gt;
[[Highborne]]&lt;br /&gt;
&lt;br /&gt;
[[Automaton]]&lt;br /&gt;
&lt;br /&gt;
[[Dragonwrought]]&lt;br /&gt;
&lt;br /&gt;
[[Ork]]&lt;br /&gt;
&lt;br /&gt;
[[Infused]]&lt;br /&gt;
&lt;br /&gt;
== Common Races ==&lt;br /&gt;
Below are the common Races in Drakomere, if you wish to play another race, talk to your DM about it.&lt;br /&gt;
Your creature type is assumed to be Humanoid, your base Walking Speed is assumed to be 30ft, and your size is assumed to be Medium unless otherwise stated.&lt;br /&gt;
Some features imply they are based on culture, such as the Bugbear’s Surprise Attacks, or the Dragonwrought&#039;s Air of Authority, if you don’t feel these fit your character, work with your DM to create, or swap it out for a comparably powered feature. Most skill proficiencies and languages are also cultural, if you don’t feel these fit with your character, work with your DM to swap them out for more fitting ones.&lt;br /&gt;
&lt;br /&gt;
FYI: There&#039;s still some info to add to the races like Age and Alignment, if it is not present, just ask your DM for what it would roughly be.&lt;br /&gt;
&lt;br /&gt;
[[Bugbear|Bugbears]] are neither bugs nor bears, they are the hulking cousins of goblins and hobgoblins. They are stealthy hunters, using their long limbs to gain the upper hand on their enemy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[(aazh&#039;-aal (Centaurs)]] have the upper bodies, down to the waist, of muscular humans, but below the waist, they have the bodies of muscular horses. They&#039;re powerful bodies and large sizes make them feared fighters and fast runners.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crystalkin|Crystalkin]] are  crystalline humanoids, floating a few feet off the ground, with psychic and radiant abilities. Their innate powers make them feared mages and spellcasters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Depricated Dragonwrought]] are dragon-esque humanoids, with features and abilities based on which type of dragon their wrought from. Their brawn and innate breath weapons make them dangerous combatants on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Deepling|Deeplings]] are writhing masses of tentacles, capable of shifting into many forms and camouflaging themselves. They&#039;re innate stealth makes them excellent ambushers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dwarf|Dwarves]] are stout humanoids, descended from a race of giants forgotten long ago. They&#039;re proud and hardy culture and physiology makes them adept brawlers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faerie|Faeries]] are tiny fey creatures, endlessly curious and adaptable, they try numerous occupations and hobbies. They&#039;re adaptability makes them an unending source of utility.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Firbolg|Firbolgs]] are large humanoids directly descended from Giants, but cursed to become more passive and peaceful, which they have embraced. Their harmony with nature and natural caring intuition makes them wonderful supporters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Genasi]] are half-genies, either by lineage or given power, with strong innate elemental prowess. This strength and resilience to elements make them varied, wild, and resistant warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grung]] are frog-like humanoids, descended from unthinkable monsters and pure elemental power. Their wicked claws and elemental skin-coating makes them a force to be reckoned with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnoll|Gnolls]] are hyena humanoids, twisted by aberrant forces but brought back from madness by Sardior. They have an adaptable, varied, and either wildly ferocious or skilled and tactical combat style.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goblin|Goblins]] are short, green, and sneaky humanoids, related to bugbears and hobgoblins. Their short stature and wiry nature makes them almost implacable.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goliath|Goliaths]] are tall, beefy humanoids, related to Dwarves, they have massive power and muscles. Their innate resilience and strength makes them insurmountable towers to take down.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Halfling|Halflings]] are a laid back folk, descended from a particular family of Half-Kethie-Dwarves. Even though the majority are usually content to live in their homes with simple pleasures, those who adventure use their inexplicable luck and their foes underestimation of them to great effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hobgoblin|Hobgoblins]] are the third Goblinoid race, along with Goblins and Bugbears. They have a natural gift for command, and become more powerful with more allies, which is used to great extent in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Human|Humans]] are adaptable, strong-willed, and unshakable. With a natural talent for magic, sword, and skill, they can do anything they put their minds to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ìqáalìe]] are lizard humanoids, generally reclusive, with innate magic for communication. Their unique culture and sharp teeth make them skilled warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legacy Kalashtari|Kalashtari]] are psychically gifted humans, descended from the Kalashtar, having lost their connection to their previous source of psionic power, they began filling their minds with fictional worlds and stories. Their expansive minds and storied subconscious makes them resilient to psychic invasion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kethie]] are denizens of the Lierethi, a forest continent, in other worlds they would be called Elves, they are expert hunters, able to speak in a single-handed sign language. Their skill with hunting makes them skilled and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kobold|Kobolds]] are smaller draconic humanoids, based on where they live, they are generally either treated horribly or accepted in society. No matter how they&#039;re treated, Kobolds are naturally sneaky and creative, using both of these to great effect, either cowering to distract enemies, or roaring to inspire allies.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Leonin]] are lion humanoids from the Wild-Plains, along with Centaurs, Ursan, and others. With a culture of Might Makes Right, Leonin are a ferocious flurry of claws and teeth on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Locathah]] are fish folk who live in the Archipelago along with Loxodon, Triton, and Ìqáalìe. Their scaly skin and surprising strength makes them unexpectedly effective warriors in combat&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loxodon]] are large elephant folk who lead the day-to-day duties of the established cities in the Archipelago. They&#039;re large trunks, thick hide, and brawny arms makes them tough opponents on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minotaur|Minotaurs]] are bull folk, strong willed, curly horned, and muscly. They are ferocious opponents in combat and have an exceptional memory.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Otterfolk]] are residents of Mooraarbaa, excellent swimmers and aquatic way finders. Their skill in the water and their cultural weapons makes them slippery and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shifter|Shifters]] are often called were-touched, half-shifting to a lycanthropic form. They completely have this shifting under control and use it to great effect in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ursan]] are bear folk, ferocious, often unbreakable, and with a hunger for honey. Their need to sleep longer then most and cravings for honey is more then made up for by their powerful claws and thick hide.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tortle|Tortles]] are turtle humanoids, with strong shells, and a love for the simple things. Their natural armor and resilient nature makes them warriors full of stamina and strength.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Treant|Treants]] are tree creatures, ranging from sizes of tiny to large, they are some of the most varied creatures in Drakomere. Their natural resistance to bludgeons counteracts their weakness to axes and flame, and their ability to sense the tremors in the earth around them and to subsist purely on light makes them expert survivalists.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Triton|Tritons]] are frilly humanoids, blue and proud. They inspire others and have great skill both on land and in the sea.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Verdan]] are humanoids born of pure chaos, arrayed on all ends of spectrum of stealth, brawn, skill, and magic.&lt;br /&gt;
&lt;br /&gt;
== Monstrous Races ==&lt;br /&gt;
The following are a set of miscellaneous monstrous races.&lt;br /&gt;
Most races in this section have a Level Adjustment feature, this feature indicates the relative power level of the race and balances accordingly. Level adjustment lowers the levels you have in classes, but does not lower your effective character level, for example, a Harpy has a level adjustment of 1, if you were a 3rd level Harpy Wizard, you would be a 2nd level Wizard, and being a Harpy would use one of those levels.&lt;br /&gt;
This is all incredibly homebrewed material and will be worked on as the campaign is played.&lt;br /&gt;
&lt;br /&gt;
To-Make: Aboleth, Troll, Lycanthropes, Elementals, Ettercaps, Dragons, Animated Objects, Blights, Draco-Sphinxes, Yetis&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harpy]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ogre]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Half Races ==&lt;br /&gt;
Below are a list of half-races to choose from, this list will most likely be incomplete for a while, and it may be done in a very different way in the future.&lt;br /&gt;
&lt;br /&gt;
== Rare Races ==&lt;br /&gt;
Below are the uncommon and rare races in Drakomere. These races are most likely to not show up in games and most player characters wouldn&#039;t be one of them. If you want to play a rare race, talk to your DM about why you&#039;re one of them.&lt;br /&gt;
&lt;br /&gt;
[[Aasimar]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aarakocra]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Changeling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dhampir]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Dwarves]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gith]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Giff]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnomes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hadozee]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harengon]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hexblood]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kenku]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Kethie]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Orc]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Owlin]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plasmoid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reborn]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Satyr]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Simic Hybrid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tabaxi]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thri-Kreen]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tiefling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vedalken]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warfoged]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Yuan-Ti]]&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=The_Heroes_of_the_Soul_of_the_World&amp;diff=4445</id>
		<title>The Heroes of the Soul of the World</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=The_Heroes_of_the_Soul_of_the_World&amp;diff=4445"/>
		<updated>2026-06-24T04:57:48Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Poem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background Lore ==&lt;br /&gt;
This poem tells of the heroes who purged the Aberrant Incursion during the 28th Age, in universe, it is written by [[Sadosc Buldarum]], the Turtle Dragonwrought Bard.&lt;br /&gt;
&lt;br /&gt;
== Poem ==&lt;br /&gt;
:In Drakomere corruption spread and festered the un-thought&lt;br /&gt;
:Like Woe Striders who walked on legs as tall as Bugbear coarse&lt;br /&gt;
:Or Shrieking Terrors ringed by ten heads where long necks then meld&lt;br /&gt;
:To outstretched wings that pound and fly o’er frightened victims caught&lt;br /&gt;
:A summons sent for heroes aid to find the ab’rrant source&lt;br /&gt;
:Of monsters dark and horrid things named aberrations felled&lt;br /&gt;
:The summons sent and heroes came, their number five was strong&lt;br /&gt;
:A lizard man, two walking trees, one mighty and one wise&lt;br /&gt;
:A shelled champion and a man that sung a mighty song&lt;br /&gt;
:The heroes steeled at The College for the quest of their lives&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The Saurian named Brax Tideprancer, tall with psychic blade&lt;br /&gt;
:He swiftly moved and ducked and dodged so none could pin him down&lt;br /&gt;
:His Chain of Boundless Mind empowers his blades of mental might&lt;br /&gt;
:He braved the Citadel and now provides the quest with aid&lt;br /&gt;
:And Jack the Angry Lumber strong, his waist by belts did crown&lt;br /&gt;
:His cleaving strikes of woodish brawn engulfed his foe now flayed&lt;br /&gt;
:The Treant hulked, his size was vast and fury filled his roots&lt;br /&gt;
:To overpower and overcome the challenge that awaits&lt;br /&gt;
:The third champion was Artham O’Carrick, with Halberd and his Flute&lt;br /&gt;
:Sang mighty songs and cast his spells and with his Halberd braced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:And Artham spoke his tales of old of legend and of hope&lt;br /&gt;
:How other heroes braved this plight and broke the monsters cruel&lt;br /&gt;
:Torcilyus shelled a tortle strong with family’s mighty sword&lt;br /&gt;
:Could take on foes who’re twice his size like evil lycanthrope&lt;br /&gt;
:His hulking shell could take all blows in any form of duel&lt;br /&gt;
:His turtle form for those protected acted as a ward&lt;br /&gt;
:And finally the fifth hero was Starbough Walking-Oak&lt;br /&gt;
:Who grabbed celestial bodies bright and brought foes to defeat&lt;br /&gt;
:His own Night-Sky did shimmer bright even when they awoke&lt;br /&gt;
:And guided like a map of light on glowing magic sheet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:They sailed through sea to the land Twin-Shards, made up of fire and cold&lt;br /&gt;
:The group then docked at Blazing Dunes, traversing Frostburnt Hills&lt;br /&gt;
:And traveled over Shadow Tundra to port in east Drakion&lt;br /&gt;
:From there they sailed through the Chaos to find Soul-Well old&lt;br /&gt;
:And now they stand at ancient hole preparing all their skills&lt;br /&gt;
:To venture through the Catacomb now ab’rrant dominion&lt;br /&gt;
:The heroes now descend through dark with Starbough’s light to guide&lt;br /&gt;
:And Artham plays a tune of strength to bolster courage strong&lt;br /&gt;
:With Jack and Torcilyus up front now looking side to side&lt;br /&gt;
:And Brax steeling his psychic blades to slay the monstrous throng&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The heroes came to Soul of World where the three Dragons made&lt;br /&gt;
:This world that we call Drakomere with each one’s unique gift&lt;br /&gt;
:First Bahumat the Platinum Father, holding up hist’ry&lt;br /&gt;
:And too guarded creative souls for all that they displayed&lt;br /&gt;
:And Second Tiamat the bold with retribution swift&lt;br /&gt;
:Her justice met all wicked ones that from all goodness strayed&lt;br /&gt;
:Third Sardior the Ruby Counsel, wise and playful drake&lt;br /&gt;
:He values wit and clever thought in all that he creates&lt;br /&gt;
:The heroes stood and saw their foe its writhing flesh did wake&lt;br /&gt;
:They steeled once more, one final time, they knew its doom awaits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The Power of Creation flowed now through the heroes veins&lt;br /&gt;
:Improving all their race’s gifts and helping in battle&lt;br /&gt;
:Artham O’Carrick, Bard of Old now filled with will of men&lt;br /&gt;
:Could influence both friend and foe without hindering strains&lt;br /&gt;
:The Treants grew and hardened bark so none could, them rattle&lt;br /&gt;
:No fire nor axe could break their trunk or bring harm e’re again&lt;br /&gt;
:Torcilyus’ shell grew thick and strong and held against all blows&lt;br /&gt;
:Making him fight without falter into the wicked night&lt;br /&gt;
:And Brax the mind breaker ancient improved his deadly throws&lt;br /&gt;
:His blades now sharper than before his foes now greatest plight&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The five then charged now ringed with pow’r to fight the monstrous beast&lt;br /&gt;
:The monster struck first in the fray, it psychically lashed out&lt;br /&gt;
:The Bard was struck, with faltering breath he faintly played his flute&lt;br /&gt;
:And swarms of flaming boulders fell caused by his pow’r released&lt;br /&gt;
:Then Brax threw one, two, three blades true as Lizard went all out&lt;br /&gt;
:And Jack began to scream and swing like massive Treant brute.&lt;br /&gt;
:The monster blinked and shifted space to bite the ìqáalèe&lt;br /&gt;
:So Torcilyus struck four times true so dealt it mortal wounds&lt;br /&gt;
:And Starbough changed the gravity for writhing mass provoked&lt;br /&gt;
:The Beast then fell and grew and shrank and melded to cocoons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The writhing mass exploded out it’s size had been increased&lt;br /&gt;
:It’s monstrous pow’r now doubly strong shot orbs of psychic pain&lt;br /&gt;
:And struck the minds of Jack and Brax and Starbough bright&lt;br /&gt;
:So Artham spoke his words of pow’r and held the monster leashed&lt;br /&gt;
:And Torcilyus struck blow on blow with mighty sword arcane&lt;br /&gt;
:Brax then flung more psychic knives causing beast its plight&lt;br /&gt;
:Then Starbough spread his astral leaves and healed heroes’ pain&lt;br /&gt;
:While Torcilyus and Jack both hacked away at foe undone&lt;br /&gt;
:The Monster shook and gave a wail, it’s fight had been in vain&lt;br /&gt;
:The Beast was dead, Incursion purged, the heroes, they had won&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The world returned to normalcy, and Twenty-Ninth Age begun&lt;br /&gt;
:Now Brax began to teach his own craft to aspiring folk&lt;br /&gt;
:And Jack hunted all monsters though eventually he fell&lt;br /&gt;
:Starbough grew and stretched to sky, Lūnarē he had sprung&lt;br /&gt;
:And Torcilyus then trained his child to keep his lineage cloak&lt;br /&gt;
:And Artham died to guard Caloro against Faethon fel&lt;br /&gt;
:For as is said in Ballad Artham, which tells of his fall&lt;br /&gt;
:Our heroes names fade into legend and become a lyric&lt;br /&gt;
:But those verses can guide new heroes to answer the call&lt;br /&gt;
:And that’s the tale of heroes old which now is a true epic&lt;br /&gt;
&lt;br /&gt;
== Background Lore ==&lt;br /&gt;
This poem tells of the heroes who purged the Aberrant Incursion during the 28th Age, in universe, it is written by [[Sadosc Buldarum]], the Turtle Dragonwrought Bard.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=The_Heroes_of_the_Soul_of_the_World&amp;diff=4444</id>
		<title>The Heroes of the Soul of the World</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=The_Heroes_of_the_Soul_of_the_World&amp;diff=4444"/>
		<updated>2026-06-24T04:57:00Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Poem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background Lore ==&lt;br /&gt;
This poem tells of the heroes who purged the Aberrant Incursion during the 28th Age, in universe, it is written by [[Sadosc Buldarum]], the Turtle Dragonwrought Bard.&lt;br /&gt;
&lt;br /&gt;
== Poem ==&lt;br /&gt;
:In Drakomere corruption spread and festered the un-thought&lt;br /&gt;
:Like Woe Striders who walked on legs as tall as Bugbear coarse&lt;br /&gt;
:Or Shrieking Terrors ringed by ten heads where long necks then meld&lt;br /&gt;
:To outstretched wings that pound and fly o’er frightened victims caught&lt;br /&gt;
:A summons sent for heroes aid to find the ab’rrant source&lt;br /&gt;
:Of monsters dark and horrid things named aberrations felled&lt;br /&gt;
:The summons sent and heroes came, their number five was strong&lt;br /&gt;
:A lizard man, two walking trees, one mighty and one wise&lt;br /&gt;
:A shelled champion and a man that sung a mighty song&lt;br /&gt;
:The heroes steeled at The College for the quest of their lives&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The Ìqáalìe named Brax Tideprancer, tall with psychic blade&lt;br /&gt;
:He swiftly moved and ducked and dodged so none could pin him down&lt;br /&gt;
:His Chain of Boundless Mind empowers his blades of mental might&lt;br /&gt;
:He braved the Citadel and now provides the quest with aid&lt;br /&gt;
:And Jack the Angry Lumber strong, his waist by belts did crown&lt;br /&gt;
:His cleaving strikes of woodish brawn engulfed his foe now flayed&lt;br /&gt;
:The Treant hulked, his size was vast and fury filled his roots&lt;br /&gt;
:To overpower and overcome the challenge that awaits&lt;br /&gt;
:The third champion was Artham O’Carrick, with Halberd and his Flute&lt;br /&gt;
:Sang mighty songs and cast his spells and with his Halberd braced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:And Artham spoke his tales of old of legend and of hope&lt;br /&gt;
:How other heroes braved this plight and broke the monsters cruel&lt;br /&gt;
:Torcilyus shelled a tortle strong with family’s mighty sword&lt;br /&gt;
:Could take on foes who’re twice his size like evil lycanthrope&lt;br /&gt;
:His hulking shell could take all blows in any form of duel&lt;br /&gt;
:His turtle form for those protected acted as a ward&lt;br /&gt;
:And finally the fifth hero was Starbough Walking-Oak&lt;br /&gt;
:Who grabbed celestial bodies bright and brought foes to defeat&lt;br /&gt;
:His own Night-Sky did shimmer bright even when they awoke&lt;br /&gt;
:And guided like a map of light on glowing magic sheet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:They sailed through sea to the land Twin-Shards, made up of fire and cold&lt;br /&gt;
:The group then docked at Blazing Dunes, traversing Frostburnt Hills&lt;br /&gt;
:And traveled over Shadow Tundra to port in east Drakion&lt;br /&gt;
:From there they sailed through the Chaos to find Soul-Well old&lt;br /&gt;
:And now they stand at ancient hole preparing all their skills&lt;br /&gt;
:To venture through the Catacomb now ab’rrant dominion&lt;br /&gt;
:The heroes now descend through dark with Starbough’s light to guide&lt;br /&gt;
:And Artham plays a tune of strength to bolster courage strong&lt;br /&gt;
:With Jack and Torcilyus up front now looking side to side&lt;br /&gt;
:And Brax steeling his psychic blades to slay the monstrous throng&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The heroes came to Soul of World where the three Dragons made&lt;br /&gt;
:This world that we call Drakomere with each one’s unique gift&lt;br /&gt;
:First Bahumat the Platinum Father, holding up hist’ry&lt;br /&gt;
:And too guarded creative souls for all that they displayed&lt;br /&gt;
:And Second Tiamat the bold with retribution swift&lt;br /&gt;
:Her justice met all wicked ones that from all goodness strayed&lt;br /&gt;
:Third Sardior the Ruby Counsel, wise and playful drake&lt;br /&gt;
:He values wit and clever thought in all that he creates&lt;br /&gt;
:The heroes stood and saw their foe its writhing flesh did wake&lt;br /&gt;
:They steeled once more, one final time, they knew its doom awaits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The Power of Creation flowed now through the heroes veins&lt;br /&gt;
:Improving all their race’s gifts and helping in battle&lt;br /&gt;
:Artham O’Carrick, Bard of Old now filled with will of men&lt;br /&gt;
:Could influence both friend and foe without hindering strains&lt;br /&gt;
:The Treants grew and hardened bark so none could, them rattle&lt;br /&gt;
:No fire nor axe could break their trunk or bring harm e’re again&lt;br /&gt;
:Torcilyus’ shell grew thick and strong and held against all blows&lt;br /&gt;
:Making him fight without falter into the wicked night&lt;br /&gt;
:And Brax the mind breaker ancient improved his deadly throws&lt;br /&gt;
:His blades now sharper than before his foes now greatest plight&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The five then charged now ringed with pow’r to fight the monstrous beast&lt;br /&gt;
:The monster struck first in the fray, it psychically lashed out&lt;br /&gt;
:The Bard was struck, with faltering breath he faintly played his flute&lt;br /&gt;
:And swarms of flaming boulders fell caused by his pow’r released&lt;br /&gt;
:Then Brax threw one, two, three blades true as Lizard went all out&lt;br /&gt;
:And Jack began to scream and swing like massive Treant brute.&lt;br /&gt;
:The monster blinked and shifted space to bite the ìqáalèe&lt;br /&gt;
:So Torcilyus struck four times true so dealt it mortal wounds&lt;br /&gt;
:And Starbough changed the gravity for writhing mass provoked&lt;br /&gt;
:The Beast then fell and grew and shrank and melded to cocoons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The writhing mass exploded out it’s size had been increased&lt;br /&gt;
:It’s monstrous pow’r now doubly strong shot orbs of psychic pain&lt;br /&gt;
:And struck the minds of Jack and Brax and Starbough bright&lt;br /&gt;
:So Artham spoke his words of pow’r and held the monster leashed&lt;br /&gt;
:And Torcilyus struck blow on blow with mighty sword arcane&lt;br /&gt;
:Brax then flung more psychic knives causing beast its plight&lt;br /&gt;
:Then Starbough spread his astral leaves and healed heroes’ pain&lt;br /&gt;
:While Torcilyus and Jack both hacked away at foe undone&lt;br /&gt;
:The Monster shook and gave a wail, it’s fight had been in vain&lt;br /&gt;
:The Beast was dead, Incursion purged, the heroes, they had won&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The world returned to normalcy, and Twenty-Ninth Age begun&lt;br /&gt;
:Now Brax began to teach his own craft to aspiring folk&lt;br /&gt;
:And Jack hunted all monsters though eventually he fell&lt;br /&gt;
:Starbough grew and stretched to sky, Lūnarē he had sprung&lt;br /&gt;
:And Torcilyus then trained his child to keep his lineage cloak&lt;br /&gt;
:And Artham died to guard Caloro against Faethon fel&lt;br /&gt;
:For as is said in Ballad Artham, which tells of his fall&lt;br /&gt;
:Our heroes names fade into legend and become a lyric&lt;br /&gt;
:But those verses can guide new heroes to answer the call&lt;br /&gt;
:And that’s the tale of heroes old which now is a true epic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background Lore ==&lt;br /&gt;
This poem tells of the heroes who purged the Aberrant Incursion during the 28th Age, in universe, it is written by [[Sadosc Buldarum]], the Turtle Dragonwrought Bard.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Disciple&amp;diff=4443</id>
		<title>Disciple</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Disciple&amp;diff=4443"/>
		<updated>2026-06-22T13:48:22Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Disciple */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Disciple =&lt;br /&gt;
A Kethie woman strides calmly through a forest glade, smirking as she subtly grips her sheathed blade. She closes her eyes as brigands leap from the surrounding brush. Before they can even shout their demands, the woman&#039;s blade makes a wide arc at the group. Each&lt;br /&gt;
brigand manages to barely dodge her preemptive strike, but their movements suddenly stop as they start to draw their blades. A large wound appears across each of their torsos where her blade had grazed them, and then they slump to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
Atop a grassy plateau, a lone human figure stands in total focus amidst a swarm of hovering spectral blades. Like a masterful conductor, the figure directs the blades to fluidly strike the targets painted on the stones around. With a quiet whisper of pride, the figure recalls the blades before willing them to fall to dust and blow away with the wind.&amp;lt;br&amp;gt;&lt;br /&gt;
A battle rages upon a blood-soaked field overlooked by a regal keep. In its center, stands a lone battle-worn minotaur fighting for his life. A pair of hulking spectral arms sprout from his back, allowing the tiefling to wield four axes at once. He charges into a group of soldiers, wreathing himself in flames as the lone figure carves into the enemy line. Each step taken could be his last, yet the tiefling fights with the widest of grins.&amp;lt;br&amp;gt;&lt;br /&gt;
Although these warriors fight using a diverse range of extraordinary methods, they are all disciples. Disciples are defined by their mystical fighting styles and the introspective focus that gives purpose to their training. For a disciple, combat is a conduit of self-improvement, and battlefields exist to test the strength of ideals.&amp;lt;br&amp;gt;&lt;br /&gt;
The key to a disciple&#039;s magic prowess is awareness and focus. Every movement a creature makes causes a small, nearly imperceptible ripple across elements of the weave of magic. Using their ideals as an anchor for their focus, disciples enter a state of utter clarity where they can perceive and read these ripples, ultimately utilizing the power within these ripples—called tempo—to fuel their mystical techniques. As a disciple grows and solidifies their grasp on their ideals, their ability to maintain this focus increases drastically, improving their martial abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
A disciple&#039;s ideals are represented in their fighting style by the sublime disciplines they follow. While some disciples discover these paths themselves, others learn them from masters of the art. Each sublime discipline holds one ideal above all others, and it serves as the anchor for the tempo techniques of that discipline. As a result, combat using these disciplines is a form of self expression and an opportunity to refine one&#039;s philosophy. The danger and rigor of the battlefield provides the perfect situation to test the disciple&#039;s focus, their understanding of themselves, and their values.&amp;lt;br&amp;gt;&lt;br /&gt;
Because of this predisposition towards experience and conflict, it is rare you&#039;ll find a disciple that stays in one place for too long, or subsisting under the yoke of military regulation. They are natural wanderers, and tend to flock towards interesting people that may lead them to greater challenges and adventures. Such people often prove to be worthy rivals and life-long friends for the wandering disciple: the perfect sparks to ignite the flames of inspiration.&amp;lt;br&amp;gt;&lt;br /&gt;
To a disciple, survival is often secondary to growth. To that end, you may yet find disciples working as sellswords or mercenaries in an attempt to find new conflicts to test themselves. Each and every fight is an opportunity to push past one&#039;s limits, and test not only ability, but also their willpower and determination. The path of the disciple is one filled with decision. Each must decide which disciplines to pursue and which to discard, as the path to perfection is littered with broken philosophies and weak hearts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Tempo Points !! Disciplines Known !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || [[Disciple#Instinct Driven|Instinct Driven]], [[Disciple#Sublime Discipline|Sublime Discipline]], [[Disciple#Martial Intuition|Martial Intuition]] || - || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || [[Disciple#Tempo|Tempo]], [[Disciple#Fighting Style|Fighting Style]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 2 || 1 || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || [[Disciple#Alacrity|Alacrity]], [[Disciple#Sublime Journey|Sublime Journey]] || 3 || 1 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 3 || 2 || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || [[Disciple#Extra Attack|Extra Attack]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 4 || 2 || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || [[Disciple#Rhythm in the Air|Rhythm in the Air]] || 4 || 2 || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || [[Disciple#Sublime Journey|Sublime Journey Feature]] || 5 || 3 || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 5 || 3 || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || [[Disciple#Sublime Journey|Sublime Journey Feature]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 6 || 3 || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || [[Disciple#Blind Sense|Blind Sense]] || 6 || 4 || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || [[Disciple#Sublime Journey|Sublime Journey Feature]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 7 || 4 || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 7 || 4 || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || [[Disciple#Imprinted Growth|Imprinted Growth]] || 8 || 4 || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || [[Disciple#Sublime Journey|Sublime Journey Feature]] || 8 || 4 || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || [[Disciple#Timeless Body|Timeless Body]], [[Disciple#Quick Rest|Quick Rest]] || 9 || 4 || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 9 || 4 || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 10 || 4 || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || [[Disciple#Tempo Mastery|Tempo Mastery]], [[Disciple#Sublime Journey|Sublime Journey Feature]] || 10 || 4 || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 10 || 4 || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || [[Disciple#Great Mastery|Great Mastery]] || 10 || 4 || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d10 per Disciple Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 10 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d10 (increase to 6) + your Constitution Modifier per Disciple Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Heavy Armor|Heavy Armor]], and [[Armor and Weapons#Shields|Shields]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; One [[Adventuring Gear#Tools|Set of Tools]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Wisdom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Athletics, History, Insight, Intimidation, Perception, Performance, Religion, and Sleight of Hand&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Leather Armor]] or [[Armor and Weapons#Medium Armor|Scale Mail]] or [[Armor and Weapons#Heavy Armor|Chain Mail]], a [[Armor and Weapons#Martial Weapons|Martial Weapon]], a [[Armor and Weapons#Martial Weapons|Martial Weapon]] or a [[Armor and Weapons#Shields|Shield]], two [[Armor and Weapons#Simple Melee Weapons|Javelins]], three [[Armor and Weapons#Simple Melee Weapons|Daggers]], and an [[Equipment Packs|Equipment Pack]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Disciple Features Summarized&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Instinct Driven|Instinct Driven]] || 1st || You&#039;re more powerful in the first seconds of combat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Sublime Discipline|Sublime Discipline]] || 1st || You master Sublime Disciplines, arts of combat unique to Disciples&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Martial Intuition|Martial Intuition]] || 1st || When you hit creatures with Attacks, you can learn information about the target&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Tempo|Tempo]] || 2nd || You get Tempo Points that fuel some features of your Sublime Disciplines&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Fighting Style|Fighting Style]] || 2nd || You choose a way of fighting that you&#039;re good at&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Alacrity|Alacrity]] || 3rd || Your Speed increases by 10ft and you add your Wisdom to your Initiative&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Sublime Journey|Sublime Journey]] || 3rd || You choose your subclass, and gain features at 3rd, 7th, 11th, 14th, and 18th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 10th 12th, 16th, and 19th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Rhythm in the Air|Rhythm in the Air]] || 6th || You  can&#039;t be Suprised while conscious, and your Attacks are magical&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blind Sense|Blind Sense]] || 10th || You get Blindsight out to a Range of 30ft&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Imprinted Growth|Imprinted Growth]] || 13th || You get Proficiency with either Dexterity or Constitution Saving Throws&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Timeless Body|Timeless Body]] || 15th || You stop aging and don&#039;t need to eat&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Quick Rest|Quick Rest]] || 15th || You can Long Rest in half the normal amount of time&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Tempo Mastery|Tempo Mastery]] || 18th || When you Dodge, you can take the Attack Action as a Bonus Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Great Mastery|Great Mastery]] || 20th || All the techniques from one of your Sublime Disciplines are free&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Instinct Driven ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your body immediately responds to the danger, granting you immense leverage when a fight starts. During the first round of combat, your Speed increases by 15 feet, Opportunity Attacks against you are made at Disadvantage, and your first Attack is made with Advantage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sublime Discipline ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A disciple&#039;s path begins with learning Sublime Disciplines. A Sublime Discipline is a kind of mystical martial art. Each Discipline is centered on an ideal for the disciple to understand and internalize. Choose one Sublime Discipline to learn, detailed at the end of the class description. When you gain certain Levels in this class, you learn new Sublime Disciplines, as shown on the Disciplines Known column of the Disciple table.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Sublime Discipline gives you a Signature Art, the foundational technique of the Discipline. You can invoke the Signature Art of a Sublime Discipline you know a number of times equal to your Wisdom Modifier, regaining expended uses at the end of a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Every Discipline also has a list of Discipline Techniques that require you to reach certain Levels in this class to use, you must meet the Level listed in the italics under the name of the Discipline Technique to be able to use it. These Techniques require you to spend Tempo Points described in your Tempo feature.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, if a Discipline Technique or Signature Art granted by a Discipline, it uses your Tempo Save DC, which has a DC of 8 + your Wisdom Modifier + your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Martial Intuition ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your opponents&#039; blows radiate a certain rhythm that your body has learned to read. When a creature Attacks you or forces you to make a Saving Throw, you can use your Reaction to learn one of its following capabilities of your choice:&lt;br /&gt;
*You learn if one of its Ability Scores of your choice is higher, lower, or equal to yours.&lt;br /&gt;
*You learn if any of Speeds are higher, lower, or equal to one of your Speeds of your choice.&lt;br /&gt;
*You learn if the target is under the effects a Spell or magical effect.&lt;br /&gt;
*You learn if the target has Proficiency with at least one [[Armor and Weapons#Martial Weapons|Martial Weapon]].&lt;br /&gt;
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tempo ====&lt;br /&gt;
&#039;&#039;2nd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to perceive and utilize the power in ambient ripples of the world, called Tempo. Your access to this mystical energy is represented by a pool of Tempo Points. Your Disciple Level determines the number of Tempo Points the pool can hold, which is shown in the Tempo Points column of the Disciple table.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend these Tempo Points to fuel various Discipline Techniques granted by your Sublime Disciplines.&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you regain all spent Tempo Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fighting Style ====&lt;br /&gt;
&#039;&#039;2nd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:&lt;br /&gt;
*&#039;&#039;&#039;Archery.&#039;&#039;&#039; You gain a +2 bonus to Attack Rolls you make with [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]].&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting.&#039;&#039;&#039; You have Blindsight out to 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Defense.&#039;&#039;&#039; While you are wearing [[Armor and Weapons#Armor|Armor]], you gain a +1 bonus to AC.&lt;br /&gt;
*&#039;&#039;&#039;Dueling.&#039;&#039;&#039; When you are wielding a [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] in one hand and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +2 bonus to Damage Rolls with that [[Armor and Weapons#Weapons|Weapon]].&lt;br /&gt;
*&#039;&#039;&#039;Melee Marksman.&#039;&#039;&#039; You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]] when creatures within 5ft of you move away from you.&lt;br /&gt;
*&#039;&#039;&#039;Mounted Warrior.&#039;&#039;&#039; Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked [[Conditions#Prone|Prone]].&lt;br /&gt;
*&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a [[Armor and Weapons#Shields|Shield]].&lt;br /&gt;
*&#039;&#039;&#039;Shield Warrior.&#039;&#039;&#039; You can use a [[Armor and Weapons#Shields|Shield]] as a [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]], dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a [[Armor and Weapons#Shields|Shield]] and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +1 Bonus to your Attack Rolls and Armor Class.&lt;br /&gt;
*&#039;&#039;&#039;Thrown-Weapon Fighting.&#039;&#039;&#039; You can draw a [[Armor and Weapons#Weapons|Weapon]] as part of an Attack made with a Thrown [[Armor and Weapons#Weapons|Weapon]]. In addition, when you hit with a Ranged Attack using a Thrown [[Armor and Weapons#Weapons|Weapon]], you gain a +2 bonus to the Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Two-Weapon Fighting.&#039;&#039;&#039; When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed Fighting.&#039;&#039;&#039; You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren&#039;t wielding any [[Armor and Weapons#Weapons|Weapon]] or [[Armor and Weapons#Shields|Shields]], your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature [[Conditions#Grappled|Grappled]] by you.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Fighting.&#039;&#039;&#039; While wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alacrity ====&lt;br /&gt;
&#039;&#039;3rd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add your Wisdom modifier to your Initiative Rolls. Your Speed increases by 10ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sublime Journey ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 11th, 14th, and 18th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the following Sublime Journeys to represent the personal journey you have embarked upon that shapes your skills and draws you towards certain innate magical talents.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sublime Journeys&lt;br /&gt;
|-&lt;br /&gt;
! Sublime Journey !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Blade Dancer|Journey of the Blade Dancer]] || 1 || You master blades and the art of using those blades and your body, becoming one with world, extremely agile, and deadly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Collector|Journey of the Collector]] || 3 || You collect a hoard of blades and weaponry from around the world, stashing them in an ethereal arsenal which you summon in combat as a whirling storm, a defensive wall of weapons, or poised to strike.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Rider|Journey of the Rider]] || 3 || You bond with the rhythm of mounts, becoming almost one with the creatures you ride, gaining an almost magical ability to summon such creatures to aid you.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the War God|Journey of the War God]] || 2 || You embody the divinity within you, summoning additional arms to attack for you while cutting down the force of personality of others, causing them to easily submit to your gloriousness.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 10th, 12th, 16th, and 18th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;5th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make an additional Attack whenever you take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rhythm in the Air ====&lt;br /&gt;
&#039;&#039;6th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your body&#039;s familiarity with Tempo allows it to react to conflict even when your mind lags behind. You cannot be Surprised while you are conscious.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, your weapon Attacks count as magical for the purpose of overcoming resistance and immunity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blindsight ====&lt;br /&gt;
&#039;&#039;10th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are able to detect the thin ripples of magic caused by the subtle movements of hidden creatures. You gain Blindsight out to a Range of 30ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Imprinted Growth ====&lt;br /&gt;
&#039;&#039;13th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in either Dexterity or Constitution Saving Throws (your choice).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Timeless Body ====&lt;br /&gt;
&#039;&#039;15th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Tempo sustains you. You do not age and you cannot be aged magically. You also no longer need food and water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Quick Rest ====&lt;br /&gt;
&#039;&#039;15th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your improved vitality allows you to rest at an accelerated rate. You need half as much time to finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tempo Mastery ====&lt;br /&gt;
&#039;&#039;17th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you can take the Attack Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Great Mastery ====&lt;br /&gt;
&#039;&#039;20th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your growth culminates with you becoming the master of a Discipline. Choose one Sublime Discipline. Whenever you use a Discipline Technique granted by that Sublime Discipline, you regain all Tempo Points you spent at the end of the turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Sublime Disciplines =&lt;br /&gt;
== Ardent Lion ==&lt;br /&gt;
No true warrior fights in isolation; their friends, family, and all their allies follow them into every fight. Ardent Lion disciples fight using rallying cries and by utilizing the strength of their bonds to perform superhuman feats in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Camaraderie ====&lt;br /&gt;
&#039;&#039;Ardent Lion Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your allies are your family, and those bonds are more precious than anything the world can muster. Cherish them and look out for them, for they will make you your best self.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rally ====&lt;br /&gt;
&#039;&#039;Ardent Lion Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you let out a riveting war cry that sends jolts through the bodies of your allies. All creatures of your choice within 30ft of you can use their Reaction to move up to their Speed without provoking Opportunity Attacks. This feature&#039;s Range increase as you gain Levels in this class: You can select creatures within 60ft of you at 5th Level, 90ft at 11th Level, and 120ft at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warding Strike ====&lt;br /&gt;
&#039;&#039;2nd Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 1 Tempo Point to instill hesitation within your target. The target has Disadvantage on the next Attack it makes that does not target you before the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bolstering Bond ====&lt;br /&gt;
&#039;&#039;5th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend up to 5 Tempo Points to bolster yourself and an ally. You and a creature of your choice within 30ft of you gain a number of Temporary Hit Points equal to 1d8 per Tempo Point spent. These Temporary Hit Points last for 1 minute or until you use this Technique again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unified Assault ====&lt;br /&gt;
&#039;&#039;11th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 3 Tempo Points to call in an assault. Choose one creature within 30ft of you, that creature can use its Reaction to make an Attack against the creature you hit with your Attack.&lt;br /&gt;
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==== Fury of the Fallen ====&lt;br /&gt;
&#039;&#039;17th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you see a creature reduce another creature to 0 Hit Points, you can use your Reaction and spend 4 Tempo Points to move up to your Speed and make a single Weapon Attack against the creature that reduced the other creature to 0 Hit Points. If you hit on the Attack, the creature reduced to 0 Hit Points regains a number of Hit Points equal to your Disciple Level.&lt;br /&gt;
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== Coursing Ember ==&lt;br /&gt;
To live life on the sidelines, bored and discontent, is to not really live life at all. Disciples of the Coursing Ember discipline are fiery individuals who follow their whims and passions to the ends of the earth. Coursing Ember techniques involve spreading radiant flames and gliding through the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Passion ====&lt;br /&gt;
&#039;&#039;Coursing Ember Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your heart must burn like the desert sun. Do not live idly and let opportunities pass you by. Be invested in every action you choose to take, and use the fire in your eyes to guide you into the future.&lt;br /&gt;
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==== Salamander Charge ====&lt;br /&gt;
&#039;&#039;Coursing Ember Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can move up to your Speed without provoking Opportunity Attacks. During this movement you can more through a creature&#039;s space as if it were Difficult Terrain but you cannot end your turn there. After this movement, you leave behind a wall of fire that is 10ft high and 1ft thick in the spaces you occupied. This wall lasts for 1 minute or until you lose Concentration on the effect. This wall Lightly Obscures vision. Any creature in the wall when it appears, enters the wall for the first time on a turn, or ends its turn there must succeed on a Dexterity Saving Throw. On a failed Save, a creature takes 1d8 Fire Damage. As you gain Levels in this class, this wall deal additional Damage: It deals 2d8 Fire Damage at 5th Level, 3d8 at 11th Level, and 4d8 at 17th Level.&lt;br /&gt;
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==== Searing Lashes ====&lt;br /&gt;
&#039;&#039;2nd Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You coat your Weapons in searing flames. When you take the Attack Action, you can spend 1 Tempo Point to increase your Reach by 10ft until the end of your turn. Your Attacks deal Fire Damage instead of their normal Damage Type for the duration, and deal an additional 1d4 Fire Damage.&lt;br /&gt;
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==== Leaping Flame ====&lt;br /&gt;
&#039;&#039;5th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature within 60ft of you deals Damage to you, you can use your Reaction to spend 2 Tempo Points to briefly turn into a wisp of flame and fly to an unoccupied space within 5ft of the creature that dealt Damage to you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Flaming Stance ====&lt;br /&gt;
&#039;&#039;11th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn, you can spend 2 Tempo Points to engulf yourself in beautiful flames. Until the start of your next turn, you are Immune to Fire Damage, and whenever a creature makes a Melee Attack against you, it takes 1d8 Fire Damage.&lt;br /&gt;
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==== Bursting Sunspot ====&lt;br /&gt;
&#039;&#039;17th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 3, 4, or 5 Tempo Points to cause the target of your Attack to explode in a blaze of glory. All other creatures within 10ft of you make a Dexterity Saving Throw. On a failed Save a creature takes 6d6 Fire Damage, or half as much Damage on a successful Save. This Range is increased by 10ft for every Tempo Point you spent above 3.&lt;br /&gt;
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== Diamond Mind ==&lt;br /&gt;
Students of the Diamond Mind discipline are renowned for their ability to remain calm in even the most dire of situations. Combat is an equation to be solved, and it is the practice of the Diamond Mind to understand all of its elements. This view lends itself to a prescient combat style, where the practitioner appears able to act in impossibly short spans of time.&lt;br /&gt;
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&lt;br /&gt;
==== Order ====&lt;br /&gt;
&#039;&#039;Diamond Mind Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Everything has a cause and an effect. The world may appear chaotic, but a clean layer of order underlies it all. The more you discover and understand this order, the greater a warrior and the more fulfilled an individual you will become.&lt;br /&gt;
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&lt;br /&gt;
==== Quick Draw ====&lt;br /&gt;
&#039;&#039;Diamond Mind Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you roll Initiative at the start of combat, if you aren&#039;t Surprised, you can use a Free Action to move up to half your Speed and make a single Weapon Attack which deals double Damage to objects and structures.&amp;lt;br&amp;gt;&lt;br /&gt;
When you roll Initiative at the start of combat, if you are Surprised, you can use a Free Action to not be Surprised.&lt;br /&gt;
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==== Prescient Counter ====&lt;br /&gt;
&#039;&#039;2nd Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you are hit with an Attack, you cause your Reaction and spend 2 Tempo Points to gain a Bonus to your AC equal to your Wisdom Modifier against that Attack.&lt;br /&gt;
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==== Flicker Step ====&lt;br /&gt;
&#039;&#039;5th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to choose a creature within 20ft of you. You teleport to an unoccupied space within 5ft of that creature and make a single Melee Weapon Attack targeting all creatures in a 5ft wide Line from the space you occupied before using this Technique to the location you now occupy. After a creature takes Damage from the Attack, if it has a number of Hit Points equal to or less than your Discipline Level at the end of the current turn, it drops to 0 Hit Points.&lt;br /&gt;
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==== Ruby Storm Stance ====&lt;br /&gt;
&#039;&#039;11th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you can immediately use your Bonus Action and spend 1 Tempo Point to enter a time-slowing stance. Until the start of your next turn, you can&#039;t be knocked [[Conditions#Prone|Prone]], or move in any way. While in this stance, when a creature within 5ft of you make an Attack against you, you can make a single Weapon Attack targeting that creature.&lt;br /&gt;
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&lt;br /&gt;
==== Trace ====&lt;br /&gt;
&#039;&#039;17th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 4 Tempo Points to teleport up to 60ft to an unoccupied space and then make a single Melee Weapon Attack against a creature within Reach. This Attack deals an additional 2d8 Force Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
You can teleport and Attack again up to 5 additional times as part of the same Action, but each Attack must target a different creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hero&#039;s Charge ==&lt;br /&gt;
The world is full of monsters and those that would exploit the weak. Hero&#039;s Charge disciples take it upon themselves to become symbols of hope by bringing down great threats for all to see. The techniques of this discipline focus on refining an indomitable will and bringing the mighty down.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Heroism ====&lt;br /&gt;
&#039;&#039;Hero&#039;s Charge Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
People deserve peace and happiness, and so you take it upon yourself to be a tool for their delivery. Overwhelming odds are a welcome challenge, for you must be a beacon of inspiration for as long as there is a soul left to be saved.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Symbol of Hope ====&lt;br /&gt;
&#039;&#039;Hero&#039;s Charge Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you are reduced to 0 Hit Points and at least one creature can see you, you can choose to be reduced to 1 Hit Point instead.&lt;br /&gt;
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&lt;br /&gt;
==== Topple ====&lt;br /&gt;
&#039;&#039;2nd Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make an Attack, you can spent at least 1 Tempo Point to instead attempt to topple a creature within Reach. The target must make a Strength Saving Throw. On a failed Save, the target falls [[Conditions#Prone|Prone]] and takes 1d8 Bludgeoning Damage for each Tempo Point spent. If the target is Large or larger, it has Disadvantage on the Saving Throw and instead takes 1d10 Bludgeoning Damage for each Tempo Point spent.&lt;br /&gt;
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&lt;br /&gt;
==== Blinding Courage ====&lt;br /&gt;
&#039;&#039;5th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature attempts to [[Conditions#Frightened|Frighten]] a creature within 10ft of you, you can use your Reaction and spend 3 Tempo Points to give all creatures within 10ft of you Immunity to the [[Conditions#Frightened|Frightened]] Condition until the start of your next turn.&lt;br /&gt;
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==== Revolution ====&lt;br /&gt;
&#039;&#039;11th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to make a Melee Weapon Attack against all creatures of your choice within 5ft of you. A creature that is Large or larger takes gains Vulnerability to the Attack.&lt;br /&gt;
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==== Tyrant&#039;s Downfall ====&lt;br /&gt;
&#039;&#039;17th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 5 Tempo Points to cause a giant glowing Weapon to appear. This Weapon crashes down in a 60x10ft Cylinder centered on a point you can see within 60ft of you. All creatures of your choice in the Cylinder&#039;s area must make a Charisma Saving Throw. On a failed Save a creature takes 5d12 Radiant Damage, taking half as much Damage on a successful Save. A creature that is Large or larger takes an additional 2d12 Damage for each Size step it is above Medium.&lt;br /&gt;
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== Howling Gaze ==&lt;br /&gt;
It is too often that people chain themselves to the earth and become prisoners of a life they never really enjoyed. Disciples of the Howling Gale put above all else the ability to decide for themselves their next path. Techniques of this discipline focus on being hard to reach and pushing back oppressive advances.&lt;br /&gt;
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==== Freedom ====&lt;br /&gt;
&#039;&#039;Howling Gaze Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Life is but a small breeze, fleeting upon the chaotic winds of the universe. Do not waste it carrying undue burdens that leave you crushed. Lift these burdens from yourself and those around you, and reflect on how much more joyous it is to live free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gale Surge ====&lt;br /&gt;
&#039;&#039;Howling Gaze Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you whip a wild gust around your body and briefly become as the wind. This effect lasts 1 minute, or until you lose Concentration on it. For the Duration, you have Advantage on Dexterity Saving Throws, and when a creature misses you with an Attack, you can move 5ft without provoking Opportunity Attacks.&lt;br /&gt;
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==== Driving Wind ====&lt;br /&gt;
&#039;&#039;2nd Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action and spend up to 5 Tempo Points to unleash an Emanated Cone of rushing air. The size of the Cone is a number of feet equal to 10 x the number of Tempo Points spent. Creatures of your choice in the Cone must make a Strength Saving Throw. On a failed Save a creature is pushed away from you until they reach an unoccupied space at the end of the Cone.&lt;br /&gt;
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==== Wind Scare ====&lt;br /&gt;
&#039;&#039;5th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action and spend at least 1 Tempo Point to unleash a blade of air forward. Choose up to 3 creatures within 5ft of each other that you can see within 60ft of you, those creatures must make a Dexterity Saving Throw. On a failed Save, a creature takes 1d8 Magical Slashing Damage equal to 1d8 for each Tempo Point spent, or half as much Damage on a successful Save.&lt;br /&gt;
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==== The Wind That Talks ====&lt;br /&gt;
&#039;&#039;11th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 3 Tempo Point to become [[Conditions#Invisible|Invisible]]. While you are [[Conditions#Invisible|Invisible]] in this way you are able to move through the space of any creature, as well as through spaces as small as 1 inch gaps without expending additional Speed. You remain [[Conditions#Invisible|Invisible]] until the start of your next turn, you Attack a creature, or you force a creature to make a Saving Throw.&lt;br /&gt;
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==== Tranquil Windstorm ====&lt;br /&gt;
&#039;&#039;17th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 3 Tempo Points to create a 10ft Moving Emanation of whirling air which lasts until the end of your next turn. Creatures of your choice in ignore Difficult Terrain while in the Emanation, and you can impose Disadvantage on any Ranged Attacks that target a creature within the Emanation. If a creature starts its turn  within the Emanation, you can increase its Speed by 10ft until the end of its turn.&lt;br /&gt;
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== Mercurial Wolf ==&lt;br /&gt;
How can one truly claim to be living when they adhere to the constraining lines of conventional thought? Disciples of the Mercurial Wolf discipline value spontaneity and change, and as such their techniques involve creating complicated and chaotic situations on the battlefield through illusions and trickery.&lt;br /&gt;
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==== Chaos ====&lt;br /&gt;
&#039;&#039;Mercurial Wolf Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Stagnation is the enemy of growth, so it is up to you to make sure that the world is constantly changing. Adapt to the situations you bring about, and through that act you will find completeness.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Quicksilver Pack ====&lt;br /&gt;
&#039;&#039;Mercurial Wolf Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you create an illusory Duplicate of yourself. This Duplicate lasts 1 minute or until you lose Concentration on the effect. The Duplicate appears in an unoccupied space of your choice within 10ft of you that you can see. A Duplicate has the same AC as you and disappears if it takes any Damage. As a Bonus Action, you can move any one Duplicate created with this art up to 30ft to an unoccupied space you can see. Alternatively, you can use your Bonus Action to destroy a Duplicate and teleport to its space. The amount of Duplicates you creature with this art increases when you reach certain Levels in this class: you create 2 Duplicates at 5th Level, 3 at 11th Level, and 4 at 17th Level.&lt;br /&gt;
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==== Mirror Step ====&lt;br /&gt;
&#039;&#039;2nd Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You twirl the world about a creature, disorienting its perception of your position. &lt;br /&gt;
When a creature moves to a space within 5ft of you or one of the Duplicates created by your Quicksilver Pack feature, you can use your Reaction and spend 1 Tempo Point to force that creature to make an Intelligence Saving Throw. On a failed Save, you can teleport to an unoccupied space within 5ft of that creature, and the next Attack the target makes against you or one of your Duplicates is made at Disadvantage.&lt;br /&gt;
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==== Inversion ====&lt;br /&gt;
&#039;&#039;5th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to force a creature that you can see within 30ft of you or one of your Duplicates created by your Quicksilver Pack feature to make a Charisma Saving Throw. On a failed Save, you or one of your Duplicates teleports to a space that creature occupies and that creature teleports into the space of either you or the Duplicate that just teleported. You can only use this Technique if there is enough space of either of these teleportations.&lt;br /&gt;
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==== Altered Perspective ====&lt;br /&gt;
&#039;&#039;11th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a Melee Attack targeting you or one of your Duplicates created by your Quicksilver Pack feature misses, you can use your Reaction and spend 3 Tempo Points to force that creature to repeat that Attack against a creature of your choice within Range of the Attack.&lt;br /&gt;
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==== Shifting Sides ====&lt;br /&gt;
&#039;&#039;17th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 4 Tempo Points and attempt to alter a creature&#039;s perception of the battlefield. A creature of your choice within 30ft of you must make an Intelligence Saving Throw to see through the illusion you foist on it. On a failed Save, the target [[Conditions#Dazed|Dazed]] until the start of its next turn, and it immediately makes a Melee Weapon Attack targeting a creature of your choice within its Reach.&lt;br /&gt;
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== Radiant Dove ==&lt;br /&gt;
Disciples who learn the techniques of the Radiant Dove have often seen for themselves that the world is one of pain and suffering. However, they are also ones who have chosen to believe in a better world and act in accordance with that hope. Choosing to succor instead of scorn, to forgive instead of fear, these are the martial peacemakers who fight not because they want to, but because they have to. The Radiant Dove teaches disciples to wield the flow of tempo to influence combats toward reconciliation and protect their allies.&lt;br /&gt;
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==== Absolution ====&lt;br /&gt;
&#039;&#039;Radiant Dove Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Maybe you were wronged. Maybe you wronged another. No matter how the tit for tat of hate and harm first ensnared you, you&#039;ve discovered that the only real escape is to move beyond and let go. When pain mounts and wrongs fail to cease, you find refuge through giving up all rancor and ire. They can hurt you no longer.&lt;br /&gt;
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==== Swords to Plowshares ====&lt;br /&gt;
&#039;&#039;Radiant Dove Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you blunt a foe&#039;s weapons of war. One creature you can see within 30ft of you makes a Charisma Saving Throw. On a failed Save, a creature has a penalty to its Attack and Damage Rolls equal to your Wisdom Modifier for 1 minute or until your Concentration on the effect ends. A creature under this effect repeats the Save at the end of each of its turns, ending the effect on a successful Save.&lt;br /&gt;
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==== Olive Branch ====&lt;br /&gt;
&#039;&#039;2nd Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 2 Tempo Points as a Bonus Action to offer an exchange of mercy and reprieve. Until the beginning of your next turn, you gain the benefits of the [[Level 1#Sanctuary|Sanctuary]] Spell. This effect doesn&#039;t end if you make an Attack, cast a Spell that affects an enemy, or deal Damage to another creature.&lt;br /&gt;
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==== Forbearance Over Fear ====&lt;br /&gt;
&#039;&#039;5th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Reaction when a creature within 30ft of you that can hear you fails a Saving throw, you can spend 3 Tempo Points to speak peace to it. The creature adds your Wisdom Modifier to the Save.&lt;br /&gt;
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==== The Other Cheek ====&lt;br /&gt;
&#039;&#039;11th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 or more Tempo Points as a Reaction when a creature deals Damage to you. When you do so, you gain 10 Temporary Hit points for each Tempo Point spent before you take the Damage. These Temporary Hit Points last until the end of your next turn.&lt;br /&gt;
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==== The High Road ====&lt;br /&gt;
&#039;&#039;17th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Forgetting the past gives you the freedom to fly. You can spend 4 Tempo Points as an Action to jump into the air. Each creature of your choice within 15ft of you when you do so make a Wisdom Saving Throw. On a failed Save, a creature falls [[Conditions#Prone|Prone]] and takes 3d12 Radiant Damage. On a successful Save, a creature takes half as much Damage and does not fall Prone. Additionally, until the start of your next turn, you gain a Flying Speed of 60ft and you do not provoke Opportunity Attacks. If you are airborne when you lose this flying speed, you gently descend to the nearest safe terrain below you.&lt;br /&gt;
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== Raven&#039;s Gaze ==&lt;br /&gt;
An eye for an eye leaves the world blind, but no wrong ever truly escapes the raven&#039;s gaze. Disciples of the Raven&#039;s Gaze allow no slight against them or their compatriots to go unpunished. Techniques of the Raven&#039;s Gaze revolve around instilling fear in your assailants before bringing them down.&lt;br /&gt;
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==== Revenge ====&lt;br /&gt;
&#039;&#039;Raven&#039;s Gaze Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have been wronged. If you haven&#039;t been, you will be. It is your charge to turn your ire upon those who sought to bring you down, and take from them that which you are owed. They tried to bring you to your knees, but now you are hoisted up by the black wings of vengeance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the Conspiracy ====&lt;br /&gt;
&#039;&#039;Raven&#039;s Gaze Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can force a creature you can see to make a Wisdom Saving Throw. On a failed Save, the target&#039;s vision and hearing is overtaken by a swarm of ravens. Until the end of your next turn, it is [[Conditions#Deafened|Deafened]] and perceives the area beyond a 10ft Radius around it to be magical Darkness. If you start your turn outside of this Radius, you can use your Bonus Action to teleport into an unoccupied space inside of it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gaze of the Flock ====&lt;br /&gt;
&#039;&#039;2nd Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature you can see within 30ft of you deals Damage to you or forces you to make a Saving Throw, you can use your Reaction and spend 2 Tempo Points to force it to make a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Frightened|Frightened]] of you until the end of your next turn. At the end of each of your turns while a creature is [[Conditions#Frightened|Frightened]] of you in this way, you can spend 1 Tempo Point to force the creature to make another Wisdom Saving Throw. On failed Save, the creature remains [[Conditions#Frightened|Frightened]] of you until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unkindness in Turn ====&lt;br /&gt;
&#039;&#039;5th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action and spend 2 Tempo Points to teleport to an unoccupied space within 5ft of a creature that is within 30ft of you and is [[Conditions#Frightened|Frightened]] of you. The creature then makes a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Paralyzed|Paralyzed]] form its fear until the end of its next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Futility ====&lt;br /&gt;
&#039;&#039;11th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once on each of your turns when you hit a creature with a Melee Weapon Attack, you can spend 1 Tempo Point to force the target of the Attack to make a Wisdom Saving Throw. On a failed Save, the target is [[Conditions#Slowed|Slowed]] and has Disadvantage on Saving Throws against being [[Conditions#Frightened|Frightened]] until the end of its next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vengeance of the Swarm ====&lt;br /&gt;
&#039;&#039;17th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A black mist of ethereal ravens surges from you to enact your revenge. When a creature deals Damage to you, you can use your Reaction and spend 4 Tempo Points to cause that creature to lose a number of Hit Points equal to the amount of Damage it dealt to you this turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stone Dragon ==&lt;br /&gt;
Like the plates that shift about the world&#039;s surface, you leave a lasting impact on every person you encounter. Followers of the Stone Dragon discipline put great thought that each spoken word and each action belonging to them is not glib. Techniques of the Stone Dragon disciple focus on using the earth to keep you centered, and landing decisive blows.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stoicism ====&lt;br /&gt;
&#039;&#039;Stone Dragon Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Expression is a powerful thing that is best not used frivolously. Speak and act when your words and actions further your path, and make sure each word strikes with the impact of a falling boulder.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dragon Sentinel ====&lt;br /&gt;
&#039;&#039;Stone Dragon Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you create a Dragon Statue in an unoccupied space within 30ft of you. This Dragon Statue is a Medium object, and lasts for 1 minute or until you lose Concentration on the effect. This Dragon Statue has an AC of 13 + your Wisdom Modifier, and has a number of Hit Points equal to twice your Disciple Level. It has Immunity to Poison and Psychic Damage, and Immunity to all [[Conditions]]. If the Dragon Statue is forced to make an Ability Check or Saving Throw, it treats all of its Ability Scores as 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The area within 10ft of the Dragon Statue is considered Difficult Terrain to creatures of your choice. When you create the Dragon Statue, and as a Bonus Action on subsequent turns, you can move the Dragon Statue up to 15ft.&amp;lt;br&amp;gt;&lt;br /&gt;
If you summon the Dragon Statue within 5ft of a creature, and as a Reaction whenever a creature moves within 5ft of it, you can cause the Dragon to make a Melee Spell Attack targeting that creature using Wisdom for the Attack Bonus. On a hit, the Attack deals Magical Piercing Damage equal to 1d8 + your Wisdom Modifier to the target, additionally, the target is Slowed until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roots of Earth ====&lt;br /&gt;
&#039;&#039;2nd Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you would be knocked [[Conditions#Prone|Prone]], you can spend 1 Tempo Point to hook into the earth. When you do, you can&#039;t be knocked [[Conditions#Prone|Prone]] or moved against your will until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mountain Hammer ====&lt;br /&gt;
&#039;&#039;5th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can spend 2 Tempo Points to embed it into a fissure below it. The target must make a Strength Saving Throw. On a failed Save, the target is knocked [[Conditions#Prone|Prone]]. If the target is already [[Conditions#Prone|Prone]], it is [[Conditions#Restrained|Restrained]] until the end of its next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Earthbound ====&lt;br /&gt;
&#039;&#039;11th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to [[Conditions#Petrified|Petrify]] yourself until the start of your next turn. While [[Conditions#Petrified|Petrified]] in this way, all Damage you take is halved, and your form can&#039;t be changed by any means. Additionally, the earth around your feet attempts to encase those around you. Each creature within 15ft of you must make a Dexterity Saving Throw. On a failed Save, a creature is Restrained until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breath of Ages ====&lt;br /&gt;
&#039;&#039;17th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 5 Tempo Points to exhale an eroding mist that originates from either you or your Dragon Sentinel. All creatures in a 60ft Emanated Cone, which spreads around corners, must make a Constitution Saving Throw. On a failed Save, a creature&#039;s body becomes heavy and sluggish until the end of your next turn, causing it to become [[Conditions#Slowed|Slowed]] and [[Conditions#Dazed|Dazed]]. When you hit a creature either [[Conditions#Slowed|Slowed]] or [[Conditions#Dazed|Dazed]] in this way, you can cause it to become [[Conditions#Petrified|Petrified]] until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Titan Fury ==&lt;br /&gt;
The path of the warrior is full of rivals and obstacles. Followers of the Titan Fury discipline make it their goal to shatter the competition and make it clear that their power is absolute. Techniques of the Titan Fury discipline focus on demolishing the weak and cowardly and ripping through attempts at stopping your advance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
&#039;&#039;Titan Fury Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It is not enough to merely defeat your enemies; you must overcome them and demonstrate the gap in your abilities. You must prove to yourself and to the world that your might is unrivaled.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blood of the Ancients ====&lt;br /&gt;
&#039;&#039;Titan Fury Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can bolster your form. When you do, you gain Temporary Hit Points equal to your Wisdom Modifier + half your Disciple Level, which last for 1 minute. While you have these Temporary Hit Points, you add half your Wisdom Score (rounded up) to any Strength Check you make.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 5th Level in this class, while you have these Temporary Hit Points, your Size grows to Large if you are not already Large or larger. Your equipment grows to match your new Size. If there isn&#039;t enough room to grow to Large, you grow to the maximum Size possible with the space available.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power Overwhelming ====&lt;br /&gt;
&#039;&#039;2nd Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit on a Melee Weapon Attack, you can use your Bonus Action and spend up to 5 Tempo Points. the target of the Attack is pushed 5ft away from you for each Tempo Point spent.&amp;lt;br&amp;gt;&lt;br /&gt;
If this movement would force the target to impact a creature, object, or structure, both the creature and the creature, object, or structure it impacted with takes 1d6 Bludgeoning Damage for every 5ft of movement remaining to be pushed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cull the Meek ====&lt;br /&gt;
&#039;&#039;5th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who seek to mar you without facing you deserve a swift punishment. When a creature you cannot see hits you with a Melee Attack, or a creature hits you with a Ranged Attack, you can use your Reaction and spend 3 Tempo Points to reduce the Damage dealt by 1d10 + your Wisdom Modifier, the creature then makes a Wisdom Saving Throw. On a failed Save, the target takes Psychic Damage equal to the amount you reduced the Damage by.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Titan&#039;s Will ====&lt;br /&gt;
&#039;&#039;11th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn, you can spend 4 Tempo Points to remove one of the following [[Conditions]]: [[Conditions#Blinded|Blinded]], [[Conditions#Charmed|Charmed]], [[Conditions#Dazed|Dazed]], [[Conditions#Deafened|Deafened]], [[Conditions#Frightened|Frightened]], [[Conditions#Incapacitated|Incapacitated]], [[Conditions#Paralyzed|Paralyzed]], [[Conditions#Poisoned|Poisoned]], [[Conditions#Slowed|Slowed]], or [[Conditions#Stunned|Stunned]],&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arduos Wrath ====&lt;br /&gt;
&#039;&#039;17th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 4 Tempo Points to slam into the earth. Every creature of your choice in a 30ft Emanated Cone must make a Constitution Saving Throw. On a failed Save, a creature is [[Conditions#Stunned|Stunned]] for 1 minute.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Sublime Journeys =&lt;br /&gt;
== Journey of the Blade Dancer ==&lt;br /&gt;
A single swing of the blade is often more than it appears, and this is especially true for a disciple that follows the Journey of the Blade Dancer. Blade Dancers are disciples whose bodies have all but merged with the ripples around them. Their newfound magical senses drive them to seek out flexibility in the execution of their steps and techniques. Their precise, sweeping motions cut into the fabric of magic itself, infusing them with supernatural acrobatic ability and elegance in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Blade Dancer Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blade Dance|Blade Dance]] || 3rd || When you miss on Melee Weapon Attacks, you can deal Force Damage to the target instead, and when you make a Melee Weapon Attack against a creature it can&#039;t make Opportunity Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Elegance|Elegance]] || 3rd || You get Proficiency in Performance and add your Wisdom Modifier to your Charisma (Performance) Checks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Evasion|Evasion]] || 7th || You&#039;re better against Dexterity Saving Throws to take half Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Accelerando|Accelerando]] || 11th || You add your Wisdom Modifier to your Melee Weapon Attack&#039;s Damage Rolls&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Rushing Agility|Rushing Agility]] || 14th || You can Jump better, run up walls and across water, and can take the Dodge Action as a Bonus Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Free Stride|Free Stride]] || 18th || You&#039;re always under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blade Dance ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your strikes are followed by magical ripples that echo your intent. Whenever you miss on a Melee Weapon Attack you can deal Force Damage to the target of the Attack equal to your Wisdom Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you make a Melee Attack against a creature, that creature can&#039;t make Opportunity Attacks against you until the start of your next turn. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elegance ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in Performance and you add your Wisdom Modifier to your Charisma (Performance) Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evasion ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can nimbly dodge out of the way of certain area effects. When an effect would force you to make a Dexterity Saving Thrown that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Accelerando ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add your Wisdom Modifier to the Damage Rolls of your Melee Weapon Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you can take the Dash Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rushing Agility ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your mastery of the weight of your body allows you to defy natural limitations. When you Jump, you can use your remaining Speed to determine the maximum distance, you can also Jump your full distance without needing a running start.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, You gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also take the Dodge Action as a Bonus Action. You can take this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Free Stride ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are permanently under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]] Spell. You use Wisdom as your Spellcasting Ability for the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the Collector ==&lt;br /&gt;
Most often the Journey of the Collector begins with a recurrent dream of an infinite field littered with weaponry from across the ages. Within this space you are free to use and manipulate, form and reform the weaponry and landscape as you see fit, perpetually in pursuit of the perfect arsenal. This dream repeats, becoming more and more lucid until you awaken amidst a cloud of flying armaments that flow along to your whims, and from that day each weapon you touch, and each alteration you make in your dreams, will reflect in your control over your magical arsenal.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Collector Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Bound Arsenal|Bound Arsenal]] || 3rd || You can bind Weapons to your Arsenal, a mystical storm of Weapons you can summon at will&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Conjure Weapons|Conjure Weapons]] || 3rd || You can summon your Arsenal and arrange into one of three formations&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blade Affinity|Blade Affinity]] || 7th || You can learn information about what was done with Weapon&#039;s by studying them&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Ultimate Arsenal|Ultimate Arsenal]] || 11th || All the ways you can use your Arsenal improve&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Conjured Body|Conjured Body]] || 14th || While you have your Arsenal summoned, you can fly&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Dream Gate|Dream Gate]] || 18th || You can summon a ton of Weapons to Attack enemies&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bound Arsenal ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to call upon an Arsenal of Weapons you store within your mind. You must bind Weapons to yourself in order to call upon them. If you hold a Weapon and meditate for 1 hour, which can be done during a Short or Long Rest, you can bind the Weapon to your Arsenal, causing it to disappear into an extradimensional space.&amp;lt;br&amp;gt;&lt;br /&gt;
When you summon your Arsenal with your Conjure Weapons feature, this Weapon is summoned within it while it is bound to you.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have a number of Weapons bound in this way equal to your Wisdom Modifier + your Disciple Level. A weapon becomes unbound 24 hours after you die or you unbind it as an Action, causing it to appear at your feet. Sentient Weapons must agree to be bound, and can choose to unbind themselves at any point.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Conjure Weapons ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can conjure or dismiss your Arsenal of bound Weapons, which hover in your space and can easily be reached, as a Bonus Action. The Weapons that are part of this Arsenal deal Force Damage instead of their normal Damage Type, and gain the Thrown (20/60). Whenever you throw an Arsenal Weapon it immediately returns to your space after the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you make a Weapon Attack and are not wielding any Weapons or Shields, you can mentally direct a single Weapon in your Arsenal to Attack if you were wielding with one or two hands (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
When you conjure your Arsenal, and as a Bonus Action on subsequent turns while the Arsenal is summoned, you can choose one of the following formations for the Weapons to take:&lt;br /&gt;
*&#039;&#039;&#039;Assault.&#039;&#039;&#039; Your Arsenal poises to Attack. Ranged Attacks made with your Arsenal do not suffer Disadvantage due to attacking at Long Range or from being within 5ft of a hostile creature. Your Attacks made with your Arsenal ignore 1/2 and 3/4 Cover.&lt;br /&gt;
*&#039;&#039;&#039;Storm.&#039;&#039;&#039; Your Arsenal becomes a chaotic flurry. The area within 5ft of you becomes Difficult Terrain to all creatures of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Ward.&#039;&#039;&#039; Your Arsenal forms a protective barrier. The first time you take Damage on a turn, it is reduced by an amount equal to your Wisdom Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blade Affinity ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can read into a Weapon&#039;s history through mere touch. Over the course of 1 minute, you can analyze a Weapon you are holding. At the end of the minute, you glean one of the following pieces of information (DM&#039;s choice):&lt;br /&gt;
*A clear picture of the Weapon&#039;s last wielder as it drew the Weapon for combat.&lt;br /&gt;
*A glimpse of a magical ability the last wielder of the Weapon used while wielding the Weapon.&lt;br /&gt;
*Whether the last wielder used the Weapon with malicious, honorable, protective, or some other form of intent.&lt;br /&gt;
*A glimpse of the last creature felled by this Weapon.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Once you use this feature to analyze a Weapon, you can&#039;t use it again until it has been used to make an Attack in combat targeting a hostile creature that can retaliate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ultimate Arsenal ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At 11th level, both your control and the quality of your arsenal have heightened, causing your formations to improve:&lt;br /&gt;
*&#039;&#039;&#039;Assault.&#039;&#039;&#039; Any Attack made with Weapons from your arsenal deal an additional 1d8 Damage.&lt;br /&gt;
*&#039;&#039;&#039;Storm.&#039;&#039;&#039; The Weapons expand into the area within 15 ft of you instead of 5 ft.&lt;br /&gt;
*&#039;&#039;&#039;Ward.&#039;&#039;&#039; The Damage is reduced by twice your Wisdom modifier instead (minimum of 2).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Conjured Body ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned how to merge your body with your Arsenal, embedding within you its fluid movement. While you have your Arsenal conjured, you gain a Flying Speed equal to your Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dream Gate ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can bring out the full force of your arsenal in an instant. As an Action, you create a visage of your field behind you and conjure 100 Weapons all around you. Choose any number of creatures within 120ft of you, and dedicate 100 Projectiles among them, a creature can only be dedicated to 10 Projectiles. All chosen creatures must make a Dexterity Saving Throw. On a failed Save a creature takes 1d8 Force Damage for each Projectile dedicated to it, or half as much Damage on a successful Save. These Weapons disappear at the end of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the Rider ==&lt;br /&gt;
Some Disciples feel a strong connection to the Tempo of certain animals, often used as mounts, like horses, camels, llamas, donkeys, or the occasional dragon. Through the connection of this Tempo, these Disciples bond with a mount which they attune to and become one with.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Rider Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Mount-Borne|Mount-Borne]] || 3rd || You cast the [[Level 2#Find Steed|Find Steed]] Spell at the end of a Long Rest, and you get more options for what you can summon&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#One with the Steed|One with the Steed]] || 3rd || While riding a mount you and the mount get a bunch of buffs&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Defensive Rhythm|Defensive Rhythm]] || 7th || While riding a mount, you and the mount get increases to AC and and make Attacks if someone Attacks the other&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Expanding Steeds|Expanding Steeds]] || 11th || You can cast the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell instead at the end of a Long Rest, you also get more options for what you summon&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#From the Horseback to the Sky|From the Horseback to the Sky]] || 14th || Mounts you summon with the [[Level 2#Find Steed|Find Steed]]  or [[Level 2#Find Greater Steed|Find Greater Steed]] Spells, or that you spend an hour bonding to, gain a Flying, Swimming, and Climbing Speed equal to its Walking Speed and can breathe underwater&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Unrivaled Haste|Unrivaled Haste]] || 18th || While mounted, you and the mounter are permanently under the effects of the [[Level 3#Haste|Haste]] Spell&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mount-Borne ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You begin to learn to tie yourself to the mounts of the world. At the end of a Long Rest, you can non-magically replicate the effects of the [[Level 2#Find Steed|Find Steed]] Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you replicate the Spell in this way, you can also summon one of the following creatures: Axe-Beak, Cow, Crocodile, Giant Goat, Giant Lizard, Giant Snail, Hadrosaurus, Hippocamp, Jaculi, Riding Horse, Walrus, Warhorse Skeleton, Worg.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== One with the Steed ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You boom win tune with the creatures you are riding. You gain the following benefits while riding a mount:&lt;br /&gt;
*You have Advantage on Saving Throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10ft, you do not fall [[Conditions#Prone|Prone]] if you aren&#039;t [[Conditions#Incapacitated|Incapacitated.]]&lt;br /&gt;
*Mounting or dismounting a creature costs you only 5ft of movement, rather than half your Speed.&lt;br /&gt;
*Whenever you begin riding a mount, you can cause it to gain a number of Maximum Hit Points equal to twice your Disciple Level for the next 8 hours or until you give these Maximum Hit Points to a different mount.&lt;br /&gt;
*You can communicate telepathically with the mount for the next 24 hours. It can respond to you telepathically as if it had an Intelligence Score of 8 for the same Duration unless its Intelligence is higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Defensive Rhythm ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you are riding a mount, you gain the following benefits:&lt;br /&gt;
*The mount gains a bonus to its AC equal to your Wisdom Modifier.&lt;br /&gt;
*You gain a bonus to your AC equal to the mount&#039;s Wisdom Modifier&lt;br /&gt;
*When you are hit by a Melee Attack, the mount can use its Reaction to make an Attack against the creature that hit you with the Attack.&lt;br /&gt;
*When the mount is hit by a Melee Attack, you can use you Reaction to make an Attack against the creature that hit the mount with the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanding Steeds ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you finish a Long Rest, you can instead replicate the effects of the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell. When you do you gain the following list of creatures that you can also summon: Allosaurus, Ankheg, Auroch, Axe-Beak, Brown Bear, Camel, Carrion Crawler, Cave Bear, Cow, Crag Cat, Crocodile, Dinosaur Skeleton, Dragonnel, Elk, Female Steeder, Gelatinous Cube, Giant Boar, Giant Constrictor Snake, Giant Crayfish, Giant Eagle, Giant Elk, Giant Goat, Giant Hyena, Giant Lizard, Giant Octopus, Giant Snail, Giant Spider, Giant Strider, Giant White Moray Eel, Hadrosaurus, Hippocamp, Hunter Shark, Ice Spider Queen, Jaculi, Lion, Mastiff, Moorbounder, Plesiosaurus, Pony, Quetzalcoatl, Riding Horse, Sabre-Tooth Tiger, Skyjek Roc, Star Lancer, Tiger, Two-Headed Crocodile, Walrus, Warhorse, Warhorse Skeleton, Worg.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== From the Horseback to the Sky ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you summon a Steed with the [[Level 2#Find Steed|Find Steed]] or [[Level 4#Find Greater Steed|Find Greater Steed]] Spells, or similar effects, it gains a Flying, Swimming, and Climbing Speed equal to its Walking Speed. Additionally, mounts you summon in this way can breathe both air and water.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 hour bonding to a mount that you didn&#039;t summon with these Spells, which can be performed during a Short or Long Rest. After this bonding is complete that mount gains these benefits as well. You remain bonded with a mount until you bond with a different mount or have not ridden it for 10 days.&lt;br /&gt;
Additionally, while mounted you can breathe both air and water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unrivaled Haste ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your mounts has expanded to a great intensity. While you are riding a mount, you and the mount gain the benefits of the [[Level 3#Haste|Haste]] Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the War God ==&lt;br /&gt;
A disciple who follows the Journey of the War God is unmistakable on the battlefield by the manifestation of their soul fighting alongside them, often taking the form of spectral arms or a looming figure at their back. The influence of tempo can reach further than most would think; after all, everything moves, even your own spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Disciples that define themselves by intense emotions, or a need to prove their own self worth, can develop a sensitivity to the movements of their soul. After enough time, the disciple gains the ability to summon and wield this element of their soul in combat. Legends speak of disciples that attain definite control, and ultimately learn to harness the divine spark that resides within them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ War God Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Spirit of the War God|Spirit of the War God]] || 3rd || You can summon ethereal arms which can make more Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Cosmic Presence|Cosmic Presence]] || 7th || You can try make creatures be more susceptible to your Charisma and Wisdom Checks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Encroaching Omniscience|Encroaching Omniscience]] || 11th || When you make an Attack with a Reaction, you can make an additional Attack as part of that Reaction, you can also draw and stow a ton of Weapons with you Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Lens of Truth|Lens of Truth]] || 14th || You get Truesight out to a Range of 120ft&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Shard of Divinity|Shard of Divinity]] || 18th || Your Weapon Attacks and Discipline Techniques ignore Resistance and Immunity to Damage, you also don&#039;t get frail while aging, your soul can&#039;t be trapped or destroyed, and you can&#039;t be an Undead unless you want to be&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit of the War God ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your passion can call forth the part of your soul that revels in the glory of battle. As a Bonus Action or when you roll Initiative, you can manifest or dismiss two spectral arms that are connected to your upper body. When summoned, and as a Free Action on subsequent turns, each arm can perform an Object Interaction. You can control these arms easily, and they act just like your other arms.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can make a single Attack with each Melee Weapon you and your spectral arms are wielding. You don&#039;t add your Ability Modifier to the Damage of these Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 5th Level in this class, you add your Ability Modifier to up to two of the Damage Rolls of the Attacks made with this feature. When you reach 11th Level in this class, you add your Ability Modifier to all of the Damage Rolls of the Attacks made with this feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cosmic Presence ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your inner self has granted you greater presence. You can make a Wisdom (Intimidation) Check in place of a Strength or Charisma (Intimidation) Check, and you can make a Wisdom (Persuasion) Check in place of a Charisma (Persuasion) Check.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, as an Action, you can amplify your presence a hundred fold. Creatures of your choice within 60ft of you must make a Charisma Saving Throw against your Tempo Save DC. On a failed Save, a creature becomes aware of your presence, and you have Advantage on all Wisdom and Charisma Checks made against those creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Action a number of times equal to your Proficiency Bonus, regaining expending uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Encroaching Omniscience ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your soul becomes your vigil, as the shapes of faces can be traced around your head. Whenever you make an Attack as a part of a Reaction, you can make an additional Attack with one of your spectral arms created by your Spirit of the War God feature.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, once per turn when you miss on a Weapon Attack, you can make an additional Weapon Attack with a Weapon being wielded by your spectral arms as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lens of Truth ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your sight ascends towards the sight of the Three, giving you Truesight out to a Range of 120ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shard of Divinity ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have fully reconnected with your soul, unlocking the divine power within it. You gain Resistance to Damage dealt by Weapon Attacks. Additionally, Damage you deal with Weapon Attacks or Discipline Techniques ignore Resistance and Immunity.&amp;lt;br&amp;gt;&lt;br /&gt;
You no longer suffer the frailties of old age, your soul cannot be stolen, trapped, or destroyed, and you cannot be raised as an undead if you are not willing apart from divine intervention.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Disciple&amp;diff=4442</id>
		<title>Disciple</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Disciple&amp;diff=4442"/>
		<updated>2026-06-22T13:46:58Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Rhythm in the Air */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Disciple =&lt;br /&gt;
A Kethie woman strides calmly through a forest glade, smirking as she subtly grips her sheathed blade. She closes her eyes as brigands leap from the surrounding brush. Before they can even shout their demands, the woman&#039;s blade makes a wide arc at the group. Each&lt;br /&gt;
brigand manages to barely dodge her preemptive strike, but their movements suddenly stop as they start to draw their blades. A large wound appears across each of their torsos where her blade had grazed them, and then they slump to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
Atop a grassy plateau, a lone human figure stands in total focus amidst a swarm of hovering spectral blades. Like a masterful conductor, the figure directs the blades to fluidly strike the targets painted on the stones around. With a quiet whisper of pride, the figure recalls the blades before willing them to fall to dust and blow away with the wind.&amp;lt;br&amp;gt;&lt;br /&gt;
A battle rages upon a blood-soaked field overlooked by a regal keep. In its center, stands a lone battle-worn minotaur fighting for his life. A pair of hulking spectral arms sprout from his back, allowing the tiefling to wield four axes at once. He charges into a group of soldiers, wreathing himself in flames as the lone figure carves into the enemy line. Each step taken could be his last, yet the tiefling fights with the widest of grins.&amp;lt;br&amp;gt;&lt;br /&gt;
Although these warriors fight using a diverse range of extraordinary methods, they are all disciples. Disciples are defined by their mystical fighting styles and the introspective focus that gives purpose to their training. For a disciple, combat is a conduit of self-improvement, and battlefields exist to test the strength of ideals.&amp;lt;br&amp;gt;&lt;br /&gt;
The key to a disciple&#039;s magic prowess is awareness and focus. Every movement a creature makes causes a small, nearly imperceptible ripple across elements of the weave of magic. Using their ideals as an anchor for their focus, disciples enter a state of utter clarity where they can perceive and read these ripples, ultimately utilizing the power within these ripples—called tempo—to fuel their mystical techniques. As a disciple grows and solidifies their grasp on their ideals, their ability to maintain this focus increases drastically, improving their martial abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
A disciple&#039;s ideals are represented in their fighting style by the sublime disciplines they follow. While some disciples discover these paths themselves, others learn them from masters of the art. Each sublime discipline holds one ideal above all others, and it serves as the anchor for the tempo techniques of that discipline. As a result, combat using these disciplines is a form of self expression and an opportunity to refine one&#039;s philosophy. The danger and rigor of the battlefield provides the perfect situation to test the disciple&#039;s focus, their understanding of themselves, and their values.&amp;lt;br&amp;gt;&lt;br /&gt;
Because of this predisposition towards experience and conflict, it is rare you&#039;ll find a disciple that stays in one place for too long, or subsisting under the yoke of military regulation. They are natural wanderers, and tend to flock towards interesting people that may lead them to greater challenges and adventures. Such people often prove to be worthy rivals and life-long friends for the wandering disciple: the perfect sparks to ignite the flames of inspiration.&amp;lt;br&amp;gt;&lt;br /&gt;
To a disciple, survival is often secondary to growth. To that end, you may yet find disciples working as sellswords or mercenaries in an attempt to find new conflicts to test themselves. Each and every fight is an opportunity to push past one&#039;s limits, and test not only ability, but also their willpower and determination. The path of the disciple is one filled with decision. Each must decide which disciplines to pursue and which to discard, as the path to perfection is littered with broken philosophies and weak hearts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Tempo Points !! Disciplines Known !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || [[Disciple#Instinct Driven|Instinct Driven]], [[Disciple#Sublime Discipline|Sublime Discipline]], [[Disciple#Martial Intuition|Martial Intuition]] || - || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || [[Disciple#Tempo|Tempo]], [[Disciple#Fighting Style|Fighting Style]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 2 || 1 || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || [[Disciple#Alacrity|Alacrity]], [[Disciple#Sublime Journey|Sublime Journey]] || 3 || 1 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 3 || 2 || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || [[Disciple#Extra Attack|Extra Attack]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 4 || 2 || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || [[Disciple#Rhythm in the Air|Rhythm in the Air]] || 4 || 2 || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || [[Disciple#Sublime Journey|Sublime Journey Feature]] || 5 || 3 || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 5 || 3 || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || [[Disciple#Sublime Journey|Sublime Journey Feature]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 6 || 3 || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || [[Disciple#Blind Sense|Blind Sense]] || 6 || 4 || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || [[Disciple#Sublime Journey|Sublime Journey Feature]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 7 || 4 || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 7 || 4 || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || [[Disciple#Imprinted Growth|Imprinted Growth]] || 8 || 4 || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || [[Disciple#Sublime Journey|Sublime Journey Feature]] || 8 || 4 || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || [[Disciple#Timeless Body|Timeless Body]], [[Disciple#Quick Rest|Quick Rest]] || 9 || 4 || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 9 || 4 || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 10 || 4 || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || [[Disciple#Tempo Mastery|Tempo Mastery]], [[Disciple#Sublime Journey|Sublime Journey Feature]] || 10 || 4 || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 10 || 4 || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || [[Disciple#Great Mastery|Great Mastery]] || 10 || 4 || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d10 per Disciple Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 10 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d10 (increase to 6) + your Constitution Modifier per Disciple Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Heavy Armor|Heavy Armor]], and [[Armor and Weapons#Shields|Shields]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; One [[Adventuring Gear#Tools|Set of Tools]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Wisdom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Athletics, History, Insight, Intimidation, Perception, Performance, Religion, and Sleight of Hand&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Leather Armor]] or [[Armor and Weapons#Medium Armor|Scale Mail]] or [[Armor and Weapons#Heavy Armor|Chain Mail]], a [[Armor and Weapons#Martial Weapons|Martial Weapon]], a [[Armor and Weapons#Martial Weapons|Martial Weapon]] or a [[Armor and Weapons#Shields|Shield]], two [[Armor and Weapons#Simple Melee Weapons|Javelins]], three [[Armor and Weapons#Simple Melee Weapons|Daggers]], and an [[Equipment Packs|Equipment Pack]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Disciple Features Summarized&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Instinct Driven|Instinct Driven]] || 1st || You&#039;re more powerful in the first seconds of combat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Sublime Discipline|Sublime Discipline]] || 1st || You master Sublime Disciplines, arts of combat unique to Disciples&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Martial Intuition|Martial Intuition]] || 1st || When you hit creatures with Attacks, you can learn information about the target&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Tempo|Tempo]] || 2nd || You get Tempo Points that fuel some features of your Sublime Disciplines&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Fighting Style|Fighting Style]] || 2nd || You choose a way of fighting that you&#039;re good at&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Alacrity|Alacrity]] || 3rd || Your Speed increases by 10ft and you add your Wisdom to your Initiative&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Sublime Journey|Sublime Journey]] || 3rd || You choose your subclass, and gain features at 3rd, 7th, 11th, 14th, and 18th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 10th 12th, 16th, and 19th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Rhythm in the Air|Rhythm in the Air]] || 6th || You add your Wisdom Modifier to Initiative Rolls and can&#039;t be Suprised while conscious&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blind Sense|Blind Sense]] || 10th || You get Blindsight out to a Range of 30ft&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Imprinted Growth|Imprinted Growth]] || 13th || You get Proficiency with either Dexterity or Constitution Saving Throws&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Timeless Body|Timeless Body]] || 15th || You stop aging and don&#039;t need to eat&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Quick Rest|Quick Rest]] || 15th || You can Long Rest in half the normal amount of time&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Tempo Mastery|Tempo Mastery]] || 18th || When you Dodge, you can take the Attack Action as a Bonus Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Great Mastery|Great Mastery]] || 20th || All the techniques from one of your Sublime Disciplines are free&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Instinct Driven ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your body immediately responds to the danger, granting you immense leverage when a fight starts. During the first round of combat, your Speed increases by 15 feet, Opportunity Attacks against you are made at Disadvantage, and your first Attack is made with Advantage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sublime Discipline ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A disciple&#039;s path begins with learning Sublime Disciplines. A Sublime Discipline is a kind of mystical martial art. Each Discipline is centered on an ideal for the disciple to understand and internalize. Choose one Sublime Discipline to learn, detailed at the end of the class description. When you gain certain Levels in this class, you learn new Sublime Disciplines, as shown on the Disciplines Known column of the Disciple table.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Sublime Discipline gives you a Signature Art, the foundational technique of the Discipline. You can invoke the Signature Art of a Sublime Discipline you know a number of times equal to your Wisdom Modifier, regaining expended uses at the end of a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Every Discipline also has a list of Discipline Techniques that require you to reach certain Levels in this class to use, you must meet the Level listed in the italics under the name of the Discipline Technique to be able to use it. These Techniques require you to spend Tempo Points described in your Tempo feature.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, if a Discipline Technique or Signature Art granted by a Discipline, it uses your Tempo Save DC, which has a DC of 8 + your Wisdom Modifier + your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Martial Intuition ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your opponents&#039; blows radiate a certain rhythm that your body has learned to read. When a creature Attacks you or forces you to make a Saving Throw, you can use your Reaction to learn one of its following capabilities of your choice:&lt;br /&gt;
*You learn if one of its Ability Scores of your choice is higher, lower, or equal to yours.&lt;br /&gt;
*You learn if any of Speeds are higher, lower, or equal to one of your Speeds of your choice.&lt;br /&gt;
*You learn if the target is under the effects a Spell or magical effect.&lt;br /&gt;
*You learn if the target has Proficiency with at least one [[Armor and Weapons#Martial Weapons|Martial Weapon]].&lt;br /&gt;
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tempo ====&lt;br /&gt;
&#039;&#039;2nd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to perceive and utilize the power in ambient ripples of the world, called Tempo. Your access to this mystical energy is represented by a pool of Tempo Points. Your Disciple Level determines the number of Tempo Points the pool can hold, which is shown in the Tempo Points column of the Disciple table.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend these Tempo Points to fuel various Discipline Techniques granted by your Sublime Disciplines.&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you regain all spent Tempo Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fighting Style ====&lt;br /&gt;
&#039;&#039;2nd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:&lt;br /&gt;
*&#039;&#039;&#039;Archery.&#039;&#039;&#039; You gain a +2 bonus to Attack Rolls you make with [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]].&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting.&#039;&#039;&#039; You have Blindsight out to 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Defense.&#039;&#039;&#039; While you are wearing [[Armor and Weapons#Armor|Armor]], you gain a +1 bonus to AC.&lt;br /&gt;
*&#039;&#039;&#039;Dueling.&#039;&#039;&#039; When you are wielding a [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] in one hand and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +2 bonus to Damage Rolls with that [[Armor and Weapons#Weapons|Weapon]].&lt;br /&gt;
*&#039;&#039;&#039;Melee Marksman.&#039;&#039;&#039; You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]] when creatures within 5ft of you move away from you.&lt;br /&gt;
*&#039;&#039;&#039;Mounted Warrior.&#039;&#039;&#039; Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked [[Conditions#Prone|Prone]].&lt;br /&gt;
*&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a [[Armor and Weapons#Shields|Shield]].&lt;br /&gt;
*&#039;&#039;&#039;Shield Warrior.&#039;&#039;&#039; You can use a [[Armor and Weapons#Shields|Shield]] as a [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]], dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a [[Armor and Weapons#Shields|Shield]] and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +1 Bonus to your Attack Rolls and Armor Class.&lt;br /&gt;
*&#039;&#039;&#039;Thrown-Weapon Fighting.&#039;&#039;&#039; You can draw a [[Armor and Weapons#Weapons|Weapon]] as part of an Attack made with a Thrown [[Armor and Weapons#Weapons|Weapon]]. In addition, when you hit with a Ranged Attack using a Thrown [[Armor and Weapons#Weapons|Weapon]], you gain a +2 bonus to the Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Two-Weapon Fighting.&#039;&#039;&#039; When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed Fighting.&#039;&#039;&#039; You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren&#039;t wielding any [[Armor and Weapons#Weapons|Weapon]] or [[Armor and Weapons#Shields|Shields]], your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature [[Conditions#Grappled|Grappled]] by you.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Fighting.&#039;&#039;&#039; While wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alacrity ====&lt;br /&gt;
&#039;&#039;3rd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add your Wisdom modifier to your Initiative Rolls. Your Speed increases by 10ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sublime Journey ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 11th, 14th, and 18th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the following Sublime Journeys to represent the personal journey you have embarked upon that shapes your skills and draws you towards certain innate magical talents.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sublime Journeys&lt;br /&gt;
|-&lt;br /&gt;
! Sublime Journey !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Blade Dancer|Journey of the Blade Dancer]] || 1 || You master blades and the art of using those blades and your body, becoming one with world, extremely agile, and deadly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Collector|Journey of the Collector]] || 3 || You collect a hoard of blades and weaponry from around the world, stashing them in an ethereal arsenal which you summon in combat as a whirling storm, a defensive wall of weapons, or poised to strike.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Rider|Journey of the Rider]] || 3 || You bond with the rhythm of mounts, becoming almost one with the creatures you ride, gaining an almost magical ability to summon such creatures to aid you.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the War God|Journey of the War God]] || 2 || You embody the divinity within you, summoning additional arms to attack for you while cutting down the force of personality of others, causing them to easily submit to your gloriousness.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 10th, 12th, 16th, and 18th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;5th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make an additional Attack whenever you take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rhythm in the Air ====&lt;br /&gt;
&#039;&#039;6th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your body&#039;s familiarity with Tempo allows it to react to conflict even when your mind lags behind. You cannot be Surprised while you are conscious.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, your weapon Attacks count as magical for the purpose of overcoming resistance and immunity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blindsight ====&lt;br /&gt;
&#039;&#039;10th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are able to detect the thin ripples of magic caused by the subtle movements of hidden creatures. You gain Blindsight out to a Range of 30ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Imprinted Growth ====&lt;br /&gt;
&#039;&#039;13th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in either Dexterity or Constitution Saving Throws (your choice).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Timeless Body ====&lt;br /&gt;
&#039;&#039;15th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Tempo sustains you. You do not age and you cannot be aged magically. You also no longer need food and water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Quick Rest ====&lt;br /&gt;
&#039;&#039;15th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your improved vitality allows you to rest at an accelerated rate. You need half as much time to finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tempo Mastery ====&lt;br /&gt;
&#039;&#039;17th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you can take the Attack Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Great Mastery ====&lt;br /&gt;
&#039;&#039;20th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your growth culminates with you becoming the master of a Discipline. Choose one Sublime Discipline. Whenever you use a Discipline Technique granted by that Sublime Discipline, you regain all Tempo Points you spent at the end of the turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Sublime Disciplines =&lt;br /&gt;
== Ardent Lion ==&lt;br /&gt;
No true warrior fights in isolation; their friends, family, and all their allies follow them into every fight. Ardent Lion disciples fight using rallying cries and by utilizing the strength of their bonds to perform superhuman feats in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Camaraderie ====&lt;br /&gt;
&#039;&#039;Ardent Lion Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your allies are your family, and those bonds are more precious than anything the world can muster. Cherish them and look out for them, for they will make you your best self.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rally ====&lt;br /&gt;
&#039;&#039;Ardent Lion Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you let out a riveting war cry that sends jolts through the bodies of your allies. All creatures of your choice within 30ft of you can use their Reaction to move up to their Speed without provoking Opportunity Attacks. This feature&#039;s Range increase as you gain Levels in this class: You can select creatures within 60ft of you at 5th Level, 90ft at 11th Level, and 120ft at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warding Strike ====&lt;br /&gt;
&#039;&#039;2nd Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 1 Tempo Point to instill hesitation within your target. The target has Disadvantage on the next Attack it makes that does not target you before the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bolstering Bond ====&lt;br /&gt;
&#039;&#039;5th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend up to 5 Tempo Points to bolster yourself and an ally. You and a creature of your choice within 30ft of you gain a number of Temporary Hit Points equal to 1d8 per Tempo Point spent. These Temporary Hit Points last for 1 minute or until you use this Technique again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unified Assault ====&lt;br /&gt;
&#039;&#039;11th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 3 Tempo Points to call in an assault. Choose one creature within 30ft of you, that creature can use its Reaction to make an Attack against the creature you hit with your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fury of the Fallen ====&lt;br /&gt;
&#039;&#039;17th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you see a creature reduce another creature to 0 Hit Points, you can use your Reaction and spend 4 Tempo Points to move up to your Speed and make a single Weapon Attack against the creature that reduced the other creature to 0 Hit Points. If you hit on the Attack, the creature reduced to 0 Hit Points regains a number of Hit Points equal to your Disciple Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Coursing Ember ==&lt;br /&gt;
To live life on the sidelines, bored and discontent, is to not really live life at all. Disciples of the Coursing Ember discipline are fiery individuals who follow their whims and passions to the ends of the earth. Coursing Ember techniques involve spreading radiant flames and gliding through the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Passion ====&lt;br /&gt;
&#039;&#039;Coursing Ember Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your heart must burn like the desert sun. Do not live idly and let opportunities pass you by. Be invested in every action you choose to take, and use the fire in your eyes to guide you into the future.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Salamander Charge ====&lt;br /&gt;
&#039;&#039;Coursing Ember Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can move up to your Speed without provoking Opportunity Attacks. During this movement you can more through a creature&#039;s space as if it were Difficult Terrain but you cannot end your turn there. After this movement, you leave behind a wall of fire that is 10ft high and 1ft thick in the spaces you occupied. This wall lasts for 1 minute or until you lose Concentration on the effect. This wall Lightly Obscures vision. Any creature in the wall when it appears, enters the wall for the first time on a turn, or ends its turn there must succeed on a Dexterity Saving Throw. On a failed Save, a creature takes 1d8 Fire Damage. As you gain Levels in this class, this wall deal additional Damage: It deals 2d8 Fire Damage at 5th Level, 3d8 at 11th Level, and 4d8 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Searing Lashes ====&lt;br /&gt;
&#039;&#039;2nd Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You coat your Weapons in searing flames. When you take the Attack Action, you can spend 1 Tempo Point to increase your Reach by 10ft until the end of your turn. Your Attacks deal Fire Damage instead of their normal Damage Type for the duration, and deal an additional 1d4 Fire Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Leaping Flame ====&lt;br /&gt;
&#039;&#039;5th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature within 60ft of you deals Damage to you, you can use your Reaction to spend 2 Tempo Points to briefly turn into a wisp of flame and fly to an unoccupied space within 5ft of the creature that dealt Damage to you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flaming Stance ====&lt;br /&gt;
&#039;&#039;11th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn, you can spend 2 Tempo Points to engulf yourself in beautiful flames. Until the start of your next turn, you are Immune to Fire Damage, and whenever a creature makes a Melee Attack against you, it takes 1d8 Fire Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bursting Sunspot ====&lt;br /&gt;
&#039;&#039;17th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 3, 4, or 5 Tempo Points to cause the target of your Attack to explode in a blaze of glory. All other creatures within 10ft of you make a Dexterity Saving Throw. On a failed Save a creature takes 6d6 Fire Damage, or half as much Damage on a successful Save. This Range is increased by 10ft for every Tempo Point you spent above 3.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Diamond Mind ==&lt;br /&gt;
Students of the Diamond Mind discipline are renowned for their ability to remain calm in even the most dire of situations. Combat is an equation to be solved, and it is the practice of the Diamond Mind to understand all of its elements. This view lends itself to a prescient combat style, where the practitioner appears able to act in impossibly short spans of time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Order ====&lt;br /&gt;
&#039;&#039;Diamond Mind Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Everything has a cause and an effect. The world may appear chaotic, but a clean layer of order underlies it all. The more you discover and understand this order, the greater a warrior and the more fulfilled an individual you will become.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Quick Draw ====&lt;br /&gt;
&#039;&#039;Diamond Mind Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you roll Initiative at the start of combat, if you aren&#039;t Surprised, you can use a Free Action to move up to half your Speed and make a single Weapon Attack which deals double Damage to objects and structures.&amp;lt;br&amp;gt;&lt;br /&gt;
When you roll Initiative at the start of combat, if you are Surprised, you can use a Free Action to not be Surprised.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prescient Counter ====&lt;br /&gt;
&#039;&#039;2nd Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you are hit with an Attack, you cause your Reaction and spend 2 Tempo Points to gain a Bonus to your AC equal to your Wisdom Modifier against that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flicker Step ====&lt;br /&gt;
&#039;&#039;5th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to choose a creature within 20ft of you. You teleport to an unoccupied space within 5ft of that creature and make a single Melee Weapon Attack targeting all creatures in a 5ft wide Line from the space you occupied before using this Technique to the location you now occupy. After a creature takes Damage from the Attack, if it has a number of Hit Points equal to or less than your Discipline Level at the end of the current turn, it drops to 0 Hit Points.&lt;br /&gt;
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==== Ruby Storm Stance ====&lt;br /&gt;
&#039;&#039;11th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you can immediately use your Bonus Action and spend 1 Tempo Point to enter a time-slowing stance. Until the start of your next turn, you can&#039;t be knocked [[Conditions#Prone|Prone]], or move in any way. While in this stance, when a creature within 5ft of you make an Attack against you, you can make a single Weapon Attack targeting that creature.&lt;br /&gt;
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==== Trace ====&lt;br /&gt;
&#039;&#039;17th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 4 Tempo Points to teleport up to 60ft to an unoccupied space and then make a single Melee Weapon Attack against a creature within Reach. This Attack deals an additional 2d8 Force Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
You can teleport and Attack again up to 5 additional times as part of the same Action, but each Attack must target a different creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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== Hero&#039;s Charge ==&lt;br /&gt;
The world is full of monsters and those that would exploit the weak. Hero&#039;s Charge disciples take it upon themselves to become symbols of hope by bringing down great threats for all to see. The techniques of this discipline focus on refining an indomitable will and bringing the mighty down.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Heroism ====&lt;br /&gt;
&#039;&#039;Hero&#039;s Charge Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
People deserve peace and happiness, and so you take it upon yourself to be a tool for their delivery. Overwhelming odds are a welcome challenge, for you must be a beacon of inspiration for as long as there is a soul left to be saved.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Symbol of Hope ====&lt;br /&gt;
&#039;&#039;Hero&#039;s Charge Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you are reduced to 0 Hit Points and at least one creature can see you, you can choose to be reduced to 1 Hit Point instead.&lt;br /&gt;
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&lt;br /&gt;
==== Topple ====&lt;br /&gt;
&#039;&#039;2nd Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make an Attack, you can spent at least 1 Tempo Point to instead attempt to topple a creature within Reach. The target must make a Strength Saving Throw. On a failed Save, the target falls [[Conditions#Prone|Prone]] and takes 1d8 Bludgeoning Damage for each Tempo Point spent. If the target is Large or larger, it has Disadvantage on the Saving Throw and instead takes 1d10 Bludgeoning Damage for each Tempo Point spent.&lt;br /&gt;
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&lt;br /&gt;
==== Blinding Courage ====&lt;br /&gt;
&#039;&#039;5th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature attempts to [[Conditions#Frightened|Frighten]] a creature within 10ft of you, you can use your Reaction and spend 3 Tempo Points to give all creatures within 10ft of you Immunity to the [[Conditions#Frightened|Frightened]] Condition until the start of your next turn.&lt;br /&gt;
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==== Revolution ====&lt;br /&gt;
&#039;&#039;11th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to make a Melee Weapon Attack against all creatures of your choice within 5ft of you. A creature that is Large or larger takes gains Vulnerability to the Attack.&lt;br /&gt;
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==== Tyrant&#039;s Downfall ====&lt;br /&gt;
&#039;&#039;17th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 5 Tempo Points to cause a giant glowing Weapon to appear. This Weapon crashes down in a 60x10ft Cylinder centered on a point you can see within 60ft of you. All creatures of your choice in the Cylinder&#039;s area must make a Charisma Saving Throw. On a failed Save a creature takes 5d12 Radiant Damage, taking half as much Damage on a successful Save. A creature that is Large or larger takes an additional 2d12 Damage for each Size step it is above Medium.&lt;br /&gt;
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== Howling Gaze ==&lt;br /&gt;
It is too often that people chain themselves to the earth and become prisoners of a life they never really enjoyed. Disciples of the Howling Gale put above all else the ability to decide for themselves their next path. Techniques of this discipline focus on being hard to reach and pushing back oppressive advances.&lt;br /&gt;
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&lt;br /&gt;
==== Freedom ====&lt;br /&gt;
&#039;&#039;Howling Gaze Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Life is but a small breeze, fleeting upon the chaotic winds of the universe. Do not waste it carrying undue burdens that leave you crushed. Lift these burdens from yourself and those around you, and reflect on how much more joyous it is to live free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gale Surge ====&lt;br /&gt;
&#039;&#039;Howling Gaze Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you whip a wild gust around your body and briefly become as the wind. This effect lasts 1 minute, or until you lose Concentration on it. For the Duration, you have Advantage on Dexterity Saving Throws, and when a creature misses you with an Attack, you can move 5ft without provoking Opportunity Attacks.&lt;br /&gt;
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==== Driving Wind ====&lt;br /&gt;
&#039;&#039;2nd Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action and spend up to 5 Tempo Points to unleash an Emanated Cone of rushing air. The size of the Cone is a number of feet equal to 10 x the number of Tempo Points spent. Creatures of your choice in the Cone must make a Strength Saving Throw. On a failed Save a creature is pushed away from you until they reach an unoccupied space at the end of the Cone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wind Scare ====&lt;br /&gt;
&#039;&#039;5th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action and spend at least 1 Tempo Point to unleash a blade of air forward. Choose up to 3 creatures within 5ft of each other that you can see within 60ft of you, those creatures must make a Dexterity Saving Throw. On a failed Save, a creature takes 1d8 Magical Slashing Damage equal to 1d8 for each Tempo Point spent, or half as much Damage on a successful Save.&lt;br /&gt;
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&lt;br /&gt;
==== The Wind That Talks ====&lt;br /&gt;
&#039;&#039;11th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 3 Tempo Point to become [[Conditions#Invisible|Invisible]]. While you are [[Conditions#Invisible|Invisible]] in this way you are able to move through the space of any creature, as well as through spaces as small as 1 inch gaps without expending additional Speed. You remain [[Conditions#Invisible|Invisible]] until the start of your next turn, you Attack a creature, or you force a creature to make a Saving Throw.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Tranquil Windstorm ====&lt;br /&gt;
&#039;&#039;17th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 3 Tempo Points to create a 10ft Moving Emanation of whirling air which lasts until the end of your next turn. Creatures of your choice in ignore Difficult Terrain while in the Emanation, and you can impose Disadvantage on any Ranged Attacks that target a creature within the Emanation. If a creature starts its turn  within the Emanation, you can increase its Speed by 10ft until the end of its turn.&lt;br /&gt;
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== Mercurial Wolf ==&lt;br /&gt;
How can one truly claim to be living when they adhere to the constraining lines of conventional thought? Disciples of the Mercurial Wolf discipline value spontaneity and change, and as such their techniques involve creating complicated and chaotic situations on the battlefield through illusions and trickery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chaos ====&lt;br /&gt;
&#039;&#039;Mercurial Wolf Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Stagnation is the enemy of growth, so it is up to you to make sure that the world is constantly changing. Adapt to the situations you bring about, and through that act you will find completeness.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Quicksilver Pack ====&lt;br /&gt;
&#039;&#039;Mercurial Wolf Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you create an illusory Duplicate of yourself. This Duplicate lasts 1 minute or until you lose Concentration on the effect. The Duplicate appears in an unoccupied space of your choice within 10ft of you that you can see. A Duplicate has the same AC as you and disappears if it takes any Damage. As a Bonus Action, you can move any one Duplicate created with this art up to 30ft to an unoccupied space you can see. Alternatively, you can use your Bonus Action to destroy a Duplicate and teleport to its space. The amount of Duplicates you creature with this art increases when you reach certain Levels in this class: you create 2 Duplicates at 5th Level, 3 at 11th Level, and 4 at 17th Level.&lt;br /&gt;
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&lt;br /&gt;
==== Mirror Step ====&lt;br /&gt;
&#039;&#039;2nd Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You twirl the world about a creature, disorienting its perception of your position. &lt;br /&gt;
When a creature moves to a space within 5ft of you or one of the Duplicates created by your Quicksilver Pack feature, you can use your Reaction and spend 1 Tempo Point to force that creature to make an Intelligence Saving Throw. On a failed Save, you can teleport to an unoccupied space within 5ft of that creature, and the next Attack the target makes against you or one of your Duplicates is made at Disadvantage.&lt;br /&gt;
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==== Inversion ====&lt;br /&gt;
&#039;&#039;5th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to force a creature that you can see within 30ft of you or one of your Duplicates created by your Quicksilver Pack feature to make a Charisma Saving Throw. On a failed Save, you or one of your Duplicates teleports to a space that creature occupies and that creature teleports into the space of either you or the Duplicate that just teleported. You can only use this Technique if there is enough space of either of these teleportations.&lt;br /&gt;
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==== Altered Perspective ====&lt;br /&gt;
&#039;&#039;11th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a Melee Attack targeting you or one of your Duplicates created by your Quicksilver Pack feature misses, you can use your Reaction and spend 3 Tempo Points to force that creature to repeat that Attack against a creature of your choice within Range of the Attack.&lt;br /&gt;
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==== Shifting Sides ====&lt;br /&gt;
&#039;&#039;17th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 4 Tempo Points and attempt to alter a creature&#039;s perception of the battlefield. A creature of your choice within 30ft of you must make an Intelligence Saving Throw to see through the illusion you foist on it. On a failed Save, the target [[Conditions#Dazed|Dazed]] until the start of its next turn, and it immediately makes a Melee Weapon Attack targeting a creature of your choice within its Reach.&lt;br /&gt;
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== Radiant Dove ==&lt;br /&gt;
Disciples who learn the techniques of the Radiant Dove have often seen for themselves that the world is one of pain and suffering. However, they are also ones who have chosen to believe in a better world and act in accordance with that hope. Choosing to succor instead of scorn, to forgive instead of fear, these are the martial peacemakers who fight not because they want to, but because they have to. The Radiant Dove teaches disciples to wield the flow of tempo to influence combats toward reconciliation and protect their allies.&lt;br /&gt;
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==== Absolution ====&lt;br /&gt;
&#039;&#039;Radiant Dove Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Maybe you were wronged. Maybe you wronged another. No matter how the tit for tat of hate and harm first ensnared you, you&#039;ve discovered that the only real escape is to move beyond and let go. When pain mounts and wrongs fail to cease, you find refuge through giving up all rancor and ire. They can hurt you no longer.&lt;br /&gt;
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==== Swords to Plowshares ====&lt;br /&gt;
&#039;&#039;Radiant Dove Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you blunt a foe&#039;s weapons of war. One creature you can see within 30ft of you makes a Charisma Saving Throw. On a failed Save, a creature has a penalty to its Attack and Damage Rolls equal to your Wisdom Modifier for 1 minute or until your Concentration on the effect ends. A creature under this effect repeats the Save at the end of each of its turns, ending the effect on a successful Save.&lt;br /&gt;
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==== Olive Branch ====&lt;br /&gt;
&#039;&#039;2nd Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 2 Tempo Points as a Bonus Action to offer an exchange of mercy and reprieve. Until the beginning of your next turn, you gain the benefits of the [[Level 1#Sanctuary|Sanctuary]] Spell. This effect doesn&#039;t end if you make an Attack, cast a Spell that affects an enemy, or deal Damage to another creature.&lt;br /&gt;
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==== Forbearance Over Fear ====&lt;br /&gt;
&#039;&#039;5th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Reaction when a creature within 30ft of you that can hear you fails a Saving throw, you can spend 3 Tempo Points to speak peace to it. The creature adds your Wisdom Modifier to the Save.&lt;br /&gt;
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==== The Other Cheek ====&lt;br /&gt;
&#039;&#039;11th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 or more Tempo Points as a Reaction when a creature deals Damage to you. When you do so, you gain 10 Temporary Hit points for each Tempo Point spent before you take the Damage. These Temporary Hit Points last until the end of your next turn.&lt;br /&gt;
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==== The High Road ====&lt;br /&gt;
&#039;&#039;17th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Forgetting the past gives you the freedom to fly. You can spend 4 Tempo Points as an Action to jump into the air. Each creature of your choice within 15ft of you when you do so make a Wisdom Saving Throw. On a failed Save, a creature falls [[Conditions#Prone|Prone]] and takes 3d12 Radiant Damage. On a successful Save, a creature takes half as much Damage and does not fall Prone. Additionally, until the start of your next turn, you gain a Flying Speed of 60ft and you do not provoke Opportunity Attacks. If you are airborne when you lose this flying speed, you gently descend to the nearest safe terrain below you.&lt;br /&gt;
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== Raven&#039;s Gaze ==&lt;br /&gt;
An eye for an eye leaves the world blind, but no wrong ever truly escapes the raven&#039;s gaze. Disciples of the Raven&#039;s Gaze allow no slight against them or their compatriots to go unpunished. Techniques of the Raven&#039;s Gaze revolve around instilling fear in your assailants before bringing them down.&lt;br /&gt;
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==== Revenge ====&lt;br /&gt;
&#039;&#039;Raven&#039;s Gaze Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have been wronged. If you haven&#039;t been, you will be. It is your charge to turn your ire upon those who sought to bring you down, and take from them that which you are owed. They tried to bring you to your knees, but now you are hoisted up by the black wings of vengeance.&lt;br /&gt;
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==== Will of the Conspiracy ====&lt;br /&gt;
&#039;&#039;Raven&#039;s Gaze Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can force a creature you can see to make a Wisdom Saving Throw. On a failed Save, the target&#039;s vision and hearing is overtaken by a swarm of ravens. Until the end of your next turn, it is [[Conditions#Deafened|Deafened]] and perceives the area beyond a 10ft Radius around it to be magical Darkness. If you start your turn outside of this Radius, you can use your Bonus Action to teleport into an unoccupied space inside of it.&lt;br /&gt;
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==== Gaze of the Flock ====&lt;br /&gt;
&#039;&#039;2nd Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature you can see within 30ft of you deals Damage to you or forces you to make a Saving Throw, you can use your Reaction and spend 2 Tempo Points to force it to make a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Frightened|Frightened]] of you until the end of your next turn. At the end of each of your turns while a creature is [[Conditions#Frightened|Frightened]] of you in this way, you can spend 1 Tempo Point to force the creature to make another Wisdom Saving Throw. On failed Save, the creature remains [[Conditions#Frightened|Frightened]] of you until the end of your next turn.&lt;br /&gt;
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==== Unkindness in Turn ====&lt;br /&gt;
&#039;&#039;5th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action and spend 2 Tempo Points to teleport to an unoccupied space within 5ft of a creature that is within 30ft of you and is [[Conditions#Frightened|Frightened]] of you. The creature then makes a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Paralyzed|Paralyzed]] form its fear until the end of its next turn.&lt;br /&gt;
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==== Futility ====&lt;br /&gt;
&#039;&#039;11th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once on each of your turns when you hit a creature with a Melee Weapon Attack, you can spend 1 Tempo Point to force the target of the Attack to make a Wisdom Saving Throw. On a failed Save, the target is [[Conditions#Slowed|Slowed]] and has Disadvantage on Saving Throws against being [[Conditions#Frightened|Frightened]] until the end of its next turn.&lt;br /&gt;
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==== Vengeance of the Swarm ====&lt;br /&gt;
&#039;&#039;17th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A black mist of ethereal ravens surges from you to enact your revenge. When a creature deals Damage to you, you can use your Reaction and spend 4 Tempo Points to cause that creature to lose a number of Hit Points equal to the amount of Damage it dealt to you this turn.&lt;br /&gt;
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== Stone Dragon ==&lt;br /&gt;
Like the plates that shift about the world&#039;s surface, you leave a lasting impact on every person you encounter. Followers of the Stone Dragon discipline put great thought that each spoken word and each action belonging to them is not glib. Techniques of the Stone Dragon disciple focus on using the earth to keep you centered, and landing decisive blows.&lt;br /&gt;
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==== Stoicism ====&lt;br /&gt;
&#039;&#039;Stone Dragon Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Expression is a powerful thing that is best not used frivolously. Speak and act when your words and actions further your path, and make sure each word strikes with the impact of a falling boulder.&lt;br /&gt;
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==== Dragon Sentinel ====&lt;br /&gt;
&#039;&#039;Stone Dragon Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you create a Dragon Statue in an unoccupied space within 30ft of you. This Dragon Statue is a Medium object, and lasts for 1 minute or until you lose Concentration on the effect. This Dragon Statue has an AC of 13 + your Wisdom Modifier, and has a number of Hit Points equal to twice your Disciple Level. It has Immunity to Poison and Psychic Damage, and Immunity to all [[Conditions]]. If the Dragon Statue is forced to make an Ability Check or Saving Throw, it treats all of its Ability Scores as 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The area within 10ft of the Dragon Statue is considered Difficult Terrain to creatures of your choice. When you create the Dragon Statue, and as a Bonus Action on subsequent turns, you can move the Dragon Statue up to 15ft.&amp;lt;br&amp;gt;&lt;br /&gt;
If you summon the Dragon Statue within 5ft of a creature, and as a Reaction whenever a creature moves within 5ft of it, you can cause the Dragon to make a Melee Spell Attack targeting that creature using Wisdom for the Attack Bonus. On a hit, the Attack deals Magical Piercing Damage equal to 1d8 + your Wisdom Modifier to the target, additionally, the target is Slowed until the end of your next turn.&lt;br /&gt;
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==== Roots of Earth ====&lt;br /&gt;
&#039;&#039;2nd Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you would be knocked [[Conditions#Prone|Prone]], you can spend 1 Tempo Point to hook into the earth. When you do, you can&#039;t be knocked [[Conditions#Prone|Prone]] or moved against your will until the end of your next turn.&lt;br /&gt;
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==== Mountain Hammer ====&lt;br /&gt;
&#039;&#039;5th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can spend 2 Tempo Points to embed it into a fissure below it. The target must make a Strength Saving Throw. On a failed Save, the target is knocked [[Conditions#Prone|Prone]]. If the target is already [[Conditions#Prone|Prone]], it is [[Conditions#Restrained|Restrained]] until the end of its next turn.&lt;br /&gt;
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&lt;br /&gt;
==== Earthbound ====&lt;br /&gt;
&#039;&#039;11th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to [[Conditions#Petrified|Petrify]] yourself until the start of your next turn. While [[Conditions#Petrified|Petrified]] in this way, all Damage you take is halved, and your form can&#039;t be changed by any means. Additionally, the earth around your feet attempts to encase those around you. Each creature within 15ft of you must make a Dexterity Saving Throw. On a failed Save, a creature is Restrained until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breath of Ages ====&lt;br /&gt;
&#039;&#039;17th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 5 Tempo Points to exhale an eroding mist that originates from either you or your Dragon Sentinel. All creatures in a 60ft Emanated Cone, which spreads around corners, must make a Constitution Saving Throw. On a failed Save, a creature&#039;s body becomes heavy and sluggish until the end of your next turn, causing it to become [[Conditions#Slowed|Slowed]] and [[Conditions#Dazed|Dazed]]. When you hit a creature either [[Conditions#Slowed|Slowed]] or [[Conditions#Dazed|Dazed]] in this way, you can cause it to become [[Conditions#Petrified|Petrified]] until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Titan Fury ==&lt;br /&gt;
The path of the warrior is full of rivals and obstacles. Followers of the Titan Fury discipline make it their goal to shatter the competition and make it clear that their power is absolute. Techniques of the Titan Fury discipline focus on demolishing the weak and cowardly and ripping through attempts at stopping your advance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
&#039;&#039;Titan Fury Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It is not enough to merely defeat your enemies; you must overcome them and demonstrate the gap in your abilities. You must prove to yourself and to the world that your might is unrivaled.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blood of the Ancients ====&lt;br /&gt;
&#039;&#039;Titan Fury Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can bolster your form. When you do, you gain Temporary Hit Points equal to your Wisdom Modifier + half your Disciple Level, which last for 1 minute. While you have these Temporary Hit Points, you add half your Wisdom Score (rounded up) to any Strength Check you make.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 5th Level in this class, while you have these Temporary Hit Points, your Size grows to Large if you are not already Large or larger. Your equipment grows to match your new Size. If there isn&#039;t enough room to grow to Large, you grow to the maximum Size possible with the space available.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power Overwhelming ====&lt;br /&gt;
&#039;&#039;2nd Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit on a Melee Weapon Attack, you can use your Bonus Action and spend up to 5 Tempo Points. the target of the Attack is pushed 5ft away from you for each Tempo Point spent.&amp;lt;br&amp;gt;&lt;br /&gt;
If this movement would force the target to impact a creature, object, or structure, both the creature and the creature, object, or structure it impacted with takes 1d6 Bludgeoning Damage for every 5ft of movement remaining to be pushed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cull the Meek ====&lt;br /&gt;
&#039;&#039;5th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who seek to mar you without facing you deserve a swift punishment. When a creature you cannot see hits you with a Melee Attack, or a creature hits you with a Ranged Attack, you can use your Reaction and spend 3 Tempo Points to reduce the Damage dealt by 1d10 + your Wisdom Modifier, the creature then makes a Wisdom Saving Throw. On a failed Save, the target takes Psychic Damage equal to the amount you reduced the Damage by.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Titan&#039;s Will ====&lt;br /&gt;
&#039;&#039;11th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn, you can spend 4 Tempo Points to remove one of the following [[Conditions]]: [[Conditions#Blinded|Blinded]], [[Conditions#Charmed|Charmed]], [[Conditions#Dazed|Dazed]], [[Conditions#Deafened|Deafened]], [[Conditions#Frightened|Frightened]], [[Conditions#Incapacitated|Incapacitated]], [[Conditions#Paralyzed|Paralyzed]], [[Conditions#Poisoned|Poisoned]], [[Conditions#Slowed|Slowed]], or [[Conditions#Stunned|Stunned]],&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arduos Wrath ====&lt;br /&gt;
&#039;&#039;17th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 4 Tempo Points to slam into the earth. Every creature of your choice in a 30ft Emanated Cone must make a Constitution Saving Throw. On a failed Save, a creature is [[Conditions#Stunned|Stunned]] for 1 minute.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Sublime Journeys =&lt;br /&gt;
== Journey of the Blade Dancer ==&lt;br /&gt;
A single swing of the blade is often more than it appears, and this is especially true for a disciple that follows the Journey of the Blade Dancer. Blade Dancers are disciples whose bodies have all but merged with the ripples around them. Their newfound magical senses drive them to seek out flexibility in the execution of their steps and techniques. Their precise, sweeping motions cut into the fabric of magic itself, infusing them with supernatural acrobatic ability and elegance in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Blade Dancer Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blade Dance|Blade Dance]] || 3rd || When you miss on Melee Weapon Attacks, you can deal Force Damage to the target instead, and when you make a Melee Weapon Attack against a creature it can&#039;t make Opportunity Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Elegance|Elegance]] || 3rd || You get Proficiency in Performance and add your Wisdom Modifier to your Charisma (Performance) Checks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Evasion|Evasion]] || 7th || You&#039;re better against Dexterity Saving Throws to take half Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Accelerando|Accelerando]] || 11th || You add your Wisdom Modifier to your Melee Weapon Attack&#039;s Damage Rolls&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Rushing Agility|Rushing Agility]] || 14th || You can Jump better, run up walls and across water, and can take the Dodge Action as a Bonus Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Free Stride|Free Stride]] || 18th || You&#039;re always under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blade Dance ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your strikes are followed by magical ripples that echo your intent. Whenever you miss on a Melee Weapon Attack you can deal Force Damage to the target of the Attack equal to your Wisdom Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you make a Melee Attack against a creature, that creature can&#039;t make Opportunity Attacks against you until the start of your next turn. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elegance ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in Performance and you add your Wisdom Modifier to your Charisma (Performance) Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evasion ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can nimbly dodge out of the way of certain area effects. When an effect would force you to make a Dexterity Saving Thrown that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Accelerando ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add your Wisdom Modifier to the Damage Rolls of your Melee Weapon Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you can take the Dash Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rushing Agility ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your mastery of the weight of your body allows you to defy natural limitations. When you Jump, you can use your remaining Speed to determine the maximum distance, you can also Jump your full distance without needing a running start.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, You gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also take the Dodge Action as a Bonus Action. You can take this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Free Stride ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are permanently under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]] Spell. You use Wisdom as your Spellcasting Ability for the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the Collector ==&lt;br /&gt;
Most often the Journey of the Collector begins with a recurrent dream of an infinite field littered with weaponry from across the ages. Within this space you are free to use and manipulate, form and reform the weaponry and landscape as you see fit, perpetually in pursuit of the perfect arsenal. This dream repeats, becoming more and more lucid until you awaken amidst a cloud of flying armaments that flow along to your whims, and from that day each weapon you touch, and each alteration you make in your dreams, will reflect in your control over your magical arsenal.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Collector Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Bound Arsenal|Bound Arsenal]] || 3rd || You can bind Weapons to your Arsenal, a mystical storm of Weapons you can summon at will&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Conjure Weapons|Conjure Weapons]] || 3rd || You can summon your Arsenal and arrange into one of three formations&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blade Affinity|Blade Affinity]] || 7th || You can learn information about what was done with Weapon&#039;s by studying them&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Ultimate Arsenal|Ultimate Arsenal]] || 11th || All the ways you can use your Arsenal improve&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Conjured Body|Conjured Body]] || 14th || While you have your Arsenal summoned, you can fly&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Dream Gate|Dream Gate]] || 18th || You can summon a ton of Weapons to Attack enemies&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bound Arsenal ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to call upon an Arsenal of Weapons you store within your mind. You must bind Weapons to yourself in order to call upon them. If you hold a Weapon and meditate for 1 hour, which can be done during a Short or Long Rest, you can bind the Weapon to your Arsenal, causing it to disappear into an extradimensional space.&amp;lt;br&amp;gt;&lt;br /&gt;
When you summon your Arsenal with your Conjure Weapons feature, this Weapon is summoned within it while it is bound to you.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have a number of Weapons bound in this way equal to your Wisdom Modifier + your Disciple Level. A weapon becomes unbound 24 hours after you die or you unbind it as an Action, causing it to appear at your feet. Sentient Weapons must agree to be bound, and can choose to unbind themselves at any point.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Conjure Weapons ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can conjure or dismiss your Arsenal of bound Weapons, which hover in your space and can easily be reached, as a Bonus Action. The Weapons that are part of this Arsenal deal Force Damage instead of their normal Damage Type, and gain the Thrown (20/60). Whenever you throw an Arsenal Weapon it immediately returns to your space after the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you make a Weapon Attack and are not wielding any Weapons or Shields, you can mentally direct a single Weapon in your Arsenal to Attack if you were wielding with one or two hands (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
When you conjure your Arsenal, and as a Bonus Action on subsequent turns while the Arsenal is summoned, you can choose one of the following formations for the Weapons to take:&lt;br /&gt;
*&#039;&#039;&#039;Assault.&#039;&#039;&#039; Your Arsenal poises to Attack. Ranged Attacks made with your Arsenal do not suffer Disadvantage due to attacking at Long Range or from being within 5ft of a hostile creature. Your Attacks made with your Arsenal ignore 1/2 and 3/4 Cover.&lt;br /&gt;
*&#039;&#039;&#039;Storm.&#039;&#039;&#039; Your Arsenal becomes a chaotic flurry. The area within 5ft of you becomes Difficult Terrain to all creatures of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Ward.&#039;&#039;&#039; Your Arsenal forms a protective barrier. The first time you take Damage on a turn, it is reduced by an amount equal to your Wisdom Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blade Affinity ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can read into a Weapon&#039;s history through mere touch. Over the course of 1 minute, you can analyze a Weapon you are holding. At the end of the minute, you glean one of the following pieces of information (DM&#039;s choice):&lt;br /&gt;
*A clear picture of the Weapon&#039;s last wielder as it drew the Weapon for combat.&lt;br /&gt;
*A glimpse of a magical ability the last wielder of the Weapon used while wielding the Weapon.&lt;br /&gt;
*Whether the last wielder used the Weapon with malicious, honorable, protective, or some other form of intent.&lt;br /&gt;
*A glimpse of the last creature felled by this Weapon.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Once you use this feature to analyze a Weapon, you can&#039;t use it again until it has been used to make an Attack in combat targeting a hostile creature that can retaliate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ultimate Arsenal ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At 11th level, both your control and the quality of your arsenal have heightened, causing your formations to improve:&lt;br /&gt;
*&#039;&#039;&#039;Assault.&#039;&#039;&#039; Any Attack made with Weapons from your arsenal deal an additional 1d8 Damage.&lt;br /&gt;
*&#039;&#039;&#039;Storm.&#039;&#039;&#039; The Weapons expand into the area within 15 ft of you instead of 5 ft.&lt;br /&gt;
*&#039;&#039;&#039;Ward.&#039;&#039;&#039; The Damage is reduced by twice your Wisdom modifier instead (minimum of 2).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Conjured Body ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned how to merge your body with your Arsenal, embedding within you its fluid movement. While you have your Arsenal conjured, you gain a Flying Speed equal to your Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dream Gate ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can bring out the full force of your arsenal in an instant. As an Action, you create a visage of your field behind you and conjure 100 Weapons all around you. Choose any number of creatures within 120ft of you, and dedicate 100 Projectiles among them, a creature can only be dedicated to 10 Projectiles. All chosen creatures must make a Dexterity Saving Throw. On a failed Save a creature takes 1d8 Force Damage for each Projectile dedicated to it, or half as much Damage on a successful Save. These Weapons disappear at the end of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the Rider ==&lt;br /&gt;
Some Disciples feel a strong connection to the Tempo of certain animals, often used as mounts, like horses, camels, llamas, donkeys, or the occasional dragon. Through the connection of this Tempo, these Disciples bond with a mount which they attune to and become one with.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Rider Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Mount-Borne|Mount-Borne]] || 3rd || You cast the [[Level 2#Find Steed|Find Steed]] Spell at the end of a Long Rest, and you get more options for what you can summon&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#One with the Steed|One with the Steed]] || 3rd || While riding a mount you and the mount get a bunch of buffs&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Defensive Rhythm|Defensive Rhythm]] || 7th || While riding a mount, you and the mount get increases to AC and and make Attacks if someone Attacks the other&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Expanding Steeds|Expanding Steeds]] || 11th || You can cast the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell instead at the end of a Long Rest, you also get more options for what you summon&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#From the Horseback to the Sky|From the Horseback to the Sky]] || 14th || Mounts you summon with the [[Level 2#Find Steed|Find Steed]]  or [[Level 2#Find Greater Steed|Find Greater Steed]] Spells, or that you spend an hour bonding to, gain a Flying, Swimming, and Climbing Speed equal to its Walking Speed and can breathe underwater&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Unrivaled Haste|Unrivaled Haste]] || 18th || While mounted, you and the mounter are permanently under the effects of the [[Level 3#Haste|Haste]] Spell&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mount-Borne ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You begin to learn to tie yourself to the mounts of the world. At the end of a Long Rest, you can non-magically replicate the effects of the [[Level 2#Find Steed|Find Steed]] Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you replicate the Spell in this way, you can also summon one of the following creatures: Axe-Beak, Cow, Crocodile, Giant Goat, Giant Lizard, Giant Snail, Hadrosaurus, Hippocamp, Jaculi, Riding Horse, Walrus, Warhorse Skeleton, Worg.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== One with the Steed ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You boom win tune with the creatures you are riding. You gain the following benefits while riding a mount:&lt;br /&gt;
*You have Advantage on Saving Throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10ft, you do not fall [[Conditions#Prone|Prone]] if you aren&#039;t [[Conditions#Incapacitated|Incapacitated.]]&lt;br /&gt;
*Mounting or dismounting a creature costs you only 5ft of movement, rather than half your Speed.&lt;br /&gt;
*Whenever you begin riding a mount, you can cause it to gain a number of Maximum Hit Points equal to twice your Disciple Level for the next 8 hours or until you give these Maximum Hit Points to a different mount.&lt;br /&gt;
*You can communicate telepathically with the mount for the next 24 hours. It can respond to you telepathically as if it had an Intelligence Score of 8 for the same Duration unless its Intelligence is higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Defensive Rhythm ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you are riding a mount, you gain the following benefits:&lt;br /&gt;
*The mount gains a bonus to its AC equal to your Wisdom Modifier.&lt;br /&gt;
*You gain a bonus to your AC equal to the mount&#039;s Wisdom Modifier&lt;br /&gt;
*When you are hit by a Melee Attack, the mount can use its Reaction to make an Attack against the creature that hit you with the Attack.&lt;br /&gt;
*When the mount is hit by a Melee Attack, you can use you Reaction to make an Attack against the creature that hit the mount with the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanding Steeds ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you finish a Long Rest, you can instead replicate the effects of the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell. When you do you gain the following list of creatures that you can also summon: Allosaurus, Ankheg, Auroch, Axe-Beak, Brown Bear, Camel, Carrion Crawler, Cave Bear, Cow, Crag Cat, Crocodile, Dinosaur Skeleton, Dragonnel, Elk, Female Steeder, Gelatinous Cube, Giant Boar, Giant Constrictor Snake, Giant Crayfish, Giant Eagle, Giant Elk, Giant Goat, Giant Hyena, Giant Lizard, Giant Octopus, Giant Snail, Giant Spider, Giant Strider, Giant White Moray Eel, Hadrosaurus, Hippocamp, Hunter Shark, Ice Spider Queen, Jaculi, Lion, Mastiff, Moorbounder, Plesiosaurus, Pony, Quetzalcoatl, Riding Horse, Sabre-Tooth Tiger, Skyjek Roc, Star Lancer, Tiger, Two-Headed Crocodile, Walrus, Warhorse, Warhorse Skeleton, Worg.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== From the Horseback to the Sky ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you summon a Steed with the [[Level 2#Find Steed|Find Steed]] or [[Level 4#Find Greater Steed|Find Greater Steed]] Spells, or similar effects, it gains a Flying, Swimming, and Climbing Speed equal to its Walking Speed. Additionally, mounts you summon in this way can breathe both air and water.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 hour bonding to a mount that you didn&#039;t summon with these Spells, which can be performed during a Short or Long Rest. After this bonding is complete that mount gains these benefits as well. You remain bonded with a mount until you bond with a different mount or have not ridden it for 10 days.&lt;br /&gt;
Additionally, while mounted you can breathe both air and water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unrivaled Haste ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your mounts has expanded to a great intensity. While you are riding a mount, you and the mount gain the benefits of the [[Level 3#Haste|Haste]] Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the War God ==&lt;br /&gt;
A disciple who follows the Journey of the War God is unmistakable on the battlefield by the manifestation of their soul fighting alongside them, often taking the form of spectral arms or a looming figure at their back. The influence of tempo can reach further than most would think; after all, everything moves, even your own spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Disciples that define themselves by intense emotions, or a need to prove their own self worth, can develop a sensitivity to the movements of their soul. After enough time, the disciple gains the ability to summon and wield this element of their soul in combat. Legends speak of disciples that attain definite control, and ultimately learn to harness the divine spark that resides within them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ War God Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Spirit of the War God|Spirit of the War God]] || 3rd || You can summon ethereal arms which can make more Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Cosmic Presence|Cosmic Presence]] || 7th || You can try make creatures be more susceptible to your Charisma and Wisdom Checks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Encroaching Omniscience|Encroaching Omniscience]] || 11th || When you make an Attack with a Reaction, you can make an additional Attack as part of that Reaction, you can also draw and stow a ton of Weapons with you Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Lens of Truth|Lens of Truth]] || 14th || You get Truesight out to a Range of 120ft&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Shard of Divinity|Shard of Divinity]] || 18th || Your Weapon Attacks and Discipline Techniques ignore Resistance and Immunity to Damage, you also don&#039;t get frail while aging, your soul can&#039;t be trapped or destroyed, and you can&#039;t be an Undead unless you want to be&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit of the War God ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your passion can call forth the part of your soul that revels in the glory of battle. As a Bonus Action or when you roll Initiative, you can manifest or dismiss two spectral arms that are connected to your upper body. When summoned, and as a Free Action on subsequent turns, each arm can perform an Object Interaction. You can control these arms easily, and they act just like your other arms.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can make a single Attack with each Melee Weapon you and your spectral arms are wielding. You don&#039;t add your Ability Modifier to the Damage of these Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 5th Level in this class, you add your Ability Modifier to up to two of the Damage Rolls of the Attacks made with this feature. When you reach 11th Level in this class, you add your Ability Modifier to all of the Damage Rolls of the Attacks made with this feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cosmic Presence ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your inner self has granted you greater presence. You can make a Wisdom (Intimidation) Check in place of a Strength or Charisma (Intimidation) Check, and you can make a Wisdom (Persuasion) Check in place of a Charisma (Persuasion) Check.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, as an Action, you can amplify your presence a hundred fold. Creatures of your choice within 60ft of you must make a Charisma Saving Throw against your Tempo Save DC. On a failed Save, a creature becomes aware of your presence, and you have Advantage on all Wisdom and Charisma Checks made against those creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Action a number of times equal to your Proficiency Bonus, regaining expending uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Encroaching Omniscience ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your soul becomes your vigil, as the shapes of faces can be traced around your head. Whenever you make an Attack as a part of a Reaction, you can make an additional Attack with one of your spectral arms created by your Spirit of the War God feature.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, once per turn when you miss on a Weapon Attack, you can make an additional Weapon Attack with a Weapon being wielded by your spectral arms as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lens of Truth ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your sight ascends towards the sight of the Three, giving you Truesight out to a Range of 120ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shard of Divinity ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have fully reconnected with your soul, unlocking the divine power within it. You gain Resistance to Damage dealt by Weapon Attacks. Additionally, Damage you deal with Weapon Attacks or Discipline Techniques ignore Resistance and Immunity.&amp;lt;br&amp;gt;&lt;br /&gt;
You no longer suffer the frailties of old age, your soul cannot be stolen, trapped, or destroyed, and you cannot be raised as an undead if you are not willing apart from divine intervention.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Disciple&amp;diff=4441</id>
		<title>Disciple</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Disciple&amp;diff=4441"/>
		<updated>2026-06-22T13:46:38Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Rhythm in the Air */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Disciple =&lt;br /&gt;
A Kethie woman strides calmly through a forest glade, smirking as she subtly grips her sheathed blade. She closes her eyes as brigands leap from the surrounding brush. Before they can even shout their demands, the woman&#039;s blade makes a wide arc at the group. Each&lt;br /&gt;
brigand manages to barely dodge her preemptive strike, but their movements suddenly stop as they start to draw their blades. A large wound appears across each of their torsos where her blade had grazed them, and then they slump to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
Atop a grassy plateau, a lone human figure stands in total focus amidst a swarm of hovering spectral blades. Like a masterful conductor, the figure directs the blades to fluidly strike the targets painted on the stones around. With a quiet whisper of pride, the figure recalls the blades before willing them to fall to dust and blow away with the wind.&amp;lt;br&amp;gt;&lt;br /&gt;
A battle rages upon a blood-soaked field overlooked by a regal keep. In its center, stands a lone battle-worn minotaur fighting for his life. A pair of hulking spectral arms sprout from his back, allowing the tiefling to wield four axes at once. He charges into a group of soldiers, wreathing himself in flames as the lone figure carves into the enemy line. Each step taken could be his last, yet the tiefling fights with the widest of grins.&amp;lt;br&amp;gt;&lt;br /&gt;
Although these warriors fight using a diverse range of extraordinary methods, they are all disciples. Disciples are defined by their mystical fighting styles and the introspective focus that gives purpose to their training. For a disciple, combat is a conduit of self-improvement, and battlefields exist to test the strength of ideals.&amp;lt;br&amp;gt;&lt;br /&gt;
The key to a disciple&#039;s magic prowess is awareness and focus. Every movement a creature makes causes a small, nearly imperceptible ripple across elements of the weave of magic. Using their ideals as an anchor for their focus, disciples enter a state of utter clarity where they can perceive and read these ripples, ultimately utilizing the power within these ripples—called tempo—to fuel their mystical techniques. As a disciple grows and solidifies their grasp on their ideals, their ability to maintain this focus increases drastically, improving their martial abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
A disciple&#039;s ideals are represented in their fighting style by the sublime disciplines they follow. While some disciples discover these paths themselves, others learn them from masters of the art. Each sublime discipline holds one ideal above all others, and it serves as the anchor for the tempo techniques of that discipline. As a result, combat using these disciplines is a form of self expression and an opportunity to refine one&#039;s philosophy. The danger and rigor of the battlefield provides the perfect situation to test the disciple&#039;s focus, their understanding of themselves, and their values.&amp;lt;br&amp;gt;&lt;br /&gt;
Because of this predisposition towards experience and conflict, it is rare you&#039;ll find a disciple that stays in one place for too long, or subsisting under the yoke of military regulation. They are natural wanderers, and tend to flock towards interesting people that may lead them to greater challenges and adventures. Such people often prove to be worthy rivals and life-long friends for the wandering disciple: the perfect sparks to ignite the flames of inspiration.&amp;lt;br&amp;gt;&lt;br /&gt;
To a disciple, survival is often secondary to growth. To that end, you may yet find disciples working as sellswords or mercenaries in an attempt to find new conflicts to test themselves. Each and every fight is an opportunity to push past one&#039;s limits, and test not only ability, but also their willpower and determination. The path of the disciple is one filled with decision. Each must decide which disciplines to pursue and which to discard, as the path to perfection is littered with broken philosophies and weak hearts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Tempo Points !! Disciplines Known !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || [[Disciple#Instinct Driven|Instinct Driven]], [[Disciple#Sublime Discipline|Sublime Discipline]], [[Disciple#Martial Intuition|Martial Intuition]] || - || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || [[Disciple#Tempo|Tempo]], [[Disciple#Fighting Style|Fighting Style]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 2 || 1 || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || [[Disciple#Alacrity|Alacrity]], [[Disciple#Sublime Journey|Sublime Journey]] || 3 || 1 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 3 || 2 || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || [[Disciple#Extra Attack|Extra Attack]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 4 || 2 || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || [[Disciple#Rhythm in the Air|Rhythm in the Air]] || 4 || 2 || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || [[Disciple#Sublime Journey|Sublime Journey Feature]] || 5 || 3 || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 5 || 3 || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || [[Disciple#Sublime Journey|Sublime Journey Feature]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 6 || 3 || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || [[Disciple#Blind Sense|Blind Sense]] || 6 || 4 || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || [[Disciple#Sublime Journey|Sublime Journey Feature]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 7 || 4 || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 7 || 4 || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || [[Disciple#Imprinted Growth|Imprinted Growth]] || 8 || 4 || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || [[Disciple#Sublime Journey|Sublime Journey Feature]] || 8 || 4 || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || [[Disciple#Timeless Body|Timeless Body]], [[Disciple#Quick Rest|Quick Rest]] || 9 || 4 || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 9 || 4 || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 10 || 4 || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || [[Disciple#Tempo Mastery|Tempo Mastery]], [[Disciple#Sublime Journey|Sublime Journey Feature]] || 10 || 4 || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 10 || 4 || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || [[Disciple#Great Mastery|Great Mastery]] || 10 || 4 || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d10 per Disciple Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 10 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d10 (increase to 6) + your Constitution Modifier per Disciple Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Heavy Armor|Heavy Armor]], and [[Armor and Weapons#Shields|Shields]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; One [[Adventuring Gear#Tools|Set of Tools]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Wisdom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Athletics, History, Insight, Intimidation, Perception, Performance, Religion, and Sleight of Hand&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Leather Armor]] or [[Armor and Weapons#Medium Armor|Scale Mail]] or [[Armor and Weapons#Heavy Armor|Chain Mail]], a [[Armor and Weapons#Martial Weapons|Martial Weapon]], a [[Armor and Weapons#Martial Weapons|Martial Weapon]] or a [[Armor and Weapons#Shields|Shield]], two [[Armor and Weapons#Simple Melee Weapons|Javelins]], three [[Armor and Weapons#Simple Melee Weapons|Daggers]], and an [[Equipment Packs|Equipment Pack]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Disciple Features Summarized&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Instinct Driven|Instinct Driven]] || 1st || You&#039;re more powerful in the first seconds of combat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Sublime Discipline|Sublime Discipline]] || 1st || You master Sublime Disciplines, arts of combat unique to Disciples&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Martial Intuition|Martial Intuition]] || 1st || When you hit creatures with Attacks, you can learn information about the target&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Tempo|Tempo]] || 2nd || You get Tempo Points that fuel some features of your Sublime Disciplines&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Fighting Style|Fighting Style]] || 2nd || You choose a way of fighting that you&#039;re good at&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Alacrity|Alacrity]] || 3rd || Your Speed increases by 10ft and you add your Wisdom to your Initiative&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Sublime Journey|Sublime Journey]] || 3rd || You choose your subclass, and gain features at 3rd, 7th, 11th, 14th, and 18th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 10th 12th, 16th, and 19th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Rhythm in the Air|Rhythm in the Air]] || 6th || You add your Wisdom Modifier to Initiative Rolls and can&#039;t be Suprised while conscious&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blind Sense|Blind Sense]] || 10th || You get Blindsight out to a Range of 30ft&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Imprinted Growth|Imprinted Growth]] || 13th || You get Proficiency with either Dexterity or Constitution Saving Throws&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Timeless Body|Timeless Body]] || 15th || You stop aging and don&#039;t need to eat&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Quick Rest|Quick Rest]] || 15th || You can Long Rest in half the normal amount of time&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Tempo Mastery|Tempo Mastery]] || 18th || When you Dodge, you can take the Attack Action as a Bonus Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Great Mastery|Great Mastery]] || 20th || All the techniques from one of your Sublime Disciplines are free&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Instinct Driven ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your body immediately responds to the danger, granting you immense leverage when a fight starts. During the first round of combat, your Speed increases by 15 feet, Opportunity Attacks against you are made at Disadvantage, and your first Attack is made with Advantage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sublime Discipline ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A disciple&#039;s path begins with learning Sublime Disciplines. A Sublime Discipline is a kind of mystical martial art. Each Discipline is centered on an ideal for the disciple to understand and internalize. Choose one Sublime Discipline to learn, detailed at the end of the class description. When you gain certain Levels in this class, you learn new Sublime Disciplines, as shown on the Disciplines Known column of the Disciple table.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Sublime Discipline gives you a Signature Art, the foundational technique of the Discipline. You can invoke the Signature Art of a Sublime Discipline you know a number of times equal to your Wisdom Modifier, regaining expended uses at the end of a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Every Discipline also has a list of Discipline Techniques that require you to reach certain Levels in this class to use, you must meet the Level listed in the italics under the name of the Discipline Technique to be able to use it. These Techniques require you to spend Tempo Points described in your Tempo feature.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, if a Discipline Technique or Signature Art granted by a Discipline, it uses your Tempo Save DC, which has a DC of 8 + your Wisdom Modifier + your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Martial Intuition ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your opponents&#039; blows radiate a certain rhythm that your body has learned to read. When a creature Attacks you or forces you to make a Saving Throw, you can use your Reaction to learn one of its following capabilities of your choice:&lt;br /&gt;
*You learn if one of its Ability Scores of your choice is higher, lower, or equal to yours.&lt;br /&gt;
*You learn if any of Speeds are higher, lower, or equal to one of your Speeds of your choice.&lt;br /&gt;
*You learn if the target is under the effects a Spell or magical effect.&lt;br /&gt;
*You learn if the target has Proficiency with at least one [[Armor and Weapons#Martial Weapons|Martial Weapon]].&lt;br /&gt;
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tempo ====&lt;br /&gt;
&#039;&#039;2nd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to perceive and utilize the power in ambient ripples of the world, called Tempo. Your access to this mystical energy is represented by a pool of Tempo Points. Your Disciple Level determines the number of Tempo Points the pool can hold, which is shown in the Tempo Points column of the Disciple table.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend these Tempo Points to fuel various Discipline Techniques granted by your Sublime Disciplines.&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you regain all spent Tempo Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fighting Style ====&lt;br /&gt;
&#039;&#039;2nd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:&lt;br /&gt;
*&#039;&#039;&#039;Archery.&#039;&#039;&#039; You gain a +2 bonus to Attack Rolls you make with [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]].&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting.&#039;&#039;&#039; You have Blindsight out to 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Defense.&#039;&#039;&#039; While you are wearing [[Armor and Weapons#Armor|Armor]], you gain a +1 bonus to AC.&lt;br /&gt;
*&#039;&#039;&#039;Dueling.&#039;&#039;&#039; When you are wielding a [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] in one hand and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +2 bonus to Damage Rolls with that [[Armor and Weapons#Weapons|Weapon]].&lt;br /&gt;
*&#039;&#039;&#039;Melee Marksman.&#039;&#039;&#039; You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]] when creatures within 5ft of you move away from you.&lt;br /&gt;
*&#039;&#039;&#039;Mounted Warrior.&#039;&#039;&#039; Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked [[Conditions#Prone|Prone]].&lt;br /&gt;
*&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a [[Armor and Weapons#Shields|Shield]].&lt;br /&gt;
*&#039;&#039;&#039;Shield Warrior.&#039;&#039;&#039; You can use a [[Armor and Weapons#Shields|Shield]] as a [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]], dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a [[Armor and Weapons#Shields|Shield]] and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +1 Bonus to your Attack Rolls and Armor Class.&lt;br /&gt;
*&#039;&#039;&#039;Thrown-Weapon Fighting.&#039;&#039;&#039; You can draw a [[Armor and Weapons#Weapons|Weapon]] as part of an Attack made with a Thrown [[Armor and Weapons#Weapons|Weapon]]. In addition, when you hit with a Ranged Attack using a Thrown [[Armor and Weapons#Weapons|Weapon]], you gain a +2 bonus to the Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Two-Weapon Fighting.&#039;&#039;&#039; When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed Fighting.&#039;&#039;&#039; You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren&#039;t wielding any [[Armor and Weapons#Weapons|Weapon]] or [[Armor and Weapons#Shields|Shields]], your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature [[Conditions#Grappled|Grappled]] by you.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Fighting.&#039;&#039;&#039; While wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alacrity ====&lt;br /&gt;
&#039;&#039;3rd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add your Wisdom modifier to your Initiative Rolls. Your Speed increases by 10ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sublime Journey ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 11th, 14th, and 18th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the following Sublime Journeys to represent the personal journey you have embarked upon that shapes your skills and draws you towards certain innate magical talents.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sublime Journeys&lt;br /&gt;
|-&lt;br /&gt;
! Sublime Journey !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Blade Dancer|Journey of the Blade Dancer]] || 1 || You master blades and the art of using those blades and your body, becoming one with world, extremely agile, and deadly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Collector|Journey of the Collector]] || 3 || You collect a hoard of blades and weaponry from around the world, stashing them in an ethereal arsenal which you summon in combat as a whirling storm, a defensive wall of weapons, or poised to strike.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Rider|Journey of the Rider]] || 3 || You bond with the rhythm of mounts, becoming almost one with the creatures you ride, gaining an almost magical ability to summon such creatures to aid you.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the War God|Journey of the War God]] || 2 || You embody the divinity within you, summoning additional arms to attack for you while cutting down the force of personality of others, causing them to easily submit to your gloriousness.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 10th, 12th, 16th, and 18th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;5th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make an additional Attack whenever you take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rhythm in the Air ====&lt;br /&gt;
&#039;&#039;6th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your body&#039;s familiarity with Tempo allows it to react to conflict even when your mind lags behind. you add your Wisdom Modifier to your Initiative Rolls and you can&#039;t be Surprised while you are conscious.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, your weapon Attacks count as magical for the purpose of overcoming resistance and immunity.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blindsight ====&lt;br /&gt;
&#039;&#039;10th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are able to detect the thin ripples of magic caused by the subtle movements of hidden creatures. You gain Blindsight out to a Range of 30ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Imprinted Growth ====&lt;br /&gt;
&#039;&#039;13th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in either Dexterity or Constitution Saving Throws (your choice).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Timeless Body ====&lt;br /&gt;
&#039;&#039;15th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Tempo sustains you. You do not age and you cannot be aged magically. You also no longer need food and water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Quick Rest ====&lt;br /&gt;
&#039;&#039;15th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your improved vitality allows you to rest at an accelerated rate. You need half as much time to finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tempo Mastery ====&lt;br /&gt;
&#039;&#039;17th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you can take the Attack Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Great Mastery ====&lt;br /&gt;
&#039;&#039;20th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your growth culminates with you becoming the master of a Discipline. Choose one Sublime Discipline. Whenever you use a Discipline Technique granted by that Sublime Discipline, you regain all Tempo Points you spent at the end of the turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Sublime Disciplines =&lt;br /&gt;
== Ardent Lion ==&lt;br /&gt;
No true warrior fights in isolation; their friends, family, and all their allies follow them into every fight. Ardent Lion disciples fight using rallying cries and by utilizing the strength of their bonds to perform superhuman feats in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Camaraderie ====&lt;br /&gt;
&#039;&#039;Ardent Lion Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your allies are your family, and those bonds are more precious than anything the world can muster. Cherish them and look out for them, for they will make you your best self.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rally ====&lt;br /&gt;
&#039;&#039;Ardent Lion Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you let out a riveting war cry that sends jolts through the bodies of your allies. All creatures of your choice within 30ft of you can use their Reaction to move up to their Speed without provoking Opportunity Attacks. This feature&#039;s Range increase as you gain Levels in this class: You can select creatures within 60ft of you at 5th Level, 90ft at 11th Level, and 120ft at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warding Strike ====&lt;br /&gt;
&#039;&#039;2nd Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 1 Tempo Point to instill hesitation within your target. The target has Disadvantage on the next Attack it makes that does not target you before the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bolstering Bond ====&lt;br /&gt;
&#039;&#039;5th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend up to 5 Tempo Points to bolster yourself and an ally. You and a creature of your choice within 30ft of you gain a number of Temporary Hit Points equal to 1d8 per Tempo Point spent. These Temporary Hit Points last for 1 minute or until you use this Technique again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unified Assault ====&lt;br /&gt;
&#039;&#039;11th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 3 Tempo Points to call in an assault. Choose one creature within 30ft of you, that creature can use its Reaction to make an Attack against the creature you hit with your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fury of the Fallen ====&lt;br /&gt;
&#039;&#039;17th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you see a creature reduce another creature to 0 Hit Points, you can use your Reaction and spend 4 Tempo Points to move up to your Speed and make a single Weapon Attack against the creature that reduced the other creature to 0 Hit Points. If you hit on the Attack, the creature reduced to 0 Hit Points regains a number of Hit Points equal to your Disciple Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Coursing Ember ==&lt;br /&gt;
To live life on the sidelines, bored and discontent, is to not really live life at all. Disciples of the Coursing Ember discipline are fiery individuals who follow their whims and passions to the ends of the earth. Coursing Ember techniques involve spreading radiant flames and gliding through the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Passion ====&lt;br /&gt;
&#039;&#039;Coursing Ember Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your heart must burn like the desert sun. Do not live idly and let opportunities pass you by. Be invested in every action you choose to take, and use the fire in your eyes to guide you into the future.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Salamander Charge ====&lt;br /&gt;
&#039;&#039;Coursing Ember Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can move up to your Speed without provoking Opportunity Attacks. During this movement you can more through a creature&#039;s space as if it were Difficult Terrain but you cannot end your turn there. After this movement, you leave behind a wall of fire that is 10ft high and 1ft thick in the spaces you occupied. This wall lasts for 1 minute or until you lose Concentration on the effect. This wall Lightly Obscures vision. Any creature in the wall when it appears, enters the wall for the first time on a turn, or ends its turn there must succeed on a Dexterity Saving Throw. On a failed Save, a creature takes 1d8 Fire Damage. As you gain Levels in this class, this wall deal additional Damage: It deals 2d8 Fire Damage at 5th Level, 3d8 at 11th Level, and 4d8 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Searing Lashes ====&lt;br /&gt;
&#039;&#039;2nd Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You coat your Weapons in searing flames. When you take the Attack Action, you can spend 1 Tempo Point to increase your Reach by 10ft until the end of your turn. Your Attacks deal Fire Damage instead of their normal Damage Type for the duration, and deal an additional 1d4 Fire Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Leaping Flame ====&lt;br /&gt;
&#039;&#039;5th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature within 60ft of you deals Damage to you, you can use your Reaction to spend 2 Tempo Points to briefly turn into a wisp of flame and fly to an unoccupied space within 5ft of the creature that dealt Damage to you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flaming Stance ====&lt;br /&gt;
&#039;&#039;11th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn, you can spend 2 Tempo Points to engulf yourself in beautiful flames. Until the start of your next turn, you are Immune to Fire Damage, and whenever a creature makes a Melee Attack against you, it takes 1d8 Fire Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bursting Sunspot ====&lt;br /&gt;
&#039;&#039;17th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 3, 4, or 5 Tempo Points to cause the target of your Attack to explode in a blaze of glory. All other creatures within 10ft of you make a Dexterity Saving Throw. On a failed Save a creature takes 6d6 Fire Damage, or half as much Damage on a successful Save. This Range is increased by 10ft for every Tempo Point you spent above 3.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Diamond Mind ==&lt;br /&gt;
Students of the Diamond Mind discipline are renowned for their ability to remain calm in even the most dire of situations. Combat is an equation to be solved, and it is the practice of the Diamond Mind to understand all of its elements. This view lends itself to a prescient combat style, where the practitioner appears able to act in impossibly short spans of time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Order ====&lt;br /&gt;
&#039;&#039;Diamond Mind Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Everything has a cause and an effect. The world may appear chaotic, but a clean layer of order underlies it all. The more you discover and understand this order, the greater a warrior and the more fulfilled an individual you will become.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Quick Draw ====&lt;br /&gt;
&#039;&#039;Diamond Mind Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you roll Initiative at the start of combat, if you aren&#039;t Surprised, you can use a Free Action to move up to half your Speed and make a single Weapon Attack which deals double Damage to objects and structures.&amp;lt;br&amp;gt;&lt;br /&gt;
When you roll Initiative at the start of combat, if you are Surprised, you can use a Free Action to not be Surprised.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prescient Counter ====&lt;br /&gt;
&#039;&#039;2nd Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you are hit with an Attack, you cause your Reaction and spend 2 Tempo Points to gain a Bonus to your AC equal to your Wisdom Modifier against that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flicker Step ====&lt;br /&gt;
&#039;&#039;5th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to choose a creature within 20ft of you. You teleport to an unoccupied space within 5ft of that creature and make a single Melee Weapon Attack targeting all creatures in a 5ft wide Line from the space you occupied before using this Technique to the location you now occupy. After a creature takes Damage from the Attack, if it has a number of Hit Points equal to or less than your Discipline Level at the end of the current turn, it drops to 0 Hit Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ruby Storm Stance ====&lt;br /&gt;
&#039;&#039;11th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you can immediately use your Bonus Action and spend 1 Tempo Point to enter a time-slowing stance. Until the start of your next turn, you can&#039;t be knocked [[Conditions#Prone|Prone]], or move in any way. While in this stance, when a creature within 5ft of you make an Attack against you, you can make a single Weapon Attack targeting that creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Trace ====&lt;br /&gt;
&#039;&#039;17th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 4 Tempo Points to teleport up to 60ft to an unoccupied space and then make a single Melee Weapon Attack against a creature within Reach. This Attack deals an additional 2d8 Force Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
You can teleport and Attack again up to 5 additional times as part of the same Action, but each Attack must target a different creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hero&#039;s Charge ==&lt;br /&gt;
The world is full of monsters and those that would exploit the weak. Hero&#039;s Charge disciples take it upon themselves to become symbols of hope by bringing down great threats for all to see. The techniques of this discipline focus on refining an indomitable will and bringing the mighty down.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Heroism ====&lt;br /&gt;
&#039;&#039;Hero&#039;s Charge Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
People deserve peace and happiness, and so you take it upon yourself to be a tool for their delivery. Overwhelming odds are a welcome challenge, for you must be a beacon of inspiration for as long as there is a soul left to be saved.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Symbol of Hope ====&lt;br /&gt;
&#039;&#039;Hero&#039;s Charge Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you are reduced to 0 Hit Points and at least one creature can see you, you can choose to be reduced to 1 Hit Point instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Topple ====&lt;br /&gt;
&#039;&#039;2nd Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make an Attack, you can spent at least 1 Tempo Point to instead attempt to topple a creature within Reach. The target must make a Strength Saving Throw. On a failed Save, the target falls [[Conditions#Prone|Prone]] and takes 1d8 Bludgeoning Damage for each Tempo Point spent. If the target is Large or larger, it has Disadvantage on the Saving Throw and instead takes 1d10 Bludgeoning Damage for each Tempo Point spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blinding Courage ====&lt;br /&gt;
&#039;&#039;5th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature attempts to [[Conditions#Frightened|Frighten]] a creature within 10ft of you, you can use your Reaction and spend 3 Tempo Points to give all creatures within 10ft of you Immunity to the [[Conditions#Frightened|Frightened]] Condition until the start of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Revolution ====&lt;br /&gt;
&#039;&#039;11th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to make a Melee Weapon Attack against all creatures of your choice within 5ft of you. A creature that is Large or larger takes gains Vulnerability to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tyrant&#039;s Downfall ====&lt;br /&gt;
&#039;&#039;17th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 5 Tempo Points to cause a giant glowing Weapon to appear. This Weapon crashes down in a 60x10ft Cylinder centered on a point you can see within 60ft of you. All creatures of your choice in the Cylinder&#039;s area must make a Charisma Saving Throw. On a failed Save a creature takes 5d12 Radiant Damage, taking half as much Damage on a successful Save. A creature that is Large or larger takes an additional 2d12 Damage for each Size step it is above Medium.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Howling Gaze ==&lt;br /&gt;
It is too often that people chain themselves to the earth and become prisoners of a life they never really enjoyed. Disciples of the Howling Gale put above all else the ability to decide for themselves their next path. Techniques of this discipline focus on being hard to reach and pushing back oppressive advances.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Freedom ====&lt;br /&gt;
&#039;&#039;Howling Gaze Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Life is but a small breeze, fleeting upon the chaotic winds of the universe. Do not waste it carrying undue burdens that leave you crushed. Lift these burdens from yourself and those around you, and reflect on how much more joyous it is to live free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gale Surge ====&lt;br /&gt;
&#039;&#039;Howling Gaze Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you whip a wild gust around your body and briefly become as the wind. This effect lasts 1 minute, or until you lose Concentration on it. For the Duration, you have Advantage on Dexterity Saving Throws, and when a creature misses you with an Attack, you can move 5ft without provoking Opportunity Attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Driving Wind ====&lt;br /&gt;
&#039;&#039;2nd Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action and spend up to 5 Tempo Points to unleash an Emanated Cone of rushing air. The size of the Cone is a number of feet equal to 10 x the number of Tempo Points spent. Creatures of your choice in the Cone must make a Strength Saving Throw. On a failed Save a creature is pushed away from you until they reach an unoccupied space at the end of the Cone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wind Scare ====&lt;br /&gt;
&#039;&#039;5th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action and spend at least 1 Tempo Point to unleash a blade of air forward. Choose up to 3 creatures within 5ft of each other that you can see within 60ft of you, those creatures must make a Dexterity Saving Throw. On a failed Save, a creature takes 1d8 Magical Slashing Damage equal to 1d8 for each Tempo Point spent, or half as much Damage on a successful Save.&lt;br /&gt;
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&lt;br /&gt;
==== The Wind That Talks ====&lt;br /&gt;
&#039;&#039;11th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 3 Tempo Point to become [[Conditions#Invisible|Invisible]]. While you are [[Conditions#Invisible|Invisible]] in this way you are able to move through the space of any creature, as well as through spaces as small as 1 inch gaps without expending additional Speed. You remain [[Conditions#Invisible|Invisible]] until the start of your next turn, you Attack a creature, or you force a creature to make a Saving Throw.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tranquil Windstorm ====&lt;br /&gt;
&#039;&#039;17th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 3 Tempo Points to create a 10ft Moving Emanation of whirling air which lasts until the end of your next turn. Creatures of your choice in ignore Difficult Terrain while in the Emanation, and you can impose Disadvantage on any Ranged Attacks that target a creature within the Emanation. If a creature starts its turn  within the Emanation, you can increase its Speed by 10ft until the end of its turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mercurial Wolf ==&lt;br /&gt;
How can one truly claim to be living when they adhere to the constraining lines of conventional thought? Disciples of the Mercurial Wolf discipline value spontaneity and change, and as such their techniques involve creating complicated and chaotic situations on the battlefield through illusions and trickery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chaos ====&lt;br /&gt;
&#039;&#039;Mercurial Wolf Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Stagnation is the enemy of growth, so it is up to you to make sure that the world is constantly changing. Adapt to the situations you bring about, and through that act you will find completeness.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Quicksilver Pack ====&lt;br /&gt;
&#039;&#039;Mercurial Wolf Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you create an illusory Duplicate of yourself. This Duplicate lasts 1 minute or until you lose Concentration on the effect. The Duplicate appears in an unoccupied space of your choice within 10ft of you that you can see. A Duplicate has the same AC as you and disappears if it takes any Damage. As a Bonus Action, you can move any one Duplicate created with this art up to 30ft to an unoccupied space you can see. Alternatively, you can use your Bonus Action to destroy a Duplicate and teleport to its space. The amount of Duplicates you creature with this art increases when you reach certain Levels in this class: you create 2 Duplicates at 5th Level, 3 at 11th Level, and 4 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mirror Step ====&lt;br /&gt;
&#039;&#039;2nd Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You twirl the world about a creature, disorienting its perception of your position. &lt;br /&gt;
When a creature moves to a space within 5ft of you or one of the Duplicates created by your Quicksilver Pack feature, you can use your Reaction and spend 1 Tempo Point to force that creature to make an Intelligence Saving Throw. On a failed Save, you can teleport to an unoccupied space within 5ft of that creature, and the next Attack the target makes against you or one of your Duplicates is made at Disadvantage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inversion ====&lt;br /&gt;
&#039;&#039;5th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to force a creature that you can see within 30ft of you or one of your Duplicates created by your Quicksilver Pack feature to make a Charisma Saving Throw. On a failed Save, you or one of your Duplicates teleports to a space that creature occupies and that creature teleports into the space of either you or the Duplicate that just teleported. You can only use this Technique if there is enough space of either of these teleportations.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Altered Perspective ====&lt;br /&gt;
&#039;&#039;11th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a Melee Attack targeting you or one of your Duplicates created by your Quicksilver Pack feature misses, you can use your Reaction and spend 3 Tempo Points to force that creature to repeat that Attack against a creature of your choice within Range of the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shifting Sides ====&lt;br /&gt;
&#039;&#039;17th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 4 Tempo Points and attempt to alter a creature&#039;s perception of the battlefield. A creature of your choice within 30ft of you must make an Intelligence Saving Throw to see through the illusion you foist on it. On a failed Save, the target [[Conditions#Dazed|Dazed]] until the start of its next turn, and it immediately makes a Melee Weapon Attack targeting a creature of your choice within its Reach.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Radiant Dove ==&lt;br /&gt;
Disciples who learn the techniques of the Radiant Dove have often seen for themselves that the world is one of pain and suffering. However, they are also ones who have chosen to believe in a better world and act in accordance with that hope. Choosing to succor instead of scorn, to forgive instead of fear, these are the martial peacemakers who fight not because they want to, but because they have to. The Radiant Dove teaches disciples to wield the flow of tempo to influence combats toward reconciliation and protect their allies.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Absolution ====&lt;br /&gt;
&#039;&#039;Radiant Dove Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Maybe you were wronged. Maybe you wronged another. No matter how the tit for tat of hate and harm first ensnared you, you&#039;ve discovered that the only real escape is to move beyond and let go. When pain mounts and wrongs fail to cease, you find refuge through giving up all rancor and ire. They can hurt you no longer.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Swords to Plowshares ====&lt;br /&gt;
&#039;&#039;Radiant Dove Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you blunt a foe&#039;s weapons of war. One creature you can see within 30ft of you makes a Charisma Saving Throw. On a failed Save, a creature has a penalty to its Attack and Damage Rolls equal to your Wisdom Modifier for 1 minute or until your Concentration on the effect ends. A creature under this effect repeats the Save at the end of each of its turns, ending the effect on a successful Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Olive Branch ====&lt;br /&gt;
&#039;&#039;2nd Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 2 Tempo Points as a Bonus Action to offer an exchange of mercy and reprieve. Until the beginning of your next turn, you gain the benefits of the [[Level 1#Sanctuary|Sanctuary]] Spell. This effect doesn&#039;t end if you make an Attack, cast a Spell that affects an enemy, or deal Damage to another creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forbearance Over Fear ====&lt;br /&gt;
&#039;&#039;5th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Reaction when a creature within 30ft of you that can hear you fails a Saving throw, you can spend 3 Tempo Points to speak peace to it. The creature adds your Wisdom Modifier to the Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Other Cheek ====&lt;br /&gt;
&#039;&#039;11th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 or more Tempo Points as a Reaction when a creature deals Damage to you. When you do so, you gain 10 Temporary Hit points for each Tempo Point spent before you take the Damage. These Temporary Hit Points last until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The High Road ====&lt;br /&gt;
&#039;&#039;17th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Forgetting the past gives you the freedom to fly. You can spend 4 Tempo Points as an Action to jump into the air. Each creature of your choice within 15ft of you when you do so make a Wisdom Saving Throw. On a failed Save, a creature falls [[Conditions#Prone|Prone]] and takes 3d12 Radiant Damage. On a successful Save, a creature takes half as much Damage and does not fall Prone. Additionally, until the start of your next turn, you gain a Flying Speed of 60ft and you do not provoke Opportunity Attacks. If you are airborne when you lose this flying speed, you gently descend to the nearest safe terrain below you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Raven&#039;s Gaze ==&lt;br /&gt;
An eye for an eye leaves the world blind, but no wrong ever truly escapes the raven&#039;s gaze. Disciples of the Raven&#039;s Gaze allow no slight against them or their compatriots to go unpunished. Techniques of the Raven&#039;s Gaze revolve around instilling fear in your assailants before bringing them down.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Revenge ====&lt;br /&gt;
&#039;&#039;Raven&#039;s Gaze Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have been wronged. If you haven&#039;t been, you will be. It is your charge to turn your ire upon those who sought to bring you down, and take from them that which you are owed. They tried to bring you to your knees, but now you are hoisted up by the black wings of vengeance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the Conspiracy ====&lt;br /&gt;
&#039;&#039;Raven&#039;s Gaze Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can force a creature you can see to make a Wisdom Saving Throw. On a failed Save, the target&#039;s vision and hearing is overtaken by a swarm of ravens. Until the end of your next turn, it is [[Conditions#Deafened|Deafened]] and perceives the area beyond a 10ft Radius around it to be magical Darkness. If you start your turn outside of this Radius, you can use your Bonus Action to teleport into an unoccupied space inside of it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gaze of the Flock ====&lt;br /&gt;
&#039;&#039;2nd Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature you can see within 30ft of you deals Damage to you or forces you to make a Saving Throw, you can use your Reaction and spend 2 Tempo Points to force it to make a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Frightened|Frightened]] of you until the end of your next turn. At the end of each of your turns while a creature is [[Conditions#Frightened|Frightened]] of you in this way, you can spend 1 Tempo Point to force the creature to make another Wisdom Saving Throw. On failed Save, the creature remains [[Conditions#Frightened|Frightened]] of you until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unkindness in Turn ====&lt;br /&gt;
&#039;&#039;5th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action and spend 2 Tempo Points to teleport to an unoccupied space within 5ft of a creature that is within 30ft of you and is [[Conditions#Frightened|Frightened]] of you. The creature then makes a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Paralyzed|Paralyzed]] form its fear until the end of its next turn.&lt;br /&gt;
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&lt;br /&gt;
==== Futility ====&lt;br /&gt;
&#039;&#039;11th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once on each of your turns when you hit a creature with a Melee Weapon Attack, you can spend 1 Tempo Point to force the target of the Attack to make a Wisdom Saving Throw. On a failed Save, the target is [[Conditions#Slowed|Slowed]] and has Disadvantage on Saving Throws against being [[Conditions#Frightened|Frightened]] until the end of its next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vengeance of the Swarm ====&lt;br /&gt;
&#039;&#039;17th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A black mist of ethereal ravens surges from you to enact your revenge. When a creature deals Damage to you, you can use your Reaction and spend 4 Tempo Points to cause that creature to lose a number of Hit Points equal to the amount of Damage it dealt to you this turn.&lt;br /&gt;
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&lt;br /&gt;
== Stone Dragon ==&lt;br /&gt;
Like the plates that shift about the world&#039;s surface, you leave a lasting impact on every person you encounter. Followers of the Stone Dragon discipline put great thought that each spoken word and each action belonging to them is not glib. Techniques of the Stone Dragon disciple focus on using the earth to keep you centered, and landing decisive blows.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stoicism ====&lt;br /&gt;
&#039;&#039;Stone Dragon Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Expression is a powerful thing that is best not used frivolously. Speak and act when your words and actions further your path, and make sure each word strikes with the impact of a falling boulder.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dragon Sentinel ====&lt;br /&gt;
&#039;&#039;Stone Dragon Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you create a Dragon Statue in an unoccupied space within 30ft of you. This Dragon Statue is a Medium object, and lasts for 1 minute or until you lose Concentration on the effect. This Dragon Statue has an AC of 13 + your Wisdom Modifier, and has a number of Hit Points equal to twice your Disciple Level. It has Immunity to Poison and Psychic Damage, and Immunity to all [[Conditions]]. If the Dragon Statue is forced to make an Ability Check or Saving Throw, it treats all of its Ability Scores as 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The area within 10ft of the Dragon Statue is considered Difficult Terrain to creatures of your choice. When you create the Dragon Statue, and as a Bonus Action on subsequent turns, you can move the Dragon Statue up to 15ft.&amp;lt;br&amp;gt;&lt;br /&gt;
If you summon the Dragon Statue within 5ft of a creature, and as a Reaction whenever a creature moves within 5ft of it, you can cause the Dragon to make a Melee Spell Attack targeting that creature using Wisdom for the Attack Bonus. On a hit, the Attack deals Magical Piercing Damage equal to 1d8 + your Wisdom Modifier to the target, additionally, the target is Slowed until the end of your next turn.&lt;br /&gt;
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==== Roots of Earth ====&lt;br /&gt;
&#039;&#039;2nd Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you would be knocked [[Conditions#Prone|Prone]], you can spend 1 Tempo Point to hook into the earth. When you do, you can&#039;t be knocked [[Conditions#Prone|Prone]] or moved against your will until the end of your next turn.&lt;br /&gt;
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&lt;br /&gt;
==== Mountain Hammer ====&lt;br /&gt;
&#039;&#039;5th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can spend 2 Tempo Points to embed it into a fissure below it. The target must make a Strength Saving Throw. On a failed Save, the target is knocked [[Conditions#Prone|Prone]]. If the target is already [[Conditions#Prone|Prone]], it is [[Conditions#Restrained|Restrained]] until the end of its next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Earthbound ====&lt;br /&gt;
&#039;&#039;11th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to [[Conditions#Petrified|Petrify]] yourself until the start of your next turn. While [[Conditions#Petrified|Petrified]] in this way, all Damage you take is halved, and your form can&#039;t be changed by any means. Additionally, the earth around your feet attempts to encase those around you. Each creature within 15ft of you must make a Dexterity Saving Throw. On a failed Save, a creature is Restrained until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Breath of Ages ====&lt;br /&gt;
&#039;&#039;17th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 5 Tempo Points to exhale an eroding mist that originates from either you or your Dragon Sentinel. All creatures in a 60ft Emanated Cone, which spreads around corners, must make a Constitution Saving Throw. On a failed Save, a creature&#039;s body becomes heavy and sluggish until the end of your next turn, causing it to become [[Conditions#Slowed|Slowed]] and [[Conditions#Dazed|Dazed]]. When you hit a creature either [[Conditions#Slowed|Slowed]] or [[Conditions#Dazed|Dazed]] in this way, you can cause it to become [[Conditions#Petrified|Petrified]] until the end of your next turn.&lt;br /&gt;
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== Titan Fury ==&lt;br /&gt;
The path of the warrior is full of rivals and obstacles. Followers of the Titan Fury discipline make it their goal to shatter the competition and make it clear that their power is absolute. Techniques of the Titan Fury discipline focus on demolishing the weak and cowardly and ripping through attempts at stopping your advance.&lt;br /&gt;
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&lt;br /&gt;
==== Power ====&lt;br /&gt;
&#039;&#039;Titan Fury Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It is not enough to merely defeat your enemies; you must overcome them and demonstrate the gap in your abilities. You must prove to yourself and to the world that your might is unrivaled.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blood of the Ancients ====&lt;br /&gt;
&#039;&#039;Titan Fury Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can bolster your form. When you do, you gain Temporary Hit Points equal to your Wisdom Modifier + half your Disciple Level, which last for 1 minute. While you have these Temporary Hit Points, you add half your Wisdom Score (rounded up) to any Strength Check you make.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 5th Level in this class, while you have these Temporary Hit Points, your Size grows to Large if you are not already Large or larger. Your equipment grows to match your new Size. If there isn&#039;t enough room to grow to Large, you grow to the maximum Size possible with the space available.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power Overwhelming ====&lt;br /&gt;
&#039;&#039;2nd Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit on a Melee Weapon Attack, you can use your Bonus Action and spend up to 5 Tempo Points. the target of the Attack is pushed 5ft away from you for each Tempo Point spent.&amp;lt;br&amp;gt;&lt;br /&gt;
If this movement would force the target to impact a creature, object, or structure, both the creature and the creature, object, or structure it impacted with takes 1d6 Bludgeoning Damage for every 5ft of movement remaining to be pushed.&lt;br /&gt;
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==== Cull the Meek ====&lt;br /&gt;
&#039;&#039;5th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who seek to mar you without facing you deserve a swift punishment. When a creature you cannot see hits you with a Melee Attack, or a creature hits you with a Ranged Attack, you can use your Reaction and spend 3 Tempo Points to reduce the Damage dealt by 1d10 + your Wisdom Modifier, the creature then makes a Wisdom Saving Throw. On a failed Save, the target takes Psychic Damage equal to the amount you reduced the Damage by.&lt;br /&gt;
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==== Titan&#039;s Will ====&lt;br /&gt;
&#039;&#039;11th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn, you can spend 4 Tempo Points to remove one of the following [[Conditions]]: [[Conditions#Blinded|Blinded]], [[Conditions#Charmed|Charmed]], [[Conditions#Dazed|Dazed]], [[Conditions#Deafened|Deafened]], [[Conditions#Frightened|Frightened]], [[Conditions#Incapacitated|Incapacitated]], [[Conditions#Paralyzed|Paralyzed]], [[Conditions#Poisoned|Poisoned]], [[Conditions#Slowed|Slowed]], or [[Conditions#Stunned|Stunned]],&lt;br /&gt;
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&lt;br /&gt;
==== Arduos Wrath ====&lt;br /&gt;
&#039;&#039;17th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 4 Tempo Points to slam into the earth. Every creature of your choice in a 30ft Emanated Cone must make a Constitution Saving Throw. On a failed Save, a creature is [[Conditions#Stunned|Stunned]] for 1 minute.&lt;br /&gt;
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&lt;br /&gt;
= Sublime Journeys =&lt;br /&gt;
== Journey of the Blade Dancer ==&lt;br /&gt;
A single swing of the blade is often more than it appears, and this is especially true for a disciple that follows the Journey of the Blade Dancer. Blade Dancers are disciples whose bodies have all but merged with the ripples around them. Their newfound magical senses drive them to seek out flexibility in the execution of their steps and techniques. Their precise, sweeping motions cut into the fabric of magic itself, infusing them with supernatural acrobatic ability and elegance in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Blade Dancer Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blade Dance|Blade Dance]] || 3rd || When you miss on Melee Weapon Attacks, you can deal Force Damage to the target instead, and when you make a Melee Weapon Attack against a creature it can&#039;t make Opportunity Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Elegance|Elegance]] || 3rd || You get Proficiency in Performance and add your Wisdom Modifier to your Charisma (Performance) Checks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Evasion|Evasion]] || 7th || You&#039;re better against Dexterity Saving Throws to take half Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Accelerando|Accelerando]] || 11th || You add your Wisdom Modifier to your Melee Weapon Attack&#039;s Damage Rolls&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Rushing Agility|Rushing Agility]] || 14th || You can Jump better, run up walls and across water, and can take the Dodge Action as a Bonus Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Free Stride|Free Stride]] || 18th || You&#039;re always under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blade Dance ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your strikes are followed by magical ripples that echo your intent. Whenever you miss on a Melee Weapon Attack you can deal Force Damage to the target of the Attack equal to your Wisdom Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you make a Melee Attack against a creature, that creature can&#039;t make Opportunity Attacks against you until the start of your next turn. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elegance ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in Performance and you add your Wisdom Modifier to your Charisma (Performance) Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evasion ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can nimbly dodge out of the way of certain area effects. When an effect would force you to make a Dexterity Saving Thrown that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Accelerando ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add your Wisdom Modifier to the Damage Rolls of your Melee Weapon Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you can take the Dash Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rushing Agility ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your mastery of the weight of your body allows you to defy natural limitations. When you Jump, you can use your remaining Speed to determine the maximum distance, you can also Jump your full distance without needing a running start.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, You gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also take the Dodge Action as a Bonus Action. You can take this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Free Stride ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are permanently under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]] Spell. You use Wisdom as your Spellcasting Ability for the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the Collector ==&lt;br /&gt;
Most often the Journey of the Collector begins with a recurrent dream of an infinite field littered with weaponry from across the ages. Within this space you are free to use and manipulate, form and reform the weaponry and landscape as you see fit, perpetually in pursuit of the perfect arsenal. This dream repeats, becoming more and more lucid until you awaken amidst a cloud of flying armaments that flow along to your whims, and from that day each weapon you touch, and each alteration you make in your dreams, will reflect in your control over your magical arsenal.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Collector Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Bound Arsenal|Bound Arsenal]] || 3rd || You can bind Weapons to your Arsenal, a mystical storm of Weapons you can summon at will&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Conjure Weapons|Conjure Weapons]] || 3rd || You can summon your Arsenal and arrange into one of three formations&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blade Affinity|Blade Affinity]] || 7th || You can learn information about what was done with Weapon&#039;s by studying them&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Ultimate Arsenal|Ultimate Arsenal]] || 11th || All the ways you can use your Arsenal improve&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Conjured Body|Conjured Body]] || 14th || While you have your Arsenal summoned, you can fly&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Dream Gate|Dream Gate]] || 18th || You can summon a ton of Weapons to Attack enemies&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bound Arsenal ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to call upon an Arsenal of Weapons you store within your mind. You must bind Weapons to yourself in order to call upon them. If you hold a Weapon and meditate for 1 hour, which can be done during a Short or Long Rest, you can bind the Weapon to your Arsenal, causing it to disappear into an extradimensional space.&amp;lt;br&amp;gt;&lt;br /&gt;
When you summon your Arsenal with your Conjure Weapons feature, this Weapon is summoned within it while it is bound to you.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have a number of Weapons bound in this way equal to your Wisdom Modifier + your Disciple Level. A weapon becomes unbound 24 hours after you die or you unbind it as an Action, causing it to appear at your feet. Sentient Weapons must agree to be bound, and can choose to unbind themselves at any point.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Conjure Weapons ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can conjure or dismiss your Arsenal of bound Weapons, which hover in your space and can easily be reached, as a Bonus Action. The Weapons that are part of this Arsenal deal Force Damage instead of their normal Damage Type, and gain the Thrown (20/60). Whenever you throw an Arsenal Weapon it immediately returns to your space after the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you make a Weapon Attack and are not wielding any Weapons or Shields, you can mentally direct a single Weapon in your Arsenal to Attack if you were wielding with one or two hands (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
When you conjure your Arsenal, and as a Bonus Action on subsequent turns while the Arsenal is summoned, you can choose one of the following formations for the Weapons to take:&lt;br /&gt;
*&#039;&#039;&#039;Assault.&#039;&#039;&#039; Your Arsenal poises to Attack. Ranged Attacks made with your Arsenal do not suffer Disadvantage due to attacking at Long Range or from being within 5ft of a hostile creature. Your Attacks made with your Arsenal ignore 1/2 and 3/4 Cover.&lt;br /&gt;
*&#039;&#039;&#039;Storm.&#039;&#039;&#039; Your Arsenal becomes a chaotic flurry. The area within 5ft of you becomes Difficult Terrain to all creatures of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Ward.&#039;&#039;&#039; Your Arsenal forms a protective barrier. The first time you take Damage on a turn, it is reduced by an amount equal to your Wisdom Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blade Affinity ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can read into a Weapon&#039;s history through mere touch. Over the course of 1 minute, you can analyze a Weapon you are holding. At the end of the minute, you glean one of the following pieces of information (DM&#039;s choice):&lt;br /&gt;
*A clear picture of the Weapon&#039;s last wielder as it drew the Weapon for combat.&lt;br /&gt;
*A glimpse of a magical ability the last wielder of the Weapon used while wielding the Weapon.&lt;br /&gt;
*Whether the last wielder used the Weapon with malicious, honorable, protective, or some other form of intent.&lt;br /&gt;
*A glimpse of the last creature felled by this Weapon.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Once you use this feature to analyze a Weapon, you can&#039;t use it again until it has been used to make an Attack in combat targeting a hostile creature that can retaliate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ultimate Arsenal ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At 11th level, both your control and the quality of your arsenal have heightened, causing your formations to improve:&lt;br /&gt;
*&#039;&#039;&#039;Assault.&#039;&#039;&#039; Any Attack made with Weapons from your arsenal deal an additional 1d8 Damage.&lt;br /&gt;
*&#039;&#039;&#039;Storm.&#039;&#039;&#039; The Weapons expand into the area within 15 ft of you instead of 5 ft.&lt;br /&gt;
*&#039;&#039;&#039;Ward.&#039;&#039;&#039; The Damage is reduced by twice your Wisdom modifier instead (minimum of 2).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Conjured Body ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned how to merge your body with your Arsenal, embedding within you its fluid movement. While you have your Arsenal conjured, you gain a Flying Speed equal to your Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dream Gate ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can bring out the full force of your arsenal in an instant. As an Action, you create a visage of your field behind you and conjure 100 Weapons all around you. Choose any number of creatures within 120ft of you, and dedicate 100 Projectiles among them, a creature can only be dedicated to 10 Projectiles. All chosen creatures must make a Dexterity Saving Throw. On a failed Save a creature takes 1d8 Force Damage for each Projectile dedicated to it, or half as much Damage on a successful Save. These Weapons disappear at the end of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the Rider ==&lt;br /&gt;
Some Disciples feel a strong connection to the Tempo of certain animals, often used as mounts, like horses, camels, llamas, donkeys, or the occasional dragon. Through the connection of this Tempo, these Disciples bond with a mount which they attune to and become one with.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Rider Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Mount-Borne|Mount-Borne]] || 3rd || You cast the [[Level 2#Find Steed|Find Steed]] Spell at the end of a Long Rest, and you get more options for what you can summon&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#One with the Steed|One with the Steed]] || 3rd || While riding a mount you and the mount get a bunch of buffs&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Defensive Rhythm|Defensive Rhythm]] || 7th || While riding a mount, you and the mount get increases to AC and and make Attacks if someone Attacks the other&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Expanding Steeds|Expanding Steeds]] || 11th || You can cast the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell instead at the end of a Long Rest, you also get more options for what you summon&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#From the Horseback to the Sky|From the Horseback to the Sky]] || 14th || Mounts you summon with the [[Level 2#Find Steed|Find Steed]]  or [[Level 2#Find Greater Steed|Find Greater Steed]] Spells, or that you spend an hour bonding to, gain a Flying, Swimming, and Climbing Speed equal to its Walking Speed and can breathe underwater&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Unrivaled Haste|Unrivaled Haste]] || 18th || While mounted, you and the mounter are permanently under the effects of the [[Level 3#Haste|Haste]] Spell&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mount-Borne ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You begin to learn to tie yourself to the mounts of the world. At the end of a Long Rest, you can non-magically replicate the effects of the [[Level 2#Find Steed|Find Steed]] Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you replicate the Spell in this way, you can also summon one of the following creatures: Axe-Beak, Cow, Crocodile, Giant Goat, Giant Lizard, Giant Snail, Hadrosaurus, Hippocamp, Jaculi, Riding Horse, Walrus, Warhorse Skeleton, Worg.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== One with the Steed ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You boom win tune with the creatures you are riding. You gain the following benefits while riding a mount:&lt;br /&gt;
*You have Advantage on Saving Throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10ft, you do not fall [[Conditions#Prone|Prone]] if you aren&#039;t [[Conditions#Incapacitated|Incapacitated.]]&lt;br /&gt;
*Mounting or dismounting a creature costs you only 5ft of movement, rather than half your Speed.&lt;br /&gt;
*Whenever you begin riding a mount, you can cause it to gain a number of Maximum Hit Points equal to twice your Disciple Level for the next 8 hours or until you give these Maximum Hit Points to a different mount.&lt;br /&gt;
*You can communicate telepathically with the mount for the next 24 hours. It can respond to you telepathically as if it had an Intelligence Score of 8 for the same Duration unless its Intelligence is higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Defensive Rhythm ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you are riding a mount, you gain the following benefits:&lt;br /&gt;
*The mount gains a bonus to its AC equal to your Wisdom Modifier.&lt;br /&gt;
*You gain a bonus to your AC equal to the mount&#039;s Wisdom Modifier&lt;br /&gt;
*When you are hit by a Melee Attack, the mount can use its Reaction to make an Attack against the creature that hit you with the Attack.&lt;br /&gt;
*When the mount is hit by a Melee Attack, you can use you Reaction to make an Attack against the creature that hit the mount with the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanding Steeds ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you finish a Long Rest, you can instead replicate the effects of the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell. When you do you gain the following list of creatures that you can also summon: Allosaurus, Ankheg, Auroch, Axe-Beak, Brown Bear, Camel, Carrion Crawler, Cave Bear, Cow, Crag Cat, Crocodile, Dinosaur Skeleton, Dragonnel, Elk, Female Steeder, Gelatinous Cube, Giant Boar, Giant Constrictor Snake, Giant Crayfish, Giant Eagle, Giant Elk, Giant Goat, Giant Hyena, Giant Lizard, Giant Octopus, Giant Snail, Giant Spider, Giant Strider, Giant White Moray Eel, Hadrosaurus, Hippocamp, Hunter Shark, Ice Spider Queen, Jaculi, Lion, Mastiff, Moorbounder, Plesiosaurus, Pony, Quetzalcoatl, Riding Horse, Sabre-Tooth Tiger, Skyjek Roc, Star Lancer, Tiger, Two-Headed Crocodile, Walrus, Warhorse, Warhorse Skeleton, Worg.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== From the Horseback to the Sky ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you summon a Steed with the [[Level 2#Find Steed|Find Steed]] or [[Level 4#Find Greater Steed|Find Greater Steed]] Spells, or similar effects, it gains a Flying, Swimming, and Climbing Speed equal to its Walking Speed. Additionally, mounts you summon in this way can breathe both air and water.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 hour bonding to a mount that you didn&#039;t summon with these Spells, which can be performed during a Short or Long Rest. After this bonding is complete that mount gains these benefits as well. You remain bonded with a mount until you bond with a different mount or have not ridden it for 10 days.&lt;br /&gt;
Additionally, while mounted you can breathe both air and water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unrivaled Haste ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your mounts has expanded to a great intensity. While you are riding a mount, you and the mount gain the benefits of the [[Level 3#Haste|Haste]] Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the War God ==&lt;br /&gt;
A disciple who follows the Journey of the War God is unmistakable on the battlefield by the manifestation of their soul fighting alongside them, often taking the form of spectral arms or a looming figure at their back. The influence of tempo can reach further than most would think; after all, everything moves, even your own spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Disciples that define themselves by intense emotions, or a need to prove their own self worth, can develop a sensitivity to the movements of their soul. After enough time, the disciple gains the ability to summon and wield this element of their soul in combat. Legends speak of disciples that attain definite control, and ultimately learn to harness the divine spark that resides within them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ War God Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Spirit of the War God|Spirit of the War God]] || 3rd || You can summon ethereal arms which can make more Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Cosmic Presence|Cosmic Presence]] || 7th || You can try make creatures be more susceptible to your Charisma and Wisdom Checks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Encroaching Omniscience|Encroaching Omniscience]] || 11th || When you make an Attack with a Reaction, you can make an additional Attack as part of that Reaction, you can also draw and stow a ton of Weapons with you Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Lens of Truth|Lens of Truth]] || 14th || You get Truesight out to a Range of 120ft&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Shard of Divinity|Shard of Divinity]] || 18th || Your Weapon Attacks and Discipline Techniques ignore Resistance and Immunity to Damage, you also don&#039;t get frail while aging, your soul can&#039;t be trapped or destroyed, and you can&#039;t be an Undead unless you want to be&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit of the War God ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your passion can call forth the part of your soul that revels in the glory of battle. As a Bonus Action or when you roll Initiative, you can manifest or dismiss two spectral arms that are connected to your upper body. When summoned, and as a Free Action on subsequent turns, each arm can perform an Object Interaction. You can control these arms easily, and they act just like your other arms.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can make a single Attack with each Melee Weapon you and your spectral arms are wielding. You don&#039;t add your Ability Modifier to the Damage of these Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 5th Level in this class, you add your Ability Modifier to up to two of the Damage Rolls of the Attacks made with this feature. When you reach 11th Level in this class, you add your Ability Modifier to all of the Damage Rolls of the Attacks made with this feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cosmic Presence ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your inner self has granted you greater presence. You can make a Wisdom (Intimidation) Check in place of a Strength or Charisma (Intimidation) Check, and you can make a Wisdom (Persuasion) Check in place of a Charisma (Persuasion) Check.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, as an Action, you can amplify your presence a hundred fold. Creatures of your choice within 60ft of you must make a Charisma Saving Throw against your Tempo Save DC. On a failed Save, a creature becomes aware of your presence, and you have Advantage on all Wisdom and Charisma Checks made against those creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Action a number of times equal to your Proficiency Bonus, regaining expending uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Encroaching Omniscience ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your soul becomes your vigil, as the shapes of faces can be traced around your head. Whenever you make an Attack as a part of a Reaction, you can make an additional Attack with one of your spectral arms created by your Spirit of the War God feature.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, once per turn when you miss on a Weapon Attack, you can make an additional Weapon Attack with a Weapon being wielded by your spectral arms as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lens of Truth ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your sight ascends towards the sight of the Three, giving you Truesight out to a Range of 120ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shard of Divinity ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have fully reconnected with your soul, unlocking the divine power within it. You gain Resistance to Damage dealt by Weapon Attacks. Additionally, Damage you deal with Weapon Attacks or Discipline Techniques ignore Resistance and Immunity.&amp;lt;br&amp;gt;&lt;br /&gt;
You no longer suffer the frailties of old age, your soul cannot be stolen, trapped, or destroyed, and you cannot be raised as an undead if you are not willing apart from divine intervention.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Disciple&amp;diff=4440</id>
		<title>Disciple</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Disciple&amp;diff=4440"/>
		<updated>2026-06-22T13:42:53Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Disciple */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Disciple =&lt;br /&gt;
A Kethie woman strides calmly through a forest glade, smirking as she subtly grips her sheathed blade. She closes her eyes as brigands leap from the surrounding brush. Before they can even shout their demands, the woman&#039;s blade makes a wide arc at the group. Each&lt;br /&gt;
brigand manages to barely dodge her preemptive strike, but their movements suddenly stop as they start to draw their blades. A large wound appears across each of their torsos where her blade had grazed them, and then they slump to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
Atop a grassy plateau, a lone human figure stands in total focus amidst a swarm of hovering spectral blades. Like a masterful conductor, the figure directs the blades to fluidly strike the targets painted on the stones around. With a quiet whisper of pride, the figure recalls the blades before willing them to fall to dust and blow away with the wind.&amp;lt;br&amp;gt;&lt;br /&gt;
A battle rages upon a blood-soaked field overlooked by a regal keep. In its center, stands a lone battle-worn minotaur fighting for his life. A pair of hulking spectral arms sprout from his back, allowing the tiefling to wield four axes at once. He charges into a group of soldiers, wreathing himself in flames as the lone figure carves into the enemy line. Each step taken could be his last, yet the tiefling fights with the widest of grins.&amp;lt;br&amp;gt;&lt;br /&gt;
Although these warriors fight using a diverse range of extraordinary methods, they are all disciples. Disciples are defined by their mystical fighting styles and the introspective focus that gives purpose to their training. For a disciple, combat is a conduit of self-improvement, and battlefields exist to test the strength of ideals.&amp;lt;br&amp;gt;&lt;br /&gt;
The key to a disciple&#039;s magic prowess is awareness and focus. Every movement a creature makes causes a small, nearly imperceptible ripple across elements of the weave of magic. Using their ideals as an anchor for their focus, disciples enter a state of utter clarity where they can perceive and read these ripples, ultimately utilizing the power within these ripples—called tempo—to fuel their mystical techniques. As a disciple grows and solidifies their grasp on their ideals, their ability to maintain this focus increases drastically, improving their martial abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
A disciple&#039;s ideals are represented in their fighting style by the sublime disciplines they follow. While some disciples discover these paths themselves, others learn them from masters of the art. Each sublime discipline holds one ideal above all others, and it serves as the anchor for the tempo techniques of that discipline. As a result, combat using these disciplines is a form of self expression and an opportunity to refine one&#039;s philosophy. The danger and rigor of the battlefield provides the perfect situation to test the disciple&#039;s focus, their understanding of themselves, and their values.&amp;lt;br&amp;gt;&lt;br /&gt;
Because of this predisposition towards experience and conflict, it is rare you&#039;ll find a disciple that stays in one place for too long, or subsisting under the yoke of military regulation. They are natural wanderers, and tend to flock towards interesting people that may lead them to greater challenges and adventures. Such people often prove to be worthy rivals and life-long friends for the wandering disciple: the perfect sparks to ignite the flames of inspiration.&amp;lt;br&amp;gt;&lt;br /&gt;
To a disciple, survival is often secondary to growth. To that end, you may yet find disciples working as sellswords or mercenaries in an attempt to find new conflicts to test themselves. Each and every fight is an opportunity to push past one&#039;s limits, and test not only ability, but also their willpower and determination. The path of the disciple is one filled with decision. Each must decide which disciplines to pursue and which to discard, as the path to perfection is littered with broken philosophies and weak hearts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Tempo Points !! Disciplines Known !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || [[Disciple#Instinct Driven|Instinct Driven]], [[Disciple#Sublime Discipline|Sublime Discipline]], [[Disciple#Martial Intuition|Martial Intuition]] || - || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || [[Disciple#Tempo|Tempo]], [[Disciple#Fighting Style|Fighting Style]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 2 || 1 || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || [[Disciple#Alacrity|Alacrity]], [[Disciple#Sublime Journey|Sublime Journey]] || 3 || 1 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 3 || 2 || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || [[Disciple#Extra Attack|Extra Attack]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 4 || 2 || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || [[Disciple#Rhythm in the Air|Rhythm in the Air]] || 4 || 2 || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || [[Disciple#Sublime Journey|Sublime Journey Feature]] || 5 || 3 || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 5 || 3 || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || [[Disciple#Sublime Journey|Sublime Journey Feature]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 6 || 3 || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || [[Disciple#Blind Sense|Blind Sense]] || 6 || 4 || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || [[Disciple#Sublime Journey|Sublime Journey Feature]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 7 || 4 || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 7 || 4 || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || [[Disciple#Imprinted Growth|Imprinted Growth]] || 8 || 4 || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || [[Disciple#Sublime Journey|Sublime Journey Feature]] || 8 || 4 || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || [[Disciple#Timeless Body|Timeless Body]], [[Disciple#Quick Rest|Quick Rest]] || 9 || 4 || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 9 || 4 || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 10 || 4 || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || [[Disciple#Tempo Mastery|Tempo Mastery]], [[Disciple#Sublime Journey|Sublime Journey Feature]] || 10 || 4 || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 10 || 4 || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || [[Disciple#Great Mastery|Great Mastery]] || 10 || 4 || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d10 per Disciple Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 10 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d10 (increase to 6) + your Constitution Modifier per Disciple Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Heavy Armor|Heavy Armor]], and [[Armor and Weapons#Shields|Shields]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; One [[Adventuring Gear#Tools|Set of Tools]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Wisdom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Athletics, History, Insight, Intimidation, Perception, Performance, Religion, and Sleight of Hand&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Leather Armor]] or [[Armor and Weapons#Medium Armor|Scale Mail]] or [[Armor and Weapons#Heavy Armor|Chain Mail]], a [[Armor and Weapons#Martial Weapons|Martial Weapon]], a [[Armor and Weapons#Martial Weapons|Martial Weapon]] or a [[Armor and Weapons#Shields|Shield]], two [[Armor and Weapons#Simple Melee Weapons|Javelins]], three [[Armor and Weapons#Simple Melee Weapons|Daggers]], and an [[Equipment Packs|Equipment Pack]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Disciple Features Summarized&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Instinct Driven|Instinct Driven]] || 1st || You&#039;re more powerful in the first seconds of combat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Sublime Discipline|Sublime Discipline]] || 1st || You master Sublime Disciplines, arts of combat unique to Disciples&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Martial Intuition|Martial Intuition]] || 1st || When you hit creatures with Attacks, you can learn information about the target&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Tempo|Tempo]] || 2nd || You get Tempo Points that fuel some features of your Sublime Disciplines&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Fighting Style|Fighting Style]] || 2nd || You choose a way of fighting that you&#039;re good at&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Alacrity|Alacrity]] || 3rd || Your Speed increases by 10ft and you add your Wisdom to your Initiative&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Sublime Journey|Sublime Journey]] || 3rd || You choose your subclass, and gain features at 3rd, 7th, 11th, 14th, and 18th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 10th 12th, 16th, and 19th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Rhythm in the Air|Rhythm in the Air]] || 6th || You add your Wisdom Modifier to Initiative Rolls and can&#039;t be Suprised while conscious&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blind Sense|Blind Sense]] || 10th || You get Blindsight out to a Range of 30ft&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Imprinted Growth|Imprinted Growth]] || 13th || You get Proficiency with either Dexterity or Constitution Saving Throws&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Timeless Body|Timeless Body]] || 15th || You stop aging and don&#039;t need to eat&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Quick Rest|Quick Rest]] || 15th || You can Long Rest in half the normal amount of time&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Tempo Mastery|Tempo Mastery]] || 18th || When you Dodge, you can take the Attack Action as a Bonus Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Great Mastery|Great Mastery]] || 20th || All the techniques from one of your Sublime Disciplines are free&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Instinct Driven ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your body immediately responds to the danger, granting you immense leverage when a fight starts. During the first round of combat, your Speed increases by 15 feet, Opportunity Attacks against you are made at Disadvantage, and your first Attack is made with Advantage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sublime Discipline ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A disciple&#039;s path begins with learning Sublime Disciplines. A Sublime Discipline is a kind of mystical martial art. Each Discipline is centered on an ideal for the disciple to understand and internalize. Choose one Sublime Discipline to learn, detailed at the end of the class description. When you gain certain Levels in this class, you learn new Sublime Disciplines, as shown on the Disciplines Known column of the Disciple table.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Sublime Discipline gives you a Signature Art, the foundational technique of the Discipline. You can invoke the Signature Art of a Sublime Discipline you know a number of times equal to your Wisdom Modifier, regaining expended uses at the end of a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Every Discipline also has a list of Discipline Techniques that require you to reach certain Levels in this class to use, you must meet the Level listed in the italics under the name of the Discipline Technique to be able to use it. These Techniques require you to spend Tempo Points described in your Tempo feature.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, if a Discipline Technique or Signature Art granted by a Discipline, it uses your Tempo Save DC, which has a DC of 8 + your Wisdom Modifier + your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Martial Intuition ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your opponents&#039; blows radiate a certain rhythm that your body has learned to read. When a creature Attacks you or forces you to make a Saving Throw, you can use your Reaction to learn one of its following capabilities of your choice:&lt;br /&gt;
*You learn if one of its Ability Scores of your choice is higher, lower, or equal to yours.&lt;br /&gt;
*You learn if any of Speeds are higher, lower, or equal to one of your Speeds of your choice.&lt;br /&gt;
*You learn if the target is under the effects a Spell or magical effect.&lt;br /&gt;
*You learn if the target has Proficiency with at least one [[Armor and Weapons#Martial Weapons|Martial Weapon]].&lt;br /&gt;
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tempo ====&lt;br /&gt;
&#039;&#039;2nd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to perceive and utilize the power in ambient ripples of the world, called Tempo. Your access to this mystical energy is represented by a pool of Tempo Points. Your Disciple Level determines the number of Tempo Points the pool can hold, which is shown in the Tempo Points column of the Disciple table.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend these Tempo Points to fuel various Discipline Techniques granted by your Sublime Disciplines.&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you regain all spent Tempo Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fighting Style ====&lt;br /&gt;
&#039;&#039;2nd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:&lt;br /&gt;
*&#039;&#039;&#039;Archery.&#039;&#039;&#039; You gain a +2 bonus to Attack Rolls you make with [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]].&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting.&#039;&#039;&#039; You have Blindsight out to 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Defense.&#039;&#039;&#039; While you are wearing [[Armor and Weapons#Armor|Armor]], you gain a +1 bonus to AC.&lt;br /&gt;
*&#039;&#039;&#039;Dueling.&#039;&#039;&#039; When you are wielding a [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] in one hand and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +2 bonus to Damage Rolls with that [[Armor and Weapons#Weapons|Weapon]].&lt;br /&gt;
*&#039;&#039;&#039;Melee Marksman.&#039;&#039;&#039; You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]] when creatures within 5ft of you move away from you.&lt;br /&gt;
*&#039;&#039;&#039;Mounted Warrior.&#039;&#039;&#039; Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked [[Conditions#Prone|Prone]].&lt;br /&gt;
*&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a [[Armor and Weapons#Shields|Shield]].&lt;br /&gt;
*&#039;&#039;&#039;Shield Warrior.&#039;&#039;&#039; You can use a [[Armor and Weapons#Shields|Shield]] as a [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]], dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a [[Armor and Weapons#Shields|Shield]] and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +1 Bonus to your Attack Rolls and Armor Class.&lt;br /&gt;
*&#039;&#039;&#039;Thrown-Weapon Fighting.&#039;&#039;&#039; You can draw a [[Armor and Weapons#Weapons|Weapon]] as part of an Attack made with a Thrown [[Armor and Weapons#Weapons|Weapon]]. In addition, when you hit with a Ranged Attack using a Thrown [[Armor and Weapons#Weapons|Weapon]], you gain a +2 bonus to the Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Two-Weapon Fighting.&#039;&#039;&#039; When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed Fighting.&#039;&#039;&#039; You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren&#039;t wielding any [[Armor and Weapons#Weapons|Weapon]] or [[Armor and Weapons#Shields|Shields]], your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature [[Conditions#Grappled|Grappled]] by you.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Fighting.&#039;&#039;&#039; While wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alacrity ====&lt;br /&gt;
&#039;&#039;3rd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add your Wisdom modifier to your Initiative Rolls. Your Speed increases by 10ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sublime Journey ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 11th, 14th, and 18th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the following Sublime Journeys to represent the personal journey you have embarked upon that shapes your skills and draws you towards certain innate magical talents.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sublime Journeys&lt;br /&gt;
|-&lt;br /&gt;
! Sublime Journey !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Blade Dancer|Journey of the Blade Dancer]] || 1 || You master blades and the art of using those blades and your body, becoming one with world, extremely agile, and deadly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Collector|Journey of the Collector]] || 3 || You collect a hoard of blades and weaponry from around the world, stashing them in an ethereal arsenal which you summon in combat as a whirling storm, a defensive wall of weapons, or poised to strike.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Rider|Journey of the Rider]] || 3 || You bond with the rhythm of mounts, becoming almost one with the creatures you ride, gaining an almost magical ability to summon such creatures to aid you.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the War God|Journey of the War God]] || 2 || You embody the divinity within you, summoning additional arms to attack for you while cutting down the force of personality of others, causing them to easily submit to your gloriousness.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 10th, 12th, 16th, and 18th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;5th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make an additional Attack whenever you take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rhythm in the Air ====&lt;br /&gt;
&#039;&#039;6th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your body&#039;s familiarity with Tempo allows it to react to conflict even when your mind lags behind. you add your Wisdom Modifier to your Initiative Rolls and you can&#039;t be Surprised while you are conscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blindsight ====&lt;br /&gt;
&#039;&#039;10th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are able to detect the thin ripples of magic caused by the subtle movements of hidden creatures. You gain Blindsight out to a Range of 30ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Imprinted Growth ====&lt;br /&gt;
&#039;&#039;13th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in either Dexterity or Constitution Saving Throws (your choice).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Timeless Body ====&lt;br /&gt;
&#039;&#039;15th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Tempo sustains you. You do not age and you cannot be aged magically. You also no longer need food and water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Quick Rest ====&lt;br /&gt;
&#039;&#039;15th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your improved vitality allows you to rest at an accelerated rate. You need half as much time to finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tempo Mastery ====&lt;br /&gt;
&#039;&#039;17th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you can take the Attack Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Great Mastery ====&lt;br /&gt;
&#039;&#039;20th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your growth culminates with you becoming the master of a Discipline. Choose one Sublime Discipline. Whenever you use a Discipline Technique granted by that Sublime Discipline, you regain all Tempo Points you spent at the end of the turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Sublime Disciplines =&lt;br /&gt;
== Ardent Lion ==&lt;br /&gt;
No true warrior fights in isolation; their friends, family, and all their allies follow them into every fight. Ardent Lion disciples fight using rallying cries and by utilizing the strength of their bonds to perform superhuman feats in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Camaraderie ====&lt;br /&gt;
&#039;&#039;Ardent Lion Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your allies are your family, and those bonds are more precious than anything the world can muster. Cherish them and look out for them, for they will make you your best self.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rally ====&lt;br /&gt;
&#039;&#039;Ardent Lion Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you let out a riveting war cry that sends jolts through the bodies of your allies. All creatures of your choice within 30ft of you can use their Reaction to move up to their Speed without provoking Opportunity Attacks. This feature&#039;s Range increase as you gain Levels in this class: You can select creatures within 60ft of you at 5th Level, 90ft at 11th Level, and 120ft at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warding Strike ====&lt;br /&gt;
&#039;&#039;2nd Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 1 Tempo Point to instill hesitation within your target. The target has Disadvantage on the next Attack it makes that does not target you before the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bolstering Bond ====&lt;br /&gt;
&#039;&#039;5th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend up to 5 Tempo Points to bolster yourself and an ally. You and a creature of your choice within 30ft of you gain a number of Temporary Hit Points equal to 1d8 per Tempo Point spent. These Temporary Hit Points last for 1 minute or until you use this Technique again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unified Assault ====&lt;br /&gt;
&#039;&#039;11th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 3 Tempo Points to call in an assault. Choose one creature within 30ft of you, that creature can use its Reaction to make an Attack against the creature you hit with your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fury of the Fallen ====&lt;br /&gt;
&#039;&#039;17th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you see a creature reduce another creature to 0 Hit Points, you can use your Reaction and spend 4 Tempo Points to move up to your Speed and make a single Weapon Attack against the creature that reduced the other creature to 0 Hit Points. If you hit on the Attack, the creature reduced to 0 Hit Points regains a number of Hit Points equal to your Disciple Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Coursing Ember ==&lt;br /&gt;
To live life on the sidelines, bored and discontent, is to not really live life at all. Disciples of the Coursing Ember discipline are fiery individuals who follow their whims and passions to the ends of the earth. Coursing Ember techniques involve spreading radiant flames and gliding through the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Passion ====&lt;br /&gt;
&#039;&#039;Coursing Ember Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your heart must burn like the desert sun. Do not live idly and let opportunities pass you by. Be invested in every action you choose to take, and use the fire in your eyes to guide you into the future.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Salamander Charge ====&lt;br /&gt;
&#039;&#039;Coursing Ember Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can move up to your Speed without provoking Opportunity Attacks. During this movement you can more through a creature&#039;s space as if it were Difficult Terrain but you cannot end your turn there. After this movement, you leave behind a wall of fire that is 10ft high and 1ft thick in the spaces you occupied. This wall lasts for 1 minute or until you lose Concentration on the effect. This wall Lightly Obscures vision. Any creature in the wall when it appears, enters the wall for the first time on a turn, or ends its turn there must succeed on a Dexterity Saving Throw. On a failed Save, a creature takes 1d8 Fire Damage. As you gain Levels in this class, this wall deal additional Damage: It deals 2d8 Fire Damage at 5th Level, 3d8 at 11th Level, and 4d8 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Searing Lashes ====&lt;br /&gt;
&#039;&#039;2nd Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You coat your Weapons in searing flames. When you take the Attack Action, you can spend 1 Tempo Point to increase your Reach by 10ft until the end of your turn. Your Attacks deal Fire Damage instead of their normal Damage Type for the duration, and deal an additional 1d4 Fire Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Leaping Flame ====&lt;br /&gt;
&#039;&#039;5th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature within 60ft of you deals Damage to you, you can use your Reaction to spend 2 Tempo Points to briefly turn into a wisp of flame and fly to an unoccupied space within 5ft of the creature that dealt Damage to you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flaming Stance ====&lt;br /&gt;
&#039;&#039;11th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn, you can spend 2 Tempo Points to engulf yourself in beautiful flames. Until the start of your next turn, you are Immune to Fire Damage, and whenever a creature makes a Melee Attack against you, it takes 1d8 Fire Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bursting Sunspot ====&lt;br /&gt;
&#039;&#039;17th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 3, 4, or 5 Tempo Points to cause the target of your Attack to explode in a blaze of glory. All other creatures within 10ft of you make a Dexterity Saving Throw. On a failed Save a creature takes 6d6 Fire Damage, or half as much Damage on a successful Save. This Range is increased by 10ft for every Tempo Point you spent above 3.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Diamond Mind ==&lt;br /&gt;
Students of the Diamond Mind discipline are renowned for their ability to remain calm in even the most dire of situations. Combat is an equation to be solved, and it is the practice of the Diamond Mind to understand all of its elements. This view lends itself to a prescient combat style, where the practitioner appears able to act in impossibly short spans of time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Order ====&lt;br /&gt;
&#039;&#039;Diamond Mind Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Everything has a cause and an effect. The world may appear chaotic, but a clean layer of order underlies it all. The more you discover and understand this order, the greater a warrior and the more fulfilled an individual you will become.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Quick Draw ====&lt;br /&gt;
&#039;&#039;Diamond Mind Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you roll Initiative at the start of combat, if you aren&#039;t Surprised, you can use a Free Action to move up to half your Speed and make a single Weapon Attack which deals double Damage to objects and structures.&amp;lt;br&amp;gt;&lt;br /&gt;
When you roll Initiative at the start of combat, if you are Surprised, you can use a Free Action to not be Surprised.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prescient Counter ====&lt;br /&gt;
&#039;&#039;2nd Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you are hit with an Attack, you cause your Reaction and spend 2 Tempo Points to gain a Bonus to your AC equal to your Wisdom Modifier against that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flicker Step ====&lt;br /&gt;
&#039;&#039;5th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to choose a creature within 20ft of you. You teleport to an unoccupied space within 5ft of that creature and make a single Melee Weapon Attack targeting all creatures in a 5ft wide Line from the space you occupied before using this Technique to the location you now occupy. After a creature takes Damage from the Attack, if it has a number of Hit Points equal to or less than your Discipline Level at the end of the current turn, it drops to 0 Hit Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ruby Storm Stance ====&lt;br /&gt;
&#039;&#039;11th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you can immediately use your Bonus Action and spend 1 Tempo Point to enter a time-slowing stance. Until the start of your next turn, you can&#039;t be knocked [[Conditions#Prone|Prone]], or move in any way. While in this stance, when a creature within 5ft of you make an Attack against you, you can make a single Weapon Attack targeting that creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Trace ====&lt;br /&gt;
&#039;&#039;17th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 4 Tempo Points to teleport up to 60ft to an unoccupied space and then make a single Melee Weapon Attack against a creature within Reach. This Attack deals an additional 2d8 Force Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
You can teleport and Attack again up to 5 additional times as part of the same Action, but each Attack must target a different creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hero&#039;s Charge ==&lt;br /&gt;
The world is full of monsters and those that would exploit the weak. Hero&#039;s Charge disciples take it upon themselves to become symbols of hope by bringing down great threats for all to see. The techniques of this discipline focus on refining an indomitable will and bringing the mighty down.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Heroism ====&lt;br /&gt;
&#039;&#039;Hero&#039;s Charge Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
People deserve peace and happiness, and so you take it upon yourself to be a tool for their delivery. Overwhelming odds are a welcome challenge, for you must be a beacon of inspiration for as long as there is a soul left to be saved.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Symbol of Hope ====&lt;br /&gt;
&#039;&#039;Hero&#039;s Charge Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you are reduced to 0 Hit Points and at least one creature can see you, you can choose to be reduced to 1 Hit Point instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Topple ====&lt;br /&gt;
&#039;&#039;2nd Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make an Attack, you can spent at least 1 Tempo Point to instead attempt to topple a creature within Reach. The target must make a Strength Saving Throw. On a failed Save, the target falls [[Conditions#Prone|Prone]] and takes 1d8 Bludgeoning Damage for each Tempo Point spent. If the target is Large or larger, it has Disadvantage on the Saving Throw and instead takes 1d10 Bludgeoning Damage for each Tempo Point spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blinding Courage ====&lt;br /&gt;
&#039;&#039;5th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature attempts to [[Conditions#Frightened|Frighten]] a creature within 10ft of you, you can use your Reaction and spend 3 Tempo Points to give all creatures within 10ft of you Immunity to the [[Conditions#Frightened|Frightened]] Condition until the start of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Revolution ====&lt;br /&gt;
&#039;&#039;11th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to make a Melee Weapon Attack against all creatures of your choice within 5ft of you. A creature that is Large or larger takes gains Vulnerability to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tyrant&#039;s Downfall ====&lt;br /&gt;
&#039;&#039;17th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 5 Tempo Points to cause a giant glowing Weapon to appear. This Weapon crashes down in a 60x10ft Cylinder centered on a point you can see within 60ft of you. All creatures of your choice in the Cylinder&#039;s area must make a Charisma Saving Throw. On a failed Save a creature takes 5d12 Radiant Damage, taking half as much Damage on a successful Save. A creature that is Large or larger takes an additional 2d12 Damage for each Size step it is above Medium.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Howling Gaze ==&lt;br /&gt;
It is too often that people chain themselves to the earth and become prisoners of a life they never really enjoyed. Disciples of the Howling Gale put above all else the ability to decide for themselves their next path. Techniques of this discipline focus on being hard to reach and pushing back oppressive advances.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Freedom ====&lt;br /&gt;
&#039;&#039;Howling Gaze Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Life is but a small breeze, fleeting upon the chaotic winds of the universe. Do not waste it carrying undue burdens that leave you crushed. Lift these burdens from yourself and those around you, and reflect on how much more joyous it is to live free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gale Surge ====&lt;br /&gt;
&#039;&#039;Howling Gaze Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you whip a wild gust around your body and briefly become as the wind. This effect lasts 1 minute, or until you lose Concentration on it. For the Duration, you have Advantage on Dexterity Saving Throws, and when a creature misses you with an Attack, you can move 5ft without provoking Opportunity Attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Driving Wind ====&lt;br /&gt;
&#039;&#039;2nd Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action and spend up to 5 Tempo Points to unleash an Emanated Cone of rushing air. The size of the Cone is a number of feet equal to 10 x the number of Tempo Points spent. Creatures of your choice in the Cone must make a Strength Saving Throw. On a failed Save a creature is pushed away from you until they reach an unoccupied space at the end of the Cone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wind Scare ====&lt;br /&gt;
&#039;&#039;5th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action and spend at least 1 Tempo Point to unleash a blade of air forward. Choose up to 3 creatures within 5ft of each other that you can see within 60ft of you, those creatures must make a Dexterity Saving Throw. On a failed Save, a creature takes 1d8 Magical Slashing Damage equal to 1d8 for each Tempo Point spent, or half as much Damage on a successful Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Wind That Talks ====&lt;br /&gt;
&#039;&#039;11th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 3 Tempo Point to become [[Conditions#Invisible|Invisible]]. While you are [[Conditions#Invisible|Invisible]] in this way you are able to move through the space of any creature, as well as through spaces as small as 1 inch gaps without expending additional Speed. You remain [[Conditions#Invisible|Invisible]] until the start of your next turn, you Attack a creature, or you force a creature to make a Saving Throw.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tranquil Windstorm ====&lt;br /&gt;
&#039;&#039;17th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 3 Tempo Points to create a 10ft Moving Emanation of whirling air which lasts until the end of your next turn. Creatures of your choice in ignore Difficult Terrain while in the Emanation, and you can impose Disadvantage on any Ranged Attacks that target a creature within the Emanation. If a creature starts its turn  within the Emanation, you can increase its Speed by 10ft until the end of its turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mercurial Wolf ==&lt;br /&gt;
How can one truly claim to be living when they adhere to the constraining lines of conventional thought? Disciples of the Mercurial Wolf discipline value spontaneity and change, and as such their techniques involve creating complicated and chaotic situations on the battlefield through illusions and trickery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chaos ====&lt;br /&gt;
&#039;&#039;Mercurial Wolf Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Stagnation is the enemy of growth, so it is up to you to make sure that the world is constantly changing. Adapt to the situations you bring about, and through that act you will find completeness.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Quicksilver Pack ====&lt;br /&gt;
&#039;&#039;Mercurial Wolf Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you create an illusory Duplicate of yourself. This Duplicate lasts 1 minute or until you lose Concentration on the effect. The Duplicate appears in an unoccupied space of your choice within 10ft of you that you can see. A Duplicate has the same AC as you and disappears if it takes any Damage. As a Bonus Action, you can move any one Duplicate created with this art up to 30ft to an unoccupied space you can see. Alternatively, you can use your Bonus Action to destroy a Duplicate and teleport to its space. The amount of Duplicates you creature with this art increases when you reach certain Levels in this class: you create 2 Duplicates at 5th Level, 3 at 11th Level, and 4 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mirror Step ====&lt;br /&gt;
&#039;&#039;2nd Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You twirl the world about a creature, disorienting its perception of your position. &lt;br /&gt;
When a creature moves to a space within 5ft of you or one of the Duplicates created by your Quicksilver Pack feature, you can use your Reaction and spend 1 Tempo Point to force that creature to make an Intelligence Saving Throw. On a failed Save, you can teleport to an unoccupied space within 5ft of that creature, and the next Attack the target makes against you or one of your Duplicates is made at Disadvantage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inversion ====&lt;br /&gt;
&#039;&#039;5th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to force a creature that you can see within 30ft of you or one of your Duplicates created by your Quicksilver Pack feature to make a Charisma Saving Throw. On a failed Save, you or one of your Duplicates teleports to a space that creature occupies and that creature teleports into the space of either you or the Duplicate that just teleported. You can only use this Technique if there is enough space of either of these teleportations.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Altered Perspective ====&lt;br /&gt;
&#039;&#039;11th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a Melee Attack targeting you or one of your Duplicates created by your Quicksilver Pack feature misses, you can use your Reaction and spend 3 Tempo Points to force that creature to repeat that Attack against a creature of your choice within Range of the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shifting Sides ====&lt;br /&gt;
&#039;&#039;17th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 4 Tempo Points and attempt to alter a creature&#039;s perception of the battlefield. A creature of your choice within 30ft of you must make an Intelligence Saving Throw to see through the illusion you foist on it. On a failed Save, the target [[Conditions#Dazed|Dazed]] until the start of its next turn, and it immediately makes a Melee Weapon Attack targeting a creature of your choice within its Reach.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Radiant Dove ==&lt;br /&gt;
Disciples who learn the techniques of the Radiant Dove have often seen for themselves that the world is one of pain and suffering. However, they are also ones who have chosen to believe in a better world and act in accordance with that hope. Choosing to succor instead of scorn, to forgive instead of fear, these are the martial peacemakers who fight not because they want to, but because they have to. The Radiant Dove teaches disciples to wield the flow of tempo to influence combats toward reconciliation and protect their allies.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Absolution ====&lt;br /&gt;
&#039;&#039;Radiant Dove Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Maybe you were wronged. Maybe you wronged another. No matter how the tit for tat of hate and harm first ensnared you, you&#039;ve discovered that the only real escape is to move beyond and let go. When pain mounts and wrongs fail to cease, you find refuge through giving up all rancor and ire. They can hurt you no longer.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Swords to Plowshares ====&lt;br /&gt;
&#039;&#039;Radiant Dove Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you blunt a foe&#039;s weapons of war. One creature you can see within 30ft of you makes a Charisma Saving Throw. On a failed Save, a creature has a penalty to its Attack and Damage Rolls equal to your Wisdom Modifier for 1 minute or until your Concentration on the effect ends. A creature under this effect repeats the Save at the end of each of its turns, ending the effect on a successful Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Olive Branch ====&lt;br /&gt;
&#039;&#039;2nd Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 2 Tempo Points as a Bonus Action to offer an exchange of mercy and reprieve. Until the beginning of your next turn, you gain the benefits of the [[Level 1#Sanctuary|Sanctuary]] Spell. This effect doesn&#039;t end if you make an Attack, cast a Spell that affects an enemy, or deal Damage to another creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forbearance Over Fear ====&lt;br /&gt;
&#039;&#039;5th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Reaction when a creature within 30ft of you that can hear you fails a Saving throw, you can spend 3 Tempo Points to speak peace to it. The creature adds your Wisdom Modifier to the Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Other Cheek ====&lt;br /&gt;
&#039;&#039;11th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 or more Tempo Points as a Reaction when a creature deals Damage to you. When you do so, you gain 10 Temporary Hit points for each Tempo Point spent before you take the Damage. These Temporary Hit Points last until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The High Road ====&lt;br /&gt;
&#039;&#039;17th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Forgetting the past gives you the freedom to fly. You can spend 4 Tempo Points as an Action to jump into the air. Each creature of your choice within 15ft of you when you do so make a Wisdom Saving Throw. On a failed Save, a creature falls [[Conditions#Prone|Prone]] and takes 3d12 Radiant Damage. On a successful Save, a creature takes half as much Damage and does not fall Prone. Additionally, until the start of your next turn, you gain a Flying Speed of 60ft and you do not provoke Opportunity Attacks. If you are airborne when you lose this flying speed, you gently descend to the nearest safe terrain below you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Raven&#039;s Gaze ==&lt;br /&gt;
An eye for an eye leaves the world blind, but no wrong ever truly escapes the raven&#039;s gaze. Disciples of the Raven&#039;s Gaze allow no slight against them or their compatriots to go unpunished. Techniques of the Raven&#039;s Gaze revolve around instilling fear in your assailants before bringing them down.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Revenge ====&lt;br /&gt;
&#039;&#039;Raven&#039;s Gaze Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have been wronged. If you haven&#039;t been, you will be. It is your charge to turn your ire upon those who sought to bring you down, and take from them that which you are owed. They tried to bring you to your knees, but now you are hoisted up by the black wings of vengeance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the Conspiracy ====&lt;br /&gt;
&#039;&#039;Raven&#039;s Gaze Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can force a creature you can see to make a Wisdom Saving Throw. On a failed Save, the target&#039;s vision and hearing is overtaken by a swarm of ravens. Until the end of your next turn, it is [[Conditions#Deafened|Deafened]] and perceives the area beyond a 10ft Radius around it to be magical Darkness. If you start your turn outside of this Radius, you can use your Bonus Action to teleport into an unoccupied space inside of it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gaze of the Flock ====&lt;br /&gt;
&#039;&#039;2nd Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature you can see within 30ft of you deals Damage to you or forces you to make a Saving Throw, you can use your Reaction and spend 2 Tempo Points to force it to make a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Frightened|Frightened]] of you until the end of your next turn. At the end of each of your turns while a creature is [[Conditions#Frightened|Frightened]] of you in this way, you can spend 1 Tempo Point to force the creature to make another Wisdom Saving Throw. On failed Save, the creature remains [[Conditions#Frightened|Frightened]] of you until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unkindness in Turn ====&lt;br /&gt;
&#039;&#039;5th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action and spend 2 Tempo Points to teleport to an unoccupied space within 5ft of a creature that is within 30ft of you and is [[Conditions#Frightened|Frightened]] of you. The creature then makes a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Paralyzed|Paralyzed]] form its fear until the end of its next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Futility ====&lt;br /&gt;
&#039;&#039;11th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once on each of your turns when you hit a creature with a Melee Weapon Attack, you can spend 1 Tempo Point to force the target of the Attack to make a Wisdom Saving Throw. On a failed Save, the target is [[Conditions#Slowed|Slowed]] and has Disadvantage on Saving Throws against being [[Conditions#Frightened|Frightened]] until the end of its next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vengeance of the Swarm ====&lt;br /&gt;
&#039;&#039;17th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A black mist of ethereal ravens surges from you to enact your revenge. When a creature deals Damage to you, you can use your Reaction and spend 4 Tempo Points to cause that creature to lose a number of Hit Points equal to the amount of Damage it dealt to you this turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stone Dragon ==&lt;br /&gt;
Like the plates that shift about the world&#039;s surface, you leave a lasting impact on every person you encounter. Followers of the Stone Dragon discipline put great thought that each spoken word and each action belonging to them is not glib. Techniques of the Stone Dragon disciple focus on using the earth to keep you centered, and landing decisive blows.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stoicism ====&lt;br /&gt;
&#039;&#039;Stone Dragon Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Expression is a powerful thing that is best not used frivolously. Speak and act when your words and actions further your path, and make sure each word strikes with the impact of a falling boulder.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dragon Sentinel ====&lt;br /&gt;
&#039;&#039;Stone Dragon Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you create a Dragon Statue in an unoccupied space within 30ft of you. This Dragon Statue is a Medium object, and lasts for 1 minute or until you lose Concentration on the effect. This Dragon Statue has an AC of 13 + your Wisdom Modifier, and has a number of Hit Points equal to twice your Disciple Level. It has Immunity to Poison and Psychic Damage, and Immunity to all [[Conditions]]. If the Dragon Statue is forced to make an Ability Check or Saving Throw, it treats all of its Ability Scores as 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The area within 10ft of the Dragon Statue is considered Difficult Terrain to creatures of your choice. When you create the Dragon Statue, and as a Bonus Action on subsequent turns, you can move the Dragon Statue up to 15ft.&amp;lt;br&amp;gt;&lt;br /&gt;
If you summon the Dragon Statue within 5ft of a creature, and as a Reaction whenever a creature moves within 5ft of it, you can cause the Dragon to make a Melee Spell Attack targeting that creature using Wisdom for the Attack Bonus. On a hit, the Attack deals Magical Piercing Damage equal to 1d8 + your Wisdom Modifier to the target, additionally, the target is Slowed until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roots of Earth ====&lt;br /&gt;
&#039;&#039;2nd Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you would be knocked [[Conditions#Prone|Prone]], you can spend 1 Tempo Point to hook into the earth. When you do, you can&#039;t be knocked [[Conditions#Prone|Prone]] or moved against your will until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mountain Hammer ====&lt;br /&gt;
&#039;&#039;5th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can spend 2 Tempo Points to embed it into a fissure below it. The target must make a Strength Saving Throw. On a failed Save, the target is knocked [[Conditions#Prone|Prone]]. If the target is already [[Conditions#Prone|Prone]], it is [[Conditions#Restrained|Restrained]] until the end of its next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Earthbound ====&lt;br /&gt;
&#039;&#039;11th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to [[Conditions#Petrified|Petrify]] yourself until the start of your next turn. While [[Conditions#Petrified|Petrified]] in this way, all Damage you take is halved, and your form can&#039;t be changed by any means. Additionally, the earth around your feet attempts to encase those around you. Each creature within 15ft of you must make a Dexterity Saving Throw. On a failed Save, a creature is Restrained until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breath of Ages ====&lt;br /&gt;
&#039;&#039;17th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 5 Tempo Points to exhale an eroding mist that originates from either you or your Dragon Sentinel. All creatures in a 60ft Emanated Cone, which spreads around corners, must make a Constitution Saving Throw. On a failed Save, a creature&#039;s body becomes heavy and sluggish until the end of your next turn, causing it to become [[Conditions#Slowed|Slowed]] and [[Conditions#Dazed|Dazed]]. When you hit a creature either [[Conditions#Slowed|Slowed]] or [[Conditions#Dazed|Dazed]] in this way, you can cause it to become [[Conditions#Petrified|Petrified]] until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Titan Fury ==&lt;br /&gt;
The path of the warrior is full of rivals and obstacles. Followers of the Titan Fury discipline make it their goal to shatter the competition and make it clear that their power is absolute. Techniques of the Titan Fury discipline focus on demolishing the weak and cowardly and ripping through attempts at stopping your advance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
&#039;&#039;Titan Fury Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It is not enough to merely defeat your enemies; you must overcome them and demonstrate the gap in your abilities. You must prove to yourself and to the world that your might is unrivaled.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blood of the Ancients ====&lt;br /&gt;
&#039;&#039;Titan Fury Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can bolster your form. When you do, you gain Temporary Hit Points equal to your Wisdom Modifier + half your Disciple Level, which last for 1 minute. While you have these Temporary Hit Points, you add half your Wisdom Score (rounded up) to any Strength Check you make.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 5th Level in this class, while you have these Temporary Hit Points, your Size grows to Large if you are not already Large or larger. Your equipment grows to match your new Size. If there isn&#039;t enough room to grow to Large, you grow to the maximum Size possible with the space available.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power Overwhelming ====&lt;br /&gt;
&#039;&#039;2nd Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit on a Melee Weapon Attack, you can use your Bonus Action and spend up to 5 Tempo Points. the target of the Attack is pushed 5ft away from you for each Tempo Point spent.&amp;lt;br&amp;gt;&lt;br /&gt;
If this movement would force the target to impact a creature, object, or structure, both the creature and the creature, object, or structure it impacted with takes 1d6 Bludgeoning Damage for every 5ft of movement remaining to be pushed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cull the Meek ====&lt;br /&gt;
&#039;&#039;5th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who seek to mar you without facing you deserve a swift punishment. When a creature you cannot see hits you with a Melee Attack, or a creature hits you with a Ranged Attack, you can use your Reaction and spend 3 Tempo Points to reduce the Damage dealt by 1d10 + your Wisdom Modifier, the creature then makes a Wisdom Saving Throw. On a failed Save, the target takes Psychic Damage equal to the amount you reduced the Damage by.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Titan&#039;s Will ====&lt;br /&gt;
&#039;&#039;11th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn, you can spend 4 Tempo Points to remove one of the following [[Conditions]]: [[Conditions#Blinded|Blinded]], [[Conditions#Charmed|Charmed]], [[Conditions#Dazed|Dazed]], [[Conditions#Deafened|Deafened]], [[Conditions#Frightened|Frightened]], [[Conditions#Incapacitated|Incapacitated]], [[Conditions#Paralyzed|Paralyzed]], [[Conditions#Poisoned|Poisoned]], [[Conditions#Slowed|Slowed]], or [[Conditions#Stunned|Stunned]],&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arduos Wrath ====&lt;br /&gt;
&#039;&#039;17th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 4 Tempo Points to slam into the earth. Every creature of your choice in a 30ft Emanated Cone must make a Constitution Saving Throw. On a failed Save, a creature is [[Conditions#Stunned|Stunned]] for 1 minute.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Sublime Journeys =&lt;br /&gt;
== Journey of the Blade Dancer ==&lt;br /&gt;
A single swing of the blade is often more than it appears, and this is especially true for a disciple that follows the Journey of the Blade Dancer. Blade Dancers are disciples whose bodies have all but merged with the ripples around them. Their newfound magical senses drive them to seek out flexibility in the execution of their steps and techniques. Their precise, sweeping motions cut into the fabric of magic itself, infusing them with supernatural acrobatic ability and elegance in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Blade Dancer Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blade Dance|Blade Dance]] || 3rd || When you miss on Melee Weapon Attacks, you can deal Force Damage to the target instead, and when you make a Melee Weapon Attack against a creature it can&#039;t make Opportunity Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Elegance|Elegance]] || 3rd || You get Proficiency in Performance and add your Wisdom Modifier to your Charisma (Performance) Checks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Evasion|Evasion]] || 7th || You&#039;re better against Dexterity Saving Throws to take half Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Accelerando|Accelerando]] || 11th || You add your Wisdom Modifier to your Melee Weapon Attack&#039;s Damage Rolls&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Rushing Agility|Rushing Agility]] || 14th || You can Jump better, run up walls and across water, and can take the Dodge Action as a Bonus Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Free Stride|Free Stride]] || 18th || You&#039;re always under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blade Dance ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your strikes are followed by magical ripples that echo your intent. Whenever you miss on a Melee Weapon Attack you can deal Force Damage to the target of the Attack equal to your Wisdom Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you make a Melee Attack against a creature, that creature can&#039;t make Opportunity Attacks against you until the start of your next turn. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elegance ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in Performance and you add your Wisdom Modifier to your Charisma (Performance) Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evasion ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can nimbly dodge out of the way of certain area effects. When an effect would force you to make a Dexterity Saving Thrown that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Accelerando ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add your Wisdom Modifier to the Damage Rolls of your Melee Weapon Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you can take the Dash Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rushing Agility ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your mastery of the weight of your body allows you to defy natural limitations. When you Jump, you can use your remaining Speed to determine the maximum distance, you can also Jump your full distance without needing a running start.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, You gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also take the Dodge Action as a Bonus Action. You can take this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Free Stride ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are permanently under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]] Spell. You use Wisdom as your Spellcasting Ability for the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the Collector ==&lt;br /&gt;
Most often the Journey of the Collector begins with a recurrent dream of an infinite field littered with weaponry from across the ages. Within this space you are free to use and manipulate, form and reform the weaponry and landscape as you see fit, perpetually in pursuit of the perfect arsenal. This dream repeats, becoming more and more lucid until you awaken amidst a cloud of flying armaments that flow along to your whims, and from that day each weapon you touch, and each alteration you make in your dreams, will reflect in your control over your magical arsenal.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Collector Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Bound Arsenal|Bound Arsenal]] || 3rd || You can bind Weapons to your Arsenal, a mystical storm of Weapons you can summon at will&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Conjure Weapons|Conjure Weapons]] || 3rd || You can summon your Arsenal and arrange into one of three formations&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blade Affinity|Blade Affinity]] || 7th || You can learn information about what was done with Weapon&#039;s by studying them&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Ultimate Arsenal|Ultimate Arsenal]] || 11th || All the ways you can use your Arsenal improve&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Conjured Body|Conjured Body]] || 14th || While you have your Arsenal summoned, you can fly&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Dream Gate|Dream Gate]] || 18th || You can summon a ton of Weapons to Attack enemies&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bound Arsenal ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to call upon an Arsenal of Weapons you store within your mind. You must bind Weapons to yourself in order to call upon them. If you hold a Weapon and meditate for 1 hour, which can be done during a Short or Long Rest, you can bind the Weapon to your Arsenal, causing it to disappear into an extradimensional space.&amp;lt;br&amp;gt;&lt;br /&gt;
When you summon your Arsenal with your Conjure Weapons feature, this Weapon is summoned within it while it is bound to you.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have a number of Weapons bound in this way equal to your Wisdom Modifier + your Disciple Level. A weapon becomes unbound 24 hours after you die or you unbind it as an Action, causing it to appear at your feet. Sentient Weapons must agree to be bound, and can choose to unbind themselves at any point.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Conjure Weapons ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can conjure or dismiss your Arsenal of bound Weapons, which hover in your space and can easily be reached, as a Bonus Action. The Weapons that are part of this Arsenal deal Force Damage instead of their normal Damage Type, and gain the Thrown (20/60). Whenever you throw an Arsenal Weapon it immediately returns to your space after the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you make a Weapon Attack and are not wielding any Weapons or Shields, you can mentally direct a single Weapon in your Arsenal to Attack if you were wielding with one or two hands (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
When you conjure your Arsenal, and as a Bonus Action on subsequent turns while the Arsenal is summoned, you can choose one of the following formations for the Weapons to take:&lt;br /&gt;
*&#039;&#039;&#039;Assault.&#039;&#039;&#039; Your Arsenal poises to Attack. Ranged Attacks made with your Arsenal do not suffer Disadvantage due to attacking at Long Range or from being within 5ft of a hostile creature. Your Attacks made with your Arsenal ignore 1/2 and 3/4 Cover.&lt;br /&gt;
*&#039;&#039;&#039;Storm.&#039;&#039;&#039; Your Arsenal becomes a chaotic flurry. The area within 5ft of you becomes Difficult Terrain to all creatures of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Ward.&#039;&#039;&#039; Your Arsenal forms a protective barrier. The first time you take Damage on a turn, it is reduced by an amount equal to your Wisdom Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blade Affinity ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can read into a Weapon&#039;s history through mere touch. Over the course of 1 minute, you can analyze a Weapon you are holding. At the end of the minute, you glean one of the following pieces of information (DM&#039;s choice):&lt;br /&gt;
*A clear picture of the Weapon&#039;s last wielder as it drew the Weapon for combat.&lt;br /&gt;
*A glimpse of a magical ability the last wielder of the Weapon used while wielding the Weapon.&lt;br /&gt;
*Whether the last wielder used the Weapon with malicious, honorable, protective, or some other form of intent.&lt;br /&gt;
*A glimpse of the last creature felled by this Weapon.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Once you use this feature to analyze a Weapon, you can&#039;t use it again until it has been used to make an Attack in combat targeting a hostile creature that can retaliate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ultimate Arsenal ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At 11th level, both your control and the quality of your arsenal have heightened, causing your formations to improve:&lt;br /&gt;
*&#039;&#039;&#039;Assault.&#039;&#039;&#039; Any Attack made with Weapons from your arsenal deal an additional 1d8 Damage.&lt;br /&gt;
*&#039;&#039;&#039;Storm.&#039;&#039;&#039; The Weapons expand into the area within 15 ft of you instead of 5 ft.&lt;br /&gt;
*&#039;&#039;&#039;Ward.&#039;&#039;&#039; The Damage is reduced by twice your Wisdom modifier instead (minimum of 2).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Conjured Body ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned how to merge your body with your Arsenal, embedding within you its fluid movement. While you have your Arsenal conjured, you gain a Flying Speed equal to your Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dream Gate ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can bring out the full force of your arsenal in an instant. As an Action, you create a visage of your field behind you and conjure 100 Weapons all around you. Choose any number of creatures within 120ft of you, and dedicate 100 Projectiles among them, a creature can only be dedicated to 10 Projectiles. All chosen creatures must make a Dexterity Saving Throw. On a failed Save a creature takes 1d8 Force Damage for each Projectile dedicated to it, or half as much Damage on a successful Save. These Weapons disappear at the end of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the Rider ==&lt;br /&gt;
Some Disciples feel a strong connection to the Tempo of certain animals, often used as mounts, like horses, camels, llamas, donkeys, or the occasional dragon. Through the connection of this Tempo, these Disciples bond with a mount which they attune to and become one with.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Rider Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Mount-Borne|Mount-Borne]] || 3rd || You cast the [[Level 2#Find Steed|Find Steed]] Spell at the end of a Long Rest, and you get more options for what you can summon&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#One with the Steed|One with the Steed]] || 3rd || While riding a mount you and the mount get a bunch of buffs&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Defensive Rhythm|Defensive Rhythm]] || 7th || While riding a mount, you and the mount get increases to AC and and make Attacks if someone Attacks the other&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Expanding Steeds|Expanding Steeds]] || 11th || You can cast the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell instead at the end of a Long Rest, you also get more options for what you summon&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#From the Horseback to the Sky|From the Horseback to the Sky]] || 14th || Mounts you summon with the [[Level 2#Find Steed|Find Steed]]  or [[Level 2#Find Greater Steed|Find Greater Steed]] Spells, or that you spend an hour bonding to, gain a Flying, Swimming, and Climbing Speed equal to its Walking Speed and can breathe underwater&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Unrivaled Haste|Unrivaled Haste]] || 18th || While mounted, you and the mounter are permanently under the effects of the [[Level 3#Haste|Haste]] Spell&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mount-Borne ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You begin to learn to tie yourself to the mounts of the world. At the end of a Long Rest, you can non-magically replicate the effects of the [[Level 2#Find Steed|Find Steed]] Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you replicate the Spell in this way, you can also summon one of the following creatures: Axe-Beak, Cow, Crocodile, Giant Goat, Giant Lizard, Giant Snail, Hadrosaurus, Hippocamp, Jaculi, Riding Horse, Walrus, Warhorse Skeleton, Worg.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== One with the Steed ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You boom win tune with the creatures you are riding. You gain the following benefits while riding a mount:&lt;br /&gt;
*You have Advantage on Saving Throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10ft, you do not fall [[Conditions#Prone|Prone]] if you aren&#039;t [[Conditions#Incapacitated|Incapacitated.]]&lt;br /&gt;
*Mounting or dismounting a creature costs you only 5ft of movement, rather than half your Speed.&lt;br /&gt;
*Whenever you begin riding a mount, you can cause it to gain a number of Maximum Hit Points equal to twice your Disciple Level for the next 8 hours or until you give these Maximum Hit Points to a different mount.&lt;br /&gt;
*You can communicate telepathically with the mount for the next 24 hours. It can respond to you telepathically as if it had an Intelligence Score of 8 for the same Duration unless its Intelligence is higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Defensive Rhythm ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you are riding a mount, you gain the following benefits:&lt;br /&gt;
*The mount gains a bonus to its AC equal to your Wisdom Modifier.&lt;br /&gt;
*You gain a bonus to your AC equal to the mount&#039;s Wisdom Modifier&lt;br /&gt;
*When you are hit by a Melee Attack, the mount can use its Reaction to make an Attack against the creature that hit you with the Attack.&lt;br /&gt;
*When the mount is hit by a Melee Attack, you can use you Reaction to make an Attack against the creature that hit the mount with the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanding Steeds ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you finish a Long Rest, you can instead replicate the effects of the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell. When you do you gain the following list of creatures that you can also summon: Allosaurus, Ankheg, Auroch, Axe-Beak, Brown Bear, Camel, Carrion Crawler, Cave Bear, Cow, Crag Cat, Crocodile, Dinosaur Skeleton, Dragonnel, Elk, Female Steeder, Gelatinous Cube, Giant Boar, Giant Constrictor Snake, Giant Crayfish, Giant Eagle, Giant Elk, Giant Goat, Giant Hyena, Giant Lizard, Giant Octopus, Giant Snail, Giant Spider, Giant Strider, Giant White Moray Eel, Hadrosaurus, Hippocamp, Hunter Shark, Ice Spider Queen, Jaculi, Lion, Mastiff, Moorbounder, Plesiosaurus, Pony, Quetzalcoatl, Riding Horse, Sabre-Tooth Tiger, Skyjek Roc, Star Lancer, Tiger, Two-Headed Crocodile, Walrus, Warhorse, Warhorse Skeleton, Worg.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== From the Horseback to the Sky ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you summon a Steed with the [[Level 2#Find Steed|Find Steed]] or [[Level 4#Find Greater Steed|Find Greater Steed]] Spells, or similar effects, it gains a Flying, Swimming, and Climbing Speed equal to its Walking Speed. Additionally, mounts you summon in this way can breathe both air and water.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 hour bonding to a mount that you didn&#039;t summon with these Spells, which can be performed during a Short or Long Rest. After this bonding is complete that mount gains these benefits as well. You remain bonded with a mount until you bond with a different mount or have not ridden it for 10 days.&lt;br /&gt;
Additionally, while mounted you can breathe both air and water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unrivaled Haste ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your mounts has expanded to a great intensity. While you are riding a mount, you and the mount gain the benefits of the [[Level 3#Haste|Haste]] Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the War God ==&lt;br /&gt;
A disciple who follows the Journey of the War God is unmistakable on the battlefield by the manifestation of their soul fighting alongside them, often taking the form of spectral arms or a looming figure at their back. The influence of tempo can reach further than most would think; after all, everything moves, even your own spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Disciples that define themselves by intense emotions, or a need to prove their own self worth, can develop a sensitivity to the movements of their soul. After enough time, the disciple gains the ability to summon and wield this element of their soul in combat. Legends speak of disciples that attain definite control, and ultimately learn to harness the divine spark that resides within them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ War God Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Spirit of the War God|Spirit of the War God]] || 3rd || You can summon ethereal arms which can make more Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Cosmic Presence|Cosmic Presence]] || 7th || You can try make creatures be more susceptible to your Charisma and Wisdom Checks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Encroaching Omniscience|Encroaching Omniscience]] || 11th || When you make an Attack with a Reaction, you can make an additional Attack as part of that Reaction, you can also draw and stow a ton of Weapons with you Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Lens of Truth|Lens of Truth]] || 14th || You get Truesight out to a Range of 120ft&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Shard of Divinity|Shard of Divinity]] || 18th || Your Weapon Attacks and Discipline Techniques ignore Resistance and Immunity to Damage, you also don&#039;t get frail while aging, your soul can&#039;t be trapped or destroyed, and you can&#039;t be an Undead unless you want to be&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit of the War God ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your passion can call forth the part of your soul that revels in the glory of battle. As a Bonus Action or when you roll Initiative, you can manifest or dismiss two spectral arms that are connected to your upper body. When summoned, and as a Free Action on subsequent turns, each arm can perform an Object Interaction. You can control these arms easily, and they act just like your other arms.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can make a single Attack with each Melee Weapon you and your spectral arms are wielding. You don&#039;t add your Ability Modifier to the Damage of these Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 5th Level in this class, you add your Ability Modifier to up to two of the Damage Rolls of the Attacks made with this feature. When you reach 11th Level in this class, you add your Ability Modifier to all of the Damage Rolls of the Attacks made with this feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cosmic Presence ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your inner self has granted you greater presence. You can make a Wisdom (Intimidation) Check in place of a Strength or Charisma (Intimidation) Check, and you can make a Wisdom (Persuasion) Check in place of a Charisma (Persuasion) Check.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, as an Action, you can amplify your presence a hundred fold. Creatures of your choice within 60ft of you must make a Charisma Saving Throw against your Tempo Save DC. On a failed Save, a creature becomes aware of your presence, and you have Advantage on all Wisdom and Charisma Checks made against those creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Action a number of times equal to your Proficiency Bonus, regaining expending uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Encroaching Omniscience ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your soul becomes your vigil, as the shapes of faces can be traced around your head. Whenever you make an Attack as a part of a Reaction, you can make an additional Attack with one of your spectral arms created by your Spirit of the War God feature.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, once per turn when you miss on a Weapon Attack, you can make an additional Weapon Attack with a Weapon being wielded by your spectral arms as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lens of Truth ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your sight ascends towards the sight of the Three, giving you Truesight out to a Range of 120ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shard of Divinity ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have fully reconnected with your soul, unlocking the divine power within it. You gain Resistance to Damage dealt by Weapon Attacks. Additionally, Damage you deal with Weapon Attacks or Discipline Techniques ignore Resistance and Immunity.&amp;lt;br&amp;gt;&lt;br /&gt;
You no longer suffer the frailties of old age, your soul cannot be stolen, trapped, or destroyed, and you cannot be raised as an undead if you are not willing apart from divine intervention.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Disciple&amp;diff=4439</id>
		<title>Disciple</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Disciple&amp;diff=4439"/>
		<updated>2026-06-22T13:42:06Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Sublime Journey */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Disciple =&lt;br /&gt;
A Kethie woman strides calmly through a forest glade, smirking as she subtly grips her sheathed blade. She closes her eyes as brigands leap from the surrounding brush. Before they can even shout their demands, the woman&#039;s blade makes a wide arc at the group. Each&lt;br /&gt;
brigand manages to barely dodge her preemptive strike, but their movements suddenly stop as they start to draw their blades. A large wound appears across each of their torsos where her blade had grazed them, and then they slump to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
Atop a grassy plateau, a lone human figure stands in total focus amidst a swarm of hovering spectral blades. Like a masterful conductor, the figure directs the blades to fluidly strike the targets painted on the stones around. With a quiet whisper of pride, the figure recalls the blades before willing them to fall to dust and blow away with the wind.&amp;lt;br&amp;gt;&lt;br /&gt;
A battle rages upon a blood-soaked field overlooked by a regal keep. In its center, stands a lone battle-worn minotaur fighting for his life. A pair of hulking spectral arms sprout from his back, allowing the tiefling to wield four axes at once. He charges into a group of soldiers, wreathing himself in flames as the lone figure carves into the enemy line. Each step taken could be his last, yet the tiefling fights with the widest of grins.&amp;lt;br&amp;gt;&lt;br /&gt;
Although these warriors fight using a diverse range of extraordinary methods, they are all disciples. Disciples are defined by their mystical fighting styles and the introspective focus that gives purpose to their training. For a disciple, combat is a conduit of self-improvement, and battlefields exist to test the strength of ideals.&amp;lt;br&amp;gt;&lt;br /&gt;
The key to a disciple&#039;s magic prowess is awareness and focus. Every movement a creature makes causes a small, nearly imperceptible ripple across elements of the weave of magic. Using their ideals as an anchor for their focus, disciples enter a state of utter clarity where they can perceive and read these ripples, ultimately utilizing the power within these ripples—called tempo—to fuel their mystical techniques. As a disciple grows and solidifies their grasp on their ideals, their ability to maintain this focus increases drastically, improving their martial abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
A disciple&#039;s ideals are represented in their fighting style by the sublime disciplines they follow. While some disciples discover these paths themselves, others learn them from masters of the art. Each sublime discipline holds one ideal above all others, and it serves as the anchor for the tempo techniques of that discipline. As a result, combat using these disciplines is a form of self expression and an opportunity to refine one&#039;s philosophy. The danger and rigor of the battlefield provides the perfect situation to test the disciple&#039;s focus, their understanding of themselves, and their values.&amp;lt;br&amp;gt;&lt;br /&gt;
Because of this predisposition towards experience and conflict, it is rare you&#039;ll find a disciple that stays in one place for too long, or subsisting under the yoke of military regulation. They are natural wanderers, and tend to flock towards interesting people that may lead them to greater challenges and adventures. Such people often prove to be worthy rivals and life-long friends for the wandering disciple: the perfect sparks to ignite the flames of inspiration.&amp;lt;br&amp;gt;&lt;br /&gt;
To a disciple, survival is often secondary to growth. To that end, you may yet find disciples working as sellswords or mercenaries in an attempt to find new conflicts to test themselves. Each and every fight is an opportunity to push past one&#039;s limits, and test not only ability, but also their willpower and determination. The path of the disciple is one filled with decision. Each must decide which disciplines to pursue and which to discard, as the path to perfection is littered with broken philosophies and weak hearts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Tempo Points !! Disciplines Known !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || [[Disciple#Instinct Driven|Instinct Driven]], [[Disciple#Sublime Discipline|Sublime Discipline]], [[Disciple#Martial Intuition|Martial Intuition]] || - || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || [[Disciple#Tempo|Tempo]], [[Disciple#Fighting Style|Fighting Style]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 2 || 1 || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || [[Disciple#Sublime Journey|Sublime Journey]] || 3 || 1 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 3 || 2 || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || [[Disciple#Extra Attack|Extra Attack]], [[Disciple#Alacrity|Alacrity]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 4 || 2 || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || [[Disciple#Rhythm in the Air|Rhythm in the Air]] || 4 || 2 || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || [[Disciple#Sublime Journey|Sublime Journey Feature]] || 5 || 3 || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 5 || 3 || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || [[Disciple#Sublime Journey|Sublime Journey Feature]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 6 || 3 || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || [[Disciple#Blind Sense|Blind Sense]] || 6 || 4 || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || [[Disciple#Sublime Journey|Sublime Journey Feature]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 7 || 4 || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 7 || 4 || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || [[Disciple#Imprinted Growth|Imprinted Growth]] || 8 || 4 || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || [[Disciple#Sublime Journey|Sublime Journey Feature]] || 8 || 4 || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || [[Disciple#Timeless Body|Timeless Body]], [[Disciple#Quick Rest|Quick Rest]] || 9 || 4 || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 9 || 4 || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 10 || 4 || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || [[Disciple#Tempo Mastery|Tempo Mastery]], [[Disciple#Sublime Journey|Sublime Journey Feature]] || 10 || 4 || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 10 || 4 || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || [[Disciple#Great Mastery|Great Mastery]] || 10 || 4 || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d10 per Disciple Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 10 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d10 (increase to 6) + your Constitution Modifier per Disciple Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Heavy Armor|Heavy Armor]], and [[Armor and Weapons#Shields|Shields]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; One [[Adventuring Gear#Tools|Set of Tools]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Wisdom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Athletics, History, Insight, Intimidation, Perception, Performance, Religion, and Sleight of Hand&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Leather Armor]] or [[Armor and Weapons#Medium Armor|Scale Mail]] or [[Armor and Weapons#Heavy Armor|Chain Mail]], a [[Armor and Weapons#Martial Weapons|Martial Weapon]], a [[Armor and Weapons#Martial Weapons|Martial Weapon]] or a [[Armor and Weapons#Shields|Shield]], two [[Armor and Weapons#Simple Melee Weapons|Javelins]], three [[Armor and Weapons#Simple Melee Weapons|Daggers]], and an [[Equipment Packs|Equipment Pack]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Disciple Features Summarized&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Instinct Driven|Instinct Driven]] || 1st || You&#039;re more powerful in the first seconds of combat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Sublime Discipline|Sublime Discipline]] || 1st || You master Sublime Disciplines, arts of combat unique to Disciples&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Martial Intuition|Martial Intuition]] || 1st || When you hit creatures with Attacks, you can learn information about the target&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Tempo|Tempo]] || 2nd || You get Tempo Points that fuel some features of your Sublime Disciplines&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Fighting Style|Fighting Style]] || 2nd || You choose a way of fighting that you&#039;re good at&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Sublime Journey|Sublime Journey]] || 3rd || You choose your subclass, and gain features at 3rd, 7th, 11th, 14th, and 18th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 10th 12th, 16th, and 19th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Alacrity|Alacrity]] || 5th || Your Speed increases by 10ft&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Rhythm in the Air|Rhythm in the Air]] || 6th || You add your Wisdom Modifier to Initiative Rolls and can&#039;t be Suprised while conscious&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blind Sense|Blind Sense]] || 10th || You get Blindsight out to a Range of 30ft&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Imprinted Growth|Imprinted Growth]] || 13th || You get Proficiency with either Dexterity or Constitution Saving Throws&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Timeless Body|Timeless Body]] || 15th || You stop aging and don&#039;t need to eat&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Quick Rest|Quick Rest]] || 15th || You can Long Rest in half the normal amount of time&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Tempo Mastery|Tempo Mastery]] || 18th || When you Dodge, you can take the Attack Action as a Bonus Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Great Mastery|Great Mastery]] || 20th || All the techniques from one of your Sublime Disciplines are free&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Instinct Driven ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your body immediately responds to the danger, granting you immense leverage when a fight starts. During the first round of combat, your Speed increases by 15 feet, Opportunity Attacks against you are made at Disadvantage, and your first Attack is made with Advantage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sublime Discipline ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A disciple&#039;s path begins with learning Sublime Disciplines. A Sublime Discipline is a kind of mystical martial art. Each Discipline is centered on an ideal for the disciple to understand and internalize. Choose one Sublime Discipline to learn, detailed at the end of the class description. When you gain certain Levels in this class, you learn new Sublime Disciplines, as shown on the Disciplines Known column of the Disciple table.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Sublime Discipline gives you a Signature Art, the foundational technique of the Discipline. You can invoke the Signature Art of a Sublime Discipline you know a number of times equal to your Wisdom Modifier, regaining expended uses at the end of a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Every Discipline also has a list of Discipline Techniques that require you to reach certain Levels in this class to use, you must meet the Level listed in the italics under the name of the Discipline Technique to be able to use it. These Techniques require you to spend Tempo Points described in your Tempo feature.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, if a Discipline Technique or Signature Art granted by a Discipline, it uses your Tempo Save DC, which has a DC of 8 + your Wisdom Modifier + your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Martial Intuition ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your opponents&#039; blows radiate a certain rhythm that your body has learned to read. When a creature Attacks you or forces you to make a Saving Throw, you can use your Reaction to learn one of its following capabilities of your choice:&lt;br /&gt;
*You learn if one of its Ability Scores of your choice is higher, lower, or equal to yours.&lt;br /&gt;
*You learn if any of Speeds are higher, lower, or equal to one of your Speeds of your choice.&lt;br /&gt;
*You learn if the target is under the effects a Spell or magical effect.&lt;br /&gt;
*You learn if the target has Proficiency with at least one [[Armor and Weapons#Martial Weapons|Martial Weapon]].&lt;br /&gt;
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tempo ====&lt;br /&gt;
&#039;&#039;2nd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to perceive and utilize the power in ambient ripples of the world, called Tempo. Your access to this mystical energy is represented by a pool of Tempo Points. Your Disciple Level determines the number of Tempo Points the pool can hold, which is shown in the Tempo Points column of the Disciple table.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend these Tempo Points to fuel various Discipline Techniques granted by your Sublime Disciplines.&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you regain all spent Tempo Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fighting Style ====&lt;br /&gt;
&#039;&#039;2nd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:&lt;br /&gt;
*&#039;&#039;&#039;Archery.&#039;&#039;&#039; You gain a +2 bonus to Attack Rolls you make with [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]].&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting.&#039;&#039;&#039; You have Blindsight out to 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Defense.&#039;&#039;&#039; While you are wearing [[Armor and Weapons#Armor|Armor]], you gain a +1 bonus to AC.&lt;br /&gt;
*&#039;&#039;&#039;Dueling.&#039;&#039;&#039; When you are wielding a [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] in one hand and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +2 bonus to Damage Rolls with that [[Armor and Weapons#Weapons|Weapon]].&lt;br /&gt;
*&#039;&#039;&#039;Melee Marksman.&#039;&#039;&#039; You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]] when creatures within 5ft of you move away from you.&lt;br /&gt;
*&#039;&#039;&#039;Mounted Warrior.&#039;&#039;&#039; Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked [[Conditions#Prone|Prone]].&lt;br /&gt;
*&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a [[Armor and Weapons#Shields|Shield]].&lt;br /&gt;
*&#039;&#039;&#039;Shield Warrior.&#039;&#039;&#039; You can use a [[Armor and Weapons#Shields|Shield]] as a [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]], dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a [[Armor and Weapons#Shields|Shield]] and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +1 Bonus to your Attack Rolls and Armor Class.&lt;br /&gt;
*&#039;&#039;&#039;Thrown-Weapon Fighting.&#039;&#039;&#039; You can draw a [[Armor and Weapons#Weapons|Weapon]] as part of an Attack made with a Thrown [[Armor and Weapons#Weapons|Weapon]]. In addition, when you hit with a Ranged Attack using a Thrown [[Armor and Weapons#Weapons|Weapon]], you gain a +2 bonus to the Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Two-Weapon Fighting.&#039;&#039;&#039; When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed Fighting.&#039;&#039;&#039; You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren&#039;t wielding any [[Armor and Weapons#Weapons|Weapon]] or [[Armor and Weapons#Shields|Shields]], your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature [[Conditions#Grappled|Grappled]] by you.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Fighting.&#039;&#039;&#039; While wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alacrity ====&lt;br /&gt;
&#039;&#039;3rd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add your Wisdom modifier to your Initiative Rolls. Your Speed increases by 10ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sublime Journey ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 11th, 14th, and 18th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the following Sublime Journeys to represent the personal journey you have embarked upon that shapes your skills and draws you towards certain innate magical talents.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sublime Journeys&lt;br /&gt;
|-&lt;br /&gt;
! Sublime Journey !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Blade Dancer|Journey of the Blade Dancer]] || 1 || You master blades and the art of using those blades and your body, becoming one with world, extremely agile, and deadly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Collector|Journey of the Collector]] || 3 || You collect a hoard of blades and weaponry from around the world, stashing them in an ethereal arsenal which you summon in combat as a whirling storm, a defensive wall of weapons, or poised to strike.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Rider|Journey of the Rider]] || 3 || You bond with the rhythm of mounts, becoming almost one with the creatures you ride, gaining an almost magical ability to summon such creatures to aid you.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the War God|Journey of the War God]] || 2 || You embody the divinity within you, summoning additional arms to attack for you while cutting down the force of personality of others, causing them to easily submit to your gloriousness.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 10th, 12th, 16th, and 18th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;5th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make an additional Attack whenever you take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rhythm in the Air ====&lt;br /&gt;
&#039;&#039;6th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your body&#039;s familiarity with Tempo allows it to react to conflict even when your mind lags behind. you add your Wisdom Modifier to your Initiative Rolls and you can&#039;t be Surprised while you are conscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blindsight ====&lt;br /&gt;
&#039;&#039;10th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are able to detect the thin ripples of magic caused by the subtle movements of hidden creatures. You gain Blindsight out to a Range of 30ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Imprinted Growth ====&lt;br /&gt;
&#039;&#039;13th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in either Dexterity or Constitution Saving Throws (your choice).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Timeless Body ====&lt;br /&gt;
&#039;&#039;15th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Tempo sustains you. You do not age and you cannot be aged magically. You also no longer need food and water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Quick Rest ====&lt;br /&gt;
&#039;&#039;15th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your improved vitality allows you to rest at an accelerated rate. You need half as much time to finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tempo Mastery ====&lt;br /&gt;
&#039;&#039;17th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you can take the Attack Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Great Mastery ====&lt;br /&gt;
&#039;&#039;20th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your growth culminates with you becoming the master of a Discipline. Choose one Sublime Discipline. Whenever you use a Discipline Technique granted by that Sublime Discipline, you regain all Tempo Points you spent at the end of the turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Sublime Disciplines =&lt;br /&gt;
== Ardent Lion ==&lt;br /&gt;
No true warrior fights in isolation; their friends, family, and all their allies follow them into every fight. Ardent Lion disciples fight using rallying cries and by utilizing the strength of their bonds to perform superhuman feats in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Camaraderie ====&lt;br /&gt;
&#039;&#039;Ardent Lion Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your allies are your family, and those bonds are more precious than anything the world can muster. Cherish them and look out for them, for they will make you your best self.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rally ====&lt;br /&gt;
&#039;&#039;Ardent Lion Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you let out a riveting war cry that sends jolts through the bodies of your allies. All creatures of your choice within 30ft of you can use their Reaction to move up to their Speed without provoking Opportunity Attacks. This feature&#039;s Range increase as you gain Levels in this class: You can select creatures within 60ft of you at 5th Level, 90ft at 11th Level, and 120ft at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warding Strike ====&lt;br /&gt;
&#039;&#039;2nd Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 1 Tempo Point to instill hesitation within your target. The target has Disadvantage on the next Attack it makes that does not target you before the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bolstering Bond ====&lt;br /&gt;
&#039;&#039;5th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend up to 5 Tempo Points to bolster yourself and an ally. You and a creature of your choice within 30ft of you gain a number of Temporary Hit Points equal to 1d8 per Tempo Point spent. These Temporary Hit Points last for 1 minute or until you use this Technique again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unified Assault ====&lt;br /&gt;
&#039;&#039;11th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 3 Tempo Points to call in an assault. Choose one creature within 30ft of you, that creature can use its Reaction to make an Attack against the creature you hit with your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fury of the Fallen ====&lt;br /&gt;
&#039;&#039;17th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you see a creature reduce another creature to 0 Hit Points, you can use your Reaction and spend 4 Tempo Points to move up to your Speed and make a single Weapon Attack against the creature that reduced the other creature to 0 Hit Points. If you hit on the Attack, the creature reduced to 0 Hit Points regains a number of Hit Points equal to your Disciple Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Coursing Ember ==&lt;br /&gt;
To live life on the sidelines, bored and discontent, is to not really live life at all. Disciples of the Coursing Ember discipline are fiery individuals who follow their whims and passions to the ends of the earth. Coursing Ember techniques involve spreading radiant flames and gliding through the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Passion ====&lt;br /&gt;
&#039;&#039;Coursing Ember Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your heart must burn like the desert sun. Do not live idly and let opportunities pass you by. Be invested in every action you choose to take, and use the fire in your eyes to guide you into the future.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Salamander Charge ====&lt;br /&gt;
&#039;&#039;Coursing Ember Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can move up to your Speed without provoking Opportunity Attacks. During this movement you can more through a creature&#039;s space as if it were Difficult Terrain but you cannot end your turn there. After this movement, you leave behind a wall of fire that is 10ft high and 1ft thick in the spaces you occupied. This wall lasts for 1 minute or until you lose Concentration on the effect. This wall Lightly Obscures vision. Any creature in the wall when it appears, enters the wall for the first time on a turn, or ends its turn there must succeed on a Dexterity Saving Throw. On a failed Save, a creature takes 1d8 Fire Damage. As you gain Levels in this class, this wall deal additional Damage: It deals 2d8 Fire Damage at 5th Level, 3d8 at 11th Level, and 4d8 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Searing Lashes ====&lt;br /&gt;
&#039;&#039;2nd Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You coat your Weapons in searing flames. When you take the Attack Action, you can spend 1 Tempo Point to increase your Reach by 10ft until the end of your turn. Your Attacks deal Fire Damage instead of their normal Damage Type for the duration, and deal an additional 1d4 Fire Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Leaping Flame ====&lt;br /&gt;
&#039;&#039;5th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature within 60ft of you deals Damage to you, you can use your Reaction to spend 2 Tempo Points to briefly turn into a wisp of flame and fly to an unoccupied space within 5ft of the creature that dealt Damage to you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flaming Stance ====&lt;br /&gt;
&#039;&#039;11th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn, you can spend 2 Tempo Points to engulf yourself in beautiful flames. Until the start of your next turn, you are Immune to Fire Damage, and whenever a creature makes a Melee Attack against you, it takes 1d8 Fire Damage.&lt;br /&gt;
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==== Bursting Sunspot ====&lt;br /&gt;
&#039;&#039;17th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 3, 4, or 5 Tempo Points to cause the target of your Attack to explode in a blaze of glory. All other creatures within 10ft of you make a Dexterity Saving Throw. On a failed Save a creature takes 6d6 Fire Damage, or half as much Damage on a successful Save. This Range is increased by 10ft for every Tempo Point you spent above 3.&lt;br /&gt;
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== Diamond Mind ==&lt;br /&gt;
Students of the Diamond Mind discipline are renowned for their ability to remain calm in even the most dire of situations. Combat is an equation to be solved, and it is the practice of the Diamond Mind to understand all of its elements. This view lends itself to a prescient combat style, where the practitioner appears able to act in impossibly short spans of time.&lt;br /&gt;
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==== Order ====&lt;br /&gt;
&#039;&#039;Diamond Mind Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Everything has a cause and an effect. The world may appear chaotic, but a clean layer of order underlies it all. The more you discover and understand this order, the greater a warrior and the more fulfilled an individual you will become.&lt;br /&gt;
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==== Quick Draw ====&lt;br /&gt;
&#039;&#039;Diamond Mind Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you roll Initiative at the start of combat, if you aren&#039;t Surprised, you can use a Free Action to move up to half your Speed and make a single Weapon Attack which deals double Damage to objects and structures.&amp;lt;br&amp;gt;&lt;br /&gt;
When you roll Initiative at the start of combat, if you are Surprised, you can use a Free Action to not be Surprised.&lt;br /&gt;
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==== Prescient Counter ====&lt;br /&gt;
&#039;&#039;2nd Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you are hit with an Attack, you cause your Reaction and spend 2 Tempo Points to gain a Bonus to your AC equal to your Wisdom Modifier against that Attack.&lt;br /&gt;
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==== Flicker Step ====&lt;br /&gt;
&#039;&#039;5th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to choose a creature within 20ft of you. You teleport to an unoccupied space within 5ft of that creature and make a single Melee Weapon Attack targeting all creatures in a 5ft wide Line from the space you occupied before using this Technique to the location you now occupy. After a creature takes Damage from the Attack, if it has a number of Hit Points equal to or less than your Discipline Level at the end of the current turn, it drops to 0 Hit Points.&lt;br /&gt;
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==== Ruby Storm Stance ====&lt;br /&gt;
&#039;&#039;11th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you can immediately use your Bonus Action and spend 1 Tempo Point to enter a time-slowing stance. Until the start of your next turn, you can&#039;t be knocked [[Conditions#Prone|Prone]], or move in any way. While in this stance, when a creature within 5ft of you make an Attack against you, you can make a single Weapon Attack targeting that creature.&lt;br /&gt;
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==== Trace ====&lt;br /&gt;
&#039;&#039;17th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 4 Tempo Points to teleport up to 60ft to an unoccupied space and then make a single Melee Weapon Attack against a creature within Reach. This Attack deals an additional 2d8 Force Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
You can teleport and Attack again up to 5 additional times as part of the same Action, but each Attack must target a different creature.&lt;br /&gt;
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== Hero&#039;s Charge ==&lt;br /&gt;
The world is full of monsters and those that would exploit the weak. Hero&#039;s Charge disciples take it upon themselves to become symbols of hope by bringing down great threats for all to see. The techniques of this discipline focus on refining an indomitable will and bringing the mighty down.&lt;br /&gt;
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==== Heroism ====&lt;br /&gt;
&#039;&#039;Hero&#039;s Charge Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
People deserve peace and happiness, and so you take it upon yourself to be a tool for their delivery. Overwhelming odds are a welcome challenge, for you must be a beacon of inspiration for as long as there is a soul left to be saved.&lt;br /&gt;
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==== Symbol of Hope ====&lt;br /&gt;
&#039;&#039;Hero&#039;s Charge Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you are reduced to 0 Hit Points and at least one creature can see you, you can choose to be reduced to 1 Hit Point instead.&lt;br /&gt;
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==== Topple ====&lt;br /&gt;
&#039;&#039;2nd Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make an Attack, you can spent at least 1 Tempo Point to instead attempt to topple a creature within Reach. The target must make a Strength Saving Throw. On a failed Save, the target falls [[Conditions#Prone|Prone]] and takes 1d8 Bludgeoning Damage for each Tempo Point spent. If the target is Large or larger, it has Disadvantage on the Saving Throw and instead takes 1d10 Bludgeoning Damage for each Tempo Point spent.&lt;br /&gt;
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==== Blinding Courage ====&lt;br /&gt;
&#039;&#039;5th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature attempts to [[Conditions#Frightened|Frighten]] a creature within 10ft of you, you can use your Reaction and spend 3 Tempo Points to give all creatures within 10ft of you Immunity to the [[Conditions#Frightened|Frightened]] Condition until the start of your next turn.&lt;br /&gt;
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==== Revolution ====&lt;br /&gt;
&#039;&#039;11th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to make a Melee Weapon Attack against all creatures of your choice within 5ft of you. A creature that is Large or larger takes gains Vulnerability to the Attack.&lt;br /&gt;
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==== Tyrant&#039;s Downfall ====&lt;br /&gt;
&#039;&#039;17th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 5 Tempo Points to cause a giant glowing Weapon to appear. This Weapon crashes down in a 60x10ft Cylinder centered on a point you can see within 60ft of you. All creatures of your choice in the Cylinder&#039;s area must make a Charisma Saving Throw. On a failed Save a creature takes 5d12 Radiant Damage, taking half as much Damage on a successful Save. A creature that is Large or larger takes an additional 2d12 Damage for each Size step it is above Medium.&lt;br /&gt;
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== Howling Gaze ==&lt;br /&gt;
It is too often that people chain themselves to the earth and become prisoners of a life they never really enjoyed. Disciples of the Howling Gale put above all else the ability to decide for themselves their next path. Techniques of this discipline focus on being hard to reach and pushing back oppressive advances.&lt;br /&gt;
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==== Freedom ====&lt;br /&gt;
&#039;&#039;Howling Gaze Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Life is but a small breeze, fleeting upon the chaotic winds of the universe. Do not waste it carrying undue burdens that leave you crushed. Lift these burdens from yourself and those around you, and reflect on how much more joyous it is to live free.&lt;br /&gt;
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==== Gale Surge ====&lt;br /&gt;
&#039;&#039;Howling Gaze Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you whip a wild gust around your body and briefly become as the wind. This effect lasts 1 minute, or until you lose Concentration on it. For the Duration, you have Advantage on Dexterity Saving Throws, and when a creature misses you with an Attack, you can move 5ft without provoking Opportunity Attacks.&lt;br /&gt;
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==== Driving Wind ====&lt;br /&gt;
&#039;&#039;2nd Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action and spend up to 5 Tempo Points to unleash an Emanated Cone of rushing air. The size of the Cone is a number of feet equal to 10 x the number of Tempo Points spent. Creatures of your choice in the Cone must make a Strength Saving Throw. On a failed Save a creature is pushed away from you until they reach an unoccupied space at the end of the Cone.&lt;br /&gt;
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==== Wind Scare ====&lt;br /&gt;
&#039;&#039;5th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action and spend at least 1 Tempo Point to unleash a blade of air forward. Choose up to 3 creatures within 5ft of each other that you can see within 60ft of you, those creatures must make a Dexterity Saving Throw. On a failed Save, a creature takes 1d8 Magical Slashing Damage equal to 1d8 for each Tempo Point spent, or half as much Damage on a successful Save.&lt;br /&gt;
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==== The Wind That Talks ====&lt;br /&gt;
&#039;&#039;11th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 3 Tempo Point to become [[Conditions#Invisible|Invisible]]. While you are [[Conditions#Invisible|Invisible]] in this way you are able to move through the space of any creature, as well as through spaces as small as 1 inch gaps without expending additional Speed. You remain [[Conditions#Invisible|Invisible]] until the start of your next turn, you Attack a creature, or you force a creature to make a Saving Throw.&lt;br /&gt;
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==== Tranquil Windstorm ====&lt;br /&gt;
&#039;&#039;17th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 3 Tempo Points to create a 10ft Moving Emanation of whirling air which lasts until the end of your next turn. Creatures of your choice in ignore Difficult Terrain while in the Emanation, and you can impose Disadvantage on any Ranged Attacks that target a creature within the Emanation. If a creature starts its turn  within the Emanation, you can increase its Speed by 10ft until the end of its turn.&lt;br /&gt;
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== Mercurial Wolf ==&lt;br /&gt;
How can one truly claim to be living when they adhere to the constraining lines of conventional thought? Disciples of the Mercurial Wolf discipline value spontaneity and change, and as such their techniques involve creating complicated and chaotic situations on the battlefield through illusions and trickery.&lt;br /&gt;
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==== Chaos ====&lt;br /&gt;
&#039;&#039;Mercurial Wolf Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Stagnation is the enemy of growth, so it is up to you to make sure that the world is constantly changing. Adapt to the situations you bring about, and through that act you will find completeness.&lt;br /&gt;
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==== Quicksilver Pack ====&lt;br /&gt;
&#039;&#039;Mercurial Wolf Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you create an illusory Duplicate of yourself. This Duplicate lasts 1 minute or until you lose Concentration on the effect. The Duplicate appears in an unoccupied space of your choice within 10ft of you that you can see. A Duplicate has the same AC as you and disappears if it takes any Damage. As a Bonus Action, you can move any one Duplicate created with this art up to 30ft to an unoccupied space you can see. Alternatively, you can use your Bonus Action to destroy a Duplicate and teleport to its space. The amount of Duplicates you creature with this art increases when you reach certain Levels in this class: you create 2 Duplicates at 5th Level, 3 at 11th Level, and 4 at 17th Level.&lt;br /&gt;
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==== Mirror Step ====&lt;br /&gt;
&#039;&#039;2nd Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You twirl the world about a creature, disorienting its perception of your position. &lt;br /&gt;
When a creature moves to a space within 5ft of you or one of the Duplicates created by your Quicksilver Pack feature, you can use your Reaction and spend 1 Tempo Point to force that creature to make an Intelligence Saving Throw. On a failed Save, you can teleport to an unoccupied space within 5ft of that creature, and the next Attack the target makes against you or one of your Duplicates is made at Disadvantage.&lt;br /&gt;
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==== Inversion ====&lt;br /&gt;
&#039;&#039;5th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to force a creature that you can see within 30ft of you or one of your Duplicates created by your Quicksilver Pack feature to make a Charisma Saving Throw. On a failed Save, you or one of your Duplicates teleports to a space that creature occupies and that creature teleports into the space of either you or the Duplicate that just teleported. You can only use this Technique if there is enough space of either of these teleportations.&lt;br /&gt;
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==== Altered Perspective ====&lt;br /&gt;
&#039;&#039;11th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a Melee Attack targeting you or one of your Duplicates created by your Quicksilver Pack feature misses, you can use your Reaction and spend 3 Tempo Points to force that creature to repeat that Attack against a creature of your choice within Range of the Attack.&lt;br /&gt;
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==== Shifting Sides ====&lt;br /&gt;
&#039;&#039;17th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 4 Tempo Points and attempt to alter a creature&#039;s perception of the battlefield. A creature of your choice within 30ft of you must make an Intelligence Saving Throw to see through the illusion you foist on it. On a failed Save, the target [[Conditions#Dazed|Dazed]] until the start of its next turn, and it immediately makes a Melee Weapon Attack targeting a creature of your choice within its Reach.&lt;br /&gt;
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== Radiant Dove ==&lt;br /&gt;
Disciples who learn the techniques of the Radiant Dove have often seen for themselves that the world is one of pain and suffering. However, they are also ones who have chosen to believe in a better world and act in accordance with that hope. Choosing to succor instead of scorn, to forgive instead of fear, these are the martial peacemakers who fight not because they want to, but because they have to. The Radiant Dove teaches disciples to wield the flow of tempo to influence combats toward reconciliation and protect their allies.&lt;br /&gt;
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==== Absolution ====&lt;br /&gt;
&#039;&#039;Radiant Dove Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Maybe you were wronged. Maybe you wronged another. No matter how the tit for tat of hate and harm first ensnared you, you&#039;ve discovered that the only real escape is to move beyond and let go. When pain mounts and wrongs fail to cease, you find refuge through giving up all rancor and ire. They can hurt you no longer.&lt;br /&gt;
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==== Swords to Plowshares ====&lt;br /&gt;
&#039;&#039;Radiant Dove Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you blunt a foe&#039;s weapons of war. One creature you can see within 30ft of you makes a Charisma Saving Throw. On a failed Save, a creature has a penalty to its Attack and Damage Rolls equal to your Wisdom Modifier for 1 minute or until your Concentration on the effect ends. A creature under this effect repeats the Save at the end of each of its turns, ending the effect on a successful Save.&lt;br /&gt;
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==== Olive Branch ====&lt;br /&gt;
&#039;&#039;2nd Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 2 Tempo Points as a Bonus Action to offer an exchange of mercy and reprieve. Until the beginning of your next turn, you gain the benefits of the [[Level 1#Sanctuary|Sanctuary]] Spell. This effect doesn&#039;t end if you make an Attack, cast a Spell that affects an enemy, or deal Damage to another creature.&lt;br /&gt;
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==== Forbearance Over Fear ====&lt;br /&gt;
&#039;&#039;5th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Reaction when a creature within 30ft of you that can hear you fails a Saving throw, you can spend 3 Tempo Points to speak peace to it. The creature adds your Wisdom Modifier to the Save.&lt;br /&gt;
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==== The Other Cheek ====&lt;br /&gt;
&#039;&#039;11th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 or more Tempo Points as a Reaction when a creature deals Damage to you. When you do so, you gain 10 Temporary Hit points for each Tempo Point spent before you take the Damage. These Temporary Hit Points last until the end of your next turn.&lt;br /&gt;
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==== The High Road ====&lt;br /&gt;
&#039;&#039;17th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Forgetting the past gives you the freedom to fly. You can spend 4 Tempo Points as an Action to jump into the air. Each creature of your choice within 15ft of you when you do so make a Wisdom Saving Throw. On a failed Save, a creature falls [[Conditions#Prone|Prone]] and takes 3d12 Radiant Damage. On a successful Save, a creature takes half as much Damage and does not fall Prone. Additionally, until the start of your next turn, you gain a Flying Speed of 60ft and you do not provoke Opportunity Attacks. If you are airborne when you lose this flying speed, you gently descend to the nearest safe terrain below you.&lt;br /&gt;
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== Raven&#039;s Gaze ==&lt;br /&gt;
An eye for an eye leaves the world blind, but no wrong ever truly escapes the raven&#039;s gaze. Disciples of the Raven&#039;s Gaze allow no slight against them or their compatriots to go unpunished. Techniques of the Raven&#039;s Gaze revolve around instilling fear in your assailants before bringing them down.&lt;br /&gt;
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==== Revenge ====&lt;br /&gt;
&#039;&#039;Raven&#039;s Gaze Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have been wronged. If you haven&#039;t been, you will be. It is your charge to turn your ire upon those who sought to bring you down, and take from them that which you are owed. They tried to bring you to your knees, but now you are hoisted up by the black wings of vengeance.&lt;br /&gt;
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==== Will of the Conspiracy ====&lt;br /&gt;
&#039;&#039;Raven&#039;s Gaze Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can force a creature you can see to make a Wisdom Saving Throw. On a failed Save, the target&#039;s vision and hearing is overtaken by a swarm of ravens. Until the end of your next turn, it is [[Conditions#Deafened|Deafened]] and perceives the area beyond a 10ft Radius around it to be magical Darkness. If you start your turn outside of this Radius, you can use your Bonus Action to teleport into an unoccupied space inside of it.&lt;br /&gt;
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==== Gaze of the Flock ====&lt;br /&gt;
&#039;&#039;2nd Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature you can see within 30ft of you deals Damage to you or forces you to make a Saving Throw, you can use your Reaction and spend 2 Tempo Points to force it to make a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Frightened|Frightened]] of you until the end of your next turn. At the end of each of your turns while a creature is [[Conditions#Frightened|Frightened]] of you in this way, you can spend 1 Tempo Point to force the creature to make another Wisdom Saving Throw. On failed Save, the creature remains [[Conditions#Frightened|Frightened]] of you until the end of your next turn.&lt;br /&gt;
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==== Unkindness in Turn ====&lt;br /&gt;
&#039;&#039;5th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action and spend 2 Tempo Points to teleport to an unoccupied space within 5ft of a creature that is within 30ft of you and is [[Conditions#Frightened|Frightened]] of you. The creature then makes a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Paralyzed|Paralyzed]] form its fear until the end of its next turn.&lt;br /&gt;
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==== Futility ====&lt;br /&gt;
&#039;&#039;11th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once on each of your turns when you hit a creature with a Melee Weapon Attack, you can spend 1 Tempo Point to force the target of the Attack to make a Wisdom Saving Throw. On a failed Save, the target is [[Conditions#Slowed|Slowed]] and has Disadvantage on Saving Throws against being [[Conditions#Frightened|Frightened]] until the end of its next turn.&lt;br /&gt;
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==== Vengeance of the Swarm ====&lt;br /&gt;
&#039;&#039;17th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A black mist of ethereal ravens surges from you to enact your revenge. When a creature deals Damage to you, you can use your Reaction and spend 4 Tempo Points to cause that creature to lose a number of Hit Points equal to the amount of Damage it dealt to you this turn.&lt;br /&gt;
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&lt;br /&gt;
== Stone Dragon ==&lt;br /&gt;
Like the plates that shift about the world&#039;s surface, you leave a lasting impact on every person you encounter. Followers of the Stone Dragon discipline put great thought that each spoken word and each action belonging to them is not glib. Techniques of the Stone Dragon disciple focus on using the earth to keep you centered, and landing decisive blows.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stoicism ====&lt;br /&gt;
&#039;&#039;Stone Dragon Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Expression is a powerful thing that is best not used frivolously. Speak and act when your words and actions further your path, and make sure each word strikes with the impact of a falling boulder.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dragon Sentinel ====&lt;br /&gt;
&#039;&#039;Stone Dragon Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you create a Dragon Statue in an unoccupied space within 30ft of you. This Dragon Statue is a Medium object, and lasts for 1 minute or until you lose Concentration on the effect. This Dragon Statue has an AC of 13 + your Wisdom Modifier, and has a number of Hit Points equal to twice your Disciple Level. It has Immunity to Poison and Psychic Damage, and Immunity to all [[Conditions]]. If the Dragon Statue is forced to make an Ability Check or Saving Throw, it treats all of its Ability Scores as 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The area within 10ft of the Dragon Statue is considered Difficult Terrain to creatures of your choice. When you create the Dragon Statue, and as a Bonus Action on subsequent turns, you can move the Dragon Statue up to 15ft.&amp;lt;br&amp;gt;&lt;br /&gt;
If you summon the Dragon Statue within 5ft of a creature, and as a Reaction whenever a creature moves within 5ft of it, you can cause the Dragon to make a Melee Spell Attack targeting that creature using Wisdom for the Attack Bonus. On a hit, the Attack deals Magical Piercing Damage equal to 1d8 + your Wisdom Modifier to the target, additionally, the target is Slowed until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roots of Earth ====&lt;br /&gt;
&#039;&#039;2nd Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you would be knocked [[Conditions#Prone|Prone]], you can spend 1 Tempo Point to hook into the earth. When you do, you can&#039;t be knocked [[Conditions#Prone|Prone]] or moved against your will until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mountain Hammer ====&lt;br /&gt;
&#039;&#039;5th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can spend 2 Tempo Points to embed it into a fissure below it. The target must make a Strength Saving Throw. On a failed Save, the target is knocked [[Conditions#Prone|Prone]]. If the target is already [[Conditions#Prone|Prone]], it is [[Conditions#Restrained|Restrained]] until the end of its next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Earthbound ====&lt;br /&gt;
&#039;&#039;11th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to [[Conditions#Petrified|Petrify]] yourself until the start of your next turn. While [[Conditions#Petrified|Petrified]] in this way, all Damage you take is halved, and your form can&#039;t be changed by any means. Additionally, the earth around your feet attempts to encase those around you. Each creature within 15ft of you must make a Dexterity Saving Throw. On a failed Save, a creature is Restrained until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breath of Ages ====&lt;br /&gt;
&#039;&#039;17th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 5 Tempo Points to exhale an eroding mist that originates from either you or your Dragon Sentinel. All creatures in a 60ft Emanated Cone, which spreads around corners, must make a Constitution Saving Throw. On a failed Save, a creature&#039;s body becomes heavy and sluggish until the end of your next turn, causing it to become [[Conditions#Slowed|Slowed]] and [[Conditions#Dazed|Dazed]]. When you hit a creature either [[Conditions#Slowed|Slowed]] or [[Conditions#Dazed|Dazed]] in this way, you can cause it to become [[Conditions#Petrified|Petrified]] until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Titan Fury ==&lt;br /&gt;
The path of the warrior is full of rivals and obstacles. Followers of the Titan Fury discipline make it their goal to shatter the competition and make it clear that their power is absolute. Techniques of the Titan Fury discipline focus on demolishing the weak and cowardly and ripping through attempts at stopping your advance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
&#039;&#039;Titan Fury Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It is not enough to merely defeat your enemies; you must overcome them and demonstrate the gap in your abilities. You must prove to yourself and to the world that your might is unrivaled.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blood of the Ancients ====&lt;br /&gt;
&#039;&#039;Titan Fury Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can bolster your form. When you do, you gain Temporary Hit Points equal to your Wisdom Modifier + half your Disciple Level, which last for 1 minute. While you have these Temporary Hit Points, you add half your Wisdom Score (rounded up) to any Strength Check you make.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 5th Level in this class, while you have these Temporary Hit Points, your Size grows to Large if you are not already Large or larger. Your equipment grows to match your new Size. If there isn&#039;t enough room to grow to Large, you grow to the maximum Size possible with the space available.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power Overwhelming ====&lt;br /&gt;
&#039;&#039;2nd Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit on a Melee Weapon Attack, you can use your Bonus Action and spend up to 5 Tempo Points. the target of the Attack is pushed 5ft away from you for each Tempo Point spent.&amp;lt;br&amp;gt;&lt;br /&gt;
If this movement would force the target to impact a creature, object, or structure, both the creature and the creature, object, or structure it impacted with takes 1d6 Bludgeoning Damage for every 5ft of movement remaining to be pushed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cull the Meek ====&lt;br /&gt;
&#039;&#039;5th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who seek to mar you without facing you deserve a swift punishment. When a creature you cannot see hits you with a Melee Attack, or a creature hits you with a Ranged Attack, you can use your Reaction and spend 3 Tempo Points to reduce the Damage dealt by 1d10 + your Wisdom Modifier, the creature then makes a Wisdom Saving Throw. On a failed Save, the target takes Psychic Damage equal to the amount you reduced the Damage by.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Titan&#039;s Will ====&lt;br /&gt;
&#039;&#039;11th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn, you can spend 4 Tempo Points to remove one of the following [[Conditions]]: [[Conditions#Blinded|Blinded]], [[Conditions#Charmed|Charmed]], [[Conditions#Dazed|Dazed]], [[Conditions#Deafened|Deafened]], [[Conditions#Frightened|Frightened]], [[Conditions#Incapacitated|Incapacitated]], [[Conditions#Paralyzed|Paralyzed]], [[Conditions#Poisoned|Poisoned]], [[Conditions#Slowed|Slowed]], or [[Conditions#Stunned|Stunned]],&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arduos Wrath ====&lt;br /&gt;
&#039;&#039;17th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 4 Tempo Points to slam into the earth. Every creature of your choice in a 30ft Emanated Cone must make a Constitution Saving Throw. On a failed Save, a creature is [[Conditions#Stunned|Stunned]] for 1 minute.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Sublime Journeys =&lt;br /&gt;
== Journey of the Blade Dancer ==&lt;br /&gt;
A single swing of the blade is often more than it appears, and this is especially true for a disciple that follows the Journey of the Blade Dancer. Blade Dancers are disciples whose bodies have all but merged with the ripples around them. Their newfound magical senses drive them to seek out flexibility in the execution of their steps and techniques. Their precise, sweeping motions cut into the fabric of magic itself, infusing them with supernatural acrobatic ability and elegance in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Blade Dancer Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blade Dance|Blade Dance]] || 3rd || When you miss on Melee Weapon Attacks, you can deal Force Damage to the target instead, and when you make a Melee Weapon Attack against a creature it can&#039;t make Opportunity Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Elegance|Elegance]] || 3rd || You get Proficiency in Performance and add your Wisdom Modifier to your Charisma (Performance) Checks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Evasion|Evasion]] || 7th || You&#039;re better against Dexterity Saving Throws to take half Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Accelerando|Accelerando]] || 11th || You add your Wisdom Modifier to your Melee Weapon Attack&#039;s Damage Rolls&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Rushing Agility|Rushing Agility]] || 14th || You can Jump better, run up walls and across water, and can take the Dodge Action as a Bonus Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Free Stride|Free Stride]] || 18th || You&#039;re always under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blade Dance ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your strikes are followed by magical ripples that echo your intent. Whenever you miss on a Melee Weapon Attack you can deal Force Damage to the target of the Attack equal to your Wisdom Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you make a Melee Attack against a creature, that creature can&#039;t make Opportunity Attacks against you until the start of your next turn. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elegance ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in Performance and you add your Wisdom Modifier to your Charisma (Performance) Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evasion ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can nimbly dodge out of the way of certain area effects. When an effect would force you to make a Dexterity Saving Thrown that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Accelerando ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add your Wisdom Modifier to the Damage Rolls of your Melee Weapon Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you can take the Dash Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rushing Agility ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your mastery of the weight of your body allows you to defy natural limitations. When you Jump, you can use your remaining Speed to determine the maximum distance, you can also Jump your full distance without needing a running start.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, You gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also take the Dodge Action as a Bonus Action. You can take this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Free Stride ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are permanently under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]] Spell. You use Wisdom as your Spellcasting Ability for the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the Collector ==&lt;br /&gt;
Most often the Journey of the Collector begins with a recurrent dream of an infinite field littered with weaponry from across the ages. Within this space you are free to use and manipulate, form and reform the weaponry and landscape as you see fit, perpetually in pursuit of the perfect arsenal. This dream repeats, becoming more and more lucid until you awaken amidst a cloud of flying armaments that flow along to your whims, and from that day each weapon you touch, and each alteration you make in your dreams, will reflect in your control over your magical arsenal.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Collector Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Bound Arsenal|Bound Arsenal]] || 3rd || You can bind Weapons to your Arsenal, a mystical storm of Weapons you can summon at will&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Conjure Weapons|Conjure Weapons]] || 3rd || You can summon your Arsenal and arrange into one of three formations&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blade Affinity|Blade Affinity]] || 7th || You can learn information about what was done with Weapon&#039;s by studying them&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Ultimate Arsenal|Ultimate Arsenal]] || 11th || All the ways you can use your Arsenal improve&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Conjured Body|Conjured Body]] || 14th || While you have your Arsenal summoned, you can fly&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Dream Gate|Dream Gate]] || 18th || You can summon a ton of Weapons to Attack enemies&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bound Arsenal ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to call upon an Arsenal of Weapons you store within your mind. You must bind Weapons to yourself in order to call upon them. If you hold a Weapon and meditate for 1 hour, which can be done during a Short or Long Rest, you can bind the Weapon to your Arsenal, causing it to disappear into an extradimensional space.&amp;lt;br&amp;gt;&lt;br /&gt;
When you summon your Arsenal with your Conjure Weapons feature, this Weapon is summoned within it while it is bound to you.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have a number of Weapons bound in this way equal to your Wisdom Modifier + your Disciple Level. A weapon becomes unbound 24 hours after you die or you unbind it as an Action, causing it to appear at your feet. Sentient Weapons must agree to be bound, and can choose to unbind themselves at any point.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Conjure Weapons ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can conjure or dismiss your Arsenal of bound Weapons, which hover in your space and can easily be reached, as a Bonus Action. The Weapons that are part of this Arsenal deal Force Damage instead of their normal Damage Type, and gain the Thrown (20/60). Whenever you throw an Arsenal Weapon it immediately returns to your space after the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you make a Weapon Attack and are not wielding any Weapons or Shields, you can mentally direct a single Weapon in your Arsenal to Attack if you were wielding with one or two hands (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
When you conjure your Arsenal, and as a Bonus Action on subsequent turns while the Arsenal is summoned, you can choose one of the following formations for the Weapons to take:&lt;br /&gt;
*&#039;&#039;&#039;Assault.&#039;&#039;&#039; Your Arsenal poises to Attack. Ranged Attacks made with your Arsenal do not suffer Disadvantage due to attacking at Long Range or from being within 5ft of a hostile creature. Your Attacks made with your Arsenal ignore 1/2 and 3/4 Cover.&lt;br /&gt;
*&#039;&#039;&#039;Storm.&#039;&#039;&#039; Your Arsenal becomes a chaotic flurry. The area within 5ft of you becomes Difficult Terrain to all creatures of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Ward.&#039;&#039;&#039; Your Arsenal forms a protective barrier. The first time you take Damage on a turn, it is reduced by an amount equal to your Wisdom Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blade Affinity ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can read into a Weapon&#039;s history through mere touch. Over the course of 1 minute, you can analyze a Weapon you are holding. At the end of the minute, you glean one of the following pieces of information (DM&#039;s choice):&lt;br /&gt;
*A clear picture of the Weapon&#039;s last wielder as it drew the Weapon for combat.&lt;br /&gt;
*A glimpse of a magical ability the last wielder of the Weapon used while wielding the Weapon.&lt;br /&gt;
*Whether the last wielder used the Weapon with malicious, honorable, protective, or some other form of intent.&lt;br /&gt;
*A glimpse of the last creature felled by this Weapon.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Once you use this feature to analyze a Weapon, you can&#039;t use it again until it has been used to make an Attack in combat targeting a hostile creature that can retaliate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ultimate Arsenal ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At 11th level, both your control and the quality of your arsenal have heightened, causing your formations to improve:&lt;br /&gt;
*&#039;&#039;&#039;Assault.&#039;&#039;&#039; Any Attack made with Weapons from your arsenal deal an additional 1d8 Damage.&lt;br /&gt;
*&#039;&#039;&#039;Storm.&#039;&#039;&#039; The Weapons expand into the area within 15 ft of you instead of 5 ft.&lt;br /&gt;
*&#039;&#039;&#039;Ward.&#039;&#039;&#039; The Damage is reduced by twice your Wisdom modifier instead (minimum of 2).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Conjured Body ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned how to merge your body with your Arsenal, embedding within you its fluid movement. While you have your Arsenal conjured, you gain a Flying Speed equal to your Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dream Gate ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can bring out the full force of your arsenal in an instant. As an Action, you create a visage of your field behind you and conjure 100 Weapons all around you. Choose any number of creatures within 120ft of you, and dedicate 100 Projectiles among them, a creature can only be dedicated to 10 Projectiles. All chosen creatures must make a Dexterity Saving Throw. On a failed Save a creature takes 1d8 Force Damage for each Projectile dedicated to it, or half as much Damage on a successful Save. These Weapons disappear at the end of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the Rider ==&lt;br /&gt;
Some Disciples feel a strong connection to the Tempo of certain animals, often used as mounts, like horses, camels, llamas, donkeys, or the occasional dragon. Through the connection of this Tempo, these Disciples bond with a mount which they attune to and become one with.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Rider Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Mount-Borne|Mount-Borne]] || 3rd || You cast the [[Level 2#Find Steed|Find Steed]] Spell at the end of a Long Rest, and you get more options for what you can summon&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#One with the Steed|One with the Steed]] || 3rd || While riding a mount you and the mount get a bunch of buffs&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Defensive Rhythm|Defensive Rhythm]] || 7th || While riding a mount, you and the mount get increases to AC and and make Attacks if someone Attacks the other&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Expanding Steeds|Expanding Steeds]] || 11th || You can cast the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell instead at the end of a Long Rest, you also get more options for what you summon&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#From the Horseback to the Sky|From the Horseback to the Sky]] || 14th || Mounts you summon with the [[Level 2#Find Steed|Find Steed]]  or [[Level 2#Find Greater Steed|Find Greater Steed]] Spells, or that you spend an hour bonding to, gain a Flying, Swimming, and Climbing Speed equal to its Walking Speed and can breathe underwater&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Unrivaled Haste|Unrivaled Haste]] || 18th || While mounted, you and the mounter are permanently under the effects of the [[Level 3#Haste|Haste]] Spell&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mount-Borne ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You begin to learn to tie yourself to the mounts of the world. At the end of a Long Rest, you can non-magically replicate the effects of the [[Level 2#Find Steed|Find Steed]] Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you replicate the Spell in this way, you can also summon one of the following creatures: Axe-Beak, Cow, Crocodile, Giant Goat, Giant Lizard, Giant Snail, Hadrosaurus, Hippocamp, Jaculi, Riding Horse, Walrus, Warhorse Skeleton, Worg.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== One with the Steed ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You boom win tune with the creatures you are riding. You gain the following benefits while riding a mount:&lt;br /&gt;
*You have Advantage on Saving Throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10ft, you do not fall [[Conditions#Prone|Prone]] if you aren&#039;t [[Conditions#Incapacitated|Incapacitated.]]&lt;br /&gt;
*Mounting or dismounting a creature costs you only 5ft of movement, rather than half your Speed.&lt;br /&gt;
*Whenever you begin riding a mount, you can cause it to gain a number of Maximum Hit Points equal to twice your Disciple Level for the next 8 hours or until you give these Maximum Hit Points to a different mount.&lt;br /&gt;
*You can communicate telepathically with the mount for the next 24 hours. It can respond to you telepathically as if it had an Intelligence Score of 8 for the same Duration unless its Intelligence is higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Defensive Rhythm ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you are riding a mount, you gain the following benefits:&lt;br /&gt;
*The mount gains a bonus to its AC equal to your Wisdom Modifier.&lt;br /&gt;
*You gain a bonus to your AC equal to the mount&#039;s Wisdom Modifier&lt;br /&gt;
*When you are hit by a Melee Attack, the mount can use its Reaction to make an Attack against the creature that hit you with the Attack.&lt;br /&gt;
*When the mount is hit by a Melee Attack, you can use you Reaction to make an Attack against the creature that hit the mount with the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanding Steeds ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you finish a Long Rest, you can instead replicate the effects of the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell. When you do you gain the following list of creatures that you can also summon: Allosaurus, Ankheg, Auroch, Axe-Beak, Brown Bear, Camel, Carrion Crawler, Cave Bear, Cow, Crag Cat, Crocodile, Dinosaur Skeleton, Dragonnel, Elk, Female Steeder, Gelatinous Cube, Giant Boar, Giant Constrictor Snake, Giant Crayfish, Giant Eagle, Giant Elk, Giant Goat, Giant Hyena, Giant Lizard, Giant Octopus, Giant Snail, Giant Spider, Giant Strider, Giant White Moray Eel, Hadrosaurus, Hippocamp, Hunter Shark, Ice Spider Queen, Jaculi, Lion, Mastiff, Moorbounder, Plesiosaurus, Pony, Quetzalcoatl, Riding Horse, Sabre-Tooth Tiger, Skyjek Roc, Star Lancer, Tiger, Two-Headed Crocodile, Walrus, Warhorse, Warhorse Skeleton, Worg.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== From the Horseback to the Sky ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you summon a Steed with the [[Level 2#Find Steed|Find Steed]] or [[Level 4#Find Greater Steed|Find Greater Steed]] Spells, or similar effects, it gains a Flying, Swimming, and Climbing Speed equal to its Walking Speed. Additionally, mounts you summon in this way can breathe both air and water.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 hour bonding to a mount that you didn&#039;t summon with these Spells, which can be performed during a Short or Long Rest. After this bonding is complete that mount gains these benefits as well. You remain bonded with a mount until you bond with a different mount or have not ridden it for 10 days.&lt;br /&gt;
Additionally, while mounted you can breathe both air and water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unrivaled Haste ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your mounts has expanded to a great intensity. While you are riding a mount, you and the mount gain the benefits of the [[Level 3#Haste|Haste]] Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the War God ==&lt;br /&gt;
A disciple who follows the Journey of the War God is unmistakable on the battlefield by the manifestation of their soul fighting alongside them, often taking the form of spectral arms or a looming figure at their back. The influence of tempo can reach further than most would think; after all, everything moves, even your own spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Disciples that define themselves by intense emotions, or a need to prove their own self worth, can develop a sensitivity to the movements of their soul. After enough time, the disciple gains the ability to summon and wield this element of their soul in combat. Legends speak of disciples that attain definite control, and ultimately learn to harness the divine spark that resides within them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ War God Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Spirit of the War God|Spirit of the War God]] || 3rd || You can summon ethereal arms which can make more Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Cosmic Presence|Cosmic Presence]] || 7th || You can try make creatures be more susceptible to your Charisma and Wisdom Checks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Encroaching Omniscience|Encroaching Omniscience]] || 11th || When you make an Attack with a Reaction, you can make an additional Attack as part of that Reaction, you can also draw and stow a ton of Weapons with you Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Lens of Truth|Lens of Truth]] || 14th || You get Truesight out to a Range of 120ft&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Shard of Divinity|Shard of Divinity]] || 18th || Your Weapon Attacks and Discipline Techniques ignore Resistance and Immunity to Damage, you also don&#039;t get frail while aging, your soul can&#039;t be trapped or destroyed, and you can&#039;t be an Undead unless you want to be&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit of the War God ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your passion can call forth the part of your soul that revels in the glory of battle. As a Bonus Action or when you roll Initiative, you can manifest or dismiss two spectral arms that are connected to your upper body. When summoned, and as a Free Action on subsequent turns, each arm can perform an Object Interaction. You can control these arms easily, and they act just like your other arms.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can make a single Attack with each Melee Weapon you and your spectral arms are wielding. You don&#039;t add your Ability Modifier to the Damage of these Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 5th Level in this class, you add your Ability Modifier to up to two of the Damage Rolls of the Attacks made with this feature. When you reach 11th Level in this class, you add your Ability Modifier to all of the Damage Rolls of the Attacks made with this feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cosmic Presence ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your inner self has granted you greater presence. You can make a Wisdom (Intimidation) Check in place of a Strength or Charisma (Intimidation) Check, and you can make a Wisdom (Persuasion) Check in place of a Charisma (Persuasion) Check.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, as an Action, you can amplify your presence a hundred fold. Creatures of your choice within 60ft of you must make a Charisma Saving Throw against your Tempo Save DC. On a failed Save, a creature becomes aware of your presence, and you have Advantage on all Wisdom and Charisma Checks made against those creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Action a number of times equal to your Proficiency Bonus, regaining expending uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Encroaching Omniscience ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your soul becomes your vigil, as the shapes of faces can be traced around your head. Whenever you make an Attack as a part of a Reaction, you can make an additional Attack with one of your spectral arms created by your Spirit of the War God feature.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, once per turn when you miss on a Weapon Attack, you can make an additional Weapon Attack with a Weapon being wielded by your spectral arms as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lens of Truth ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your sight ascends towards the sight of the Three, giving you Truesight out to a Range of 120ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shard of Divinity ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have fully reconnected with your soul, unlocking the divine power within it. You gain Resistance to Damage dealt by Weapon Attacks. Additionally, Damage you deal with Weapon Attacks or Discipline Techniques ignore Resistance and Immunity.&amp;lt;br&amp;gt;&lt;br /&gt;
You no longer suffer the frailties of old age, your soul cannot be stolen, trapped, or destroyed, and you cannot be raised as an undead if you are not willing apart from divine intervention.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Disciple&amp;diff=4438</id>
		<title>Disciple</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Disciple&amp;diff=4438"/>
		<updated>2026-06-22T13:41:54Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Alacrity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Disciple =&lt;br /&gt;
A Kethie woman strides calmly through a forest glade, smirking as she subtly grips her sheathed blade. She closes her eyes as brigands leap from the surrounding brush. Before they can even shout their demands, the woman&#039;s blade makes a wide arc at the group. Each&lt;br /&gt;
brigand manages to barely dodge her preemptive strike, but their movements suddenly stop as they start to draw their blades. A large wound appears across each of their torsos where her blade had grazed them, and then they slump to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
Atop a grassy plateau, a lone human figure stands in total focus amidst a swarm of hovering spectral blades. Like a masterful conductor, the figure directs the blades to fluidly strike the targets painted on the stones around. With a quiet whisper of pride, the figure recalls the blades before willing them to fall to dust and blow away with the wind.&amp;lt;br&amp;gt;&lt;br /&gt;
A battle rages upon a blood-soaked field overlooked by a regal keep. In its center, stands a lone battle-worn minotaur fighting for his life. A pair of hulking spectral arms sprout from his back, allowing the tiefling to wield four axes at once. He charges into a group of soldiers, wreathing himself in flames as the lone figure carves into the enemy line. Each step taken could be his last, yet the tiefling fights with the widest of grins.&amp;lt;br&amp;gt;&lt;br /&gt;
Although these warriors fight using a diverse range of extraordinary methods, they are all disciples. Disciples are defined by their mystical fighting styles and the introspective focus that gives purpose to their training. For a disciple, combat is a conduit of self-improvement, and battlefields exist to test the strength of ideals.&amp;lt;br&amp;gt;&lt;br /&gt;
The key to a disciple&#039;s magic prowess is awareness and focus. Every movement a creature makes causes a small, nearly imperceptible ripple across elements of the weave of magic. Using their ideals as an anchor for their focus, disciples enter a state of utter clarity where they can perceive and read these ripples, ultimately utilizing the power within these ripples—called tempo—to fuel their mystical techniques. As a disciple grows and solidifies their grasp on their ideals, their ability to maintain this focus increases drastically, improving their martial abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
A disciple&#039;s ideals are represented in their fighting style by the sublime disciplines they follow. While some disciples discover these paths themselves, others learn them from masters of the art. Each sublime discipline holds one ideal above all others, and it serves as the anchor for the tempo techniques of that discipline. As a result, combat using these disciplines is a form of self expression and an opportunity to refine one&#039;s philosophy. The danger and rigor of the battlefield provides the perfect situation to test the disciple&#039;s focus, their understanding of themselves, and their values.&amp;lt;br&amp;gt;&lt;br /&gt;
Because of this predisposition towards experience and conflict, it is rare you&#039;ll find a disciple that stays in one place for too long, or subsisting under the yoke of military regulation. They are natural wanderers, and tend to flock towards interesting people that may lead them to greater challenges and adventures. Such people often prove to be worthy rivals and life-long friends for the wandering disciple: the perfect sparks to ignite the flames of inspiration.&amp;lt;br&amp;gt;&lt;br /&gt;
To a disciple, survival is often secondary to growth. To that end, you may yet find disciples working as sellswords or mercenaries in an attempt to find new conflicts to test themselves. Each and every fight is an opportunity to push past one&#039;s limits, and test not only ability, but also their willpower and determination. The path of the disciple is one filled with decision. Each must decide which disciplines to pursue and which to discard, as the path to perfection is littered with broken philosophies and weak hearts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Tempo Points !! Disciplines Known !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || [[Disciple#Instinct Driven|Instinct Driven]], [[Disciple#Sublime Discipline|Sublime Discipline]], [[Disciple#Martial Intuition|Martial Intuition]] || - || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || [[Disciple#Tempo|Tempo]], [[Disciple#Fighting Style|Fighting Style]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 2 || 1 || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || [[Disciple#Sublime Journey|Sublime Journey]] || 3 || 1 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 3 || 2 || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || [[Disciple#Extra Attack|Extra Attack]], [[Disciple#Alacrity|Alacrity]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 4 || 2 || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || [[Disciple#Rhythm in the Air|Rhythm in the Air]] || 4 || 2 || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || [[Disciple#Sublime Journey|Sublime Journey Feature]] || 5 || 3 || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 5 || 3 || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || [[Disciple#Sublime Journey|Sublime Journey Feature]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 6 || 3 || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || [[Disciple#Blind Sense|Blind Sense]] || 6 || 4 || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || [[Disciple#Sublime Journey|Sublime Journey Feature]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 7 || 4 || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 7 || 4 || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || [[Disciple#Imprinted Growth|Imprinted Growth]] || 8 || 4 || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || [[Disciple#Sublime Journey|Sublime Journey Feature]] || 8 || 4 || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || [[Disciple#Timeless Body|Timeless Body]], [[Disciple#Quick Rest|Quick Rest]] || 9 || 4 || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 9 || 4 || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 10 || 4 || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || [[Disciple#Tempo Mastery|Tempo Mastery]], [[Disciple#Sublime Journey|Sublime Journey Feature]] || 10 || 4 || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 10 || 4 || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || [[Disciple#Great Mastery|Great Mastery]] || 10 || 4 || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d10 per Disciple Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 10 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d10 (increase to 6) + your Constitution Modifier per Disciple Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Heavy Armor|Heavy Armor]], and [[Armor and Weapons#Shields|Shields]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; One [[Adventuring Gear#Tools|Set of Tools]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Wisdom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Athletics, History, Insight, Intimidation, Perception, Performance, Religion, and Sleight of Hand&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Leather Armor]] or [[Armor and Weapons#Medium Armor|Scale Mail]] or [[Armor and Weapons#Heavy Armor|Chain Mail]], a [[Armor and Weapons#Martial Weapons|Martial Weapon]], a [[Armor and Weapons#Martial Weapons|Martial Weapon]] or a [[Armor and Weapons#Shields|Shield]], two [[Armor and Weapons#Simple Melee Weapons|Javelins]], three [[Armor and Weapons#Simple Melee Weapons|Daggers]], and an [[Equipment Packs|Equipment Pack]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Disciple Features Summarized&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Instinct Driven|Instinct Driven]] || 1st || You&#039;re more powerful in the first seconds of combat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Sublime Discipline|Sublime Discipline]] || 1st || You master Sublime Disciplines, arts of combat unique to Disciples&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Martial Intuition|Martial Intuition]] || 1st || When you hit creatures with Attacks, you can learn information about the target&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Tempo|Tempo]] || 2nd || You get Tempo Points that fuel some features of your Sublime Disciplines&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Fighting Style|Fighting Style]] || 2nd || You choose a way of fighting that you&#039;re good at&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Sublime Journey|Sublime Journey]] || 3rd || You choose your subclass, and gain features at 3rd, 7th, 11th, 14th, and 18th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 10th 12th, 16th, and 19th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Alacrity|Alacrity]] || 5th || Your Speed increases by 10ft&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Rhythm in the Air|Rhythm in the Air]] || 6th || You add your Wisdom Modifier to Initiative Rolls and can&#039;t be Suprised while conscious&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blind Sense|Blind Sense]] || 10th || You get Blindsight out to a Range of 30ft&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Imprinted Growth|Imprinted Growth]] || 13th || You get Proficiency with either Dexterity or Constitution Saving Throws&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Timeless Body|Timeless Body]] || 15th || You stop aging and don&#039;t need to eat&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Quick Rest|Quick Rest]] || 15th || You can Long Rest in half the normal amount of time&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Tempo Mastery|Tempo Mastery]] || 18th || When you Dodge, you can take the Attack Action as a Bonus Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Great Mastery|Great Mastery]] || 20th || All the techniques from one of your Sublime Disciplines are free&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Instinct Driven ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your body immediately responds to the danger, granting you immense leverage when a fight starts. During the first round of combat, your Speed increases by 15 feet, Opportunity Attacks against you are made at Disadvantage, and your first Attack is made with Advantage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sublime Discipline ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A disciple&#039;s path begins with learning Sublime Disciplines. A Sublime Discipline is a kind of mystical martial art. Each Discipline is centered on an ideal for the disciple to understand and internalize. Choose one Sublime Discipline to learn, detailed at the end of the class description. When you gain certain Levels in this class, you learn new Sublime Disciplines, as shown on the Disciplines Known column of the Disciple table.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Sublime Discipline gives you a Signature Art, the foundational technique of the Discipline. You can invoke the Signature Art of a Sublime Discipline you know a number of times equal to your Wisdom Modifier, regaining expended uses at the end of a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Every Discipline also has a list of Discipline Techniques that require you to reach certain Levels in this class to use, you must meet the Level listed in the italics under the name of the Discipline Technique to be able to use it. These Techniques require you to spend Tempo Points described in your Tempo feature.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, if a Discipline Technique or Signature Art granted by a Discipline, it uses your Tempo Save DC, which has a DC of 8 + your Wisdom Modifier + your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Martial Intuition ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your opponents&#039; blows radiate a certain rhythm that your body has learned to read. When a creature Attacks you or forces you to make a Saving Throw, you can use your Reaction to learn one of its following capabilities of your choice:&lt;br /&gt;
*You learn if one of its Ability Scores of your choice is higher, lower, or equal to yours.&lt;br /&gt;
*You learn if any of Speeds are higher, lower, or equal to one of your Speeds of your choice.&lt;br /&gt;
*You learn if the target is under the effects a Spell or magical effect.&lt;br /&gt;
*You learn if the target has Proficiency with at least one [[Armor and Weapons#Martial Weapons|Martial Weapon]].&lt;br /&gt;
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tempo ====&lt;br /&gt;
&#039;&#039;2nd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to perceive and utilize the power in ambient ripples of the world, called Tempo. Your access to this mystical energy is represented by a pool of Tempo Points. Your Disciple Level determines the number of Tempo Points the pool can hold, which is shown in the Tempo Points column of the Disciple table.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend these Tempo Points to fuel various Discipline Techniques granted by your Sublime Disciplines.&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you regain all spent Tempo Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fighting Style ====&lt;br /&gt;
&#039;&#039;2nd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:&lt;br /&gt;
*&#039;&#039;&#039;Archery.&#039;&#039;&#039; You gain a +2 bonus to Attack Rolls you make with [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]].&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting.&#039;&#039;&#039; You have Blindsight out to 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Defense.&#039;&#039;&#039; While you are wearing [[Armor and Weapons#Armor|Armor]], you gain a +1 bonus to AC.&lt;br /&gt;
*&#039;&#039;&#039;Dueling.&#039;&#039;&#039; When you are wielding a [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] in one hand and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +2 bonus to Damage Rolls with that [[Armor and Weapons#Weapons|Weapon]].&lt;br /&gt;
*&#039;&#039;&#039;Melee Marksman.&#039;&#039;&#039; You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]] when creatures within 5ft of you move away from you.&lt;br /&gt;
*&#039;&#039;&#039;Mounted Warrior.&#039;&#039;&#039; Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked [[Conditions#Prone|Prone]].&lt;br /&gt;
*&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a [[Armor and Weapons#Shields|Shield]].&lt;br /&gt;
*&#039;&#039;&#039;Shield Warrior.&#039;&#039;&#039; You can use a [[Armor and Weapons#Shields|Shield]] as a [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]], dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a [[Armor and Weapons#Shields|Shield]] and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +1 Bonus to your Attack Rolls and Armor Class.&lt;br /&gt;
*&#039;&#039;&#039;Thrown-Weapon Fighting.&#039;&#039;&#039; You can draw a [[Armor and Weapons#Weapons|Weapon]] as part of an Attack made with a Thrown [[Armor and Weapons#Weapons|Weapon]]. In addition, when you hit with a Ranged Attack using a Thrown [[Armor and Weapons#Weapons|Weapon]], you gain a +2 bonus to the Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Two-Weapon Fighting.&#039;&#039;&#039; When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed Fighting.&#039;&#039;&#039; You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren&#039;t wielding any [[Armor and Weapons#Weapons|Weapon]] or [[Armor and Weapons#Shields|Shields]], your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature [[Conditions#Grappled|Grappled]] by you.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Fighting.&#039;&#039;&#039; While wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sublime Journey ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 11th, 14th, and 18th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the following Sublime Journeys to represent the personal journey you have embarked upon that shapes your skills and draws you towards certain innate magical talents.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sublime Journeys&lt;br /&gt;
|-&lt;br /&gt;
! Sublime Journey !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Blade Dancer|Journey of the Blade Dancer]] || 1 || You master blades and the art of using those blades and your body, becoming one with world, extremely agile, and deadly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Collector|Journey of the Collector]] || 3 || You collect a hoard of blades and weaponry from around the world, stashing them in an ethereal arsenal which you summon in combat as a whirling storm, a defensive wall of weapons, or poised to strike.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Rider|Journey of the Rider]] || 3 || You bond with the rhythm of mounts, becoming almost one with the creatures you ride, gaining an almost magical ability to summon such creatures to aid you.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the War God|Journey of the War God]] || 2 || You embody the divinity within you, summoning additional arms to attack for you while cutting down the force of personality of others, causing them to easily submit to your gloriousness.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 10th, 12th, 16th, and 18th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;5th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make an additional Attack whenever you take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rhythm in the Air ====&lt;br /&gt;
&#039;&#039;6th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your body&#039;s familiarity with Tempo allows it to react to conflict even when your mind lags behind. you add your Wisdom Modifier to your Initiative Rolls and you can&#039;t be Surprised while you are conscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blindsight ====&lt;br /&gt;
&#039;&#039;10th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are able to detect the thin ripples of magic caused by the subtle movements of hidden creatures. You gain Blindsight out to a Range of 30ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Imprinted Growth ====&lt;br /&gt;
&#039;&#039;13th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in either Dexterity or Constitution Saving Throws (your choice).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Timeless Body ====&lt;br /&gt;
&#039;&#039;15th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Tempo sustains you. You do not age and you cannot be aged magically. You also no longer need food and water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Quick Rest ====&lt;br /&gt;
&#039;&#039;15th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your improved vitality allows you to rest at an accelerated rate. You need half as much time to finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tempo Mastery ====&lt;br /&gt;
&#039;&#039;17th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you can take the Attack Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Great Mastery ====&lt;br /&gt;
&#039;&#039;20th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your growth culminates with you becoming the master of a Discipline. Choose one Sublime Discipline. Whenever you use a Discipline Technique granted by that Sublime Discipline, you regain all Tempo Points you spent at the end of the turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Sublime Disciplines =&lt;br /&gt;
== Ardent Lion ==&lt;br /&gt;
No true warrior fights in isolation; their friends, family, and all their allies follow them into every fight. Ardent Lion disciples fight using rallying cries and by utilizing the strength of their bonds to perform superhuman feats in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Camaraderie ====&lt;br /&gt;
&#039;&#039;Ardent Lion Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your allies are your family, and those bonds are more precious than anything the world can muster. Cherish them and look out for them, for they will make you your best self.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rally ====&lt;br /&gt;
&#039;&#039;Ardent Lion Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you let out a riveting war cry that sends jolts through the bodies of your allies. All creatures of your choice within 30ft of you can use their Reaction to move up to their Speed without provoking Opportunity Attacks. This feature&#039;s Range increase as you gain Levels in this class: You can select creatures within 60ft of you at 5th Level, 90ft at 11th Level, and 120ft at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warding Strike ====&lt;br /&gt;
&#039;&#039;2nd Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 1 Tempo Point to instill hesitation within your target. The target has Disadvantage on the next Attack it makes that does not target you before the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bolstering Bond ====&lt;br /&gt;
&#039;&#039;5th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend up to 5 Tempo Points to bolster yourself and an ally. You and a creature of your choice within 30ft of you gain a number of Temporary Hit Points equal to 1d8 per Tempo Point spent. These Temporary Hit Points last for 1 minute or until you use this Technique again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unified Assault ====&lt;br /&gt;
&#039;&#039;11th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 3 Tempo Points to call in an assault. Choose one creature within 30ft of you, that creature can use its Reaction to make an Attack against the creature you hit with your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fury of the Fallen ====&lt;br /&gt;
&#039;&#039;17th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you see a creature reduce another creature to 0 Hit Points, you can use your Reaction and spend 4 Tempo Points to move up to your Speed and make a single Weapon Attack against the creature that reduced the other creature to 0 Hit Points. If you hit on the Attack, the creature reduced to 0 Hit Points regains a number of Hit Points equal to your Disciple Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Coursing Ember ==&lt;br /&gt;
To live life on the sidelines, bored and discontent, is to not really live life at all. Disciples of the Coursing Ember discipline are fiery individuals who follow their whims and passions to the ends of the earth. Coursing Ember techniques involve spreading radiant flames and gliding through the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Passion ====&lt;br /&gt;
&#039;&#039;Coursing Ember Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your heart must burn like the desert sun. Do not live idly and let opportunities pass you by. Be invested in every action you choose to take, and use the fire in your eyes to guide you into the future.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Salamander Charge ====&lt;br /&gt;
&#039;&#039;Coursing Ember Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can move up to your Speed without provoking Opportunity Attacks. During this movement you can more through a creature&#039;s space as if it were Difficult Terrain but you cannot end your turn there. After this movement, you leave behind a wall of fire that is 10ft high and 1ft thick in the spaces you occupied. This wall lasts for 1 minute or until you lose Concentration on the effect. This wall Lightly Obscures vision. Any creature in the wall when it appears, enters the wall for the first time on a turn, or ends its turn there must succeed on a Dexterity Saving Throw. On a failed Save, a creature takes 1d8 Fire Damage. As you gain Levels in this class, this wall deal additional Damage: It deals 2d8 Fire Damage at 5th Level, 3d8 at 11th Level, and 4d8 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Searing Lashes ====&lt;br /&gt;
&#039;&#039;2nd Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You coat your Weapons in searing flames. When you take the Attack Action, you can spend 1 Tempo Point to increase your Reach by 10ft until the end of your turn. Your Attacks deal Fire Damage instead of their normal Damage Type for the duration, and deal an additional 1d4 Fire Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Leaping Flame ====&lt;br /&gt;
&#039;&#039;5th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature within 60ft of you deals Damage to you, you can use your Reaction to spend 2 Tempo Points to briefly turn into a wisp of flame and fly to an unoccupied space within 5ft of the creature that dealt Damage to you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flaming Stance ====&lt;br /&gt;
&#039;&#039;11th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn, you can spend 2 Tempo Points to engulf yourself in beautiful flames. Until the start of your next turn, you are Immune to Fire Damage, and whenever a creature makes a Melee Attack against you, it takes 1d8 Fire Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bursting Sunspot ====&lt;br /&gt;
&#039;&#039;17th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 3, 4, or 5 Tempo Points to cause the target of your Attack to explode in a blaze of glory. All other creatures within 10ft of you make a Dexterity Saving Throw. On a failed Save a creature takes 6d6 Fire Damage, or half as much Damage on a successful Save. This Range is increased by 10ft for every Tempo Point you spent above 3.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Diamond Mind ==&lt;br /&gt;
Students of the Diamond Mind discipline are renowned for their ability to remain calm in even the most dire of situations. Combat is an equation to be solved, and it is the practice of the Diamond Mind to understand all of its elements. This view lends itself to a prescient combat style, where the practitioner appears able to act in impossibly short spans of time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Order ====&lt;br /&gt;
&#039;&#039;Diamond Mind Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Everything has a cause and an effect. The world may appear chaotic, but a clean layer of order underlies it all. The more you discover and understand this order, the greater a warrior and the more fulfilled an individual you will become.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Quick Draw ====&lt;br /&gt;
&#039;&#039;Diamond Mind Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you roll Initiative at the start of combat, if you aren&#039;t Surprised, you can use a Free Action to move up to half your Speed and make a single Weapon Attack which deals double Damage to objects and structures.&amp;lt;br&amp;gt;&lt;br /&gt;
When you roll Initiative at the start of combat, if you are Surprised, you can use a Free Action to not be Surprised.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prescient Counter ====&lt;br /&gt;
&#039;&#039;2nd Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you are hit with an Attack, you cause your Reaction and spend 2 Tempo Points to gain a Bonus to your AC equal to your Wisdom Modifier against that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flicker Step ====&lt;br /&gt;
&#039;&#039;5th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to choose a creature within 20ft of you. You teleport to an unoccupied space within 5ft of that creature and make a single Melee Weapon Attack targeting all creatures in a 5ft wide Line from the space you occupied before using this Technique to the location you now occupy. After a creature takes Damage from the Attack, if it has a number of Hit Points equal to or less than your Discipline Level at the end of the current turn, it drops to 0 Hit Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ruby Storm Stance ====&lt;br /&gt;
&#039;&#039;11th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you can immediately use your Bonus Action and spend 1 Tempo Point to enter a time-slowing stance. Until the start of your next turn, you can&#039;t be knocked [[Conditions#Prone|Prone]], or move in any way. While in this stance, when a creature within 5ft of you make an Attack against you, you can make a single Weapon Attack targeting that creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Trace ====&lt;br /&gt;
&#039;&#039;17th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 4 Tempo Points to teleport up to 60ft to an unoccupied space and then make a single Melee Weapon Attack against a creature within Reach. This Attack deals an additional 2d8 Force Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
You can teleport and Attack again up to 5 additional times as part of the same Action, but each Attack must target a different creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hero&#039;s Charge ==&lt;br /&gt;
The world is full of monsters and those that would exploit the weak. Hero&#039;s Charge disciples take it upon themselves to become symbols of hope by bringing down great threats for all to see. The techniques of this discipline focus on refining an indomitable will and bringing the mighty down.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Heroism ====&lt;br /&gt;
&#039;&#039;Hero&#039;s Charge Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
People deserve peace and happiness, and so you take it upon yourself to be a tool for their delivery. Overwhelming odds are a welcome challenge, for you must be a beacon of inspiration for as long as there is a soul left to be saved.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Symbol of Hope ====&lt;br /&gt;
&#039;&#039;Hero&#039;s Charge Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you are reduced to 0 Hit Points and at least one creature can see you, you can choose to be reduced to 1 Hit Point instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Topple ====&lt;br /&gt;
&#039;&#039;2nd Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make an Attack, you can spent at least 1 Tempo Point to instead attempt to topple a creature within Reach. The target must make a Strength Saving Throw. On a failed Save, the target falls [[Conditions#Prone|Prone]] and takes 1d8 Bludgeoning Damage for each Tempo Point spent. If the target is Large or larger, it has Disadvantage on the Saving Throw and instead takes 1d10 Bludgeoning Damage for each Tempo Point spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blinding Courage ====&lt;br /&gt;
&#039;&#039;5th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature attempts to [[Conditions#Frightened|Frighten]] a creature within 10ft of you, you can use your Reaction and spend 3 Tempo Points to give all creatures within 10ft of you Immunity to the [[Conditions#Frightened|Frightened]] Condition until the start of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Revolution ====&lt;br /&gt;
&#039;&#039;11th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to make a Melee Weapon Attack against all creatures of your choice within 5ft of you. A creature that is Large or larger takes gains Vulnerability to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tyrant&#039;s Downfall ====&lt;br /&gt;
&#039;&#039;17th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 5 Tempo Points to cause a giant glowing Weapon to appear. This Weapon crashes down in a 60x10ft Cylinder centered on a point you can see within 60ft of you. All creatures of your choice in the Cylinder&#039;s area must make a Charisma Saving Throw. On a failed Save a creature takes 5d12 Radiant Damage, taking half as much Damage on a successful Save. A creature that is Large or larger takes an additional 2d12 Damage for each Size step it is above Medium.&lt;br /&gt;
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== Howling Gaze ==&lt;br /&gt;
It is too often that people chain themselves to the earth and become prisoners of a life they never really enjoyed. Disciples of the Howling Gale put above all else the ability to decide for themselves their next path. Techniques of this discipline focus on being hard to reach and pushing back oppressive advances.&lt;br /&gt;
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==== Freedom ====&lt;br /&gt;
&#039;&#039;Howling Gaze Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Life is but a small breeze, fleeting upon the chaotic winds of the universe. Do not waste it carrying undue burdens that leave you crushed. Lift these burdens from yourself and those around you, and reflect on how much more joyous it is to live free.&lt;br /&gt;
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==== Gale Surge ====&lt;br /&gt;
&#039;&#039;Howling Gaze Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you whip a wild gust around your body and briefly become as the wind. This effect lasts 1 minute, or until you lose Concentration on it. For the Duration, you have Advantage on Dexterity Saving Throws, and when a creature misses you with an Attack, you can move 5ft without provoking Opportunity Attacks.&lt;br /&gt;
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==== Driving Wind ====&lt;br /&gt;
&#039;&#039;2nd Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action and spend up to 5 Tempo Points to unleash an Emanated Cone of rushing air. The size of the Cone is a number of feet equal to 10 x the number of Tempo Points spent. Creatures of your choice in the Cone must make a Strength Saving Throw. On a failed Save a creature is pushed away from you until they reach an unoccupied space at the end of the Cone.&lt;br /&gt;
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==== Wind Scare ====&lt;br /&gt;
&#039;&#039;5th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action and spend at least 1 Tempo Point to unleash a blade of air forward. Choose up to 3 creatures within 5ft of each other that you can see within 60ft of you, those creatures must make a Dexterity Saving Throw. On a failed Save, a creature takes 1d8 Magical Slashing Damage equal to 1d8 for each Tempo Point spent, or half as much Damage on a successful Save.&lt;br /&gt;
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==== The Wind That Talks ====&lt;br /&gt;
&#039;&#039;11th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 3 Tempo Point to become [[Conditions#Invisible|Invisible]]. While you are [[Conditions#Invisible|Invisible]] in this way you are able to move through the space of any creature, as well as through spaces as small as 1 inch gaps without expending additional Speed. You remain [[Conditions#Invisible|Invisible]] until the start of your next turn, you Attack a creature, or you force a creature to make a Saving Throw.&lt;br /&gt;
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==== Tranquil Windstorm ====&lt;br /&gt;
&#039;&#039;17th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 3 Tempo Points to create a 10ft Moving Emanation of whirling air which lasts until the end of your next turn. Creatures of your choice in ignore Difficult Terrain while in the Emanation, and you can impose Disadvantage on any Ranged Attacks that target a creature within the Emanation. If a creature starts its turn  within the Emanation, you can increase its Speed by 10ft until the end of its turn.&lt;br /&gt;
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== Mercurial Wolf ==&lt;br /&gt;
How can one truly claim to be living when they adhere to the constraining lines of conventional thought? Disciples of the Mercurial Wolf discipline value spontaneity and change, and as such their techniques involve creating complicated and chaotic situations on the battlefield through illusions and trickery.&lt;br /&gt;
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==== Chaos ====&lt;br /&gt;
&#039;&#039;Mercurial Wolf Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Stagnation is the enemy of growth, so it is up to you to make sure that the world is constantly changing. Adapt to the situations you bring about, and through that act you will find completeness.&lt;br /&gt;
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==== Quicksilver Pack ====&lt;br /&gt;
&#039;&#039;Mercurial Wolf Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you create an illusory Duplicate of yourself. This Duplicate lasts 1 minute or until you lose Concentration on the effect. The Duplicate appears in an unoccupied space of your choice within 10ft of you that you can see. A Duplicate has the same AC as you and disappears if it takes any Damage. As a Bonus Action, you can move any one Duplicate created with this art up to 30ft to an unoccupied space you can see. Alternatively, you can use your Bonus Action to destroy a Duplicate and teleport to its space. The amount of Duplicates you creature with this art increases when you reach certain Levels in this class: you create 2 Duplicates at 5th Level, 3 at 11th Level, and 4 at 17th Level.&lt;br /&gt;
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==== Mirror Step ====&lt;br /&gt;
&#039;&#039;2nd Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You twirl the world about a creature, disorienting its perception of your position. &lt;br /&gt;
When a creature moves to a space within 5ft of you or one of the Duplicates created by your Quicksilver Pack feature, you can use your Reaction and spend 1 Tempo Point to force that creature to make an Intelligence Saving Throw. On a failed Save, you can teleport to an unoccupied space within 5ft of that creature, and the next Attack the target makes against you or one of your Duplicates is made at Disadvantage.&lt;br /&gt;
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==== Inversion ====&lt;br /&gt;
&#039;&#039;5th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to force a creature that you can see within 30ft of you or one of your Duplicates created by your Quicksilver Pack feature to make a Charisma Saving Throw. On a failed Save, you or one of your Duplicates teleports to a space that creature occupies and that creature teleports into the space of either you or the Duplicate that just teleported. You can only use this Technique if there is enough space of either of these teleportations.&lt;br /&gt;
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==== Altered Perspective ====&lt;br /&gt;
&#039;&#039;11th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a Melee Attack targeting you or one of your Duplicates created by your Quicksilver Pack feature misses, you can use your Reaction and spend 3 Tempo Points to force that creature to repeat that Attack against a creature of your choice within Range of the Attack.&lt;br /&gt;
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==== Shifting Sides ====&lt;br /&gt;
&#039;&#039;17th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 4 Tempo Points and attempt to alter a creature&#039;s perception of the battlefield. A creature of your choice within 30ft of you must make an Intelligence Saving Throw to see through the illusion you foist on it. On a failed Save, the target [[Conditions#Dazed|Dazed]] until the start of its next turn, and it immediately makes a Melee Weapon Attack targeting a creature of your choice within its Reach.&lt;br /&gt;
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== Radiant Dove ==&lt;br /&gt;
Disciples who learn the techniques of the Radiant Dove have often seen for themselves that the world is one of pain and suffering. However, they are also ones who have chosen to believe in a better world and act in accordance with that hope. Choosing to succor instead of scorn, to forgive instead of fear, these are the martial peacemakers who fight not because they want to, but because they have to. The Radiant Dove teaches disciples to wield the flow of tempo to influence combats toward reconciliation and protect their allies.&lt;br /&gt;
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==== Absolution ====&lt;br /&gt;
&#039;&#039;Radiant Dove Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Maybe you were wronged. Maybe you wronged another. No matter how the tit for tat of hate and harm first ensnared you, you&#039;ve discovered that the only real escape is to move beyond and let go. When pain mounts and wrongs fail to cease, you find refuge through giving up all rancor and ire. They can hurt you no longer.&lt;br /&gt;
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==== Swords to Plowshares ====&lt;br /&gt;
&#039;&#039;Radiant Dove Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you blunt a foe&#039;s weapons of war. One creature you can see within 30ft of you makes a Charisma Saving Throw. On a failed Save, a creature has a penalty to its Attack and Damage Rolls equal to your Wisdom Modifier for 1 minute or until your Concentration on the effect ends. A creature under this effect repeats the Save at the end of each of its turns, ending the effect on a successful Save.&lt;br /&gt;
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==== Olive Branch ====&lt;br /&gt;
&#039;&#039;2nd Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 2 Tempo Points as a Bonus Action to offer an exchange of mercy and reprieve. Until the beginning of your next turn, you gain the benefits of the [[Level 1#Sanctuary|Sanctuary]] Spell. This effect doesn&#039;t end if you make an Attack, cast a Spell that affects an enemy, or deal Damage to another creature.&lt;br /&gt;
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==== Forbearance Over Fear ====&lt;br /&gt;
&#039;&#039;5th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Reaction when a creature within 30ft of you that can hear you fails a Saving throw, you can spend 3 Tempo Points to speak peace to it. The creature adds your Wisdom Modifier to the Save.&lt;br /&gt;
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==== The Other Cheek ====&lt;br /&gt;
&#039;&#039;11th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 or more Tempo Points as a Reaction when a creature deals Damage to you. When you do so, you gain 10 Temporary Hit points for each Tempo Point spent before you take the Damage. These Temporary Hit Points last until the end of your next turn.&lt;br /&gt;
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==== The High Road ====&lt;br /&gt;
&#039;&#039;17th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Forgetting the past gives you the freedom to fly. You can spend 4 Tempo Points as an Action to jump into the air. Each creature of your choice within 15ft of you when you do so make a Wisdom Saving Throw. On a failed Save, a creature falls [[Conditions#Prone|Prone]] and takes 3d12 Radiant Damage. On a successful Save, a creature takes half as much Damage and does not fall Prone. Additionally, until the start of your next turn, you gain a Flying Speed of 60ft and you do not provoke Opportunity Attacks. If you are airborne when you lose this flying speed, you gently descend to the nearest safe terrain below you.&lt;br /&gt;
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== Raven&#039;s Gaze ==&lt;br /&gt;
An eye for an eye leaves the world blind, but no wrong ever truly escapes the raven&#039;s gaze. Disciples of the Raven&#039;s Gaze allow no slight against them or their compatriots to go unpunished. Techniques of the Raven&#039;s Gaze revolve around instilling fear in your assailants before bringing them down.&lt;br /&gt;
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==== Revenge ====&lt;br /&gt;
&#039;&#039;Raven&#039;s Gaze Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have been wronged. If you haven&#039;t been, you will be. It is your charge to turn your ire upon those who sought to bring you down, and take from them that which you are owed. They tried to bring you to your knees, but now you are hoisted up by the black wings of vengeance.&lt;br /&gt;
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==== Will of the Conspiracy ====&lt;br /&gt;
&#039;&#039;Raven&#039;s Gaze Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can force a creature you can see to make a Wisdom Saving Throw. On a failed Save, the target&#039;s vision and hearing is overtaken by a swarm of ravens. Until the end of your next turn, it is [[Conditions#Deafened|Deafened]] and perceives the area beyond a 10ft Radius around it to be magical Darkness. If you start your turn outside of this Radius, you can use your Bonus Action to teleport into an unoccupied space inside of it.&lt;br /&gt;
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==== Gaze of the Flock ====&lt;br /&gt;
&#039;&#039;2nd Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature you can see within 30ft of you deals Damage to you or forces you to make a Saving Throw, you can use your Reaction and spend 2 Tempo Points to force it to make a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Frightened|Frightened]] of you until the end of your next turn. At the end of each of your turns while a creature is [[Conditions#Frightened|Frightened]] of you in this way, you can spend 1 Tempo Point to force the creature to make another Wisdom Saving Throw. On failed Save, the creature remains [[Conditions#Frightened|Frightened]] of you until the end of your next turn.&lt;br /&gt;
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==== Unkindness in Turn ====&lt;br /&gt;
&#039;&#039;5th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action and spend 2 Tempo Points to teleport to an unoccupied space within 5ft of a creature that is within 30ft of you and is [[Conditions#Frightened|Frightened]] of you. The creature then makes a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Paralyzed|Paralyzed]] form its fear until the end of its next turn.&lt;br /&gt;
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==== Futility ====&lt;br /&gt;
&#039;&#039;11th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once on each of your turns when you hit a creature with a Melee Weapon Attack, you can spend 1 Tempo Point to force the target of the Attack to make a Wisdom Saving Throw. On a failed Save, the target is [[Conditions#Slowed|Slowed]] and has Disadvantage on Saving Throws against being [[Conditions#Frightened|Frightened]] until the end of its next turn.&lt;br /&gt;
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==== Vengeance of the Swarm ====&lt;br /&gt;
&#039;&#039;17th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A black mist of ethereal ravens surges from you to enact your revenge. When a creature deals Damage to you, you can use your Reaction and spend 4 Tempo Points to cause that creature to lose a number of Hit Points equal to the amount of Damage it dealt to you this turn.&lt;br /&gt;
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== Stone Dragon ==&lt;br /&gt;
Like the plates that shift about the world&#039;s surface, you leave a lasting impact on every person you encounter. Followers of the Stone Dragon discipline put great thought that each spoken word and each action belonging to them is not glib. Techniques of the Stone Dragon disciple focus on using the earth to keep you centered, and landing decisive blows.&lt;br /&gt;
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==== Stoicism ====&lt;br /&gt;
&#039;&#039;Stone Dragon Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Expression is a powerful thing that is best not used frivolously. Speak and act when your words and actions further your path, and make sure each word strikes with the impact of a falling boulder.&lt;br /&gt;
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==== Dragon Sentinel ====&lt;br /&gt;
&#039;&#039;Stone Dragon Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you create a Dragon Statue in an unoccupied space within 30ft of you. This Dragon Statue is a Medium object, and lasts for 1 minute or until you lose Concentration on the effect. This Dragon Statue has an AC of 13 + your Wisdom Modifier, and has a number of Hit Points equal to twice your Disciple Level. It has Immunity to Poison and Psychic Damage, and Immunity to all [[Conditions]]. If the Dragon Statue is forced to make an Ability Check or Saving Throw, it treats all of its Ability Scores as 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The area within 10ft of the Dragon Statue is considered Difficult Terrain to creatures of your choice. When you create the Dragon Statue, and as a Bonus Action on subsequent turns, you can move the Dragon Statue up to 15ft.&amp;lt;br&amp;gt;&lt;br /&gt;
If you summon the Dragon Statue within 5ft of a creature, and as a Reaction whenever a creature moves within 5ft of it, you can cause the Dragon to make a Melee Spell Attack targeting that creature using Wisdom for the Attack Bonus. On a hit, the Attack deals Magical Piercing Damage equal to 1d8 + your Wisdom Modifier to the target, additionally, the target is Slowed until the end of your next turn.&lt;br /&gt;
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==== Roots of Earth ====&lt;br /&gt;
&#039;&#039;2nd Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you would be knocked [[Conditions#Prone|Prone]], you can spend 1 Tempo Point to hook into the earth. When you do, you can&#039;t be knocked [[Conditions#Prone|Prone]] or moved against your will until the end of your next turn.&lt;br /&gt;
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==== Mountain Hammer ====&lt;br /&gt;
&#039;&#039;5th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can spend 2 Tempo Points to embed it into a fissure below it. The target must make a Strength Saving Throw. On a failed Save, the target is knocked [[Conditions#Prone|Prone]]. If the target is already [[Conditions#Prone|Prone]], it is [[Conditions#Restrained|Restrained]] until the end of its next turn.&lt;br /&gt;
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==== Earthbound ====&lt;br /&gt;
&#039;&#039;11th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to [[Conditions#Petrified|Petrify]] yourself until the start of your next turn. While [[Conditions#Petrified|Petrified]] in this way, all Damage you take is halved, and your form can&#039;t be changed by any means. Additionally, the earth around your feet attempts to encase those around you. Each creature within 15ft of you must make a Dexterity Saving Throw. On a failed Save, a creature is Restrained until the end of your next turn.&lt;br /&gt;
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==== Breath of Ages ====&lt;br /&gt;
&#039;&#039;17th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 5 Tempo Points to exhale an eroding mist that originates from either you or your Dragon Sentinel. All creatures in a 60ft Emanated Cone, which spreads around corners, must make a Constitution Saving Throw. On a failed Save, a creature&#039;s body becomes heavy and sluggish until the end of your next turn, causing it to become [[Conditions#Slowed|Slowed]] and [[Conditions#Dazed|Dazed]]. When you hit a creature either [[Conditions#Slowed|Slowed]] or [[Conditions#Dazed|Dazed]] in this way, you can cause it to become [[Conditions#Petrified|Petrified]] until the end of your next turn.&lt;br /&gt;
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== Titan Fury ==&lt;br /&gt;
The path of the warrior is full of rivals and obstacles. Followers of the Titan Fury discipline make it their goal to shatter the competition and make it clear that their power is absolute. Techniques of the Titan Fury discipline focus on demolishing the weak and cowardly and ripping through attempts at stopping your advance.&lt;br /&gt;
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==== Power ====&lt;br /&gt;
&#039;&#039;Titan Fury Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It is not enough to merely defeat your enemies; you must overcome them and demonstrate the gap in your abilities. You must prove to yourself and to the world that your might is unrivaled.&lt;br /&gt;
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==== Blood of the Ancients ====&lt;br /&gt;
&#039;&#039;Titan Fury Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can bolster your form. When you do, you gain Temporary Hit Points equal to your Wisdom Modifier + half your Disciple Level, which last for 1 minute. While you have these Temporary Hit Points, you add half your Wisdom Score (rounded up) to any Strength Check you make.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 5th Level in this class, while you have these Temporary Hit Points, your Size grows to Large if you are not already Large or larger. Your equipment grows to match your new Size. If there isn&#039;t enough room to grow to Large, you grow to the maximum Size possible with the space available.&lt;br /&gt;
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==== Power Overwhelming ====&lt;br /&gt;
&#039;&#039;2nd Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit on a Melee Weapon Attack, you can use your Bonus Action and spend up to 5 Tempo Points. the target of the Attack is pushed 5ft away from you for each Tempo Point spent.&amp;lt;br&amp;gt;&lt;br /&gt;
If this movement would force the target to impact a creature, object, or structure, both the creature and the creature, object, or structure it impacted with takes 1d6 Bludgeoning Damage for every 5ft of movement remaining to be pushed.&lt;br /&gt;
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==== Cull the Meek ====&lt;br /&gt;
&#039;&#039;5th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who seek to mar you without facing you deserve a swift punishment. When a creature you cannot see hits you with a Melee Attack, or a creature hits you with a Ranged Attack, you can use your Reaction and spend 3 Tempo Points to reduce the Damage dealt by 1d10 + your Wisdom Modifier, the creature then makes a Wisdom Saving Throw. On a failed Save, the target takes Psychic Damage equal to the amount you reduced the Damage by.&lt;br /&gt;
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==== Titan&#039;s Will ====&lt;br /&gt;
&#039;&#039;11th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn, you can spend 4 Tempo Points to remove one of the following [[Conditions]]: [[Conditions#Blinded|Blinded]], [[Conditions#Charmed|Charmed]], [[Conditions#Dazed|Dazed]], [[Conditions#Deafened|Deafened]], [[Conditions#Frightened|Frightened]], [[Conditions#Incapacitated|Incapacitated]], [[Conditions#Paralyzed|Paralyzed]], [[Conditions#Poisoned|Poisoned]], [[Conditions#Slowed|Slowed]], or [[Conditions#Stunned|Stunned]],&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arduos Wrath ====&lt;br /&gt;
&#039;&#039;17th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 4 Tempo Points to slam into the earth. Every creature of your choice in a 30ft Emanated Cone must make a Constitution Saving Throw. On a failed Save, a creature is [[Conditions#Stunned|Stunned]] for 1 minute.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Sublime Journeys =&lt;br /&gt;
== Journey of the Blade Dancer ==&lt;br /&gt;
A single swing of the blade is often more than it appears, and this is especially true for a disciple that follows the Journey of the Blade Dancer. Blade Dancers are disciples whose bodies have all but merged with the ripples around them. Their newfound magical senses drive them to seek out flexibility in the execution of their steps and techniques. Their precise, sweeping motions cut into the fabric of magic itself, infusing them with supernatural acrobatic ability and elegance in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Blade Dancer Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blade Dance|Blade Dance]] || 3rd || When you miss on Melee Weapon Attacks, you can deal Force Damage to the target instead, and when you make a Melee Weapon Attack against a creature it can&#039;t make Opportunity Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Elegance|Elegance]] || 3rd || You get Proficiency in Performance and add your Wisdom Modifier to your Charisma (Performance) Checks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Evasion|Evasion]] || 7th || You&#039;re better against Dexterity Saving Throws to take half Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Accelerando|Accelerando]] || 11th || You add your Wisdom Modifier to your Melee Weapon Attack&#039;s Damage Rolls&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Rushing Agility|Rushing Agility]] || 14th || You can Jump better, run up walls and across water, and can take the Dodge Action as a Bonus Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Free Stride|Free Stride]] || 18th || You&#039;re always under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blade Dance ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your strikes are followed by magical ripples that echo your intent. Whenever you miss on a Melee Weapon Attack you can deal Force Damage to the target of the Attack equal to your Wisdom Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you make a Melee Attack against a creature, that creature can&#039;t make Opportunity Attacks against you until the start of your next turn. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elegance ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in Performance and you add your Wisdom Modifier to your Charisma (Performance) Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evasion ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can nimbly dodge out of the way of certain area effects. When an effect would force you to make a Dexterity Saving Thrown that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Accelerando ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add your Wisdom Modifier to the Damage Rolls of your Melee Weapon Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you can take the Dash Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rushing Agility ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your mastery of the weight of your body allows you to defy natural limitations. When you Jump, you can use your remaining Speed to determine the maximum distance, you can also Jump your full distance without needing a running start.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, You gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also take the Dodge Action as a Bonus Action. You can take this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Free Stride ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are permanently under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]] Spell. You use Wisdom as your Spellcasting Ability for the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the Collector ==&lt;br /&gt;
Most often the Journey of the Collector begins with a recurrent dream of an infinite field littered with weaponry from across the ages. Within this space you are free to use and manipulate, form and reform the weaponry and landscape as you see fit, perpetually in pursuit of the perfect arsenal. This dream repeats, becoming more and more lucid until you awaken amidst a cloud of flying armaments that flow along to your whims, and from that day each weapon you touch, and each alteration you make in your dreams, will reflect in your control over your magical arsenal.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Collector Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Bound Arsenal|Bound Arsenal]] || 3rd || You can bind Weapons to your Arsenal, a mystical storm of Weapons you can summon at will&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Conjure Weapons|Conjure Weapons]] || 3rd || You can summon your Arsenal and arrange into one of three formations&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blade Affinity|Blade Affinity]] || 7th || You can learn information about what was done with Weapon&#039;s by studying them&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Ultimate Arsenal|Ultimate Arsenal]] || 11th || All the ways you can use your Arsenal improve&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Conjured Body|Conjured Body]] || 14th || While you have your Arsenal summoned, you can fly&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Dream Gate|Dream Gate]] || 18th || You can summon a ton of Weapons to Attack enemies&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bound Arsenal ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to call upon an Arsenal of Weapons you store within your mind. You must bind Weapons to yourself in order to call upon them. If you hold a Weapon and meditate for 1 hour, which can be done during a Short or Long Rest, you can bind the Weapon to your Arsenal, causing it to disappear into an extradimensional space.&amp;lt;br&amp;gt;&lt;br /&gt;
When you summon your Arsenal with your Conjure Weapons feature, this Weapon is summoned within it while it is bound to you.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have a number of Weapons bound in this way equal to your Wisdom Modifier + your Disciple Level. A weapon becomes unbound 24 hours after you die or you unbind it as an Action, causing it to appear at your feet. Sentient Weapons must agree to be bound, and can choose to unbind themselves at any point.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Conjure Weapons ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can conjure or dismiss your Arsenal of bound Weapons, which hover in your space and can easily be reached, as a Bonus Action. The Weapons that are part of this Arsenal deal Force Damage instead of their normal Damage Type, and gain the Thrown (20/60). Whenever you throw an Arsenal Weapon it immediately returns to your space after the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you make a Weapon Attack and are not wielding any Weapons or Shields, you can mentally direct a single Weapon in your Arsenal to Attack if you were wielding with one or two hands (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
When you conjure your Arsenal, and as a Bonus Action on subsequent turns while the Arsenal is summoned, you can choose one of the following formations for the Weapons to take:&lt;br /&gt;
*&#039;&#039;&#039;Assault.&#039;&#039;&#039; Your Arsenal poises to Attack. Ranged Attacks made with your Arsenal do not suffer Disadvantage due to attacking at Long Range or from being within 5ft of a hostile creature. Your Attacks made with your Arsenal ignore 1/2 and 3/4 Cover.&lt;br /&gt;
*&#039;&#039;&#039;Storm.&#039;&#039;&#039; Your Arsenal becomes a chaotic flurry. The area within 5ft of you becomes Difficult Terrain to all creatures of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Ward.&#039;&#039;&#039; Your Arsenal forms a protective barrier. The first time you take Damage on a turn, it is reduced by an amount equal to your Wisdom Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blade Affinity ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can read into a Weapon&#039;s history through mere touch. Over the course of 1 minute, you can analyze a Weapon you are holding. At the end of the minute, you glean one of the following pieces of information (DM&#039;s choice):&lt;br /&gt;
*A clear picture of the Weapon&#039;s last wielder as it drew the Weapon for combat.&lt;br /&gt;
*A glimpse of a magical ability the last wielder of the Weapon used while wielding the Weapon.&lt;br /&gt;
*Whether the last wielder used the Weapon with malicious, honorable, protective, or some other form of intent.&lt;br /&gt;
*A glimpse of the last creature felled by this Weapon.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Once you use this feature to analyze a Weapon, you can&#039;t use it again until it has been used to make an Attack in combat targeting a hostile creature that can retaliate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ultimate Arsenal ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At 11th level, both your control and the quality of your arsenal have heightened, causing your formations to improve:&lt;br /&gt;
*&#039;&#039;&#039;Assault.&#039;&#039;&#039; Any Attack made with Weapons from your arsenal deal an additional 1d8 Damage.&lt;br /&gt;
*&#039;&#039;&#039;Storm.&#039;&#039;&#039; The Weapons expand into the area within 15 ft of you instead of 5 ft.&lt;br /&gt;
*&#039;&#039;&#039;Ward.&#039;&#039;&#039; The Damage is reduced by twice your Wisdom modifier instead (minimum of 2).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Conjured Body ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned how to merge your body with your Arsenal, embedding within you its fluid movement. While you have your Arsenal conjured, you gain a Flying Speed equal to your Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dream Gate ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can bring out the full force of your arsenal in an instant. As an Action, you create a visage of your field behind you and conjure 100 Weapons all around you. Choose any number of creatures within 120ft of you, and dedicate 100 Projectiles among them, a creature can only be dedicated to 10 Projectiles. All chosen creatures must make a Dexterity Saving Throw. On a failed Save a creature takes 1d8 Force Damage for each Projectile dedicated to it, or half as much Damage on a successful Save. These Weapons disappear at the end of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the Rider ==&lt;br /&gt;
Some Disciples feel a strong connection to the Tempo of certain animals, often used as mounts, like horses, camels, llamas, donkeys, or the occasional dragon. Through the connection of this Tempo, these Disciples bond with a mount which they attune to and become one with.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Rider Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Mount-Borne|Mount-Borne]] || 3rd || You cast the [[Level 2#Find Steed|Find Steed]] Spell at the end of a Long Rest, and you get more options for what you can summon&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#One with the Steed|One with the Steed]] || 3rd || While riding a mount you and the mount get a bunch of buffs&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Defensive Rhythm|Defensive Rhythm]] || 7th || While riding a mount, you and the mount get increases to AC and and make Attacks if someone Attacks the other&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Expanding Steeds|Expanding Steeds]] || 11th || You can cast the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell instead at the end of a Long Rest, you also get more options for what you summon&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#From the Horseback to the Sky|From the Horseback to the Sky]] || 14th || Mounts you summon with the [[Level 2#Find Steed|Find Steed]]  or [[Level 2#Find Greater Steed|Find Greater Steed]] Spells, or that you spend an hour bonding to, gain a Flying, Swimming, and Climbing Speed equal to its Walking Speed and can breathe underwater&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Unrivaled Haste|Unrivaled Haste]] || 18th || While mounted, you and the mounter are permanently under the effects of the [[Level 3#Haste|Haste]] Spell&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mount-Borne ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You begin to learn to tie yourself to the mounts of the world. At the end of a Long Rest, you can non-magically replicate the effects of the [[Level 2#Find Steed|Find Steed]] Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you replicate the Spell in this way, you can also summon one of the following creatures: Axe-Beak, Cow, Crocodile, Giant Goat, Giant Lizard, Giant Snail, Hadrosaurus, Hippocamp, Jaculi, Riding Horse, Walrus, Warhorse Skeleton, Worg.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== One with the Steed ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You boom win tune with the creatures you are riding. You gain the following benefits while riding a mount:&lt;br /&gt;
*You have Advantage on Saving Throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10ft, you do not fall [[Conditions#Prone|Prone]] if you aren&#039;t [[Conditions#Incapacitated|Incapacitated.]]&lt;br /&gt;
*Mounting or dismounting a creature costs you only 5ft of movement, rather than half your Speed.&lt;br /&gt;
*Whenever you begin riding a mount, you can cause it to gain a number of Maximum Hit Points equal to twice your Disciple Level for the next 8 hours or until you give these Maximum Hit Points to a different mount.&lt;br /&gt;
*You can communicate telepathically with the mount for the next 24 hours. It can respond to you telepathically as if it had an Intelligence Score of 8 for the same Duration unless its Intelligence is higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Defensive Rhythm ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you are riding a mount, you gain the following benefits:&lt;br /&gt;
*The mount gains a bonus to its AC equal to your Wisdom Modifier.&lt;br /&gt;
*You gain a bonus to your AC equal to the mount&#039;s Wisdom Modifier&lt;br /&gt;
*When you are hit by a Melee Attack, the mount can use its Reaction to make an Attack against the creature that hit you with the Attack.&lt;br /&gt;
*When the mount is hit by a Melee Attack, you can use you Reaction to make an Attack against the creature that hit the mount with the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanding Steeds ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you finish a Long Rest, you can instead replicate the effects of the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell. When you do you gain the following list of creatures that you can also summon: Allosaurus, Ankheg, Auroch, Axe-Beak, Brown Bear, Camel, Carrion Crawler, Cave Bear, Cow, Crag Cat, Crocodile, Dinosaur Skeleton, Dragonnel, Elk, Female Steeder, Gelatinous Cube, Giant Boar, Giant Constrictor Snake, Giant Crayfish, Giant Eagle, Giant Elk, Giant Goat, Giant Hyena, Giant Lizard, Giant Octopus, Giant Snail, Giant Spider, Giant Strider, Giant White Moray Eel, Hadrosaurus, Hippocamp, Hunter Shark, Ice Spider Queen, Jaculi, Lion, Mastiff, Moorbounder, Plesiosaurus, Pony, Quetzalcoatl, Riding Horse, Sabre-Tooth Tiger, Skyjek Roc, Star Lancer, Tiger, Two-Headed Crocodile, Walrus, Warhorse, Warhorse Skeleton, Worg.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== From the Horseback to the Sky ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you summon a Steed with the [[Level 2#Find Steed|Find Steed]] or [[Level 4#Find Greater Steed|Find Greater Steed]] Spells, or similar effects, it gains a Flying, Swimming, and Climbing Speed equal to its Walking Speed. Additionally, mounts you summon in this way can breathe both air and water.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 hour bonding to a mount that you didn&#039;t summon with these Spells, which can be performed during a Short or Long Rest. After this bonding is complete that mount gains these benefits as well. You remain bonded with a mount until you bond with a different mount or have not ridden it for 10 days.&lt;br /&gt;
Additionally, while mounted you can breathe both air and water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unrivaled Haste ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your mounts has expanded to a great intensity. While you are riding a mount, you and the mount gain the benefits of the [[Level 3#Haste|Haste]] Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the War God ==&lt;br /&gt;
A disciple who follows the Journey of the War God is unmistakable on the battlefield by the manifestation of their soul fighting alongside them, often taking the form of spectral arms or a looming figure at their back. The influence of tempo can reach further than most would think; after all, everything moves, even your own spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Disciples that define themselves by intense emotions, or a need to prove their own self worth, can develop a sensitivity to the movements of their soul. After enough time, the disciple gains the ability to summon and wield this element of their soul in combat. Legends speak of disciples that attain definite control, and ultimately learn to harness the divine spark that resides within them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ War God Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Spirit of the War God|Spirit of the War God]] || 3rd || You can summon ethereal arms which can make more Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Cosmic Presence|Cosmic Presence]] || 7th || You can try make creatures be more susceptible to your Charisma and Wisdom Checks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Encroaching Omniscience|Encroaching Omniscience]] || 11th || When you make an Attack with a Reaction, you can make an additional Attack as part of that Reaction, you can also draw and stow a ton of Weapons with you Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Lens of Truth|Lens of Truth]] || 14th || You get Truesight out to a Range of 120ft&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Shard of Divinity|Shard of Divinity]] || 18th || Your Weapon Attacks and Discipline Techniques ignore Resistance and Immunity to Damage, you also don&#039;t get frail while aging, your soul can&#039;t be trapped or destroyed, and you can&#039;t be an Undead unless you want to be&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit of the War God ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your passion can call forth the part of your soul that revels in the glory of battle. As a Bonus Action or when you roll Initiative, you can manifest or dismiss two spectral arms that are connected to your upper body. When summoned, and as a Free Action on subsequent turns, each arm can perform an Object Interaction. You can control these arms easily, and they act just like your other arms.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can make a single Attack with each Melee Weapon you and your spectral arms are wielding. You don&#039;t add your Ability Modifier to the Damage of these Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 5th Level in this class, you add your Ability Modifier to up to two of the Damage Rolls of the Attacks made with this feature. When you reach 11th Level in this class, you add your Ability Modifier to all of the Damage Rolls of the Attacks made with this feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cosmic Presence ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your inner self has granted you greater presence. You can make a Wisdom (Intimidation) Check in place of a Strength or Charisma (Intimidation) Check, and you can make a Wisdom (Persuasion) Check in place of a Charisma (Persuasion) Check.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, as an Action, you can amplify your presence a hundred fold. Creatures of your choice within 60ft of you must make a Charisma Saving Throw against your Tempo Save DC. On a failed Save, a creature becomes aware of your presence, and you have Advantage on all Wisdom and Charisma Checks made against those creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Action a number of times equal to your Proficiency Bonus, regaining expending uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Encroaching Omniscience ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your soul becomes your vigil, as the shapes of faces can be traced around your head. Whenever you make an Attack as a part of a Reaction, you can make an additional Attack with one of your spectral arms created by your Spirit of the War God feature.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, once per turn when you miss on a Weapon Attack, you can make an additional Weapon Attack with a Weapon being wielded by your spectral arms as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lens of Truth ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your sight ascends towards the sight of the Three, giving you Truesight out to a Range of 120ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shard of Divinity ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have fully reconnected with your soul, unlocking the divine power within it. You gain Resistance to Damage dealt by Weapon Attacks. Additionally, Damage you deal with Weapon Attacks or Discipline Techniques ignore Resistance and Immunity.&amp;lt;br&amp;gt;&lt;br /&gt;
You no longer suffer the frailties of old age, your soul cannot be stolen, trapped, or destroyed, and you cannot be raised as an undead if you are not willing apart from divine intervention.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Disciple&amp;diff=4437</id>
		<title>Disciple</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Disciple&amp;diff=4437"/>
		<updated>2026-06-22T13:40:46Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Disciple */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Disciple =&lt;br /&gt;
A Kethie woman strides calmly through a forest glade, smirking as she subtly grips her sheathed blade. She closes her eyes as brigands leap from the surrounding brush. Before they can even shout their demands, the woman&#039;s blade makes a wide arc at the group. Each&lt;br /&gt;
brigand manages to barely dodge her preemptive strike, but their movements suddenly stop as they start to draw their blades. A large wound appears across each of their torsos where her blade had grazed them, and then they slump to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
Atop a grassy plateau, a lone human figure stands in total focus amidst a swarm of hovering spectral blades. Like a masterful conductor, the figure directs the blades to fluidly strike the targets painted on the stones around. With a quiet whisper of pride, the figure recalls the blades before willing them to fall to dust and blow away with the wind.&amp;lt;br&amp;gt;&lt;br /&gt;
A battle rages upon a blood-soaked field overlooked by a regal keep. In its center, stands a lone battle-worn minotaur fighting for his life. A pair of hulking spectral arms sprout from his back, allowing the tiefling to wield four axes at once. He charges into a group of soldiers, wreathing himself in flames as the lone figure carves into the enemy line. Each step taken could be his last, yet the tiefling fights with the widest of grins.&amp;lt;br&amp;gt;&lt;br /&gt;
Although these warriors fight using a diverse range of extraordinary methods, they are all disciples. Disciples are defined by their mystical fighting styles and the introspective focus that gives purpose to their training. For a disciple, combat is a conduit of self-improvement, and battlefields exist to test the strength of ideals.&amp;lt;br&amp;gt;&lt;br /&gt;
The key to a disciple&#039;s magic prowess is awareness and focus. Every movement a creature makes causes a small, nearly imperceptible ripple across elements of the weave of magic. Using their ideals as an anchor for their focus, disciples enter a state of utter clarity where they can perceive and read these ripples, ultimately utilizing the power within these ripples—called tempo—to fuel their mystical techniques. As a disciple grows and solidifies their grasp on their ideals, their ability to maintain this focus increases drastically, improving their martial abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
A disciple&#039;s ideals are represented in their fighting style by the sublime disciplines they follow. While some disciples discover these paths themselves, others learn them from masters of the art. Each sublime discipline holds one ideal above all others, and it serves as the anchor for the tempo techniques of that discipline. As a result, combat using these disciplines is a form of self expression and an opportunity to refine one&#039;s philosophy. The danger and rigor of the battlefield provides the perfect situation to test the disciple&#039;s focus, their understanding of themselves, and their values.&amp;lt;br&amp;gt;&lt;br /&gt;
Because of this predisposition towards experience and conflict, it is rare you&#039;ll find a disciple that stays in one place for too long, or subsisting under the yoke of military regulation. They are natural wanderers, and tend to flock towards interesting people that may lead them to greater challenges and adventures. Such people often prove to be worthy rivals and life-long friends for the wandering disciple: the perfect sparks to ignite the flames of inspiration.&amp;lt;br&amp;gt;&lt;br /&gt;
To a disciple, survival is often secondary to growth. To that end, you may yet find disciples working as sellswords or mercenaries in an attempt to find new conflicts to test themselves. Each and every fight is an opportunity to push past one&#039;s limits, and test not only ability, but also their willpower and determination. The path of the disciple is one filled with decision. Each must decide which disciplines to pursue and which to discard, as the path to perfection is littered with broken philosophies and weak hearts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Tempo Points !! Disciplines Known !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || [[Disciple#Instinct Driven|Instinct Driven]], [[Disciple#Sublime Discipline|Sublime Discipline]], [[Disciple#Martial Intuition|Martial Intuition]] || - || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || [[Disciple#Tempo|Tempo]], [[Disciple#Fighting Style|Fighting Style]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 2 || 1 || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || [[Disciple#Sublime Journey|Sublime Journey]] || 3 || 1 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 3 || 2 || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || [[Disciple#Extra Attack|Extra Attack]], [[Disciple#Alacrity|Alacrity]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 4 || 2 || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || [[Disciple#Rhythm in the Air|Rhythm in the Air]] || 4 || 2 || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || [[Disciple#Sublime Journey|Sublime Journey Feature]] || 5 || 3 || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 5 || 3 || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || [[Disciple#Sublime Journey|Sublime Journey Feature]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 6 || 3 || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || [[Disciple#Blind Sense|Blind Sense]] || 6 || 4 || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || [[Disciple#Sublime Journey|Sublime Journey Feature]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 7 || 4 || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 7 || 4 || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || [[Disciple#Imprinted Growth|Imprinted Growth]] || 8 || 4 || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || [[Disciple#Sublime Journey|Sublime Journey Feature]] || 8 || 4 || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || [[Disciple#Timeless Body|Timeless Body]], [[Disciple#Quick Rest|Quick Rest]] || 9 || 4 || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 9 || 4 || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 10 || 4 || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || [[Disciple#Tempo Mastery|Tempo Mastery]], [[Disciple#Sublime Journey|Sublime Journey Feature]] || 10 || 4 || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 10 || 4 || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || [[Disciple#Great Mastery|Great Mastery]] || 10 || 4 || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d10 per Disciple Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 10 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d10 (increase to 6) + your Constitution Modifier per Disciple Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Heavy Armor|Heavy Armor]], and [[Armor and Weapons#Shields|Shields]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; One [[Adventuring Gear#Tools|Set of Tools]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Strength and Wisdom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Athletics, History, Insight, Intimidation, Perception, Performance, Religion, and Sleight of Hand&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Leather Armor]] or [[Armor and Weapons#Medium Armor|Scale Mail]] or [[Armor and Weapons#Heavy Armor|Chain Mail]], a [[Armor and Weapons#Martial Weapons|Martial Weapon]], a [[Armor and Weapons#Martial Weapons|Martial Weapon]] or a [[Armor and Weapons#Shields|Shield]], two [[Armor and Weapons#Simple Melee Weapons|Javelins]], three [[Armor and Weapons#Simple Melee Weapons|Daggers]], and an [[Equipment Packs|Equipment Pack]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Disciple Features Summarized&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Instinct Driven|Instinct Driven]] || 1st || You&#039;re more powerful in the first seconds of combat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Sublime Discipline|Sublime Discipline]] || 1st || You master Sublime Disciplines, arts of combat unique to Disciples&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Martial Intuition|Martial Intuition]] || 1st || When you hit creatures with Attacks, you can learn information about the target&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Tempo|Tempo]] || 2nd || You get Tempo Points that fuel some features of your Sublime Disciplines&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Fighting Style|Fighting Style]] || 2nd || You choose a way of fighting that you&#039;re good at&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Sublime Journey|Sublime Journey]] || 3rd || You choose your subclass, and gain features at 3rd, 7th, 11th, 14th, and 18th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 10th 12th, 16th, and 19th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Alacrity|Alacrity]] || 5th || Your Speed increases by 10ft&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Rhythm in the Air|Rhythm in the Air]] || 6th || You add your Wisdom Modifier to Initiative Rolls and can&#039;t be Suprised while conscious&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blind Sense|Blind Sense]] || 10th || You get Blindsight out to a Range of 30ft&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Imprinted Growth|Imprinted Growth]] || 13th || You get Proficiency with either Dexterity or Constitution Saving Throws&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Timeless Body|Timeless Body]] || 15th || You stop aging and don&#039;t need to eat&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Quick Rest|Quick Rest]] || 15th || You can Long Rest in half the normal amount of time&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Tempo Mastery|Tempo Mastery]] || 18th || When you Dodge, you can take the Attack Action as a Bonus Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Great Mastery|Great Mastery]] || 20th || All the techniques from one of your Sublime Disciplines are free&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Instinct Driven ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your body immediately responds to the danger, granting you immense leverage when a fight starts. During the first round of combat, your Speed increases by 15 feet, Opportunity Attacks against you are made at Disadvantage, and your first Attack is made with Advantage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sublime Discipline ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A disciple&#039;s path begins with learning Sublime Disciplines. A Sublime Discipline is a kind of mystical martial art. Each Discipline is centered on an ideal for the disciple to understand and internalize. Choose one Sublime Discipline to learn, detailed at the end of the class description. When you gain certain Levels in this class, you learn new Sublime Disciplines, as shown on the Disciplines Known column of the Disciple table.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Sublime Discipline gives you a Signature Art, the foundational technique of the Discipline. You can invoke the Signature Art of a Sublime Discipline you know a number of times equal to your Wisdom Modifier, regaining expended uses at the end of a Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
Every Discipline also has a list of Discipline Techniques that require you to reach certain Levels in this class to use, you must meet the Level listed in the italics under the name of the Discipline Technique to be able to use it. These Techniques require you to spend Tempo Points described in your Tempo feature.&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, if a Discipline Technique or Signature Art granted by a Discipline, it uses your Tempo Save DC, which has a DC of 8 + your Wisdom Modifier + your Proficiency Bonus.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Martial Intuition ====&lt;br /&gt;
&#039;&#039;1st Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your opponents&#039; blows radiate a certain rhythm that your body has learned to read. When a creature Attacks you or forces you to make a Saving Throw, you can use your Reaction to learn one of its following capabilities of your choice:&lt;br /&gt;
*You learn if one of its Ability Scores of your choice is higher, lower, or equal to yours.&lt;br /&gt;
*You learn if any of Speeds are higher, lower, or equal to one of your Speeds of your choice.&lt;br /&gt;
*You learn if the target is under the effects a Spell or magical effect.&lt;br /&gt;
*You learn if the target has Proficiency with at least one [[Armor and Weapons#Martial Weapons|Martial Weapon]].&lt;br /&gt;
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tempo ====&lt;br /&gt;
&#039;&#039;2nd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to perceive and utilize the power in ambient ripples of the world, called Tempo. Your access to this mystical energy is represented by a pool of Tempo Points. Your Disciple Level determines the number of Tempo Points the pool can hold, which is shown in the Tempo Points column of the Disciple table.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend these Tempo Points to fuel various Discipline Techniques granted by your Sublime Disciplines.&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you regain all spent Tempo Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fighting Style ====&lt;br /&gt;
&#039;&#039;2nd Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:&lt;br /&gt;
*&#039;&#039;&#039;Archery.&#039;&#039;&#039; You gain a +2 bonus to Attack Rolls you make with [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]].&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting.&#039;&#039;&#039; You have Blindsight out to 10ft.&lt;br /&gt;
*&#039;&#039;&#039;Defense.&#039;&#039;&#039; While you are wearing [[Armor and Weapons#Armor|Armor]], you gain a +1 bonus to AC.&lt;br /&gt;
*&#039;&#039;&#039;Dueling.&#039;&#039;&#039; When you are wielding a [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] in one hand and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +2 bonus to Damage Rolls with that [[Armor and Weapons#Weapons|Weapon]].&lt;br /&gt;
*&#039;&#039;&#039;Melee Marksman.&#039;&#039;&#039; You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]] when creatures within 5ft of you move away from you.&lt;br /&gt;
*&#039;&#039;&#039;Mounted Warrior.&#039;&#039;&#039; Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked [[Conditions#Prone|Prone]].&lt;br /&gt;
*&#039;&#039;&#039;Protection.&#039;&#039;&#039; When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a [[Armor and Weapons#Shields|Shield]].&lt;br /&gt;
*&#039;&#039;&#039;Shield Warrior.&#039;&#039;&#039; You can use a [[Armor and Weapons#Shields|Shield]] as a [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]], dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a [[Armor and Weapons#Shields|Shield]] and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +1 Bonus to your Attack Rolls and Armor Class.&lt;br /&gt;
*&#039;&#039;&#039;Thrown-Weapon Fighting.&#039;&#039;&#039; You can draw a [[Armor and Weapons#Weapons|Weapon]] as part of an Attack made with a Thrown [[Armor and Weapons#Weapons|Weapon]]. In addition, when you hit with a Ranged Attack using a Thrown [[Armor and Weapons#Weapons|Weapon]], you gain a +2 bonus to the Damage Roll.&lt;br /&gt;
*&#039;&#039;&#039;Two-Weapon Fighting.&#039;&#039;&#039; When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.&lt;br /&gt;
*&#039;&#039;&#039;Unarmed Fighting.&#039;&#039;&#039; You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren&#039;t wielding any [[Armor and Weapons#Weapons|Weapon]] or [[Armor and Weapons#Shields|Shields]], your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature [[Conditions#Grappled|Grappled]] by you.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Fighting.&#039;&#039;&#039; While wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sublime Journey ====&lt;br /&gt;
&#039;&#039;3rd, 7th, 11th, 14th, and 18th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the following Sublime Journeys to represent the personal journey you have embarked upon that shapes your skills and draws you towards certain innate magical talents.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sublime Journeys&lt;br /&gt;
|-&lt;br /&gt;
! Sublime Journey !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Blade Dancer|Journey of the Blade Dancer]] || 1 || You master blades and the art of using those blades and your body, becoming one with world, extremely agile, and deadly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Collector|Journey of the Collector]] || 3 || You collect a hoard of blades and weaponry from around the world, stashing them in an ethereal arsenal which you summon in combat as a whirling storm, a defensive wall of weapons, or poised to strike.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the Rider|Journey of the Rider]] || 3 || You bond with the rhythm of mounts, becoming almost one with the creatures you ride, gaining an almost magical ability to summon such creatures to aid you.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Journey of the War God|Journey of the War God]] || 2 || You embody the divinity within you, summoning additional arms to attack for you while cutting down the force of personality of others, causing them to easily submit to your gloriousness.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 10th, 12th, 16th, and 18th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;5th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make an additional Attack whenever you take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alacrity ====&lt;br /&gt;
&#039;&#039;5th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Speed increases by 10ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rhythm in the Air ====&lt;br /&gt;
&#039;&#039;6th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your body&#039;s familiarity with Tempo allows it to react to conflict even when your mind lags behind. you add your Wisdom Modifier to your Initiative Rolls and you can&#039;t be Surprised while you are conscious.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blindsight ====&lt;br /&gt;
&#039;&#039;10th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are able to detect the thin ripples of magic caused by the subtle movements of hidden creatures. You gain Blindsight out to a Range of 30ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Imprinted Growth ====&lt;br /&gt;
&#039;&#039;13th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in either Dexterity or Constitution Saving Throws (your choice).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Timeless Body ====&lt;br /&gt;
&#039;&#039;15th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Tempo sustains you. You do not age and you cannot be aged magically. You also no longer need food and water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Quick Rest ====&lt;br /&gt;
&#039;&#039;15th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your improved vitality allows you to rest at an accelerated rate. You need half as much time to finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tempo Mastery ====&lt;br /&gt;
&#039;&#039;17th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you can take the Attack Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Great Mastery ====&lt;br /&gt;
&#039;&#039;20th Level Disciple Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your growth culminates with you becoming the master of a Discipline. Choose one Sublime Discipline. Whenever you use a Discipline Technique granted by that Sublime Discipline, you regain all Tempo Points you spent at the end of the turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Sublime Disciplines =&lt;br /&gt;
== Ardent Lion ==&lt;br /&gt;
No true warrior fights in isolation; their friends, family, and all their allies follow them into every fight. Ardent Lion disciples fight using rallying cries and by utilizing the strength of their bonds to perform superhuman feats in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Camaraderie ====&lt;br /&gt;
&#039;&#039;Ardent Lion Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your allies are your family, and those bonds are more precious than anything the world can muster. Cherish them and look out for them, for they will make you your best self.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rally ====&lt;br /&gt;
&#039;&#039;Ardent Lion Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you let out a riveting war cry that sends jolts through the bodies of your allies. All creatures of your choice within 30ft of you can use their Reaction to move up to their Speed without provoking Opportunity Attacks. This feature&#039;s Range increase as you gain Levels in this class: You can select creatures within 60ft of you at 5th Level, 90ft at 11th Level, and 120ft at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warding Strike ====&lt;br /&gt;
&#039;&#039;2nd Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 1 Tempo Point to instill hesitation within your target. The target has Disadvantage on the next Attack it makes that does not target you before the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bolstering Bond ====&lt;br /&gt;
&#039;&#039;5th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend up to 5 Tempo Points to bolster yourself and an ally. You and a creature of your choice within 30ft of you gain a number of Temporary Hit Points equal to 1d8 per Tempo Point spent. These Temporary Hit Points last for 1 minute or until you use this Technique again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unified Assault ====&lt;br /&gt;
&#039;&#039;11th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 3 Tempo Points to call in an assault. Choose one creature within 30ft of you, that creature can use its Reaction to make an Attack against the creature you hit with your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fury of the Fallen ====&lt;br /&gt;
&#039;&#039;17th Level Ardent Lion Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you see a creature reduce another creature to 0 Hit Points, you can use your Reaction and spend 4 Tempo Points to move up to your Speed and make a single Weapon Attack against the creature that reduced the other creature to 0 Hit Points. If you hit on the Attack, the creature reduced to 0 Hit Points regains a number of Hit Points equal to your Disciple Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Coursing Ember ==&lt;br /&gt;
To live life on the sidelines, bored and discontent, is to not really live life at all. Disciples of the Coursing Ember discipline are fiery individuals who follow their whims and passions to the ends of the earth. Coursing Ember techniques involve spreading radiant flames and gliding through the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Passion ====&lt;br /&gt;
&#039;&#039;Coursing Ember Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your heart must burn like the desert sun. Do not live idly and let opportunities pass you by. Be invested in every action you choose to take, and use the fire in your eyes to guide you into the future.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Salamander Charge ====&lt;br /&gt;
&#039;&#039;Coursing Ember Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can move up to your Speed without provoking Opportunity Attacks. During this movement you can more through a creature&#039;s space as if it were Difficult Terrain but you cannot end your turn there. After this movement, you leave behind a wall of fire that is 10ft high and 1ft thick in the spaces you occupied. This wall lasts for 1 minute or until you lose Concentration on the effect. This wall Lightly Obscures vision. Any creature in the wall when it appears, enters the wall for the first time on a turn, or ends its turn there must succeed on a Dexterity Saving Throw. On a failed Save, a creature takes 1d8 Fire Damage. As you gain Levels in this class, this wall deal additional Damage: It deals 2d8 Fire Damage at 5th Level, 3d8 at 11th Level, and 4d8 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Searing Lashes ====&lt;br /&gt;
&#039;&#039;2nd Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You coat your Weapons in searing flames. When you take the Attack Action, you can spend 1 Tempo Point to increase your Reach by 10ft until the end of your turn. Your Attacks deal Fire Damage instead of their normal Damage Type for the duration, and deal an additional 1d4 Fire Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Leaping Flame ====&lt;br /&gt;
&#039;&#039;5th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature within 60ft of you deals Damage to you, you can use your Reaction to spend 2 Tempo Points to briefly turn into a wisp of flame and fly to an unoccupied space within 5ft of the creature that dealt Damage to you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flaming Stance ====&lt;br /&gt;
&#039;&#039;11th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn, you can spend 2 Tempo Points to engulf yourself in beautiful flames. Until the start of your next turn, you are Immune to Fire Damage, and whenever a creature makes a Melee Attack against you, it takes 1d8 Fire Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bursting Sunspot ====&lt;br /&gt;
&#039;&#039;17th Level Coursing Ember Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can use your Bonus Action and spend 3, 4, or 5 Tempo Points to cause the target of your Attack to explode in a blaze of glory. All other creatures within 10ft of you make a Dexterity Saving Throw. On a failed Save a creature takes 6d6 Fire Damage, or half as much Damage on a successful Save. This Range is increased by 10ft for every Tempo Point you spent above 3.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Diamond Mind ==&lt;br /&gt;
Students of the Diamond Mind discipline are renowned for their ability to remain calm in even the most dire of situations. Combat is an equation to be solved, and it is the practice of the Diamond Mind to understand all of its elements. This view lends itself to a prescient combat style, where the practitioner appears able to act in impossibly short spans of time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Order ====&lt;br /&gt;
&#039;&#039;Diamond Mind Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Everything has a cause and an effect. The world may appear chaotic, but a clean layer of order underlies it all. The more you discover and understand this order, the greater a warrior and the more fulfilled an individual you will become.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Quick Draw ====&lt;br /&gt;
&#039;&#039;Diamond Mind Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you roll Initiative at the start of combat, if you aren&#039;t Surprised, you can use a Free Action to move up to half your Speed and make a single Weapon Attack which deals double Damage to objects and structures.&amp;lt;br&amp;gt;&lt;br /&gt;
When you roll Initiative at the start of combat, if you are Surprised, you can use a Free Action to not be Surprised.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prescient Counter ====&lt;br /&gt;
&#039;&#039;2nd Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you are hit with an Attack, you cause your Reaction and spend 2 Tempo Points to gain a Bonus to your AC equal to your Wisdom Modifier against that Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flicker Step ====&lt;br /&gt;
&#039;&#039;5th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to choose a creature within 20ft of you. You teleport to an unoccupied space within 5ft of that creature and make a single Melee Weapon Attack targeting all creatures in a 5ft wide Line from the space you occupied before using this Technique to the location you now occupy. After a creature takes Damage from the Attack, if it has a number of Hit Points equal to or less than your Discipline Level at the end of the current turn, it drops to 0 Hit Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ruby Storm Stance ====&lt;br /&gt;
&#039;&#039;11th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you take the Dodge Action, you can immediately use your Bonus Action and spend 1 Tempo Point to enter a time-slowing stance. Until the start of your next turn, you can&#039;t be knocked [[Conditions#Prone|Prone]], or move in any way. While in this stance, when a creature within 5ft of you make an Attack against you, you can make a single Weapon Attack targeting that creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Trace ====&lt;br /&gt;
&#039;&#039;17th Level Diamond Mind Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 4 Tempo Points to teleport up to 60ft to an unoccupied space and then make a single Melee Weapon Attack against a creature within Reach. This Attack deals an additional 2d8 Force Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
You can teleport and Attack again up to 5 additional times as part of the same Action, but each Attack must target a different creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hero&#039;s Charge ==&lt;br /&gt;
The world is full of monsters and those that would exploit the weak. Hero&#039;s Charge disciples take it upon themselves to become symbols of hope by bringing down great threats for all to see. The techniques of this discipline focus on refining an indomitable will and bringing the mighty down.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Heroism ====&lt;br /&gt;
&#039;&#039;Hero&#039;s Charge Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
People deserve peace and happiness, and so you take it upon yourself to be a tool for their delivery. Overwhelming odds are a welcome challenge, for you must be a beacon of inspiration for as long as there is a soul left to be saved.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Symbol of Hope ====&lt;br /&gt;
&#039;&#039;Hero&#039;s Charge Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you are reduced to 0 Hit Points and at least one creature can see you, you can choose to be reduced to 1 Hit Point instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Topple ====&lt;br /&gt;
&#039;&#039;2nd Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make an Attack, you can spent at least 1 Tempo Point to instead attempt to topple a creature within Reach. The target must make a Strength Saving Throw. On a failed Save, the target falls [[Conditions#Prone|Prone]] and takes 1d8 Bludgeoning Damage for each Tempo Point spent. If the target is Large or larger, it has Disadvantage on the Saving Throw and instead takes 1d10 Bludgeoning Damage for each Tempo Point spent.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blinding Courage ====&lt;br /&gt;
&#039;&#039;5th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature attempts to [[Conditions#Frightened|Frighten]] a creature within 10ft of you, you can use your Reaction and spend 3 Tempo Points to give all creatures within 10ft of you Immunity to the [[Conditions#Frightened|Frightened]] Condition until the start of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Revolution ====&lt;br /&gt;
&#039;&#039;11th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to make a Melee Weapon Attack against all creatures of your choice within 5ft of you. A creature that is Large or larger takes gains Vulnerability to the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tyrant&#039;s Downfall ====&lt;br /&gt;
&#039;&#039;17th Level Hero&#039;s Charge Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 5 Tempo Points to cause a giant glowing Weapon to appear. This Weapon crashes down in a 60x10ft Cylinder centered on a point you can see within 60ft of you. All creatures of your choice in the Cylinder&#039;s area must make a Charisma Saving Throw. On a failed Save a creature takes 5d12 Radiant Damage, taking half as much Damage on a successful Save. A creature that is Large or larger takes an additional 2d12 Damage for each Size step it is above Medium.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Howling Gaze ==&lt;br /&gt;
It is too often that people chain themselves to the earth and become prisoners of a life they never really enjoyed. Disciples of the Howling Gale put above all else the ability to decide for themselves their next path. Techniques of this discipline focus on being hard to reach and pushing back oppressive advances.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Freedom ====&lt;br /&gt;
&#039;&#039;Howling Gaze Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Life is but a small breeze, fleeting upon the chaotic winds of the universe. Do not waste it carrying undue burdens that leave you crushed. Lift these burdens from yourself and those around you, and reflect on how much more joyous it is to live free.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gale Surge ====&lt;br /&gt;
&#039;&#039;Howling Gaze Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you whip a wild gust around your body and briefly become as the wind. This effect lasts 1 minute, or until you lose Concentration on it. For the Duration, you have Advantage on Dexterity Saving Throws, and when a creature misses you with an Attack, you can move 5ft without provoking Opportunity Attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Driving Wind ====&lt;br /&gt;
&#039;&#039;2nd Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action and spend up to 5 Tempo Points to unleash an Emanated Cone of rushing air. The size of the Cone is a number of feet equal to 10 x the number of Tempo Points spent. Creatures of your choice in the Cone must make a Strength Saving Throw. On a failed Save a creature is pushed away from you until they reach an unoccupied space at the end of the Cone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wind Scare ====&lt;br /&gt;
&#039;&#039;5th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action and spend at least 1 Tempo Point to unleash a blade of air forward. Choose up to 3 creatures within 5ft of each other that you can see within 60ft of you, those creatures must make a Dexterity Saving Throw. On a failed Save, a creature takes 1d8 Magical Slashing Damage equal to 1d8 for each Tempo Point spent, or half as much Damage on a successful Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Wind That Talks ====&lt;br /&gt;
&#039;&#039;11th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 3 Tempo Point to become [[Conditions#Invisible|Invisible]]. While you are [[Conditions#Invisible|Invisible]] in this way you are able to move through the space of any creature, as well as through spaces as small as 1 inch gaps without expending additional Speed. You remain [[Conditions#Invisible|Invisible]] until the start of your next turn, you Attack a creature, or you force a creature to make a Saving Throw.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tranquil Windstorm ====&lt;br /&gt;
&#039;&#039;17th Level Howling Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 3 Tempo Points to create a 10ft Moving Emanation of whirling air which lasts until the end of your next turn. Creatures of your choice in ignore Difficult Terrain while in the Emanation, and you can impose Disadvantage on any Ranged Attacks that target a creature within the Emanation. If a creature starts its turn  within the Emanation, you can increase its Speed by 10ft until the end of its turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mercurial Wolf ==&lt;br /&gt;
How can one truly claim to be living when they adhere to the constraining lines of conventional thought? Disciples of the Mercurial Wolf discipline value spontaneity and change, and as such their techniques involve creating complicated and chaotic situations on the battlefield through illusions and trickery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chaos ====&lt;br /&gt;
&#039;&#039;Mercurial Wolf Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Stagnation is the enemy of growth, so it is up to you to make sure that the world is constantly changing. Adapt to the situations you bring about, and through that act you will find completeness.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Quicksilver Pack ====&lt;br /&gt;
&#039;&#039;Mercurial Wolf Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you create an illusory Duplicate of yourself. This Duplicate lasts 1 minute or until you lose Concentration on the effect. The Duplicate appears in an unoccupied space of your choice within 10ft of you that you can see. A Duplicate has the same AC as you and disappears if it takes any Damage. As a Bonus Action, you can move any one Duplicate created with this art up to 30ft to an unoccupied space you can see. Alternatively, you can use your Bonus Action to destroy a Duplicate and teleport to its space. The amount of Duplicates you creature with this art increases when you reach certain Levels in this class: you create 2 Duplicates at 5th Level, 3 at 11th Level, and 4 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mirror Step ====&lt;br /&gt;
&#039;&#039;2nd Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You twirl the world about a creature, disorienting its perception of your position. &lt;br /&gt;
When a creature moves to a space within 5ft of you or one of the Duplicates created by your Quicksilver Pack feature, you can use your Reaction and spend 1 Tempo Point to force that creature to make an Intelligence Saving Throw. On a failed Save, you can teleport to an unoccupied space within 5ft of that creature, and the next Attack the target makes against you or one of your Duplicates is made at Disadvantage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inversion ====&lt;br /&gt;
&#039;&#039;5th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to force a creature that you can see within 30ft of you or one of your Duplicates created by your Quicksilver Pack feature to make a Charisma Saving Throw. On a failed Save, you or one of your Duplicates teleports to a space that creature occupies and that creature teleports into the space of either you or the Duplicate that just teleported. You can only use this Technique if there is enough space of either of these teleportations.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Altered Perspective ====&lt;br /&gt;
&#039;&#039;11th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a Melee Attack targeting you or one of your Duplicates created by your Quicksilver Pack feature misses, you can use your Reaction and spend 3 Tempo Points to force that creature to repeat that Attack against a creature of your choice within Range of the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shifting Sides ====&lt;br /&gt;
&#039;&#039;17th Level Mercurial Wolf Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can spend 4 Tempo Points and attempt to alter a creature&#039;s perception of the battlefield. A creature of your choice within 30ft of you must make an Intelligence Saving Throw to see through the illusion you foist on it. On a failed Save, the target [[Conditions#Dazed|Dazed]] until the start of its next turn, and it immediately makes a Melee Weapon Attack targeting a creature of your choice within its Reach.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Radiant Dove ==&lt;br /&gt;
Disciples who learn the techniques of the Radiant Dove have often seen for themselves that the world is one of pain and suffering. However, they are also ones who have chosen to believe in a better world and act in accordance with that hope. Choosing to succor instead of scorn, to forgive instead of fear, these are the martial peacemakers who fight not because they want to, but because they have to. The Radiant Dove teaches disciples to wield the flow of tempo to influence combats toward reconciliation and protect their allies.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Absolution ====&lt;br /&gt;
&#039;&#039;Radiant Dove Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Maybe you were wronged. Maybe you wronged another. No matter how the tit for tat of hate and harm first ensnared you, you&#039;ve discovered that the only real escape is to move beyond and let go. When pain mounts and wrongs fail to cease, you find refuge through giving up all rancor and ire. They can hurt you no longer.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Swords to Plowshares ====&lt;br /&gt;
&#039;&#039;Radiant Dove Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you blunt a foe&#039;s weapons of war. One creature you can see within 30ft of you makes a Charisma Saving Throw. On a failed Save, a creature has a penalty to its Attack and Damage Rolls equal to your Wisdom Modifier for 1 minute or until your Concentration on the effect ends. A creature under this effect repeats the Save at the end of each of its turns, ending the effect on a successful Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Olive Branch ====&lt;br /&gt;
&#039;&#039;2nd Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 2 Tempo Points as a Bonus Action to offer an exchange of mercy and reprieve. Until the beginning of your next turn, you gain the benefits of the [[Level 1#Sanctuary|Sanctuary]] Spell. This effect doesn&#039;t end if you make an Attack, cast a Spell that affects an enemy, or deal Damage to another creature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forbearance Over Fear ====&lt;br /&gt;
&#039;&#039;5th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Reaction when a creature within 30ft of you that can hear you fails a Saving throw, you can spend 3 Tempo Points to speak peace to it. The creature adds your Wisdom Modifier to the Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Other Cheek ====&lt;br /&gt;
&#039;&#039;11th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 or more Tempo Points as a Reaction when a creature deals Damage to you. When you do so, you gain 10 Temporary Hit points for each Tempo Point spent before you take the Damage. These Temporary Hit Points last until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The High Road ====&lt;br /&gt;
&#039;&#039;17th Level Radiant Dove Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Forgetting the past gives you the freedom to fly. You can spend 4 Tempo Points as an Action to jump into the air. Each creature of your choice within 15ft of you when you do so make a Wisdom Saving Throw. On a failed Save, a creature falls [[Conditions#Prone|Prone]] and takes 3d12 Radiant Damage. On a successful Save, a creature takes half as much Damage and does not fall Prone. Additionally, until the start of your next turn, you gain a Flying Speed of 60ft and you do not provoke Opportunity Attacks. If you are airborne when you lose this flying speed, you gently descend to the nearest safe terrain below you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Raven&#039;s Gaze ==&lt;br /&gt;
An eye for an eye leaves the world blind, but no wrong ever truly escapes the raven&#039;s gaze. Disciples of the Raven&#039;s Gaze allow no slight against them or their compatriots to go unpunished. Techniques of the Raven&#039;s Gaze revolve around instilling fear in your assailants before bringing them down.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Revenge ====&lt;br /&gt;
&#039;&#039;Raven&#039;s Gaze Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have been wronged. If you haven&#039;t been, you will be. It is your charge to turn your ire upon those who sought to bring you down, and take from them that which you are owed. They tried to bring you to your knees, but now you are hoisted up by the black wings of vengeance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Will of the Conspiracy ====&lt;br /&gt;
&#039;&#039;Raven&#039;s Gaze Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can force a creature you can see to make a Wisdom Saving Throw. On a failed Save, the target&#039;s vision and hearing is overtaken by a swarm of ravens. Until the end of your next turn, it is [[Conditions#Deafened|Deafened]] and perceives the area beyond a 10ft Radius around it to be magical Darkness. If you start your turn outside of this Radius, you can use your Bonus Action to teleport into an unoccupied space inside of it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gaze of the Flock ====&lt;br /&gt;
&#039;&#039;2nd Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When a creature you can see within 30ft of you deals Damage to you or forces you to make a Saving Throw, you can use your Reaction and spend 2 Tempo Points to force it to make a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Frightened|Frightened]] of you until the end of your next turn. At the end of each of your turns while a creature is [[Conditions#Frightened|Frightened]] of you in this way, you can spend 1 Tempo Point to force the creature to make another Wisdom Saving Throw. On failed Save, the creature remains [[Conditions#Frightened|Frightened]] of you until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unkindness in Turn ====&lt;br /&gt;
&#039;&#039;5th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action and spend 2 Tempo Points to teleport to an unoccupied space within 5ft of a creature that is within 30ft of you and is [[Conditions#Frightened|Frightened]] of you. The creature then makes a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Paralyzed|Paralyzed]] form its fear until the end of its next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Futility ====&lt;br /&gt;
&#039;&#039;11th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once on each of your turns when you hit a creature with a Melee Weapon Attack, you can spend 1 Tempo Point to force the target of the Attack to make a Wisdom Saving Throw. On a failed Save, the target is [[Conditions#Slowed|Slowed]] and has Disadvantage on Saving Throws against being [[Conditions#Frightened|Frightened]] until the end of its next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vengeance of the Swarm ====&lt;br /&gt;
&#039;&#039;17th Level Raven&#039;s Gaze Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A black mist of ethereal ravens surges from you to enact your revenge. When a creature deals Damage to you, you can use your Reaction and spend 4 Tempo Points to cause that creature to lose a number of Hit Points equal to the amount of Damage it dealt to you this turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stone Dragon ==&lt;br /&gt;
Like the plates that shift about the world&#039;s surface, you leave a lasting impact on every person you encounter. Followers of the Stone Dragon discipline put great thought that each spoken word and each action belonging to them is not glib. Techniques of the Stone Dragon disciple focus on using the earth to keep you centered, and landing decisive blows.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stoicism ====&lt;br /&gt;
&#039;&#039;Stone Dragon Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Expression is a powerful thing that is best not used frivolously. Speak and act when your words and actions further your path, and make sure each word strikes with the impact of a falling boulder.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dragon Sentinel ====&lt;br /&gt;
&#039;&#039;Stone Dragon Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you create a Dragon Statue in an unoccupied space within 30ft of you. This Dragon Statue is a Medium object, and lasts for 1 minute or until you lose Concentration on the effect. This Dragon Statue has an AC of 13 + your Wisdom Modifier, and has a number of Hit Points equal to twice your Disciple Level. It has Immunity to Poison and Psychic Damage, and Immunity to all [[Conditions]]. If the Dragon Statue is forced to make an Ability Check or Saving Throw, it treats all of its Ability Scores as 10.&amp;lt;br&amp;gt;&lt;br /&gt;
The area within 10ft of the Dragon Statue is considered Difficult Terrain to creatures of your choice. When you create the Dragon Statue, and as a Bonus Action on subsequent turns, you can move the Dragon Statue up to 15ft.&amp;lt;br&amp;gt;&lt;br /&gt;
If you summon the Dragon Statue within 5ft of a creature, and as a Reaction whenever a creature moves within 5ft of it, you can cause the Dragon to make a Melee Spell Attack targeting that creature using Wisdom for the Attack Bonus. On a hit, the Attack deals Magical Piercing Damage equal to 1d8 + your Wisdom Modifier to the target, additionally, the target is Slowed until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Roots of Earth ====&lt;br /&gt;
&#039;&#039;2nd Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you would be knocked [[Conditions#Prone|Prone]], you can spend 1 Tempo Point to hook into the earth. When you do, you can&#039;t be knocked [[Conditions#Prone|Prone]] or moved against your will until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mountain Hammer ====&lt;br /&gt;
&#039;&#039;5th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit a creature with a Melee Weapon Attack, you can spend 2 Tempo Points to embed it into a fissure below it. The target must make a Strength Saving Throw. On a failed Save, the target is knocked [[Conditions#Prone|Prone]]. If the target is already [[Conditions#Prone|Prone]], it is [[Conditions#Restrained|Restrained]] until the end of its next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Earthbound ====&lt;br /&gt;
&#039;&#039;11th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 3 Tempo Points to [[Conditions#Petrified|Petrify]] yourself until the start of your next turn. While [[Conditions#Petrified|Petrified]] in this way, all Damage you take is halved, and your form can&#039;t be changed by any means. Additionally, the earth around your feet attempts to encase those around you. Each creature within 15ft of you must make a Dexterity Saving Throw. On a failed Save, a creature is Restrained until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Breath of Ages ====&lt;br /&gt;
&#039;&#039;17th Level Stone Dragon Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 5 Tempo Points to exhale an eroding mist that originates from either you or your Dragon Sentinel. All creatures in a 60ft Emanated Cone, which spreads around corners, must make a Constitution Saving Throw. On a failed Save, a creature&#039;s body becomes heavy and sluggish until the end of your next turn, causing it to become [[Conditions#Slowed|Slowed]] and [[Conditions#Dazed|Dazed]]. When you hit a creature either [[Conditions#Slowed|Slowed]] or [[Conditions#Dazed|Dazed]] in this way, you can cause it to become [[Conditions#Petrified|Petrified]] until the end of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Titan Fury ==&lt;br /&gt;
The path of the warrior is full of rivals and obstacles. Followers of the Titan Fury discipline make it their goal to shatter the competition and make it clear that their power is absolute. Techniques of the Titan Fury discipline focus on demolishing the weak and cowardly and ripping through attempts at stopping your advance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
&#039;&#039;Titan Fury Ideal&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It is not enough to merely defeat your enemies; you must overcome them and demonstrate the gap in your abilities. You must prove to yourself and to the world that your might is unrivaled.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blood of the Ancients ====&lt;br /&gt;
&#039;&#039;Titan Fury Signature Art&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, you can bolster your form. When you do, you gain Temporary Hit Points equal to your Wisdom Modifier + half your Disciple Level, which last for 1 minute. While you have these Temporary Hit Points, you add half your Wisdom Score (rounded up) to any Strength Check you make.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 5th Level in this class, while you have these Temporary Hit Points, your Size grows to Large if you are not already Large or larger. Your equipment grows to match your new Size. If there isn&#039;t enough room to grow to Large, you grow to the maximum Size possible with the space available.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power Overwhelming ====&lt;br /&gt;
&#039;&#039;2nd Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit on a Melee Weapon Attack, you can use your Bonus Action and spend up to 5 Tempo Points. the target of the Attack is pushed 5ft away from you for each Tempo Point spent.&amp;lt;br&amp;gt;&lt;br /&gt;
If this movement would force the target to impact a creature, object, or structure, both the creature and the creature, object, or structure it impacted with takes 1d6 Bludgeoning Damage for every 5ft of movement remaining to be pushed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cull the Meek ====&lt;br /&gt;
&#039;&#039;5th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who seek to mar you without facing you deserve a swift punishment. When a creature you cannot see hits you with a Melee Attack, or a creature hits you with a Ranged Attack, you can use your Reaction and spend 3 Tempo Points to reduce the Damage dealt by 1d10 + your Wisdom Modifier, the creature then makes a Wisdom Saving Throw. On a failed Save, the target takes Psychic Damage equal to the amount you reduced the Damage by.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Titan&#039;s Will ====&lt;br /&gt;
&#039;&#039;11th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the start of your turn, you can spend 4 Tempo Points to remove one of the following [[Conditions]]: [[Conditions#Blinded|Blinded]], [[Conditions#Charmed|Charmed]], [[Conditions#Dazed|Dazed]], [[Conditions#Deafened|Deafened]], [[Conditions#Frightened|Frightened]], [[Conditions#Incapacitated|Incapacitated]], [[Conditions#Paralyzed|Paralyzed]], [[Conditions#Poisoned|Poisoned]], [[Conditions#Slowed|Slowed]], or [[Conditions#Stunned|Stunned]],&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arduos Wrath ====&lt;br /&gt;
&#039;&#039;17th Level Titan Fury Discipline Technique&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can spend 4 Tempo Points to slam into the earth. Every creature of your choice in a 30ft Emanated Cone must make a Constitution Saving Throw. On a failed Save, a creature is [[Conditions#Stunned|Stunned]] for 1 minute.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Sublime Journeys =&lt;br /&gt;
== Journey of the Blade Dancer ==&lt;br /&gt;
A single swing of the blade is often more than it appears, and this is especially true for a disciple that follows the Journey of the Blade Dancer. Blade Dancers are disciples whose bodies have all but merged with the ripples around them. Their newfound magical senses drive them to seek out flexibility in the execution of their steps and techniques. Their precise, sweeping motions cut into the fabric of magic itself, infusing them with supernatural acrobatic ability and elegance in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Blade Dancer Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blade Dance|Blade Dance]] || 3rd || When you miss on Melee Weapon Attacks, you can deal Force Damage to the target instead, and when you make a Melee Weapon Attack against a creature it can&#039;t make Opportunity Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Elegance|Elegance]] || 3rd || You get Proficiency in Performance and add your Wisdom Modifier to your Charisma (Performance) Checks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Evasion|Evasion]] || 7th || You&#039;re better against Dexterity Saving Throws to take half Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Accelerando|Accelerando]] || 11th || You add your Wisdom Modifier to your Melee Weapon Attack&#039;s Damage Rolls&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Rushing Agility|Rushing Agility]] || 14th || You can Jump better, run up walls and across water, and can take the Dodge Action as a Bonus Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Free Stride|Free Stride]] || 18th || You&#039;re always under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blade Dance ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your strikes are followed by magical ripples that echo your intent. Whenever you miss on a Melee Weapon Attack you can deal Force Damage to the target of the Attack equal to your Wisdom Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you make a Melee Attack against a creature, that creature can&#039;t make Opportunity Attacks against you until the start of your next turn. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elegance ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency in Performance and you add your Wisdom Modifier to your Charisma (Performance) Checks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evasion ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can nimbly dodge out of the way of certain area effects. When an effect would force you to make a Dexterity Saving Thrown that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Accelerando ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You add your Wisdom Modifier to the Damage Rolls of your Melee Weapon Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you can take the Dash Action as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rushing Agility ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your mastery of the weight of your body allows you to defy natural limitations. When you Jump, you can use your remaining Speed to determine the maximum distance, you can also Jump your full distance without needing a running start.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, You gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also take the Dodge Action as a Bonus Action. You can take this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Free Stride ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Blade Dancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You are permanently under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]] Spell. You use Wisdom as your Spellcasting Ability for the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the Collector ==&lt;br /&gt;
Most often the Journey of the Collector begins with a recurrent dream of an infinite field littered with weaponry from across the ages. Within this space you are free to use and manipulate, form and reform the weaponry and landscape as you see fit, perpetually in pursuit of the perfect arsenal. This dream repeats, becoming more and more lucid until you awaken amidst a cloud of flying armaments that flow along to your whims, and from that day each weapon you touch, and each alteration you make in your dreams, will reflect in your control over your magical arsenal.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Collector Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Bound Arsenal|Bound Arsenal]] || 3rd || You can bind Weapons to your Arsenal, a mystical storm of Weapons you can summon at will&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Conjure Weapons|Conjure Weapons]] || 3rd || You can summon your Arsenal and arrange into one of three formations&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Blade Affinity|Blade Affinity]] || 7th || You can learn information about what was done with Weapon&#039;s by studying them&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Ultimate Arsenal|Ultimate Arsenal]] || 11th || All the ways you can use your Arsenal improve&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Conjured Body|Conjured Body]] || 14th || While you have your Arsenal summoned, you can fly&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Dream Gate|Dream Gate]] || 18th || You can summon a ton of Weapons to Attack enemies&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bound Arsenal ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to call upon an Arsenal of Weapons you store within your mind. You must bind Weapons to yourself in order to call upon them. If you hold a Weapon and meditate for 1 hour, which can be done during a Short or Long Rest, you can bind the Weapon to your Arsenal, causing it to disappear into an extradimensional space.&amp;lt;br&amp;gt;&lt;br /&gt;
When you summon your Arsenal with your Conjure Weapons feature, this Weapon is summoned within it while it is bound to you.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have a number of Weapons bound in this way equal to your Wisdom Modifier + your Disciple Level. A weapon becomes unbound 24 hours after you die or you unbind it as an Action, causing it to appear at your feet. Sentient Weapons must agree to be bound, and can choose to unbind themselves at any point.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Conjure Weapons ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can conjure or dismiss your Arsenal of bound Weapons, which hover in your space and can easily be reached, as a Bonus Action. The Weapons that are part of this Arsenal deal Force Damage instead of their normal Damage Type, and gain the Thrown (20/60). Whenever you throw an Arsenal Weapon it immediately returns to your space after the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you make a Weapon Attack and are not wielding any Weapons or Shields, you can mentally direct a single Weapon in your Arsenal to Attack if you were wielding with one or two hands (your choice).&amp;lt;br&amp;gt;&lt;br /&gt;
When you conjure your Arsenal, and as a Bonus Action on subsequent turns while the Arsenal is summoned, you can choose one of the following formations for the Weapons to take:&lt;br /&gt;
*&#039;&#039;&#039;Assault.&#039;&#039;&#039; Your Arsenal poises to Attack. Ranged Attacks made with your Arsenal do not suffer Disadvantage due to attacking at Long Range or from being within 5ft of a hostile creature. Your Attacks made with your Arsenal ignore 1/2 and 3/4 Cover.&lt;br /&gt;
*&#039;&#039;&#039;Storm.&#039;&#039;&#039; Your Arsenal becomes a chaotic flurry. The area within 5ft of you becomes Difficult Terrain to all creatures of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Ward.&#039;&#039;&#039; Your Arsenal forms a protective barrier. The first time you take Damage on a turn, it is reduced by an amount equal to your Wisdom Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blade Affinity ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can read into a Weapon&#039;s history through mere touch. Over the course of 1 minute, you can analyze a Weapon you are holding. At the end of the minute, you glean one of the following pieces of information (DM&#039;s choice):&lt;br /&gt;
*A clear picture of the Weapon&#039;s last wielder as it drew the Weapon for combat.&lt;br /&gt;
*A glimpse of a magical ability the last wielder of the Weapon used while wielding the Weapon.&lt;br /&gt;
*Whether the last wielder used the Weapon with malicious, honorable, protective, or some other form of intent.&lt;br /&gt;
*A glimpse of the last creature felled by this Weapon.&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Once you use this feature to analyze a Weapon, you can&#039;t use it again until it has been used to make an Attack in combat targeting a hostile creature that can retaliate.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ultimate Arsenal ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At 11th level, both your control and the quality of your arsenal have heightened, causing your formations to improve:&lt;br /&gt;
*&#039;&#039;&#039;Assault.&#039;&#039;&#039; Any Attack made with Weapons from your arsenal deal an additional 1d8 Damage.&lt;br /&gt;
*&#039;&#039;&#039;Storm.&#039;&#039;&#039; The Weapons expand into the area within 15 ft of you instead of 5 ft.&lt;br /&gt;
*&#039;&#039;&#039;Ward.&#039;&#039;&#039; The Damage is reduced by twice your Wisdom modifier instead (minimum of 2).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Conjured Body ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned how to merge your body with your Arsenal, embedding within you its fluid movement. While you have your Arsenal conjured, you gain a Flying Speed equal to your Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dream Gate ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Collector Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can bring out the full force of your arsenal in an instant. As an Action, you create a visage of your field behind you and conjure 100 Weapons all around you. Choose any number of creatures within 120ft of you, and dedicate 100 Projectiles among them, a creature can only be dedicated to 10 Projectiles. All chosen creatures must make a Dexterity Saving Throw. On a failed Save a creature takes 1d8 Force Damage for each Projectile dedicated to it, or half as much Damage on a successful Save. These Weapons disappear at the end of your turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the Rider ==&lt;br /&gt;
Some Disciples feel a strong connection to the Tempo of certain animals, often used as mounts, like horses, camels, llamas, donkeys, or the occasional dragon. Through the connection of this Tempo, these Disciples bond with a mount which they attune to and become one with.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Rider Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Mount-Borne|Mount-Borne]] || 3rd || You cast the [[Level 2#Find Steed|Find Steed]] Spell at the end of a Long Rest, and you get more options for what you can summon&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#One with the Steed|One with the Steed]] || 3rd || While riding a mount you and the mount get a bunch of buffs&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Defensive Rhythm|Defensive Rhythm]] || 7th || While riding a mount, you and the mount get increases to AC and and make Attacks if someone Attacks the other&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Expanding Steeds|Expanding Steeds]] || 11th || You can cast the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell instead at the end of a Long Rest, you also get more options for what you summon&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#From the Horseback to the Sky|From the Horseback to the Sky]] || 14th || Mounts you summon with the [[Level 2#Find Steed|Find Steed]]  or [[Level 2#Find Greater Steed|Find Greater Steed]] Spells, or that you spend an hour bonding to, gain a Flying, Swimming, and Climbing Speed equal to its Walking Speed and can breathe underwater&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Unrivaled Haste|Unrivaled Haste]] || 18th || While mounted, you and the mounter are permanently under the effects of the [[Level 3#Haste|Haste]] Spell&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mount-Borne ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You begin to learn to tie yourself to the mounts of the world. At the end of a Long Rest, you can non-magically replicate the effects of the [[Level 2#Find Steed|Find Steed]] Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, when you replicate the Spell in this way, you can also summon one of the following creatures: Axe-Beak, Cow, Crocodile, Giant Goat, Giant Lizard, Giant Snail, Hadrosaurus, Hippocamp, Jaculi, Riding Horse, Walrus, Warhorse Skeleton, Worg.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== One with the Steed ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You boom win tune with the creatures you are riding. You gain the following benefits while riding a mount:&lt;br /&gt;
*You have Advantage on Saving Throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10ft, you do not fall [[Conditions#Prone|Prone]] if you aren&#039;t [[Conditions#Incapacitated|Incapacitated.]]&lt;br /&gt;
*Mounting or dismounting a creature costs you only 5ft of movement, rather than half your Speed.&lt;br /&gt;
*Whenever you begin riding a mount, you can cause it to gain a number of Maximum Hit Points equal to twice your Disciple Level for the next 8 hours or until you give these Maximum Hit Points to a different mount.&lt;br /&gt;
*You can communicate telepathically with the mount for the next 24 hours. It can respond to you telepathically as if it had an Intelligence Score of 8 for the same Duration unless its Intelligence is higher.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Defensive Rhythm ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While you are riding a mount, you gain the following benefits:&lt;br /&gt;
*The mount gains a bonus to its AC equal to your Wisdom Modifier.&lt;br /&gt;
*You gain a bonus to your AC equal to the mount&#039;s Wisdom Modifier&lt;br /&gt;
*When you are hit by a Melee Attack, the mount can use its Reaction to make an Attack against the creature that hit you with the Attack.&lt;br /&gt;
*When the mount is hit by a Melee Attack, you can use you Reaction to make an Attack against the creature that hit the mount with the Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expanding Steeds ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you finish a Long Rest, you can instead replicate the effects of the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell. When you do you gain the following list of creatures that you can also summon: Allosaurus, Ankheg, Auroch, Axe-Beak, Brown Bear, Camel, Carrion Crawler, Cave Bear, Cow, Crag Cat, Crocodile, Dinosaur Skeleton, Dragonnel, Elk, Female Steeder, Gelatinous Cube, Giant Boar, Giant Constrictor Snake, Giant Crayfish, Giant Eagle, Giant Elk, Giant Goat, Giant Hyena, Giant Lizard, Giant Octopus, Giant Snail, Giant Spider, Giant Strider, Giant White Moray Eel, Hadrosaurus, Hippocamp, Hunter Shark, Ice Spider Queen, Jaculi, Lion, Mastiff, Moorbounder, Plesiosaurus, Pony, Quetzalcoatl, Riding Horse, Sabre-Tooth Tiger, Skyjek Roc, Star Lancer, Tiger, Two-Headed Crocodile, Walrus, Warhorse, Warhorse Skeleton, Worg.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== From the Horseback to the Sky ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you summon a Steed with the [[Level 2#Find Steed|Find Steed]] or [[Level 4#Find Greater Steed|Find Greater Steed]] Spells, or similar effects, it gains a Flying, Swimming, and Climbing Speed equal to its Walking Speed. Additionally, mounts you summon in this way can breathe both air and water.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 1 hour bonding to a mount that you didn&#039;t summon with these Spells, which can be performed during a Short or Long Rest. After this bonding is complete that mount gains these benefits as well. You remain bonded with a mount until you bond with a different mount or have not ridden it for 10 days.&lt;br /&gt;
Additionally, while mounted you can breathe both air and water.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unrivaled Haste ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the Rider Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your mounts has expanded to a great intensity. While you are riding a mount, you and the mount gain the benefits of the [[Level 3#Haste|Haste]] Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Journey of the War God ==&lt;br /&gt;
A disciple who follows the Journey of the War God is unmistakable on the battlefield by the manifestation of their soul fighting alongside them, often taking the form of spectral arms or a looming figure at their back. The influence of tempo can reach further than most would think; after all, everything moves, even your own spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Disciples that define themselves by intense emotions, or a need to prove their own self worth, can develop a sensitivity to the movements of their soul. After enough time, the disciple gains the ability to summon and wield this element of their soul in combat. Legends speak of disciples that attain definite control, and ultimately learn to harness the divine spark that resides within them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ War God Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Spirit of the War God|Spirit of the War God]] || 3rd || You can summon ethereal arms which can make more Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Cosmic Presence|Cosmic Presence]] || 7th || You can try make creatures be more susceptible to your Charisma and Wisdom Checks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Encroaching Omniscience|Encroaching Omniscience]] || 11th || When you make an Attack with a Reaction, you can make an additional Attack as part of that Reaction, you can also draw and stow a ton of Weapons with you Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Lens of Truth|Lens of Truth]] || 14th || You get Truesight out to a Range of 120ft&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple#Shard of Divinity|Shard of Divinity]] || 18th || Your Weapon Attacks and Discipline Techniques ignore Resistance and Immunity to Damage, you also don&#039;t get frail while aging, your soul can&#039;t be trapped or destroyed, and you can&#039;t be an Undead unless you want to be&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spirit of the War God ====&lt;br /&gt;
&#039;&#039;3rd Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your passion can call forth the part of your soul that revels in the glory of battle. As a Bonus Action or when you roll Initiative, you can manifest or dismiss two spectral arms that are connected to your upper body. When summoned, and as a Free Action on subsequent turns, each arm can perform an Object Interaction. You can control these arms easily, and they act just like your other arms.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can make a single Attack with each Melee Weapon you and your spectral arms are wielding. You don&#039;t add your Ability Modifier to the Damage of these Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 5th Level in this class, you add your Ability Modifier to up to two of the Damage Rolls of the Attacks made with this feature. When you reach 11th Level in this class, you add your Ability Modifier to all of the Damage Rolls of the Attacks made with this feature.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cosmic Presence ====&lt;br /&gt;
&#039;&#039;7th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your connection to your inner self has granted you greater presence. You can make a Wisdom (Intimidation) Check in place of a Strength or Charisma (Intimidation) Check, and you can make a Wisdom (Persuasion) Check in place of a Charisma (Persuasion) Check.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, as an Action, you can amplify your presence a hundred fold. Creatures of your choice within 60ft of you must make a Charisma Saving Throw against your Tempo Save DC. On a failed Save, a creature becomes aware of your presence, and you have Advantage on all Wisdom and Charisma Checks made against those creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Action a number of times equal to your Proficiency Bonus, regaining expending uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Encroaching Omniscience ====&lt;br /&gt;
&#039;&#039;11th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your soul becomes your vigil, as the shapes of faces can be traced around your head. Whenever you make an Attack as a part of a Reaction, you can make an additional Attack with one of your spectral arms created by your Spirit of the War God feature.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, once per turn when you miss on a Weapon Attack, you can make an additional Weapon Attack with a Weapon being wielded by your spectral arms as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lens of Truth ====&lt;br /&gt;
&#039;&#039;14th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your sight ascends towards the sight of the Three, giving you Truesight out to a Range of 120ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shard of Divinity ====&lt;br /&gt;
&#039;&#039;18th Level Journey of the War God Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have fully reconnected with your soul, unlocking the divine power within it. You gain Resistance to Damage dealt by Weapon Attacks. Additionally, Damage you deal with Weapon Attacks or Discipline Techniques ignore Resistance and Immunity.&amp;lt;br&amp;gt;&lt;br /&gt;
You no longer suffer the frailties of old age, your soul cannot be stolen, trapped, or destroyed, and you cannot be raised as an undead if you are not willing apart from divine intervention.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Artificer_Spells&amp;diff=4436</id>
		<title>Artificer Spells</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Artificer_Spells&amp;diff=4436"/>
		<updated>2026-06-22T03:06:23Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Level 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Artificer Spells =&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
=== Acid Splash ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Shaman, Sorcerer, Warlock&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You hurl a bubble of acid. Choose one or two creatures you can see within Range that are within 5ft of each other. A target must succeed on a Dexterity Saving Throw. On a failed Save, a target takes 1d6 Acid Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
This Spell&#039;s Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Amanuensis ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Until Dispelled (Concentration) || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch a work with writing, such as a book, scroll, or parchment, and you touch a medium that could contain writing, such as a book, scroll or parchment. The work is copied into the medium at a rate of 250 words per minute, creating a perfect duplicate of the original. This Spell only copies non-magical text, if the work contains non-magical writing in addition to illustrations and/or magical writing, only the non-magical writing is copied to the medium. If the medium runs out of space, then the Spell ends. The Spell does not translate the copied writing, it remains in the language it was copied from.&amp;lt;br&amp;gt;&lt;br /&gt;
This rate this Spell copies words increases by 250 when you reach 5th Level (500 words per minute), 11th Level (750 words per minute), and 17th Level (1,000 words per minute).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Booming Blade ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Seeker, Shaman, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Round || Components: VM (a Melee Weapon) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You brandish the Weapon used in the Spell&#039;s casting and make a Melee Weapon Attack with it. On a hit, the target suffers the Attack&#039;s normal effects and then becomes sheathed in booming energy until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target willingly moves 5ft or more before then, the target takes 1d8 Thunder Damage, and the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s damage increases when you reach certain Levels. At 5th Level, the Melee Attack deals an additional 1d8 Thunder Damage to the target on a hit, and the Damage the target takes for moving increases to 2d8. Both Damage Rolls increase by 1d8 at 11th Level (2d8 and 3d8) and again at 17th Level (3d8 and 4d8).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Create Bonfire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You create a bonfire on the ground at a point that you can see within Range. Until the Spell ends, the magic bonfire fills a 5ft Cube. Any creature in the bonfire&#039;s space when you cast the Spell, that moves into the bonfire&#039;s space for the first time on a turn, or ends its turn there must succeed on a Dexterity Saving Throw. On a failed Save, the creature takes 1d8 Fire Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The Bonfire ignites flammable objects in its area that aren&#039;t being worn or carried.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dancing Lights ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Illusion || Artificer, Bard, Sorcerer, Soul-Binder, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft Still Emanation || Duration: 1 Minute (Concentration) || Components: VSM (a bit of phosphorus or wychwood, or a glowworm) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create up to 4 torch-sized lights within Range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely Humanoid shape up to Medium Size. The lights each shed Dim Light out to a Range of 10ft no matter what form they take.&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action you can move the lights up to 60ft each to a new space within the Range of the Spell. If a light is ever outside the Range of the Spell or farther than 20ft from any other light created by this Spell, that light vanishes.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell creates 2 additional lights when you reach 5th Level (6 lights), 11th Level (8 lights), and 17th Level (10 lights).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dazzle ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Illusion || Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Round || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You create a burst of colored smoke, sparkling lights, or other fanciful imagery in a 15ft Cube centered on a point of your choice within Range that lasts until the end of your next turn. The area of the Cube is Heavily Obscured and dissipates when the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
The size of the Cube increases by 5ft when you reach 5th Level (20ft), 11th Level (25ft), and 17th Level (30ft).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Echoing Strike ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action or Reaction (when you hear another creature within 60ft of you cast this Spell) || Evocation || Artificer, Bard, Psion, Sorcerer, Soul-Binder, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You hurl a wave of echoing energy at a creature you can see within Range, that creature makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Thunder Damage and is pushed 5ft away from you.&amp;lt;br&amp;gt;&lt;br /&gt;
This Spell&#039;s Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Firebolt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You hurl a mote of fire at a creature or object within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d10 Fire Damage. A flammable object hit by this spell ignites if it isn&#039;t being worn or carried.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d10 when you reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flashburn ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Illusion || Artificer, Bard, Psion, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of magnesium phosphate) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You cause a dazzling pattern of light to appear briefly in a 5ft Cube centered on a point you choose within Range. The pattern emits Bright Light out to a Range of 15ft before immediately dissipating. A creature in the Cube and can see the pattern makes a Wisdom Saving throw. On a failed Save, the pattern is burned into its vision, causing to to subtract a d4 from the next Attack Roll or Ability Check relying on sight it makes before the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
After this Attack or Check is made, the Spell ends on that creature and its vision returns to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
The size of the Cube created increases when you reach 5ft Level (10ft), 11th Level (15ft) and 17th Level (20ft)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Green Flame Blade ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Seeker, Shaman, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: SM (a Melee Weapon) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You brandish the Weapon used in the Spell&#039;s casting and make a Melee Weapon Attack with it. On a hit, the target suffers the Attack&#039;s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5ft of it. The second creature takes Fire Damage equal to your Spellcasting Ability Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases when you reach certain Levels. At 5th Level, the Melee Attack deals an additional 1d8 Fire Damage to the target on a hit, and the Fire Damage to the second creature increases to 1d8 + your Spellcasting Ability Modifier. Both Damage Rolls increase by 1d8 at 11th Level (2d8 and 2d8) and 17th Level (3d8 and 3d8).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guidance ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Reaction (when a creature that you can see with Range fails an Ability Check) || Divination || Artificer, Cleric, Druid, Psion, Seeker, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VS || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
You shout words of divine or primal wisdom to the creature that failed the Ability Check that triggered the casting of this Spell. You roll a d4 and add the result to the Ability Check.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the failed Ability Check. When reach 11th Level you roll 2d4 and add the result of both dice to the failed Ability Check. Finally when you reach 17th Level you roll 4d4 and add the two highest results to the failed Ability Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jolt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Cleric, Druid, Shaman, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
A fraction of the storm&#039;s power can give life, or take it. Sparks fly from your fingertips, shocking a creature within Range. If the target is [[Conditions#Unconscious|Unconscious]], at 0 Hit Points, and making Death Saving Throws, it has Advantage on the next Death Saving Throw it makes, and the next Ability Check made to stabilize the target also is made at Advantage. If you target a creature that has at least 1 Hit Point or is [[Conditions#Unconscious|Unconscious]], at 0 Hit Points, and Stable, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d8 Lightning Damage.&lt;br /&gt;
The Spell&#039;s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Light ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation || Artificer, Bard, Cleric, Psion, Seeker, Sorcerer, Soul-Binder, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: VSM (a firefly or phosphorescent moss) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch one object that is no larger than 10ft in any dimension. Until the Spell ends, the object sheds Bright Light out to a Range fo 20ft, and Dim Light an additional 20ft. You choose the color of the light when you cast the Spell, and completely covering the object with something opaque blocks the light. The Spell ends if you cast it again or if dismiss it as a Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
If you target an object held or worn by an unwilling creature, you make a Melee Spell Attack against that creature, casting the Spell on a hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The Range of both the Bright Light and the Dim Light increases by 20ft when you reach 5th Level (40ft), 11th Level (60ft), and 17th Level (80ft).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning Lure ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Druid, Seeker, Shaman, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 15ft || Duration: Instant || Components: V || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15ft of you, that creature makes a Strength Saving Throw. On a failed Save the target is pushed 10ft towards you in a straight line and then takes 1d8 Lightning Damage.&lt;br /&gt;
The Spell&#039;s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage Hand ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as a Free Action. The hand vanishes if it is ever more than 30ft away from you or if you cast this Spell again.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30ft each time you use it. The hand can&#039;t Attack, and can only carry up to 10lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
The Range of this Spell and the distance the hand can be before it vanishes increases by 30ft, and the hand can lift an additional 10lbs when you reach 5th Level (60ft and 20lbs), 11th Level (90ft and 30lbs), and 17th Level (120ft and 40lbs).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Stone ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation || Artificer, Druid, Shaman, Warlock&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute || Components: VS || Primal&lt;br /&gt;
|}&lt;br /&gt;
You touch one to three pebbles and imbue them with magic. A creature holding one of the pebbles can make a Ranged Spell Attack with it. This Attack has a Range of 60ft and uses your Spell Attack Modifier for the Attack. The Attack also deals Bludgeoning Damage equal to 1d6 + your Spellcasting Ability Modifier. After this Attack, after the Spell ends, or if you cast the Spell again, a pebble loses its magic.&lt;br /&gt;
The Spell enchants three additional pebbles when you reach 5th Level (6 pebbles), 11th Level (9 pebbles), and 17th Level (12 pebbles)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mending ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Minute || Transmutation || Artificer, Bard, Cleric, Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VSM (two lodestones) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This Spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1ft in any dimension, you mend it, leaving no trace of the former damage.&amp;lt;br&amp;gt;&lt;br /&gt;
This Spell can physically repair a magic item or construct, but the spell can&#039;t restore magic to such an object.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also use this Spell to heal a Damaged Construct. When you do, the Construct can use its Reaction to expend a Hit Die, rolling the Hit Die and regaining a number of Hit Points equal to the result of the Hit Die + its Constitution Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell can repair a break or tear that&#039;s 1ft larger in any dimension when you reach 5th Level (2ft), 11th Level (3ft), and 17th Level (4ft)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Message ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Enchantment || Artificer, Bard, Psion, Seeker, Sorcerer, Soul-Binder, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Round || Components: VSM (a short copper wire) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You point your finger toward a creature within Range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast this Spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood blocks the Spell. The Spell doesn&#039;t have to follow a straight line and can travel freely around corners or through openings.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell can target an additional creature when you reach 5th Level (up to 2 creatures), 11th Level (up to 3 creatures), and 17th Level (up to 4 creatures). Each creature targeted by the Spell hears the responses from all other creatures targeted by the Spell.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Noisome Peal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Bard, Shaman, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You create a loud, distracting ringing sound in the ears of a creature you can see within Range, forcing it to make a Constitution Saving Throw. On a failed Save, the target takes 1d8 Thunder Damage, and any Concentration Saving Throw made as a result of this Damage is made at Disadvantage. A creature that cannot hear automatically succeeds the Saving Throw against this Spell.This Spell produces a thunderous boom that is audible out to a Range of 50ft.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d8 and the distance that the boom is audible to increases by 50ft when you reach 5th Level (2d8 and 100ft), 11th Level (3d8 and 150ft), and 17th Level (4d8 and 200ft). &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Poison Spray ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft || Duration: Instant || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You extend your hand toward a creature you can see within Range and project a puff of noxious gas from your palm, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d12 Poison Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prestidigitation ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Artificer, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft || Duration: 1 Hour || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This Spell is a minor magical trick that novice Spellcasters use for practice. You create one of the following magical effects within Range:&lt;br /&gt;
*You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.&lt;br /&gt;
*You instantaneously light or snuff out a candle, a torch, or a small campfire.&lt;br /&gt;
*You instantaneously clean or soil an object no larger than a 1ft Cube.&lt;br /&gt;
*You chill, warm, or flavor up to a 1ft Cube of nonliving material for 1 hour.&lt;br /&gt;
*You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.&lt;br /&gt;
*You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.&lt;br /&gt;
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell can create an additional effect when you reach 5th Level (up to 4 effects), 11th Level (up to 5 effects), and 17th Level (up to 6 effects).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ray of Frost ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Seeker, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
A frigid beam of blue-white light streaks toward a creature within Range. Make a Ranged Spell Attack against the target. On a hit, it takes 1d8 Cold Damage and its Speed is reduced by 10ft until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Reaction (when a creature that you can see within Range fails on a Saving Throw) || Abjuration || Artificer, Psion, Cleric, Druid, Seeker, Soul-Binder&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VSM (a miniature cloak) || Arcane, Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
You shout words of wisdom to the creature that failed the Saving Throw that triggered the casting of this Spell. You roll a d4 and add the result to the Saving Throw.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the failed Saving Throw. When reach 11th Level you roll 2d4 and add the result of both dice to the failed Saving Throw. Finally when you reach 17th Level you roll 4d4 and add the two highest results to the failed Saving Throw. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shocking Grasp ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
Lightning springs from your hand to deliver a shock to a creature of your choice within Range. Make a Melee Spell Attack against the target. You have Advantage on the Attack Roll if the target is wearing Armor made of metal. On a hit, the target takes 1d8 Lightning Damage, and it can&#039;t take Reactions until the start of its next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shooting Star ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Cleric, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock&lt;br /&gt;
|-&lt;br /&gt;
| Range: 120ft || Duration: 1 Round || Components: VS || Arcane, Divine&lt;br /&gt;
|}&lt;br /&gt;
Choose a point you can see within Range, which begins to glow with a radiant light. At the start of your next turn, a mote of starlight crashes down on that point. Each creature within 5ft of that point takes 1d12 Radiant Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spare the Dying ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Necromancy || Artificer, Cleric, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: 5ft || Duration: Instant || Components: VS || Divine&lt;br /&gt;
|}&lt;br /&gt;
You point to a living creature within Range that has 0 Hit Points. The creature becomes stable. This Spell has no effect on Undead or Constructs.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Range increases by 15ft when you reach 5th Level (20ft), 11th Level (35ft), and 17th Level (50ft). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stone Fist ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Artificer, Druid, Shaman, Sorcerer&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: VS || Primal&lt;br /&gt;
|}&lt;br /&gt;
You draw power from the loose earth or stone beneath you to deliver a mighty punch kick, or other blow. Make a Melee Spell Attack against a creature of your choice within your Reach. On a hit, the target takes Bludgeoning Damage equal 1d4 + your Spellcasting Ability Modifier, and is pushed 10ft away from you.&amp;lt;br&amp;gt;&lt;br /&gt;
You make an additional Melee Spell Attack when you reach 5th Level (two Attacks), 11th Level (three Attacks), and 17th Level (four Attacks).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sword Burst ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Psion, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 5ft Still Emanation || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You create a momentary circle of spectral blades that sweep around you. All other creatures in the Emanation make a Dexterity Saving Throw. On a failed Save, a creatures takes 1d6 Force Damage&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thorn Whip ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VSM (the stem of a plant with thorns) || Primal&lt;br /&gt;
|}&lt;br /&gt;
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in Range. Make a Ranged Spell Attack against the target. If you hit on the Attack, the target takes 1d6 Piercing Damage, and if it Large or smaller, it is pushed 10ft towards you.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thunderclap ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Druid, Psion&lt;br /&gt;
|-&lt;br /&gt;
| Range: 5ft Still Emanation || Duration: Instant || Components: S || Primal&lt;br /&gt;
|}&lt;br /&gt;
You create a burst of thunderous sound that can be heard up to 100ft away. All other creatures within Range make a Constitution Saving Throw. On a failed Save, a creature takes 1d6 Thunder Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Venomous Spines ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: VS || Primal&lt;br /&gt;
|}&lt;br /&gt;
You launch tiny spines tipped with venom at a creature you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d4 Piercing Damage and 1d4 Poison Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The Spell&#039;s Damage increases by 1d4 Piercing and 1d4 Poison when you reach 5th Level (2d4 and 2d4), 11th Level (3d4 and 3d4), and 17th Level (4d4 and 4d4).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 1 ==&lt;br /&gt;
=== Absorb Elements ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Reaction (when you take Acid, Cold, Fire, Lighting, or Thunder Damage) || Abjuration || Artificer, Druid, Maledictor, Seeker, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Round || Components: S || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
You gain Resistance to the triggering Damage Type until the start of your next turn. The next Melee Attack you make before the end of your next turn deals an additional 1d6 Damage of the Damage Type of the Type you gained Resistance to with this Spell. The Spell then ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the extra Damage dealt increases by 1d6 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Alarm ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Minute (Ritual) || Abjuration || Artificer, Maledictor, Seeker, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 8 Hours || Components: VSM (a tiny bell and a piece of fine silver wire) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within Range that is no larger than a 20ft Cube. Until the Spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the Spell, you can designate creatures that won&#039;t set off the alarm. You also choose whether the alarm is mental or audible.&amp;lt;br&amp;gt;&lt;br /&gt;
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.&amp;lt;br&amp;gt;&lt;br /&gt;
An audible alarm produces the sound of a hand bell for 1 minute that is audible out to a Range of 60ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Spell increases by 30ft and you can choose an area that is 20ft larger for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Catapult ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: S || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Choose one object weighing 5lbs or less within Range that isn&#039;t being worn or carried by a non-willing creature. The object flies in a Line from the object to a point of your choice within 90ft of the object. When the object reaches the point you chose it falls to the ground and it stops early if it impacts a solid object. If the object would strike a creature, that creature makes a Dexterity Saving Throw. On a failed Save, the object strikes the target and stops moving. On a successful Save the object keeps flying towards the point you chose. If the object strikes a creature or surface, the object and the thing it strikes both takes 3d8 Bludgeoning Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the maximum weight of the object you can target increases by 5lbs and the Damage dealt increases by 1d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caustic Brew ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30x5ft Emanated Line || Duration: 1 Minute (Concentration) || Components: VSM (a bit of rotten food) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Acid streams from you in the area of the Spell. Each creature in the area makes a Dexterity Saving Throw. On a failed Save, a creature becomes covered in acid for the Spell&#039;s Duration. Any creature can use its Action to scrape or wash the acid off itself or another creature within 5ft of it to cause that creature to no longer be effected by the Spell. A creature coated in Acid takes 2d4 Acid Damage at the start of each of its turns.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 2d4 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Create or Destroy Water ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Cleric, Druid, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: Instant || Components: VSM (a drop of water if creating water or a few grains of sand if destroying it) || Primal&lt;br /&gt;
|}&lt;br /&gt;
You either create or destroy water:&lt;br /&gt;
*&#039;&#039;&#039;Create Water.&#039;&#039;&#039; You create up to 10 gallons of clean water within Range in an open container. Alternatively, the water falls as rain in a 30ft Cube within Range, extinguishing exposed flames in the area.&lt;br /&gt;
*&#039;&#039;&#039;Destroy Water.&#039;&#039;&#039; You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30ft Cube within Range.&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you create or destroy 10 additional gallons of water, or the size of the Cube increases by 5ft, for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cure Wounds ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Necromancy || Artificer, Bard, Cleric, Druid, Paladin, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VS || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
A creature you touch regains a number of Hit Points equal to 1d8 + your Spellcasting Ability Modifier. This Spell has no effect on Undead or Constructs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Hit Points regained increases by 1d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Darting Duplicate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: Bonus Action || Illusion || Artificer, Bard, Maledictor, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
An illusory duplicate of you steps clumsily into a space of your choir within 5ft of you, presenting a tempting target before winking out of existence.&amp;lt;br&amp;gt;&lt;br /&gt;
Any creature that could make any Opportunity Attack against you makes a Wisdom Saving Throw. On a failed Save, the creature makes an Opportunity Attack against the duplicate which has no effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you create one more duplicate that steps into a different space of your choice within 5ft of you. When you cast this Spell using a Spell Slot of 9th Level, all creatures that make a Wisdom Saving Throw against this Spell have Disadvantage on the Save.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Detect Magic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination || Artificer, Bard, Cleric, Druid, Paladin, Maledictor, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft Emanation || Duration: 10 Minutes (Concentration) || Components: VS || Arcane, Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
For the Duration, you sense the presence of magic within the Emanation. If you sense magic in this way, you can use your Action to see a fain aura around any visible creature or object in the area that bears the magic, and you learn the School of Magic.&amp;lt;br&amp;gt;&lt;br /&gt;
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 15ft for every Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disguise Self ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action (Ritual) || Illusion || Artificer, Bard, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You make yourself--including your clothing, Armor, Weapons, and other belongings on your person--look different until the Spell ends or until you dismiss it as an Action. The limits of the Spell are as follows:&lt;br /&gt;
*You can only seem up to 1ft taller or 1ft shorter.&lt;br /&gt;
*You can&#039;t change your basic body shape and must retain your arrangement of limbs.&lt;br /&gt;
The changes are not physical, only illusory, and do not hold up to physical inspection. A creature can use its Action to inspect your appearance and make an Intelligence (Investigation) Check against your Spell Saving DC. On a successful Check, the creature determines you are disguised in some way magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, any creature that uses its Action to inspect your appearance suffers a -1 penalty to the Check for every Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expeditious Retreat ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Maledictor, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This Spell allows you to move at an incredible pace. When you cast this Spell, and as a Bonus Action on subsequent turns until the Spell ends, you can take the Dash Action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration increases by 10 Minutes for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Faerie Fire ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Evocation || Artificer, Bard, Druid, Maledictor, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V || Primal&lt;br /&gt;
|}&lt;br /&gt;
Choose a point you can see within Range. All objects in a 20ft Cube centered on the point are outlined in some vibrant color of light of your choice. All creatures in the area of the Spell also make a Dexterity Saving Throw. On a failed Save, a creature is also outlined in that light. For the Duration, creatures and objects outlined in the light emit Dim Light out to a Range of 10ft.&amp;lt;br&amp;gt;&lt;br /&gt;
Any Attack made against a creature or object outlined in the light has Advantage if the Attacker can see the creature or object. All creatures or objects coated in this light do not gain the benefits of being [[Conditions#Invisible|Invisible]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the area of Cube created by the Spell increases by 10ft for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== False Life ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Necromancy || Artificer, Maledictor, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Hour || Components: VSM (a small amount of alcohol or distilled spirits) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 Temporary Hit Points for the Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you gain an additional 1d4 + 4 Temporary Hit Points for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Feather Fall ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Reaction (when you or a creature within Range falls) || Transmutation || Artificer, Bard, Maledictor, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute || Components: VM (a small feather or piece of down) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Choose up to five falling creatures within Range. A falling creature&#039;s rate of descent slows to 60ft per Round until the Spell ends. If the creatures lands before the spell ends, it takes no Falling Damage and can land on its feet, and the Spell ends for that creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration of this Spell increases by 1 minute for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glowing Coin ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Minute || Enchantment || Artificer, Bard, Maledictor, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute || Components: VSM (1GP, which the Spell consumes) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
When you cast the Spell, you hurl the coin used for the Spell&#039;s Material Component to point of your choice within Range. For the Duration of the Spell, the coin emits Bright Light out to a Range of 30ft and Dim Light an additional 30ft. Each creature of your choice in the Bright Light created by the coin makes a Wisdom Saving Throw. On a failed Save, a creature has Disadvantage on Wisdom (Perception) Checks and Initiative Rolls for the Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the coin emits Bright Light and Dim Light an additional 15ft for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Grease ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Conjuration || Artificer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Minute || Components: VSM (a bit of pork rind or butter)&lt;br /&gt;
|}&lt;br /&gt;
Slick grease covers the ground in a 10ft Square centered on a point within Range, causing the area to become Difficult Terrain for the Duration.&amp;lt;br&amp;gt;&lt;br /&gt;
Any creature standing in the area when the Spell is cast, that enters the area for the first time on a turn, or ends its turn there makes a Dexterity Saving Throw. On a failed Save, a creature falls Prone.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you create an additional 10ft Square at a different point of your choice within Range for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Identify ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination || Artificer, Bard, Maledictor, Shaman, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: Instant || Components: VSM (a pearl worth at least 100GP and an owl feather) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You choose one object that you must touch during the casting of the Spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any Spells are affecting the item and what they are. If the item was created by a Spell, you learn which Spell created it.&amp;lt;br&amp;gt;&lt;br /&gt;
If you instead touch a creature throughout the casting, you learn what Spells, if any, are currently affecting it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature or object which you must also be touching for during the casting of the Spell for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Druid, Maledictor, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Minute || Components: VSM (a grasshopper&#039;s hind leg) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch a creature. The creature&#039;s Jump distance is tripled until the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Longstrider ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Bard, Druid, Maledictor, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 1 Hour || Components: VSM (a pinch of dirt) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch a creature. The target&#039;s Speed increases by 10ft until the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action (Ritual) || Abjuration || Artificer, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours || Components: VSM (a piece of cured leather) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You touch a willing creature, causing a protective magical force surrounds it until the Spell ends. The target&#039;s base AC becomes 13 + its Dexterity Modifier. The Spell ends if you dismiss the it as a Free Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magnify Gravity ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Round || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
The gravity in a 10ft Radius Sphere centered on a point you can see within Range increases for a moment. Each creature in the Sphere when you cast the Spell makes a Constitution Saving Throw. On a failed Save, a creature takes 2d8 Force Damage and is [[Conditions#Slowed|Slowed]], or half as much Damage on a successful Save and is not [[Conditions#Slowed|Slowed]].&amp;lt;br&amp;gt;&lt;br /&gt;
Until the start of your next turn, any object that isn&#039;t being worn or carried in the sphere requires creatures to use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Save, the creature is able to move the object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Purify Food and Drink ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action (Ritual) || Transmutation || Artificer, Cleric, Druid, Paladin, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: 10ft || Duration: Instant || Components: VS || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
All non-magical food and drink within a 5ft Radius Sphere centered on a point of your choice within Range is purified and rendered free of Poison and Disease.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Radius of the Sphere increases by 5ft for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sanctuary ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration || Artificer, Cleric, Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute || Components: VSM (a small silver mirror) || Divine, Primal&lt;br /&gt;
|}&lt;br /&gt;
You ward a creature of your choice within Range against Attack. Until the Spell ends, any creature that targets the warded creature with an Attack or a non-area harmful Spell first makes a Wisdom Saving Throw. On a failed Save, the creature must choose a new target or lose that Attack or Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target an additional creature within Range for every two Slot Levels above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shield ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Reaction (when you are hit by an Attack or targeted by the [[Level 1#Magic Missile|Magic Missile]] or the [[Level 1#Arcane Ammunition|Arcane Ammunition]] Spell) || Abjuration || Artificer, Maledictor, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute || Components: VS || Arcane&lt;br /&gt;
|}&lt;br /&gt;
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you gain a +5 bonus to AC, including against the triggering Attack, and you take no Damage from the [[Level 1#Magic Missile|Magic Missile]] and [[Level 1#Arcane Ammunition|Arcane Ammunition]] Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 3rd Level or higher, you increase the AC bonus by 1d4 for every two Slot Levels above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sleep ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Enchantment || Artificer, Bard, Maledictor, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 90ft || Duration: 1 Minute || Components: VSM (a pinch of fine sand, rose petals, or a cricket) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This Spell sends creatures into a magical slumber in a 20ft Radius Sphere centered on a point you choice within Range. Roll 5d8, this is the total number of Hit Points affected by this Spell. Conscious creature that you can see in the area of the Spell are affected in ascending order of Hit Points.&lt;br /&gt;
Starting with the creature with the lowest current Hit Points, if its current Hit Points is equal to or less than the total number of Hit Points affected by the Spell, that creature falls [[Conditions#Unconscious|Unconscious]] until he Spell ends, it takes Damage, or another creature uses an Action to shake or slap it awake. You then subtract that creatures current Hit Points from the total number of Hit Points affected by the Spell before targeting the next creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, roll an additional 2d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Snare ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Minute || Abjuration || Artificer, Druid, Shaman, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Touch || Duration: 8 Hours|| Components: VSM (25ft of rope which the Spell consumes) || Primal&lt;br /&gt;
|}&lt;br /&gt;
As you cast this Spell, you use the rope to create a 5ft Radius Circle on the ground or the floor. When you finish the casting, the rope disappears and the circle becomes a magic trap.&amp;lt;br&amp;gt;&lt;br /&gt;
This trap is nearly invisible, requiring a successful Intelligence (Investigation) Check against your Spell Save DC to be discerned.&amp;lt;br&amp;gt;&lt;br /&gt;
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the Spell&#039;s area, that creature makes a Dexterity Saving Throw. On a failed Save, the target is magically hoisted into the air, leaving it hanging upside down 3ft above the ground or floor. The creature is [[Conditions#Restrained|Restrained]] there until the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
A creature [[Conditions#Restrained|Restrained]] in this way can make a Dexterity Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save. Alternatively, the creature or someone else who can reach it can use an Action to make an Intelligence (Arcana) Check against your Spell Save DC. On a successful Check, the [[Conditions#Restrained|Restrained]] effect ends. After the trap is triggered, the Spell ends when no creature is Restrained by it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the area of the Circle increases by 5ft and the Duration of the Spell increases by 8 hours for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sudden Spark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Reaction (when you hit on a Melee Weapon Attack or are hit by a Melee Weapon Attack) || Evocation || Artificer, Maledictor, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: Instant || Components: V || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You electrify the Attacker&#039;s Weapon as it strikes it target. The effect of this Spell is determined based on whether you were hit with the triggering Attack (Defensive), or if you hit a creature with the triggering Attack (Offensive).&lt;br /&gt;
*&#039;&#039;&#039;Defensive.&#039;&#039;&#039; The creature that hit you with the triggering Attack makes a Constitution Saving Throw. On a failed Save, it takes 2d6 Lightning Damage, or half as much Damage on a successful Save. If the Attack was a Crit, this Damage is increased by 1d6. The target has Disadvantage on this Saving Throw if the Attack was made with a metal Weapon, and on a failed Save the target also drops the Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Offensive.&#039;&#039;&#039; The creature that you hit with the triggering Attack makes a Constitution Saving Throw. On a failed Save, it takes 2d6 Lightning Damage, or half as much Damage on a successful Save. If the Attack was a Crit, this Damage is increased by 1d6. The target has Disadvantage on this Saving Throw if it is wearing metal Armor, and on a failed Save, it can&#039;t take Reactions until the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thunderwave ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 15ft Still Emanation || Duration: Instant || Components: VS || Arcane, Primal&lt;br /&gt;
|}&lt;br /&gt;
A wave of thunderous force sweeps out from you. Each creature in the area makes a Constitution Saving Throw. On a failed Save, a creature takes 2d8 Thunder Damage and is pushed 10ft away from you. On a successful Save, a creature takes half as much Damage and isn&#039;t pushed.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, unsecured objects in the area are pushed 10ft away from you. The Spell also emits a thunderous boom, audible out to a Range of 300ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unseen Servant ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action (Ritual) || Conjuration || Artificer, Bard, Druid, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: 1 Hour || Components: VSM (a bit of string and wood) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
This Spell creates an [[Conditions#Invisible|Invisible]], mindless, shapeless, Medium force that performs simple tasks at your command until the Spell ends. The servant springs into existence in an unoccupied space on the ground within Range. It has AC 10, 1 Hit Point, a Strength of 2, and it can&#039;t Attack. If it drops to 0 Hit Points, the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15ft and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.&amp;lt;br&amp;gt;&lt;br /&gt;
If you command the servant to perform a task that would move it more than 60ft away from you, the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you create an additional servant for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Witch Bolt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Shaman, Sorcerer, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning) || Primal&lt;br /&gt;
|}&lt;br /&gt;
A beam of crackling, blue energy lances out toward a creature within Range, forming a sustained arc of lightning between you and the target. Make a Ranged Spell Attack against that creature. If you miss, the Spell ends. On a hit, the target takes 2d12 Lightning Damage, and its Speed is reduced to 0 and cannot be increased until the Spell ends. For the Duration of the Spell, you can use your Action to deal 2d12 Lightning Damage to the target. If you use your Action to do anything but deal this Damage, if the target is ever more than 30ft away from you, or if the target has Total Cover from you, the Spell ends.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, the initial Damage increases by 2d12 for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Zephyr Strike ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Maledictor, Paladin&lt;br /&gt;
|-&lt;br /&gt;
| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You move like the wind. Until the Spell ends, you don&#039;t provoke Opportunity Attacks. Once before the Spell ends, you can give yourself Advantage on a Weapon Attack you make. This Attack deals an additional 1d8 Force Damage on a hit, and your Speed increases by 30ft after the Attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you deal an additional 1d8 Force Damage with the Attack you give yourself Advantage on, and your Speed increases by 5ft during the Duration of the Spell for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Zrib&#039;s Searing Coins ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Bard, Cleric, Warlock, Wizard&lt;br /&gt;
|-&lt;br /&gt;
| Range: 60ft || Duration: Instant || Components: SM (up to 3 golden coins worth at least 1GP each, which the Spell consumes) || Arcane&lt;br /&gt;
|}&lt;br /&gt;
You throw superheated gold coins at one creature within Range. Make a Ranged Spell Attack. On a hit, the target takes 1d10 Fire Damage for each golden coin used for the Material Components of the Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;At Higher Levels.&#039;&#039;&#039; When you cast this Spell using a Spell Slot of 2nd Level or higher, you can consume up to 2 more golden coins worth 1GP each for the Spell&#039;s Material Component for each Slot Level above 1st.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Jalielin&amp;diff=4435</id>
		<title>Jalielin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Jalielin&amp;diff=4435"/>
		<updated>2026-06-21T20:58:43Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Jalielin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jalielin ==&lt;br /&gt;
Jalielin is an icy desert towards the south of the Chaos. It is relatively radial in its borders, and it is about 1500 Miles (2400 Kilometers) in diameter, roughly the distance from Greenville, South Carolina to Albaquerque, New Mexico. The national language of Jalielin is the titular language of Jalielin. Gold and iron works, as well as seal and whale oil are the main exports of Jalielin.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Jalielin have a plutocratic monarchy. They are ruled by a Sultan, determined by royal family, who has authority over levying taxes and ultimate say over the judicial system, but there is also a council of twelve plutocrats, who vote on laws and logistics. The Plutocrats are the three wealthiest land owners in each of the four major cities. The Sultan is required to attend the Plutocratic Councils, and is allowed to speak their opinion, but does not have a vote in any relevant decision. The Sultan lives in a palace in Lekajin, and the Plutocratic Council is held in the Jalakier. Finally, the diplomatic housing is located in Kalakier&lt;br /&gt;
&lt;br /&gt;
=== Temperature and Weather ===&lt;br /&gt;
During the first three months of the year, Evothe, Manith, and Abjinn, Jalielin has an average temperature is 28 Fahrenheit (-2.2 C). For the middle three months of the year, Regeth, Divith, and Degeth, the average temperature is 51 Fahrenheit (10.6 C). For the final three months of the year is 38 Fahrenheit (3.3 C). The year-round average temperature is 39 Fahrenheit (3.9 C).&amp;lt;br&amp;gt;&lt;br /&gt;
The average yearly precipitation is 6 inches (150mm), mainly clustered around the months Degeth and Evothe, the first and last months of the year. Due to the frigid temperature around this time, this precipitation typically manifests as snowfall.&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
Jalielin has two mountain ranges, the Lekaajie range to the southeast, and the Jaliesh range towards the center of the nation. It also borders the Rashtik range to the east, bordering Aihwa and Kreshtek. Jalielin is very archipelagic, with very tall mountains, the Jaliesh range has an average mountain height of 4300 feet (1310 meters), and the Lakaajie range has an average mountain height of 5200 feet (1600 meters). The non-mountainous areas of Jalielin are much closer to sea level, being 80 feet (25 meters) above sea level on average.&lt;br /&gt;
&lt;br /&gt;
=== Population Distribution ===&lt;br /&gt;
There are four major cities in Jalielin, the capitol of the same name, Jalielin City, as well as Jalakier, Kalakier, and Lekajin. Jalielin is primarily populated by Doppelgangers, and due to the stigma associated with Doppelgangers, it has very low incoming immigration. In the three Outer Cities, there is an almost reciprocal prejudice against non-Doppelgangers immigrating to them, but the capitol of Jalielin City is much more progressive and open minded. There is an almost kinship between the Doppelgangers, Automatons, and Stoneblooms, because they are all similarly ostracized over their non-standard physiology. The overall population distribution of Jalielin is Doppelganger (85%), Automaton (6%), Stonebloom (6%), Misc. Lineages (3%).&lt;br /&gt;
&lt;br /&gt;
==== Jalielin City (Capitol) ====&lt;br /&gt;
Jalielin City is the capitol of Jalielin and is towards the center of the nation, and is by far the most progressive of the four major cities in Jalielin. Being right next to the Jaliesh range, their wealth is based on their mines. There is a wealth of iron and gold in the Jaliesh range, which lead to the initial building of wealth, causing Jalielin City to become the capitol. Gold and iron works are the main exports. Jalielin City has a very stratified social and wealth class, there are the very rich on the top, and the very poor who live in slums. There is a very small middle class in Jalielin City.&amp;lt;br&amp;gt;&lt;br /&gt;
The population distribution of Jalielin City is Doppelganger (64%), Automaton (12%), Stonebloom (11%), Misc. Lineages (13%).&lt;br /&gt;
&lt;br /&gt;
==== Jalakier ====&lt;br /&gt;
Jalakier is to the northwest of Jalielin, built partially into the Rashtik mountains, and the Plutocratic Councils are held there. Jalakier is very opulent and gaudy to serve consistent visits from the wealthiest citizens of Jalielin and the Sultan. Its main export is gold and silver, collected from the mines in the Rashtik mountains. If the wealth divide in Jalielin City is dramatic, then the wealth divide in Jalakier is like the distance from Stormwood to the Twisted Lands. The middle class is almost non-existent, consistency solely of oppulent aristocrats, their indentured servants, and the ultra-poor. Because of this aristocracy, Jalakier is very conservative, and does not like the immigration of non-Doppelgangers into Jalielin.&amp;lt;br&amp;gt;&lt;br /&gt;
The population distribution of Jalakier is Doppelganger (94%), Automaton (3%), Stonebloom (2%), Misc. Lineages (1%).&lt;br /&gt;
&lt;br /&gt;
==== Lekajin ====&lt;br /&gt;
Lekajin is to the southeast of Jalielin, and is on the other side of the Jaliesh mountain range. Lekajin has a very large whaling and sealing industry, and has a very mixed economy, having a large middle class. The Sultan lives in Lekajin, in a palace built into a mountain. Lekajin has a healthy level of immigration, which is surprising due to the typical hostility towards immigrants in Jalielin. Due to the potential for coin from sealing and whaling, there are several aquatic Lineages who immigrate to Lekajin for the opportunities it poses.&amp;lt;br&amp;gt;&lt;br /&gt;
The population distribution of Lekajin is Doppelganger (67%), Automaton (8%), Stonebloom (7%), Aquatic Infused (7%), Aquatic Elf (4%), Triton (4%), Misc Lineages (3%)&lt;br /&gt;
&lt;br /&gt;
==== Kalakier ====&lt;br /&gt;
Kalakier is to the southwest of Jalielin, and is extremely close to a Krashtek, Aiwha, nd Seesoomin city. It is the hub of diplomacy in Jalielin, and the governmental housing for diplomats is primarily located in Kalakier. Because of the diplomatic nature of Kalakier, the opinion on non-Doppelganger is very split, with about half being very against non-Doppelganger, and the other half being very accepting. There&#039;s an almost revolving door of diplomats, primarily from Krashtek, Aiwha, and Seesoomin (but also from other areas of Drakomere) that move through Kalakier discussing many different things. Because of this, the Sultan does spend much time in Kalakier.&amp;lt;br&amp;gt;&lt;br /&gt;
The population distribution of Jalakier is Doppelganger (80%), Automaton (8%), Stonebloom (8%), Misc. Lineages (4%).&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Jalielin&amp;diff=4434</id>
		<title>Jalielin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Jalielin&amp;diff=4434"/>
		<updated>2026-06-21T20:32:09Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jalielin ==&lt;br /&gt;
Jalielin is an icy desert towards the south of the Chaos. It is relatively radial in its reach, and it is about 1500 Miles (2400 Kilometers) in diameter, roughly the distance from Greenville, South Carolina to Albaquerque, New Mexico. The national language of Jalielin is the titular language of Jalielin. Gold and ironworks, as well as seal and whale oil are the main exports of Jalielin.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Jalielin have a plutocratic monarchy. They are ruled by a Sultan, determined by royal family, who has authority over levying taxes and ultimate say over the judicial system, but there is also a council of twelve plutocrats, who vote on laws and logistics. The Plutocrats are the three wealthiest land owners in each of the four major cities. The Sultan is required to attend the Plutocratic Councils, and is allowed to speak their opinion, but does not have a vote in any relevant decision. The Sultan lives in a palace in SOUTHEASTCITY, and the Plutocratic Council is held in the NORTHWESTCITY.&lt;br /&gt;
&lt;br /&gt;
=== Temperature and Weather ===&lt;br /&gt;
During the first three months of the year, Evothe, Manith, and Abjinn, Jalielin has an average temperature is 28 Fahrenheit (-2.2 C). For the middle three months of the year, Regeth, Divith, and Degeth, the average temperature is 51 Fahrenheit (10.6 C). For the final three months of the year is 38 Fahrenheit (3.3 C). The year-round average temperature is 39 Fahrenheit (3.9 C).&amp;lt;br&amp;gt;&lt;br /&gt;
The average yearly precipitation is 6 inches (150mm), mainly clustered around the months Degeth and Evothe, the first and last months of the year. Due to the frigid temperature around this time, this precipitation typically manifests as snowfall.&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
Jalielin has two mountain ranges, the NAME range to the southern section, and the NAME range towards the middle of the region. It also borders the NAME range to the east, bordering Aihwa and Kreshtek. Jalielin is very archipelagic, with very tall mountains, the MIDDLENAME range has an average mountain height of 4300 feet (1310 meters), and the SOUTHNAME range has an average mountain height of 5200 feet (1600 meters). The non-mountainous areas of Jalielin are much closer to sea level, being 80 feet (25 meters) above sea level on average.&lt;br /&gt;
&lt;br /&gt;
=== Population Distribution ===&lt;br /&gt;
There are four major cities in Jalielin, the capitol of the same name, Jalielin City, as well as NAME, NAME, and NAME. Jalielin is primarily populated by Doppelgangers, and due to the stigma associated with Doppelgangers, it has very low incoming immigration. In the three Outer Cities, there is an almost reciprocal prejudice against non-Doppelgangers immigrating to them, but the capitol of Jalielin City is much more progressive and open minded. There is an almost kinship between the Doppelgangers, Automatons, and Stoneblooms, because they are all similarly ostracized over their non-standard physiology. The overall population distribution of Jalielin is Doppelganger (85%), Automaton (6%), Stonebloom (6%), Misc. Lineages (3%).&lt;br /&gt;
&lt;br /&gt;
==== Jalielin City (Capitol) ====&lt;br /&gt;
Jalielin City is the capitol of Jalielin, and is by far the most progressive of the four major cities in Jalielin. Being right next to the MIDDLENAME range, their wealth is based on their mines. There is a wealth of iron and gold in the MIDDLENAME range, which lead to the initial building of wealth, causing Jalielin City to become the capitol. Gold and iron works are the main exports. Jalielin City has a very stratified social and wealth class, there are the very rich on the top, and the very poor who live in slums. There is a very small middle class in Jalielin City.&amp;lt;br&amp;gt;&lt;br /&gt;
The population distribution of Jalielin City is Doppelganger (64%), Automaton (12%), Stonebloom (11%), Misc. Lineages (13%).&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Jalielin&amp;diff=4433</id>
		<title>Jalielin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Jalielin&amp;diff=4433"/>
		<updated>2026-06-21T20:30:38Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Jalielin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jalielin ==&lt;br /&gt;
Jalielin is an icy desert towards the south of the Chaos. It is relatively radial in its reach, and it is about 1500 Miles (2400 Kilometers) in diameter, roughly the distance from Greenville, South Carolina to Albaquerque, New Mexico. The national language of Jalielin is the titular language of Jalielin. Gold and ironworks, as well as seal and whale oil are the main exports of Jalielin.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Jalielin have a plutocratic monarchy. They are ruled by a Sultan, determined by royal family, who has authority over levying taxes and ultimate say over the judicial system, but there is also a council of twelve plutocrats (three from each city), who vote on laws and logistics. The Plutocrats are the three wealthiest land owners in each of the four cities. The Sultan is required to attend the Plutocrats councils, and is allowed to speak their opinion, but they do not have a vote in any relevant decisions. The Sultan lives in SOUTHEASTCITY, in a palace, and the Plutocratic Council is held in the NORTHWESTCITY.&lt;br /&gt;
&lt;br /&gt;
=== Temperature and Weather ===&lt;br /&gt;
During the first three months of the year, Evothe, Manith, and Abjinn, Jalielin has an average temperature is 28 Fahrenheit (-2.2 C). For the middle three months of the year, Regeth, Divith, and Degeth, the average temperature is 51 Fahrenheit (10.6 C). For the final three months of the year is 38 Fahrenheit (3.3 C). The year-round average temperature is 39 Fahrenheit (3.9 C).&amp;lt;br&amp;gt;&lt;br /&gt;
The average yearly precipitation is 6 inches (150mm), mainly clustered around the months Degeth and Evothe, the first and last months of the year. Due to the frigid temperature around this time, this precipitation typically manifests as snowfall.&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
Jalielin has two mountain ranges, the NAME range to the southern section, and the NAME range towards the middle of the region. It also borders the NAME range to the east, bordering Aihwa and Kreshtek. Jalielin is very archipelagic, with very tall mountains, the MIDDLENAME range has an average mountain height of 4300 feet (1310 meters), and the SOUTHNAME range has an average mountain height of 5200 feet (1600 meters). The non-mountainous areas of Jalielin are much closer to sea level, being 80 feet (25 meters) above sea level on average.&lt;br /&gt;
&lt;br /&gt;
=== Population Distribution ===&lt;br /&gt;
There are four major cities in Jalielin, the capitol of the same name, Jalielin City, as well as NAME, NAME, and NAME. Jalielin is primarily populated by Doppelgangers, and due to the stigma associated with Doppelgangers, it has very low incoming immigration. In the three Outer Cities, there is an almost reciprocal prejudice against non-Doppelgangers immigrating to them, but the capitol of Jalielin City is much more progressive and open minded. There is an almost kinship between the Doppelgangers, Automatons, and Stoneblooms, because they are all similarly ostracized over their non-standard physiology. The overall population distribution of Jalielin is Doppelganger (85%), Automaton (6%), Stonebloom (6%), Misc. Lineages (3%).&lt;br /&gt;
&lt;br /&gt;
==== Jalielin City (Capitol) ====&lt;br /&gt;
Jalielin City is the capitol of Jalielin, and is by far the most progressive of the four major cities in Jalielin. Being right next to the MIDDLENAME range, their wealth is based on their mines. There is a wealth of iron and gold in the MIDDLENAME range, which lead to the initial building of wealth, causing Jalielin City to become the capitol. Gold and iron works are the main exports. Jalielin City has a very stratified social and wealth class, there are the very rich on the top, and the very poor who live in slums. There is a very small middle class in Jalielin City.&amp;lt;br&amp;gt;&lt;br /&gt;
The population distribution of Jalielin City is Doppelganger (64%), Automaton (12%), Stonebloom (11%), Misc. Lineages (13%).&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Jalielin&amp;diff=4432</id>
		<title>Jalielin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Jalielin&amp;diff=4432"/>
		<updated>2026-06-21T20:01:50Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Jalielin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jalielin ==&lt;br /&gt;
Jalielin is an icy desert towards the south of the Chaos. It is relatively radial in its reach, and it is about 1500 Miles (2400 Kilometers) in diameter, roughly the distance from Greenville, South Carolina to Albaquerque, New Mexico.&lt;br /&gt;
&lt;br /&gt;
=== Temperature and Weather ===&lt;br /&gt;
During the first three months of the year, Evothe, Manith, and Abjinn, Jalielin has an average temperature is 28 Fahrenheit (-2.2 C). For the middle three months of the year, Regeth, Divith, and Degeth, the average temperature is 51 Fahrenheit (10.6 C). For the final three months of the year is 38 Fahrenheit (3.3 C). The year-round average temperature is 39 Fahrenheit (3.9 C).&amp;lt;br&amp;gt;&lt;br /&gt;
The average yearly precipitation is 6 inches (150mm), mainly clustered around the months Degeth and Evothe, the first and last months of the year. Due to the frigid temperature around this time, this precipitation typically manifests as snowfall.&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
Jalielin has two mountain ranges, the NAME range to the southern section, and the NAME range towards the middle of the region. It also borders the NAME range to the east, bordering Aihwa and Kreshtek. Jalielin is very archipelagic, with very tall mountains, the MIDDLENAME range has an average mountain height of 4300 feet (1310 meters), and the SOUTHNAME range has an average mountain height of 5200 feet (1600 meters). The non-mountainous areas of Jalielin are much closer to sea level, being 80 feet (25 meters) above sea level on average.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Jalielin&amp;diff=4431</id>
		<title>Jalielin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Jalielin&amp;diff=4431"/>
		<updated>2026-06-21T19:52:55Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Temperature and Weather */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jalielin ==&lt;br /&gt;
Jalielin is an icy desert towards the south of the Chaos. It is relatively radial in its reach, and it is about 1500 Miles (2400 Kilometers) in diameter, roughly the distance from Greenville, South Carolina to Albaquerque, New Mexico.&lt;br /&gt;
&lt;br /&gt;
=== Temperature and Weather ===&lt;br /&gt;
During the first three months of the year, Evothe, Manith, and Abjinn, the average temperature is 28 Fahrenheit (-2.2 C). For the middle three months of the year, Regeth, Divith, and Degeth, the average temperature is 51 Fahrenheit (10.6 C). For the final three months of the year is 38 Fahrenheit (3.3 C). The year-round average temperature is 39 Fahrenheit (3.9 C).&amp;lt;br&amp;gt;&lt;br /&gt;
The average yearly precipitation is 6 inches (150mm), mainly clustered around the months Degeth and Evothe, the first and last months of the year. Due to the frigid temperature around this time, this precipitation typically manifests as snowfall.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Jalielin&amp;diff=4430</id>
		<title>Jalielin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Jalielin&amp;diff=4430"/>
		<updated>2026-06-21T19:52:25Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;== Jalielin == Jalielin is an icy desert towards the south of the Chaos. It is relatively radial in its reach, and it is about 1500 Miles (2400 Kilometers) in diameter, roughly the distance from Greenville, South Carolina to Albaquerque, New Mexico.  === Temperature and Weather === During the first three months of the year, Evothe, Manith, and Abjinn, the average temperature is 28 Fahrenheit (-2.2 C). For the middle three months of the year, Regeth, Divith, and Degeth, t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jalielin ==&lt;br /&gt;
Jalielin is an icy desert towards the south of the Chaos. It is relatively radial in its reach, and it is about 1500 Miles (2400 Kilometers) in diameter, roughly the distance from Greenville, South Carolina to Albaquerque, New Mexico.&lt;br /&gt;
&lt;br /&gt;
=== Temperature and Weather ===&lt;br /&gt;
During the first three months of the year, Evothe, Manith, and Abjinn, the average temperature is 28 Fahrenheit (-2.2 C). For the middle three months of the year, Regeth, Divith, and Degeth, the average temperature is 51 Fahrenheit (10.6 C). For the final three months of the year is 38 Fahrenheit (3.3 C). The year-round average temperature is 39 Fahrenheit (3.9 C).&amp;lt;br&amp;gt;&lt;br /&gt;
The average yearly precipitation is 6 inches (150mm), mainly clustered around the months Degeth and Evothe, the first and last months of the year. Due to the temperature around this time,&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Nations&amp;diff=4429</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Nations&amp;diff=4429"/>
		<updated>2026-06-21T19:29:15Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;The following is a list of nations in Drakomere   == The Chaos == Jalielin&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of nations in Drakomere&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Chaos ==&lt;br /&gt;
[[Jalielin]]&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Main_Page&amp;diff=4428</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Main_Page&amp;diff=4428"/>
		<updated>2026-06-21T19:28:29Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Drakomere is a world full of dragons and magic. It is split up into five main Geographic Locations each with distinct populations, hazards, treasures, and powers. There are 30 Ages in Drakomere, the basic events of which are recorded in this wiki. Each Age lasts about 7,000 years, at the 7,000 year mark, an Aberrant Incursion begins, corrupting the world and filling it with aberrations and monsters until a group of heroes cleanses the corruption in the Soul of the World.&lt;br /&gt;
&lt;br /&gt;
[[Project Istari]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Classes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Races]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Equipment]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Feats]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Backgrounds]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nations]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Languages]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Boons]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rules]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lore]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Characters]]&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=ThrQrinn&amp;diff=4427</id>
		<title>ThrQrinn</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=ThrQrinn&amp;diff=4427"/>
		<updated>2026-06-21T18:56:30Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* ThrQrinn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ThrQrinn ==&lt;br /&gt;
ThrQrinn are insectoids, originating from the Twisted Lands, a few began to put down roots in the Steel Shroud, but swiftly discovered that was an unwise choice after it got infested.&amp;lt;br&amp;gt;&lt;br /&gt;
ThrQrinn are Specially attuned to the Tone of Mending, and thus the Harmony of Regeneration, and the Divine Melody.&lt;br /&gt;
&lt;br /&gt;
=== Blessing ===&lt;br /&gt;
The Three&#039;s Blessing for the ThrQrinn is known as the Blessing of Forms. ThrQrinn have several different Castes and they grow differently depending on their Caste, as well as having the ability to change Castes given the right magic and sufficient Resonance. This allows them to have very structured and practical societies. When they Pulse and Surge, ThrQrinn grow further into what makes their Caste unique, exaggerating the existing benefits associated with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ThrQrinn ===&lt;br /&gt;
These ThrQrinn have lived their lives in flotillas of many small ships, bound together by ropes. Mostly these ThrQrinn reside in the Archipelago, but they can be found all throughout Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Constitution Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Swimming Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Archipeligan, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oceanic Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to. You can also use this telepathy on any Creature on the same vehicle as you, regardless of Range and whether or not you can see them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waveborne Resilience.&#039;&#039;&#039; You have been battered, bruised, and knocked around by wave after wave, and thus have grown accustomed to it. You gain Advantage on Saving Throws to Resist being pushed, pulled, or knocked Prone. Additionally, whenever you take Bludgeoning Damage, reduce that Damage by 1. When you reach 10th Level, reduce it by 2, and when you reach 20th Level reduce it by 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rogue ThrQrinn ===&lt;br /&gt;
These ThrQrinn were either taken from, banished by, or abandoned their Hives in the Twisted Lands, and without their Queen&#039;s protection, became touched by aberrant forces. Rogue ThrQrinn are the most common to find throughout the rest of Drakomere, barring the Twisted Lands and the Steel Shroud.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Aberrant, as well as two other Languages of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid and Aberration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 120ft of you as a Free Action. You are able to communicate using language, and the Creature understands so long as it understands at least one Language, otherwise you are able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twisting Nature.&#039;&#039;&#039; Your twisted mark has left you with some innate magical abilities. You can cast either the Spell Charm Person or Cause Fear once, without needing Verbal, Somatic, or Material Components. You can cast either Spell in this way once, regaining the ability to do so at the end of a Long Rest. Charisma is your Spellcasting Modifier for these Spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aberrant Resilience.&#039;&#039;&#039; You gain Resistance to Psychic Damage.&lt;br /&gt;
&lt;br /&gt;
=== Shrouded ThrQrinn ===&lt;br /&gt;
Shrouded ThrQrinn are the last few remnants that have survived in the Steel Shroud, who needed to adapt to roving clockwork horrors and invasive aberrant rot, as well as the frigid cold those lands offer. They developed to be more moth-like, growing fur along their chitin, as well as insectoid wings to fly out of dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Khisivish or Hisiekin, as well as one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shrouded Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 60ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuzz &amp;amp; Fur.&#039;&#039;&#039; You have grown fur along your chitin that helps you resist the frigid temperatures of the Steel Shroud. You gain Resistance to Cold Damage, and Advantage on Saving Throws to resist Cold effects.&lt;br /&gt;
&lt;br /&gt;
=== Swarming ThrQrinn ===&lt;br /&gt;
These ThrQrinn are the vast majority of the race&#039;s population, belonging to the two sister Hives in the Twisted Lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Dexterity Score increases by 2, and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Zhrrq, as well as one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Carapace.&#039;&#039;&#039; While wearing no Armor, your carapace gives you a base AC of 13 + your Dexterity Modifier. As an Action, you can change the color and texture of your carapace. If your change your carapace to match the color and texture of your surroundings, you gain an Advantage on Dexterity (Stealth) Checks made to hide in those surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four Arms.&#039;&#039;&#039; You have four, fully functioning, arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarming Telepathy.&#039;&#039;&#039; You can non-magically communicate telepathically with willing Creatures within 240ft of you as a Free Action. You are only able to convey general impressions, images, and feelings. This does not give the targeted Creature the ability to respond likewise, unless otherwise able to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As One.&#039;&#039;&#039; While you are within 5ft of a Friendly Creature, you can use your Reaction to give that Creature Advantage on an Attack Roll, Ability Check, or Saving Throw it makes. While you are within 5ft of a Friendly Creature, that Creature can use its Reaction to give you Advantage on an Attack Roll, Ability Check, or Saving Throw you make. When you reach 10th Level, the Range increases to 10ft. When you reach 20th Level, the Range increases to 20ft. This feature can be used by you, or a Friendly Creature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Automaton&amp;diff=4426</id>
		<title>Automaton</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Automaton&amp;diff=4426"/>
		<updated>2026-06-21T18:42:45Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Gallery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Automaton ==&lt;br /&gt;
&lt;br /&gt;
=== General Lore ===&lt;br /&gt;
&lt;br /&gt;
Automatons originate from the Steel Shroud. They are metallic constructs, given sentience, sapience, and a soul through some form of heightened Geneolurgy and gift from the Three. They were created by the Zhenem Gnomes to act as a form of muscle to move heavy objects and machinery. Since then, Automatons have spread throughout the Steel Shroud, and are present in all Civilizations there. Unfortunately, due to the stigma of technology generally present throughout Drakomere, Automatons are disliked by most of the Drakomere populace. Many scholars are unsure whether Automatons are actually sapient and whether or not they have a soul, but through some form of gift from the Three and a heightened form of Geneolurgy, they do.&amp;lt;br&amp;gt;&lt;br /&gt;
Automatons are the only immortal Lineage in Drakomere, as they are made from inorganic materials, and do not fade or decay with time. An Automaton can weary, however, choosing to fade away once it feels its life is complete. The mass production of Automatons stopped after the Corruption of the Steel Shroud during the Incursion of the 14th Age, but new Automatons kept showing up occasionally with no discernible cause. Automatons also don’t have ethnicities or Kindreds as other Lineages do. Because they are created, they can take essentially any form, even though most of them do have a form reminiscent to that of Orcs as that was their inspiration. Their Kindreds are based on the functionalities of the form they have, rather than being related to any form of genetics, as Automatons can not reproduce.&amp;lt;br&amp;gt;&lt;br /&gt;
Whether or not Automatons have a Blessing is under much debate, some say their Blessing is sapience and a soul, but others argue that those are foundational elements to being, and are not a Blessing because all other Lineages have them. Others state their Blessing is their immortality, but others debate that point by saying it’s merely part of their form, a Faerie’s Blessing isn’t their flight, nor a Saurian his claws, so why would immortality be the Automatons’? &amp;lt;br&amp;gt;&lt;br /&gt;
Automatons have a Crux, a glowing core filled with Resonance, which contains their mind, memory, identity, personality, and is essentially what they are. If the chassis of an Automaton is completely destroyed, their Crux can be placed into a different chassis, bringing them back in full.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Appearance &amp;amp; Ethnicity ===&lt;br /&gt;
Automatons are generally made out of metals, though some of them are made of crystal. They come in all shapes and sizes, about half of them are reminiscent of Orks, another twenty percent are reminiscent of other Lineages in Drakomere, and the remaining thirty percent are not based off of anything, having strange numbers of limbs and body shapes.&lt;br /&gt;
&lt;br /&gt;
=== Locations and Perceptions ===&lt;br /&gt;
Most Automatons remain in the Steel Shroud, but they do filter throughout the entirety of Drakomere. They are most accepted in the three Nations of Stellarsiege, Anoorsin, Kraetaal, and Noovaen for their practicality, and the three Nations of the Plateau, Kitech, Zgentrick, and Shkitn, because the Stoneblooms are also non-traditional and shunned because of it. They would also be accepted in the Academy and Chaloola, because of the concentration of Adventurers who are often very eccentric, strange, and accepting types, especially the ones who group up in the Academy.&amp;lt;br&amp;gt;&lt;br /&gt;
Automatons are least accepted in Gaabieng and Aahwa in the Chaos, the Codists in the Archipelago, and the Ebony Swamp and Stlaakh in Drakion.&amp;lt;br&amp;gt;&lt;br /&gt;
To those extremely opposed to Automatons, there are a variety of slurs often used for them, primarily Herald, as in Herald of destruction/ruin/aberrant incursions, calling out the primary reason for their ostracization and calling them to face the unfair judgement. There are a variety of more &amp;quot;tame&amp;quot; slurs, such as clanker, tinhead, screwface, wireback, scrap, or some other vaguely machine sounding words.&lt;br /&gt;
&lt;br /&gt;
=== Automaton ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Choose either 3 Ability Scores to increases by 1, or one to increase by 2 and one to increase by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write up to two Languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Construct.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjustable Size.&#039;&#039;&#039; Your size is Tiny, Small, Medium, or Large. Given significant time and effort, your chassis could be retrofitted to change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Nature.&#039;&#039;&#039; You do not need to eat, sleep, breathe, or drink water. When you take a Long Rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifications.&#039;&#039;&#039; You have 5 Modification Points to spend on the following Features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quadrupedal (1 Point).&#039;&#039;&#039; You have four limbs that you utilize for ambulation. You ignore the Slowed Condition from Difficult Terrain or moving through Creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hidden Compartment (1 Point).&#039;&#039;&#039; You have a compartment you can store items in. It is 6 inches cubed of total space, and you can use 1 Action to store or retrieve items place in your compartment. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language Module (1 Point).&#039;&#039;&#039; You learn one additional Language. You can talk this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Module (1 Point).&#039;&#039;&#039;  You gain Proficiency with 2 Simple or Martial Weapons of your choice. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Module (2 Points).&#039;&#039;&#039; You learn one maneuver of your choice from among those available to the Battle Master archetype in the Fighter Class. If a maneuver you use requires your target to make a saving throw to resist the maneuver&#039;s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain 2 Superiority Dice, which are d6s. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. which you regain after you take a Long Rest. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrated Defense (1 Point).&#039;&#039;&#039;  Your body has built-in defensive layers, which can be enhanced with armor:&lt;br /&gt;
*You gain a +1 bonus to Armor Class.&lt;br /&gt;
*You can don only armor with which you have Proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. *You can rest while donning or doffing armor in this way.&lt;br /&gt;
*While you live, the armor incorporated into your body can’t be removed against your will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendable Nature (1 Point).&#039;&#039;&#039; If the Mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Musical Module (1 Point).&#039;&#039;&#039; Choose one Instrument, you gain Proficiency with the chosen Instrument, and you have the instrument naturally built into your body, and can play it with ease, so long as you have a free hand. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culinary Module (1 Point.)&#039;&#039;&#039; You gain a sense of Smell and Taste. Additionally, you have Advantage on Wisdom (Perception) Checks using your sense of taste, smell, or hearing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Magic Module (1 Point).&#039;&#039;&#039; Choose one Cantrip, you learn this Spell. You use Constitution as your Spellcasting Ability for this Spell. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Magic Module (2 Points).&#039;&#039;&#039; Choose one Level 1 Spell, you learn this Spell and can cast it without expending a Spell Slot or requiring Material Components. You use Constitution as your Spellcasting Ability for this Spell. After doing so, you must finish a Long Rest before being able to do so again. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Diplomacy Module (1 Point).&#039;&#039;&#039; You gain Proficiency with Insight and Persuasion.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Automaton&amp;diff=4425</id>
		<title>Automaton</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Automaton&amp;diff=4425"/>
		<updated>2026-06-21T18:41:41Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Automaton */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Automaton ==&lt;br /&gt;
&lt;br /&gt;
=== General Lore ===&lt;br /&gt;
&lt;br /&gt;
Automatons originate from the Steel Shroud. They are metallic constructs, given sentience, sapience, and a soul through some form of heightened Geneolurgy and gift from the Three. They were created by the Zhenem Gnomes to act as a form of muscle to move heavy objects and machinery. Since then, Automatons have spread throughout the Steel Shroud, and are present in all Civilizations there. Unfortunately, due to the stigma of technology generally present throughout Drakomere, Automatons are disliked by most of the Drakomere populace. Many scholars are unsure whether Automatons are actually sapient and whether or not they have a soul, but through some form of gift from the Three and a heightened form of Geneolurgy, they do.&amp;lt;br&amp;gt;&lt;br /&gt;
Automatons are the only immortal Lineage in Drakomere, as they are made from inorganic materials, and do not fade or decay with time. An Automaton can weary, however, choosing to fade away once it feels its life is complete. The mass production of Automatons stopped after the Corruption of the Steel Shroud during the Incursion of the 14th Age, but new Automatons kept showing up occasionally with no discernible cause. Automatons also don’t have ethnicities or Kindreds as other Lineages do. Because they are created, they can take essentially any form, even though most of them do have a form reminiscent to that of Orcs as that was their inspiration. Their Kindreds are based on the functionalities of the form they have, rather than being related to any form of genetics, as Automatons can not reproduce.&amp;lt;br&amp;gt;&lt;br /&gt;
Whether or not Automatons have a Blessing is under much debate, some say their Blessing is sapience and a soul, but others argue that those are foundational elements to being, and are not a Blessing because all other Lineages have them. Others state their Blessing is their immortality, but others debate that point by saying it’s merely part of their form, a Faerie’s Blessing isn’t their flight, nor a Saurian his claws, so why would immortality be the Automatons’? &amp;lt;br&amp;gt;&lt;br /&gt;
Automatons have a Crux, a glowing core filled with Resonance, which contains their mind, memory, identity, personality, and is essentially what they are. If the chassis of an Automaton is completely destroyed, their Crux can be placed into a different chassis, bringing them back in full.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Appearance &amp;amp; Ethnicity ===&lt;br /&gt;
Automatons are generally made out of metals, though some of them are made of crystal. They come in all shapes and sizes, about half of them are reminiscent of Orks, another twenty percent are reminiscent of other Lineages in Drakomere, and the remaining thirty percent are not based off of anything, having strange numbers of limbs and body shapes.&lt;br /&gt;
&lt;br /&gt;
=== Locations and Perceptions ===&lt;br /&gt;
Most Automatons remain in the Steel Shroud, but they do filter throughout the entirety of Drakomere. They are most accepted in the three Nations of Stellarsiege, Anoorsin, Kraetaal, and Noovaen for their practicality, and the three Nations of the Plateau, Kitech, Zgentrick, and Shkitn, because the Stoneblooms are also non-traditional and shunned because of it. They would also be accepted in the Academy and Chaloola, because of the concentration of Adventurers who are often very eccentric, strange, and accepting types, especially the ones who group up in the Academy.&amp;lt;br&amp;gt;&lt;br /&gt;
Automatons are least accepted in Gaabieng and Aahwa in the Chaos, the Codists in the Archipelago, and the Ebony Swamp and Stlaakh in Drakion.&amp;lt;br&amp;gt;&lt;br /&gt;
To those extremely opposed to Automatons, there are a variety of slurs often used for them, primarily Herald, as in Herald of destruction/ruin/aberrant incursions, calling out the primary reason for their ostracization and calling them to face the unfair judgement. There are a variety of more &amp;quot;tame&amp;quot; slurs, such as clanker, tinhead, screwface, wireback, scrap, or some other vaguely machine sounding words.&lt;br /&gt;
&lt;br /&gt;
=== Automaton ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Choose either 3 Ability Scores to increases by 1, or one to increase by 2 and one to increase by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write up to two Languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Construct.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjustable Size.&#039;&#039;&#039; Your size is Tiny, Small, Medium, or Large. Given significant time and effort, your chassis could be retrofitted to change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Nature.&#039;&#039;&#039; You do not need to eat, sleep, breathe, or drink water. When you take a Long Rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifications.&#039;&#039;&#039; You have 5 Modification Points to spend on the following Features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quadrupedal (1 Point).&#039;&#039;&#039; You have four limbs that you utilize for ambulation. You ignore the Slowed Condition from Difficult Terrain or moving through Creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hidden Compartment (1 Point).&#039;&#039;&#039; You have a compartment you can store items in. It is 6 inches cubed of total space, and you can use 1 Action to store or retrieve items place in your compartment. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language Module (1 Point).&#039;&#039;&#039; You learn one additional Language. You can talk this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Module (1 Point).&#039;&#039;&#039;  You gain Proficiency with 2 Simple or Martial Weapons of your choice. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Module (2 Points).&#039;&#039;&#039; You learn one maneuver of your choice from among those available to the Battle Master archetype in the Fighter Class. If a maneuver you use requires your target to make a saving throw to resist the maneuver&#039;s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain 2 Superiority Dice, which are d6s. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. which you regain after you take a Long Rest. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrated Defense (1 Point).&#039;&#039;&#039;  Your body has built-in defensive layers, which can be enhanced with armor:&lt;br /&gt;
*You gain a +1 bonus to Armor Class.&lt;br /&gt;
*You can don only armor with which you have Proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. *You can rest while donning or doffing armor in this way.&lt;br /&gt;
*While you live, the armor incorporated into your body can’t be removed against your will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendable Nature (1 Point).&#039;&#039;&#039; If the Mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Musical Module (1 Point).&#039;&#039;&#039; Choose one Instrument, you gain Proficiency with the chosen Instrument, and you have the instrument naturally built into your body, and can play it with ease, so long as you have a free hand. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culinary Module (1 Point.)&#039;&#039;&#039; You gain a sense of Smell and Taste. Additionally, you have Advantage on Wisdom (Perception) Checks using your sense of taste, smell, or hearing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Magic Module (1 Point).&#039;&#039;&#039; Choose one Cantrip, you learn this Spell. You use Constitution as your Spellcasting Ability for this Spell. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Magic Module (2 Points).&#039;&#039;&#039; Choose one Level 1 Spell, you learn this Spell and can cast it without expending a Spell Slot or requiring Material Components. You use Constitution as your Spellcasting Ability for this Spell. After doing so, you must finish a Long Rest before being able to do so again. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Diplomacy Module (1 Point).&#039;&#039;&#039; You gain Proficiency with Insight and Persuasion.&lt;br /&gt;
&lt;br /&gt;
=== Gallery ===&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Automaton&amp;diff=4424</id>
		<title>Automaton</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Automaton&amp;diff=4424"/>
		<updated>2026-06-21T18:40:19Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Automaton */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Automaton ==&lt;br /&gt;
&lt;br /&gt;
=== General Lore ===&lt;br /&gt;
&lt;br /&gt;
Automatons originate from the Steel Shroud. They are metallic constructs, given sentience, sapience, and a soul through some form of heightened Geneolurgy and gift from the Three. They were created by the Zhenem Gnomes to act as a form of muscle to move heavy objects and machinery. Since then, Automatons have spread throughout the Steel Shroud, and are present in all Civilizations there. Unfortunately, due to the stigma of technology generally present throughout Drakomere, Automatons are disliked by most of the Drakomere populace. Many scholars are unsure whether Automatons are actually sapient and whether or not they have a soul, but through some form of gift from the Three and a heightened form of Geneolurgy, they do.&amp;lt;br&amp;gt;&lt;br /&gt;
Automatons are the only immortal Lineage in Drakomere, as they are made from inorganic materials, and do not fade or decay with time. An Automaton can weary, however, choosing to fade away once it feels its life is complete. The mass production of Automatons stopped after the Corruption of the Steel Shroud during the Incursion of the 14th Age, but new Automatons kept showing up occasionally with no discernible cause. Automatons also don’t have ethnicities or Kindreds as other Lineages do. Because they are created, they can take essentially any form, even though most of them do have a form reminiscent to that of Orcs as that was their inspiration. Their Kindreds are based on the functionalities of the form they have, rather than being related to any form of genetics, as Automatons can not reproduce.&amp;lt;br&amp;gt;&lt;br /&gt;
Whether or not Automatons have a Blessing is under much debate, some say their Blessing is sapience and a soul, but others argue that those are foundational elements to being, and are not a Blessing because all other Lineages have them. Others state their Blessing is their immortality, but others debate that point by saying it’s merely part of their form, a Faerie’s Blessing isn’t their flight, nor a Saurian his claws, so why would immortality be the Automatons’? &amp;lt;br&amp;gt;&lt;br /&gt;
Automatons have a Crux, a glowing core filled with Resonance, which contains their mind, memory, identity, personality, and is essentially what they are. If the chassis of an Automaton is completely destroyed, their Crux can be placed into a different chassis, bringing them back in full.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Appearance &amp;amp; Ethnicity ===&lt;br /&gt;
Automatons are generally made out of metals, though some of them are made of crystal. They come in all shapes and sizes, about half of them are reminiscent of Orks, another twenty percent are reminiscent of other Lineages in Drakomere, and the remaining thirty percent are not based off of anything, having strange numbers of limbs and body shapes.&lt;br /&gt;
&lt;br /&gt;
=== Locations and Perceptions ===&lt;br /&gt;
Most Automatons remain in the Steel Shroud, but they do filter throughout the entirety of Drakomere. They are most accepted in the three Nations of Stellarsiege, Anoorsin, Kraetaal, and Noovaen for their practicality, and the three Nations of the Plateau, Kitech, Zgentrick, and Shkitn, because the Stoneblooms are also non-traditional and shunned because of it. They would also be accepted in the Academy and Chaloola, because of the concentration of Adventurers who are often very eccentric, strange, and accepting types, especially the ones who group up in the Academy.&amp;lt;br&amp;gt;&lt;br /&gt;
Automatons are least accepted in Gaabieng and Aahwa in the Chaos, the Codists in the Archipelago, and the Ebony Swamp and Stlaakh in Drakion.&amp;lt;br&amp;gt;&lt;br /&gt;
To those extremely opposed to Automatons, there are a variety of slurs often used for them, primarily Herald, as in Herald of destruction/ruin/aberrant incursions, calling out the primary reason for their ostracization and calling them to face the unfair judgement. There are a variety of more &amp;quot;tame&amp;quot; slurs, such as clanker, tinhead, screwface, wireback, scrap, or some other vaguely machine sounding words.&lt;br /&gt;
&lt;br /&gt;
=== Automaton ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Choose either 3 Ability Scores to increases by 1, or one to increase by 2 and one to increase by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write up to two Languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Construct.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjustable Size.&#039;&#039;&#039; Your size is Tiny, Small, Medium, or Large. Given significant time and effort, your chassis could be retrofitted to change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Nature.&#039;&#039;&#039; You do not need to eat, sleep, breathe, or drink water. When you take a Long Rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifications.&#039;&#039;&#039; You have 5 Modification Points to spend on the following Features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quadrupedal (1 Point).&#039;&#039;&#039; You have four limbs that you utilize for ambulation. You ignore the Slowed Condition from Difficult Terrain or moving through Creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hidden Compartment (1 Point).&#039;&#039;&#039; You have a compartment you can store items in. It is 6 inches cubed of total space, and you can use 1 Action to store or retrieve items place in your compartment. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language Module (1 Point).&#039;&#039;&#039; You learn one additional Language. You can talk this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Module (1 Point).&#039;&#039;&#039;  You gain Proficiency with 2 Simple or Martial Weapons of your choice. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Module (2 Points).&#039;&#039;&#039; You learn one maneuver of your choice from among those available to the Battle Master archetype in the Fighter Class. If a maneuver you use requires your target to make a saving throw to resist the maneuver&#039;s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain 2 Superiority Dice, which are d6s. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. which you regain after you take a Long Rest. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrated Defense (1 Point).&#039;&#039;&#039;  Your body has built-in defensive layers, which can be enhanced with armor:&lt;br /&gt;
*You gain a +1 bonus to Armor Class.&lt;br /&gt;
*You can don only armor with which you have Proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. *You can rest while donning or doffing armor in this way.&lt;br /&gt;
*While you live, the armor incorporated into your body can’t be removed against your will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendable Nature (1 Point).&#039;&#039;&#039; If the Mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Musical Module (1 Point).&#039;&#039;&#039; Choose one Instrument, you gain Proficiency with the chosen Instrument, and you have the instrument naturally built into your body, and can play it with ease, so long as you have a free hand. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culinary Module (1 Point.)&#039;&#039;&#039; You gain a sense of Smell and Taste. Additionally, you have Advantage on Wisdom (Perception) Checks using your sense of taste, smell, or hearing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Magic Module (1 Point).&#039;&#039;&#039; Choose one Cantrip, you learn this Spell. You use Constitution as your Spellcasting Ability for this Spell. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Magic Module (2 Points).&#039;&#039;&#039; Choose one Level 1 Spell, you learn this Spell and can cast it without expending a Spell Slot or requiring Material Components. You use Constitution as your Spellcasting Ability for this Spell. After doing so, you must finish a Long Rest before being able to do so again. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Diplomacy Module (1 Point).&#039;&#039;&#039; You gain Proficiency with Insight and Persuasion.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Automaton&amp;diff=4423</id>
		<title>Automaton</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Automaton&amp;diff=4423"/>
		<updated>2026-06-13T01:18:29Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Automaton */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Automaton ==&lt;br /&gt;
Robots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Choose either 3 Ability Scores to increases by 1, or one to increase by 2 and one to increase by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write up to two Languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Construct.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjustable Size.&#039;&#039;&#039; Your size is Tiny, Small, Medium, or Large. Given significant time and effort, your chassis could be retrofitted to change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Nature.&#039;&#039;&#039; You do not need to eat, sleep, breathe, or drink water. When you take a Long Rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifications.&#039;&#039;&#039; You have 5 Modification Points to spend on the following Features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quadrupedal (1 Point).&#039;&#039;&#039; You have four limbs that you utilize for ambulation. You ignore the Slowed Condition from Difficult Terrain or moving through Creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hidden Compartment (1 Point).&#039;&#039;&#039; You have a compartment you can store items in. It is 6 inches cubed of total space, and you can use 1 Action to store or retrieve items place in your compartment. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language Module (1 Point).&#039;&#039;&#039; You learn one additional Language. You can talk this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Module (1 Point).&#039;&#039;&#039;  You gain Proficiency with 2 Simple or Martial Weapons of your choice. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Module (2 Points).&#039;&#039;&#039; You learn one maneuver of your choice from among those available to the Battle Master archetype in the Fighter Class. If a maneuver you use requires your target to make a saving throw to resist the maneuver&#039;s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain 2 Superiority Dice, which are d6s. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. which you regain after you take a Long Rest. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrated Defense (1 Point).&#039;&#039;&#039;  Your body has built-in defensive layers, which can be enhanced with armor:&lt;br /&gt;
*You gain a +1 bonus to Armor Class.&lt;br /&gt;
*You can don only armor with which you have Proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. *You can rest while donning or doffing armor in this way.&lt;br /&gt;
*While you live, the armor incorporated into your body can’t be removed against your will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendable Nature (1 Point).&#039;&#039;&#039; If the Mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Musical Module (1 Point).&#039;&#039;&#039; Choose one Instrument, you gain Proficiency with the chosen Instrument, and you have the instrument naturally built into your body, and can play it with ease, so long as you have a free hand. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culinary Module (1 Point.)&#039;&#039;&#039; You gain a sense of Smell and Taste. Additionally, you have Advantage on Wisdom (Perception) Checks using your sense of taste, smell, or hearing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Magic Module (1 Point).&#039;&#039;&#039; Choose one Cantrip, you learn this Spell. You use Constitution as your Spellcasting Ability for this Spell. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Magic Module (2 Points).&#039;&#039;&#039; Choose one Level 1 Spell, you learn this Spell and can cast it without expending a Spell Slot or requiring Material Components. You use Constitution as your Spellcasting Ability for this Spell. After doing so, you must finish a Long Rest before being able to do so again. You can choose this Modification multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Diplomacy Module (1 Point).&#039;&#039;&#039; You gain Proficiency with Insight and Persuasion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Diplomacy Module (2 Points).&#039;&#039;&#039; You gain Expertise with Insight and Persuasion.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Automaton&amp;diff=4422</id>
		<title>Automaton</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Automaton&amp;diff=4422"/>
		<updated>2026-06-13T00:55:37Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Automaton */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Automaton ==&lt;br /&gt;
Robots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Choose either 3 Ability Scores to increases by 1, or one to increase by 2 and one to increase by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write up to two Languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Construct.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjustable Size.&#039;&#039;&#039; Your size is Tiny, Small, Medium, or Large. Given significant time and effort, your chassis could be retrofitted to change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifications.&#039;&#039;&#039; You have 5 Modification Points to spend on the following Features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quadrupedal (1 Point).&#039;&#039;&#039; You have four limbs that you utilize for ambulation. You ignore the Slowed Condition from Difficult Terrain or moving through Creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hidden Compartment (1 Point).&#039;&#039;&#039; You have a compartment you can store items in. It is 6 inches cubed of total space, and you can use 1 Action to store or retrieve items place in your compartment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language Module.&#039;&#039;&#039; You learn one additional Language. You can talk this Modification multiple times.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Plumbite&amp;diff=4421</id>
		<title>Plumbite</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Plumbite&amp;diff=4421"/>
		<updated>2026-06-13T00:49:01Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Forested Plumbite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Plumbite ==&lt;br /&gt;
Plubmites are humanoids who grow a lead carapace around themselves. They originate from the Twisted Lands and are attuned to the Tone of Contradynation, and thus the Harmony of Abjuration, and the Arcane Melody, as well as being associated with Lead Dragons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Corrupted Plumbite ===&lt;br /&gt;
Many Plumbites were captured and corrupted by the Aberrant Barons, many of whom still serve their will. However, many Plumbites have broken free from this corruption, but still bear that mark of taint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid and an Aberration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead Carapace.&#039;&#039;&#039; You grow a lead-lined carapace over your body. You gain a natural AC of 12 + your Constitution Modifier, and you have Advantage on Strength and Charisma Saving Throws against Magical effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preternatural Sight.&#039;&#039;&#039; You gain Blindsight out to a Range of 60ft, via the use of X-rays.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead-Encased Nostrils.&#039;&#039;&#039; You do not have a sense of smell, thus most food tastes bland.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corrupted Resonance.&#039;&#039;&#039; Your aberrant corruption has left you with innate magic based on which Baron corrupted you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Corrupted Resonance&lt;br /&gt;
|-&lt;br /&gt;
! Aberrant Baron !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| Abandonement || [[Level 1#Hideous Laughter|Hideous Laughter]]&lt;br /&gt;
|-&lt;br /&gt;
| Anger || [[Level 1#Hellish Rebuke|Hellish Rebuke]]&lt;br /&gt;
|-&lt;br /&gt;
| Deceit || [[Level 1#Charm Person|Charm Person]]&lt;br /&gt;
|-&lt;br /&gt;
| Disorientation || [[Level 1#Color Spray|Color Spray]]&lt;br /&gt;
|-&lt;br /&gt;
| Fear || [[Level 1#Cause Fear|Cause Fear]]&lt;br /&gt;
|-&lt;br /&gt;
| Hunger || [[Level 1#Goodberry|Gooberry]]&lt;br /&gt;
|-&lt;br /&gt;
| Loss || [[Level 1#Identify|Identify]]&lt;br /&gt;
|-&lt;br /&gt;
| Madness || [[Level 1#Arms of Brokhziqiel|Arms of Brokhziqiel]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You know the chosen Spell, and can cast it without needing Material Components, you must take a Long Rest before doing so again. You use Charisma as your Spellcasting Ability for these Spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forested Plumbite ===&lt;br /&gt;
The Plumbites that hold steadfast in the forest of the Twisted Lands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed and Climbing Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead Carapace.&#039;&#039;&#039; You grow a lead-lined carapace over your body. You gain a natural AC of 12 + your Constitution Modifier, and you have Advantage on Strength and Charisma Saving Throws against Magical effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preternatural Sight.&#039;&#039;&#039; You gain Blindsight out to a Range of 60ft, via the use of X-rays.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead-Encased Nostrils.&#039;&#039;&#039; You do not have a sense of smell, thus most food tastes bland.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naturalist.&#039;&#039;&#039; You gain Proficiency in Survival, and can choose one [[Ranger#Ranger Disciplines|Ranger Discipline]] of your choice.&lt;br /&gt;
&lt;br /&gt;
=== Ridgeborne Plumbite ===&lt;br /&gt;
These Plumbites live in the Lead Ridge in the Twisted Lands, having vast underground kingdoms and labyrinths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your Strength Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft, and a Digging Speed of 20ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead Carapace.&#039;&#039;&#039; You grow a lead-lined carapace over your body. You gain a natural AC of 12 + your Constitution Modifier, and you have Advantage on Strength and Charisma Saving Throws against Magical effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preternatural Sight.&#039;&#039;&#039; You gain Blindsight out to a Range of 60ft, via the use of X-rays.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead-Encased Nostrils.&#039;&#039;&#039; You do not have a sense of smell, thus most food tastes bland.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survival From Hunger and Deceit.&#039;&#039;&#039; You gain Proficiency in Insight and Survival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaden Protection.&#039;&#039;&#039; When you are hit by an Attack, you can use a Reaction to create a shield of lead, spawned from your own chitin and the earth around you. Until the start of your next turn, you gain a +5 bonus to AC, including against the triggering Attack. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stellar Plumbite ===&lt;br /&gt;
These Plumbites went to Stellarsiege, and fight for various bannerlords under all three of the Nations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your Strength Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead Carapace.&#039;&#039;&#039; You grow a lead-lined carapace over your body. You gain a natural AC of 12 + your Constitution Modifier, and you have Advantage on Strength and Charisma Saving Throws against Magical effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preternatural Sight.&#039;&#039;&#039; You gain Blindsight out to a Range of 60ft, via the use of X-rays.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead-Encased Nostrils.&#039;&#039;&#039; You do not have a sense of smell, thus most food tastes bland.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chitinous Armaments.&#039;&#039;&#039; You are able to form your lead carapace into weapons at a moment&#039;s notice. You can spend a Bonus Action to grow your lead into the form of a Simple or Martial Weapon of your choice in a free hand, growing it around that hand. It lasts until you choose to dismiss it as a Free Action or until you take a Long Rest. You are Proficient with this Weapon.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Infused&amp;diff=4420</id>
		<title>Infused</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Infused&amp;diff=4420"/>
		<updated>2026-06-06T05:50:46Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Incindiary Infused */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Infused ==&lt;br /&gt;
Elemental People, lore lore lore, flavor flavor flavor&lt;br /&gt;
&lt;br /&gt;
=== Incindiary Infused ===&lt;br /&gt;
fiery lore and flavor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Constitution Score increases by 2, and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Fire Genasi are infants until age 5, adolescents until age 15, mature until age 70, mid-life until age 90, elder until age 120, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Being born of elemental energy, your creature types are Humanoid and Elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Jaashkienoe or Akhstoon, and one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fiery Wit.&#039;&#039;&#039; You gain proficiency with Performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Flame.&#039;&#039;&#039; You have resistance to Fire Damage. In addition, your body is constantly enveloped in harmless flames. These flames are a color you choose, which can be changed as an Action. These flames also give off Bright Light and a comfortable level of warmth within a certain radius of you. As an action you can set the distance of this radius, the minimum being 0ft, and the maximum being 30ft. You also shed Dim Light for an additional number of feet equal to this radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brass Ingenuity.&#039;&#039;&#039; Elemental fire lends you skill in the pursuit of crafts. You learn the Mending cantrip, though you may only use it to repair metal objects via your internal heat. You also may add your Constitution Modifier to any check you make with Smithing Tools or Alchemist&#039;s Tools. Your resistance to heat allows you greater skill in utilizing fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reach to Blaze.&#039;&#039;&#039; You know the Produce Flame cantrip and learn the Flame Blade Spell at 3rd level. You can cast Flame Blade with this Feature, requiring no material components. Once you have cast Flame Blade this way, you cannot do so again until you finish a Long Rest, though you can also cast Flame Blade using spell slots of the appropriate level. You use Constitution as your Spellcasting ability for these spells.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Infused&amp;diff=4419</id>
		<title>Infused</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Infused&amp;diff=4419"/>
		<updated>2026-06-06T05:36:52Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Incindiary Infused */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Infused ==&lt;br /&gt;
Elemental People, lore lore lore, flavor flavor flavor&lt;br /&gt;
&lt;br /&gt;
=== Incindiary Infused ===&lt;br /&gt;
fiery lore and flavor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Constitution Score increases by 2, and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Fire Genasi are infants until age 5, adolescents until age 15, mature until age 70, mid-life until age 90, elder until age 120, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Being born of elemental energy, your creature types are Humanoid and Elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Jaashkienoe or Akhstoon, and one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fiery Wit.&#039;&#039;&#039; You gain proficiency with Performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Flame.&#039;&#039;&#039; You have resistance to Fire Damage. In addition, your body is constantly enveloped in harmless flames. These flames are a color you choose, which can be changed as an Action. These flames also give off Bright Light and a comfortable level of warmth within a certain radius of you. As an action you can set the distance of this radius, the minimum being 0ft, and the maximum being 30ft. You also shed Dim Light for an additional number of feet equal to this radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reach to Blaze.&#039;&#039;&#039; You know the Produce Flame cantrip and learn the Flame Blade Spell at 3rd level. You can cast Flame Blade with this Feature, requiring no material components. Once you have cast Flame Blade this way, you cannot do so again until you finish a Long Rest, though you can also cast Flame Blade using spell slots of the appropriate level. You use Constitution as your Spellcasting ability for these spells.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Infused&amp;diff=4418</id>
		<title>Infused</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Infused&amp;diff=4418"/>
		<updated>2026-06-06T05:36:27Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;== Infused == Elemental People, lore lore lore, flavor flavor flavor  === Incindiary Infused === fiery lore and flavor  &amp;#039;&amp;#039;&amp;#039;Ability Score Increase.&amp;#039;&amp;#039;&amp;#039; Your Constitution Score increases by 2, and your Intelligence Score increases by 1.  &amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039; Fire Genasi are infants until age 5, adolescents until age 15, mature until age 70, mid-life until age 90, elder until age 120, and ancient afterwards.  &amp;#039;&amp;#039;&amp;#039;Creature Type.&amp;#039;&amp;#039;&amp;#039; Being born of elemental energy, your creature types are...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Infused ==&lt;br /&gt;
Elemental People, lore lore lore, flavor flavor flavor&lt;br /&gt;
&lt;br /&gt;
=== Incindiary Infused ===&lt;br /&gt;
fiery lore and flavor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Constitution Score increases by 2, and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Fire Genasi are infants until age 5, adolescents until age 15, mature until age 70, mid-life until age 90, elder until age 120, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Being born of elemental energy, your creature types are Humanoid and Elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Jaashkienoe or Akhstoon, and one other Language of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fiery Wit.&#039;&#039;&#039; You gain proficiency with Performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reach to Blaze.&#039;&#039;&#039; You know the Produce Flame cantrip and learn the Flame Blade Spell at 3rd level. You can cast Flame Blade with this Feature, requiring no material components. Once you have cast Flame Blade this way, you cannot do so again until you finish a Long Rest, though you can also cast Flame Blade using spell slots of the appropriate level. You use Constitution as your Spellcasting ability for these spells.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Genasi&amp;diff=4417</id>
		<title>Genasi</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Genasi&amp;diff=4417"/>
		<updated>2026-06-06T05:36:11Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Genasi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Genasi ==&lt;br /&gt;
Genasi originate in one of two ways, either by other creatures getting lost in the Chaos and being changed into them, or by having an ancestor that is either a type of Genie, or is a Genasi. There are four varieties of Genasi: Air, Earth, Fire, and Water. All Genasi have existed since the 1st Age in the Chaos.&lt;br /&gt;
&lt;br /&gt;
=== Air Genasi ===&lt;br /&gt;
Air Genasi embody the freedom of Air Elementals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your Dexterity Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Air Genasi are infants until age 5, adolescents until age 15, mature until age 70, mid-life until age 90, elder until age 120, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Being born of elemental energy, your creature types are Humanoid and Elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and Elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a walking speed of 35ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aerobatics.&#039;&#039;&#039; You gain proficiency in Acrobatics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gift of the Air.&#039;&#039;&#039; Starting at 3rd level, you gain greater mastery over that which you were born from. As an action you, or a willing creature you touch can gain a flying speed equal to your walking speed for a number of minutes equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, regaining all expended uses at the end of a long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mingle with the Wind.&#039;&#039;&#039; You gain the Shocking Grasp and Gust cantrip. You use Constitution as your spellcasting ability for these spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience of the Skies.&#039;&#039;&#039; You gain Resistance to Lightning Damage, and are acclimated to high altitudes, up to 20,000 feet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unending Breath.&#039;&#039;&#039; You can hold your breath indefinitely as long as you aren’t incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Earth Genasi ===&lt;br /&gt;
Earth Genasi embodies the resilience of stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your Strength Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Earth Genasi are infants until age 5, adolescents until age 15, mature until age 70, mid-life until age 90, elder until age 120, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Being born of elemental energy, your creature types are Humanoid and Elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and Elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthen Stride.&#039;&#039;&#039; You can move across difficult terrain without expending extra movement if you are using your walking speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merge With Stone.&#039;&#039;&#039; You gain the [[Mold Earth]] cantrip and learn the [[Meld Into Stone]] spell at 3rd level. You can cast Meld Into Stone with this trait and it lasts for an hour. Once you have cast Meld Into Stone this way, you cannot do so again until you finish a long rest, though you can also cast Meld Into Stone normally using spell slots of the appropriate level. You use Constitution as your spellcasting ability for these spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poison Resistance.&#039;&#039;&#039; Your hardy nature grants you Resistance to Poison Damage and advantage on Saving Throws against being Poisoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone Will.&#039;&#039;&#039; You gain proficiency with Athletics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tremorsense.&#039;&#039;&#039; You gain [[Tremorsense]] out to a range of 60ft, allowing you to detect and pinpoint the origin of vibrations within a specific radius, provided that you and the source of the vibrations are in contact with the same ground or substance, this cannot be used to detect flying or incorporeal creatures.&lt;br /&gt;
&lt;br /&gt;
=== Fire Genasi ===&lt;br /&gt;
Fire Genasi embody the chaos of fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Fire Genasi are infants until age 5, adolescents until age 15, mature until age 70, mid-life until age 90, elder until age 120, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Being born of elemental energy, your creature types are Humanoid and Elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and Elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision.&#039;&#039;&#039; You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the element of fire makes your darkvision unusual: everything you see in darkness is in shades of the color of your fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fiery Wit.&#039;&#039;&#039; You gain proficiency with Performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Flame.&#039;&#039;&#039; You have resistance to Fire Damage. In addition, your body is constantly enveloped in harmless flames. These flames are a color you choose, which can be changed as an Action. These flames also give off Bright Light and a comfortable level of warmth within a certain radius of you. As an action you can set the distance of this radius, the minimum being 0ft, and the maximum being 30ft. You also shed Dim Light for an additional number of feet equal to this radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reach to Blaze.&#039;&#039;&#039; You know the Produce Flame cantrip and learn the Flame Blade Spell at 3rd level. You can cast Flame Blade with this Feature, requiring no material components. Once you have cast Flame Blade this way, you cannot do so again until you finish a Long Rest, though you can also cast Flame Blade using spell slots of the appropriate level. You use Constitution as your Spellcasting ability for these spells.&lt;br /&gt;
&lt;br /&gt;
=== Water Genasi ===&lt;br /&gt;
​​Water Genasi embody the wisdom of the water.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your Wisdom Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Water Genasi are infants until age 5, adolescents until age 15, mature until age 70, mid-life until age 90, elder until age 120, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Being born of elemental energy, your creature types are Humanoid and Elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and Elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking and Swimming speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious.&#039;&#039;&#039; You can breathe both air and water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic Graces.&#039;&#039;&#039; You have proficiency with Animal Handling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision.&#039;&#039;&#039; You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as rippling shades of blue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Call to the Wave.&#039;&#039;&#039; You know the [[Shape Water]] cantrip and learn the [[Create or Destroy Water]] spell at 3rd level. You can cast Create or Destroy Water with this trait, requiring no material components. Once you have cast Create or Destroy Water this way, you cannot do so again until you finish a long rest, though you can also cast Create or Destroy Water using spell slots of the appropriate level. You use Constitution as your spellcasting ability for these spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold Resistance.&#039;&#039;&#039; You have resistance to Cold Damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ride the Wave.&#039;&#039;&#039; When you cast Shape Water, the duration is Until Dispelled or you die.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Races&amp;diff=4416</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Races&amp;diff=4416"/>
		<updated>2026-06-06T05:20:31Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Reworked Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reworked Races ==&lt;br /&gt;
Below are the Races in Drakomere, that when complete, will be the only races playable in Drakomere (there are always exceptions to the rule).&lt;br /&gt;
The goal is for each race to have subraces.&lt;br /&gt;
&lt;br /&gt;
[[Kalashtari]]&lt;br /&gt;
&lt;br /&gt;
[[Plumbite]]&lt;br /&gt;
&lt;br /&gt;
[[ThrQrinn]]&lt;br /&gt;
&lt;br /&gt;
[[Highborne]]&lt;br /&gt;
&lt;br /&gt;
[[Automaton]]&lt;br /&gt;
&lt;br /&gt;
[[Dragonwrought]]&lt;br /&gt;
&lt;br /&gt;
[[Ork]]&lt;br /&gt;
&lt;br /&gt;
[[Infused]]&lt;br /&gt;
&lt;br /&gt;
== Common Races ==&lt;br /&gt;
Below are the common Races in Drakomere, if you wish to play another race, talk to your DM about it.&lt;br /&gt;
Your creature type is assumed to be Humanoid, your base Walking Speed is assumed to be 30ft, and your size is assumed to be Medium unless otherwise stated.&lt;br /&gt;
Some features imply they are based on culture, such as the Bugbear’s Surprise Attacks, or the Dragonwrought&#039;s Air of Authority, if you don’t feel these fit your character, work with your DM to create, or swap it out for a comparably powered feature. Most skill proficiencies and languages are also cultural, if you don’t feel these fit with your character, work with your DM to swap them out for more fitting ones.&lt;br /&gt;
&lt;br /&gt;
FYI: There&#039;s still some info to add to the races like Age and Alignment, if it is not present, just ask your DM for what it would roughly be.&lt;br /&gt;
&lt;br /&gt;
[[Bugbear|Bugbears]] are neither bugs nor bears, they are the hulking cousins of goblins and hobgoblins. They are stealthy hunters, using their long limbs to gain the upper hand on their enemy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[(aazh&#039;-aal (Centaurs)]] have the upper bodies, down to the waist, of muscular humans, but below the waist, they have the bodies of muscular horses. They&#039;re powerful bodies and large sizes make them feared fighters and fast runners.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crystalkin|Crystalkin]] are  crystalline humanoids, floating a few feet off the ground, with psychic and radiant abilities. Their innate powers make them feared mages and spellcasters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Depricated Dragonwrought]] are dragon-esque humanoids, with features and abilities based on which type of dragon their wrought from. Their brawn and innate breath weapons make them dangerous combatants on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Deepling|Deeplings]] are writhing masses of tentacles, capable of shifting into many forms and camouflaging themselves. They&#039;re innate stealth makes them excellent ambushers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dwarf|Dwarves]] are stout humanoids, descended from a race of giants forgotten long ago. They&#039;re proud and hardy culture and physiology makes them adept brawlers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faerie|Faeries]] are tiny fey creatures, endlessly curious and adaptable, they try numerous occupations and hobbies. They&#039;re adaptability makes them an unending source of utility.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Firbolg|Firbolgs]] are large humanoids directly descended from Giants, but cursed to become more passive and peaceful, which they have embraced. Their harmony with nature and natural caring intuition makes them wonderful supporters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Genasi]] are half-genies, either by lineage or given power, with strong innate elemental prowess. This strength and resilience to elements make them varied, wild, and resistant warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grung]] are frog-like humanoids, descended from unthinkable monsters and pure elemental power. Their wicked claws and elemental skin-coating makes them a force to be reckoned with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnoll|Gnolls]] are hyena humanoids, twisted by aberrant forces but brought back from madness by Sardior. They have an adaptable, varied, and either wildly ferocious or skilled and tactical combat style.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goblin|Goblins]] are short, green, and sneaky humanoids, related to bugbears and hobgoblins. Their short stature and wiry nature makes them almost implacable.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goliath|Goliaths]] are tall, beefy humanoids, related to Dwarves, they have massive power and muscles. Their innate resilience and strength makes them insurmountable towers to take down.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Halfling|Halflings]] are a laid back folk, descended from a particular family of Half-Kethie-Dwarves. Even though the majority are usually content to live in their homes with simple pleasures, those who adventure use their inexplicable luck and their foes underestimation of them to great effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hobgoblin|Hobgoblins]] are the third Goblinoid race, along with Goblins and Bugbears. They have a natural gift for command, and become more powerful with more allies, which is used to great extent in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Human|Humans]] are adaptable, strong-willed, and unshakable. With a natural talent for magic, sword, and skill, they can do anything they put their minds to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ìqáalìe]] are lizard humanoids, generally reclusive, with innate magic for communication. Their unique culture and sharp teeth make them skilled warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legacy Kalashtari|Kalashtari]] are psychically gifted humans, descended from the Kalashtar, having lost their connection to their previous source of psionic power, they began filling their minds with fictional worlds and stories. Their expansive minds and storied subconscious makes them resilient to psychic invasion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kethie]] are denizens of the Lierethi, a forest continent, in other worlds they would be called Elves, they are expert hunters, able to speak in a single-handed sign language. Their skill with hunting makes them skilled and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kobold|Kobolds]] are smaller draconic humanoids, based on where they live, they are generally either treated horribly or accepted in society. No matter how they&#039;re treated, Kobolds are naturally sneaky and creative, using both of these to great effect, either cowering to distract enemies, or roaring to inspire allies.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Leonin]] are lion humanoids from the Wild-Plains, along with Centaurs, Ursan, and others. With a culture of Might Makes Right, Leonin are a ferocious flurry of claws and teeth on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Locathah]] are fish folk who live in the Archipelago along with Loxodon, Triton, and Ìqáalìe. Their scaly skin and surprising strength makes them unexpectedly effective warriors in combat&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loxodon]] are large elephant folk who lead the day-to-day duties of the established cities in the Archipelago. They&#039;re large trunks, thick hide, and brawny arms makes them tough opponents on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minotaur|Minotaurs]] are bull folk, strong willed, curly horned, and muscly. They are ferocious opponents in combat and have an exceptional memory.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Otterfolk]] are residents of Mooraarbaa, excellent swimmers and aquatic way finders. Their skill in the water and their cultural weapons makes them slippery and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shifter|Shifters]] are often called were-touched, half-shifting to a lycanthropic form. They completely have this shifting under control and use it to great effect in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ursan]] are bear folk, ferocious, often unbreakable, and with a hunger for honey. Their need to sleep longer then most and cravings for honey is more then made up for by their powerful claws and thick hide.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tortle|Tortles]] are turtle humanoids, with strong shells, and a love for the simple things. Their natural armor and resilient nature makes them warriors full of stamina and strength.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Treant|Treants]] are tree creatures, ranging from sizes of tiny to large, they are some of the most varied creatures in Drakomere. Their natural resistance to bludgeons counteracts their weakness to axes and flame, and their ability to sense the tremors in the earth around them and to subsist purely on light makes them expert survivalists.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Triton|Tritons]] are frilly humanoids, blue and proud. They inspire others and have great skill both on land and in the sea.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Verdan]] are humanoids born of pure chaos, arrayed on all ends of spectrum of stealth, brawn, skill, and magic.&lt;br /&gt;
&lt;br /&gt;
== Monstrous Races ==&lt;br /&gt;
The following are a set of miscellaneous monstrous races.&lt;br /&gt;
Most races in this section have a Level Adjustment feature, this feature indicates the relative power level of the race and balances accordingly. Level adjustment lowers the levels you have in classes, but does not lower your effective character level, for example, a Harpy has a level adjustment of 1, if you were a 3rd level Harpy Wizard, you would be a 2nd level Wizard, and being a Harpy would use one of those levels.&lt;br /&gt;
This is all incredibly homebrewed material and will be worked on as the campaign is played.&lt;br /&gt;
&lt;br /&gt;
To-Make: Aboleth, Troll, Lycanthropes, Elementals, Ettercaps, Dragons, Animated Objects, Blights, Draco-Sphinxes, Yetis&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harpy]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ogre]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Half Races ==&lt;br /&gt;
Below are a list of half-races to choose from, this list will most likely be incomplete for a while, and it may be done in a very different way in the future.&lt;br /&gt;
&lt;br /&gt;
== Rare Races ==&lt;br /&gt;
Below are the uncommon and rare races in Drakomere. These races are most likely to not show up in games and most player characters wouldn&#039;t be one of them. If you want to play a rare race, talk to your DM about why you&#039;re one of them.&lt;br /&gt;
&lt;br /&gt;
[[Aasimar]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aarakocra]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Changeling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dhampir]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Dwarves]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gith]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Giff]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnomes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hadozee]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harengon]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hexblood]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kenku]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Kethie]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Orc]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Owlin]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plasmoid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reborn]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Satyr]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Simic Hybrid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tabaxi]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thri-Kreen]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tiefling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vedalken]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warfoged]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Yuan-Ti]]&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Ork&amp;diff=4415</id>
		<title>Ork</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Ork&amp;diff=4415"/>
		<updated>2026-06-05T02:19:41Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Cloven Ork */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Orks ==&lt;br /&gt;
flavor flavor flavor, lore lore lore&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cloven Ork ===&lt;br /&gt;
The Cloven Orks hail from the northern tundras of the Steel Shroud, they have serrated cloven hooves. They are often built much stronger than the various Podal Orks. They also have incredibly strong glutes, quadriceps, calves, and hamstrings. They have a rich oral tradition and history.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Strength Score increases by 1, your Constitution Score increases by 1, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 35ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Kzaa and Shiliekh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forstborne.&#039;&#039;&#039; You gain Resistance to Cold Damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloven Feet.&#039;&#039;&#039; Your serrate cloven hooves allow you to ignore the Slowed Condition from Difficult Terrain, and you have Advantage on Saving Throws to resist being pushed, pulled, or knocked Prone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless Endurance.&#039;&#039;&#039; When you are reduced to 0 Hit Points, you can drop to 1 Hit Point instead. You can use this Feature once per Long Rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voluntary Adrenaline.&#039;&#039;&#039; You engage your adrenal glands giving you a burst of energy. You can make a single Weapon Attack, cast an Attack Cantrip as if you were at 1st Level, or take the Dash or Disengage Action, as a Free Action. You regain the use of this Feature after a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Legs.&#039;&#039;&#039; Whenever you Jump, you can Jump the maximum distance without needing a running start. Additionally the minimum distance of your Long Jump by 35ft, and the minimum distance of your High Jump is 20ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tales of Old.&#039;&#039;&#039; The oral histories of your home land have been engrained in you from a young age. You gain Proficiency in History.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Ork&amp;diff=4414</id>
		<title>Ork</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Ork&amp;diff=4414"/>
		<updated>2026-06-05T02:18:38Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Cloven Ork */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Orks ==&lt;br /&gt;
flavor flavor flavor, lore lore lore&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cloven Ork ===&lt;br /&gt;
The Cloven Orks hail from the northern tundras of the Steel Shroud, they have serrated cloven hooves. They are often built much stronger than the various Podal Orks. They also have incredibly strong glutes, quadriceps, calves, and hamstrings. They have a rich oral tradition and history.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Strength Score increases by 1, your Constitution Score increases by 1, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 35ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Kzaa and Shiliekh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forstborne.&#039;&#039;&#039; You gain Resistance to Cold Damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloven Feet.&#039;&#039;&#039; Your serrate cloven hooves allow you to ignore the Slowed Condition from Difficult Terrain, and you have Advantage on Saving Throws to resist being pushed, pulled, or knocked Prone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless Endurance.&#039;&#039;&#039; When you are reduced to 0 Hit Points, you can drop to 1 Hit Point instead. You can use this Feature once per Long Rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voluntary Adrenaline.&#039;&#039;&#039; You engage your adrenal glands giving you a burst of energy. You can make a single Weapon Attack, or cast an Attack Cantrip as if you were at 1st Level, as a Free Action. You regain the use of this Feature after a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Legs.&#039;&#039;&#039; Whenever you Jump, you can Jump the maximum distance without needing a running start. Additionally the minimum distance of your Long Jump by 35ft, and the minimum distance of your High Jump is 20ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tales of Old.&#039;&#039;&#039; The oral histories of your home land have been engrained in you from a young age. You gain Proficiency in History.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Ork&amp;diff=4413</id>
		<title>Ork</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Ork&amp;diff=4413"/>
		<updated>2026-06-05T02:16:00Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Cloven Ork */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Orks ==&lt;br /&gt;
flavor flavor flavor, lore lore lore&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cloven Ork ===&lt;br /&gt;
The Cloven Orks hail from the northern tundras of the Steel Shroud, they have serrated cloven hooves. They are often built much stronger than the various Podal Orks. They also have incredibly strong glutes, quadriceps, calves, and hamstrings. They have a rich oral tradition and history.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Strength Score increases by 1, your Constitution Score increases by 1, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 35ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Kzaa and Shiliekh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forstborne.&#039;&#039;&#039; You gain Resistance to Cold Damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloven Feet.&#039;&#039;&#039; Your serrate cloven hooves allow you to ignore the Slowed Condition from Difficult Terrain, and you have Advantage on Saving Throws to resist being pushed, pulled, or knocked Prone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless Endurance.&#039;&#039;&#039; When you are reduced to 0 Hit Points, you can drop to 1 Hit Point instead. You can use this Feature once per Long Rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voluntary Adrenaline.&#039;&#039;&#039; You engage your adrenal glands giving you a burst of energy. You can make a single Weapon Attack, or cast an Attack Cantrip as if you were at 1st Level, as a Free Action. You regain the use of this Feature after a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Legs.&#039;&#039;&#039; Whenever you Jump, you can Jump the maximum distance without needing a running start. Additionally you increase the distance of your Long Jump by 10ft, and your High Jump by 5ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tales of Old.&#039;&#039;&#039; The oral histories of your home land have been engrained in you from a young age. You gain Proficiency in History.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Ork&amp;diff=4412</id>
		<title>Ork</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Ork&amp;diff=4412"/>
		<updated>2026-06-05T02:14:36Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;== Orks == flavor flavor flavor, lore lore lore   === Cloven Ork === The Cloven Orks hail from the northern tundras of the Steel Shroud, they have serrated cloven hooves. They are often built much stronger than the various Podal Orks. They also have incredibly strong glutes, quadriceps, calves, and hamstrings. They have a rich oral tradition and history.  &amp;#039;&amp;#039;&amp;#039;Ability Score Increase.&amp;#039;&amp;#039;&amp;#039; Your Strength Score increases by 1, your Constitution Score increases by 1, and your Ch...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Orks ==&lt;br /&gt;
flavor flavor flavor, lore lore lore&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cloven Ork ===&lt;br /&gt;
The Cloven Orks hail from the northern tundras of the Steel Shroud, they have serrated cloven hooves. They are often built much stronger than the various Podal Orks. They also have incredibly strong glutes, quadriceps, calves, and hamstrings. They have a rich oral tradition and history.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Strength Score increases by 1, your Constitution Score increases by 1, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a Walking Speed of 35ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Kzaa and Shiliekh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forstborne.&#039;&#039;&#039; You gain Resistance to Cold Damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloven Feet.&#039;&#039;&#039; Your serrate cloven hooves allow you to ignore the Slowed Condition from Difficult Terrain, and you have Advantage on Saving Throws to resist being pushed, pulled, or knocked Prone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless Endurance.&#039;&#039;&#039; When you are reduced to 0 Hit Points, you can drop to 1 Hit Point instead. You can use this Feature once per Long Rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voluntary Adrenaline.&#039;&#039;&#039; You engage your adrenal glands giving you a burst of energy. You can make a single Weapon Attack, or cast an Attack Cantrip as if you were at 1st Level, as a Free Action. You regain the use of this Feature after a Long Rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Legs.&#039;&#039;&#039; Whenever you Jump, you can Jump the maximum distance without needing a running start. Additionally you increase the distance of your Long Jump by 10ft, and your High Jump by 5ft.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Races&amp;diff=4411</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Races&amp;diff=4411"/>
		<updated>2026-06-05T01:56:48Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Reworked Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reworked Races ==&lt;br /&gt;
Below are the Races in Drakomere, that when complete, will be the only races playable in Drakomere (there are always exceptions to the rule).&lt;br /&gt;
The goal is for each race to have subraces.&lt;br /&gt;
&lt;br /&gt;
[[Kalashtari]]&lt;br /&gt;
&lt;br /&gt;
[[Plumbite]]&lt;br /&gt;
&lt;br /&gt;
[[ThrQrinn]]&lt;br /&gt;
&lt;br /&gt;
[[Highborne]]&lt;br /&gt;
&lt;br /&gt;
[[Automaton]]&lt;br /&gt;
&lt;br /&gt;
[[Dragonwrought]]&lt;br /&gt;
&lt;br /&gt;
[[Ork]]&lt;br /&gt;
&lt;br /&gt;
== Common Races ==&lt;br /&gt;
Below are the common Races in Drakomere, if you wish to play another race, talk to your DM about it.&lt;br /&gt;
Your creature type is assumed to be Humanoid, your base Walking Speed is assumed to be 30ft, and your size is assumed to be Medium unless otherwise stated.&lt;br /&gt;
Some features imply they are based on culture, such as the Bugbear’s Surprise Attacks, or the Dragonwrought&#039;s Air of Authority, if you don’t feel these fit your character, work with your DM to create, or swap it out for a comparably powered feature. Most skill proficiencies and languages are also cultural, if you don’t feel these fit with your character, work with your DM to swap them out for more fitting ones.&lt;br /&gt;
&lt;br /&gt;
FYI: There&#039;s still some info to add to the races like Age and Alignment, if it is not present, just ask your DM for what it would roughly be.&lt;br /&gt;
&lt;br /&gt;
[[Bugbear|Bugbears]] are neither bugs nor bears, they are the hulking cousins of goblins and hobgoblins. They are stealthy hunters, using their long limbs to gain the upper hand on their enemy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[(aazh&#039;-aal (Centaurs)]] have the upper bodies, down to the waist, of muscular humans, but below the waist, they have the bodies of muscular horses. They&#039;re powerful bodies and large sizes make them feared fighters and fast runners.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crystalkin|Crystalkin]] are  crystalline humanoids, floating a few feet off the ground, with psychic and radiant abilities. Their innate powers make them feared mages and spellcasters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Depricated Dragonwrought]] are dragon-esque humanoids, with features and abilities based on which type of dragon their wrought from. Their brawn and innate breath weapons make them dangerous combatants on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Deepling|Deeplings]] are writhing masses of tentacles, capable of shifting into many forms and camouflaging themselves. They&#039;re innate stealth makes them excellent ambushers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dwarf|Dwarves]] are stout humanoids, descended from a race of giants forgotten long ago. They&#039;re proud and hardy culture and physiology makes them adept brawlers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faerie|Faeries]] are tiny fey creatures, endlessly curious and adaptable, they try numerous occupations and hobbies. They&#039;re adaptability makes them an unending source of utility.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Firbolg|Firbolgs]] are large humanoids directly descended from Giants, but cursed to become more passive and peaceful, which they have embraced. Their harmony with nature and natural caring intuition makes them wonderful supporters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Genasi]] are half-genies, either by lineage or given power, with strong innate elemental prowess. This strength and resilience to elements make them varied, wild, and resistant warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grung]] are frog-like humanoids, descended from unthinkable monsters and pure elemental power. Their wicked claws and elemental skin-coating makes them a force to be reckoned with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnoll|Gnolls]] are hyena humanoids, twisted by aberrant forces but brought back from madness by Sardior. They have an adaptable, varied, and either wildly ferocious or skilled and tactical combat style.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goblin|Goblins]] are short, green, and sneaky humanoids, related to bugbears and hobgoblins. Their short stature and wiry nature makes them almost implacable.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goliath|Goliaths]] are tall, beefy humanoids, related to Dwarves, they have massive power and muscles. Their innate resilience and strength makes them insurmountable towers to take down.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Halfling|Halflings]] are a laid back folk, descended from a particular family of Half-Kethie-Dwarves. Even though the majority are usually content to live in their homes with simple pleasures, those who adventure use their inexplicable luck and their foes underestimation of them to great effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hobgoblin|Hobgoblins]] are the third Goblinoid race, along with Goblins and Bugbears. They have a natural gift for command, and become more powerful with more allies, which is used to great extent in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Human|Humans]] are adaptable, strong-willed, and unshakable. With a natural talent for magic, sword, and skill, they can do anything they put their minds to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ìqáalìe]] are lizard humanoids, generally reclusive, with innate magic for communication. Their unique culture and sharp teeth make them skilled warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legacy Kalashtari|Kalashtari]] are psychically gifted humans, descended from the Kalashtar, having lost their connection to their previous source of psionic power, they began filling their minds with fictional worlds and stories. Their expansive minds and storied subconscious makes them resilient to psychic invasion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kethie]] are denizens of the Lierethi, a forest continent, in other worlds they would be called Elves, they are expert hunters, able to speak in a single-handed sign language. Their skill with hunting makes them skilled and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kobold|Kobolds]] are smaller draconic humanoids, based on where they live, they are generally either treated horribly or accepted in society. No matter how they&#039;re treated, Kobolds are naturally sneaky and creative, using both of these to great effect, either cowering to distract enemies, or roaring to inspire allies.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Leonin]] are lion humanoids from the Wild-Plains, along with Centaurs, Ursan, and others. With a culture of Might Makes Right, Leonin are a ferocious flurry of claws and teeth on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Locathah]] are fish folk who live in the Archipelago along with Loxodon, Triton, and Ìqáalìe. Their scaly skin and surprising strength makes them unexpectedly effective warriors in combat&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loxodon]] are large elephant folk who lead the day-to-day duties of the established cities in the Archipelago. They&#039;re large trunks, thick hide, and brawny arms makes them tough opponents on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minotaur|Minotaurs]] are bull folk, strong willed, curly horned, and muscly. They are ferocious opponents in combat and have an exceptional memory.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Otterfolk]] are residents of Mooraarbaa, excellent swimmers and aquatic way finders. Their skill in the water and their cultural weapons makes them slippery and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shifter|Shifters]] are often called were-touched, half-shifting to a lycanthropic form. They completely have this shifting under control and use it to great effect in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ursan]] are bear folk, ferocious, often unbreakable, and with a hunger for honey. Their need to sleep longer then most and cravings for honey is more then made up for by their powerful claws and thick hide.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tortle|Tortles]] are turtle humanoids, with strong shells, and a love for the simple things. Their natural armor and resilient nature makes them warriors full of stamina and strength.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Treant|Treants]] are tree creatures, ranging from sizes of tiny to large, they are some of the most varied creatures in Drakomere. Their natural resistance to bludgeons counteracts their weakness to axes and flame, and their ability to sense the tremors in the earth around them and to subsist purely on light makes them expert survivalists.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Triton|Tritons]] are frilly humanoids, blue and proud. They inspire others and have great skill both on land and in the sea.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Verdan]] are humanoids born of pure chaos, arrayed on all ends of spectrum of stealth, brawn, skill, and magic.&lt;br /&gt;
&lt;br /&gt;
== Monstrous Races ==&lt;br /&gt;
The following are a set of miscellaneous monstrous races.&lt;br /&gt;
Most races in this section have a Level Adjustment feature, this feature indicates the relative power level of the race and balances accordingly. Level adjustment lowers the levels you have in classes, but does not lower your effective character level, for example, a Harpy has a level adjustment of 1, if you were a 3rd level Harpy Wizard, you would be a 2nd level Wizard, and being a Harpy would use one of those levels.&lt;br /&gt;
This is all incredibly homebrewed material and will be worked on as the campaign is played.&lt;br /&gt;
&lt;br /&gt;
To-Make: Aboleth, Troll, Lycanthropes, Elementals, Ettercaps, Dragons, Animated Objects, Blights, Draco-Sphinxes, Yetis&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harpy]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ogre]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Half Races ==&lt;br /&gt;
Below are a list of half-races to choose from, this list will most likely be incomplete for a while, and it may be done in a very different way in the future.&lt;br /&gt;
&lt;br /&gt;
== Rare Races ==&lt;br /&gt;
Below are the uncommon and rare races in Drakomere. These races are most likely to not show up in games and most player characters wouldn&#039;t be one of them. If you want to play a rare race, talk to your DM about why you&#039;re one of them.&lt;br /&gt;
&lt;br /&gt;
[[Aasimar]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aarakocra]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Changeling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dhampir]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Dwarves]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gith]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Giff]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnomes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hadozee]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harengon]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hexblood]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kenku]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Kethie]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Orc]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Owlin]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plasmoid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reborn]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Satyr]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Simic Hybrid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tabaxi]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thri-Kreen]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tiefling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vedalken]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warfoged]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Yuan-Ti]]&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Highborne&amp;diff=4410</id>
		<title>Highborne</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Highborne&amp;diff=4410"/>
		<updated>2026-06-04T14:24:12Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Raptor Highborne */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Highborne ==&lt;br /&gt;
Highborne are tall, slender humanoids with large wings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three subraces&lt;br /&gt;
one lives on baobabs with gigantism in more forest-y area (storks?) [baobabs living in area with higher water due to being MUCH larger, probably a cousin to a baobab than actually being a straight up gigantic baobab] would be very tribal, might makes right, big and strong, some ancestral stuff probably&lt;br /&gt;
one lives in savannah with acacia trees with gigantism [sociable weavers] definitely have a defined court, royalty, and nobility system, very historic families&lt;br /&gt;
one lives in an arctic environment with pine trees with gigantism [osprey] more built as specialist warriors, quick and lethal, society built upon specialized &amp;quot;breedpairs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
don&#039;t have mammary glands cause they feed their young via regurgitation&lt;br /&gt;
have bird characteristics but NOT bird people, would hatch from eggs, would NOT have beaks, for example.&lt;br /&gt;
Wings separate from arms, they protrude from the back, flight power vs weight explained via being semi-imbued magically due to khaagaazh&lt;br /&gt;
&lt;br /&gt;
=== Weaver Highborne ===&lt;br /&gt;
Weaver Highborne create massive nests in the mega-acacias of the southern continent of the Wild Plains. They have very structured hierarchies, and ancient noble families sretching across Ages of Drakomere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, your Dexterity Score increases by 1, and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syrinxal Vocal Structure.&#039;&#039;&#039; You have a two-sided vocal organ, with both sides working independently. This allows you to speak with incredible melody, creating two notes at once, and to speak with great volume.&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can scream with both sides of your syrinx, creating an incredibly loud shout. All Creatures within 30ft of you must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier. On a failed Save, a Creature takes 2d8 Thunder Damage and is Deafened for 1 Minute, and takes half as much Damage on successful Save and is not Deafened.&amp;lt;br&amp;gt;&lt;br /&gt;
After you use this feature in this way, you&#039;re vocal chords ache, and you can only speak in a whisper for 1 Minute. During this time, whenever you cast a Spell with Verbal Components, Creatures you target have Advantage on Saving Throws, and you have Disadvantage on Spell Attack Rolls for those Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest, and you cannot use this ability while your vocal chords ache.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sociable Societies.&#039;&#039;&#039; Your nature of society building has imbued you with abilities to understand and build up a society. You gain Proficiency in Insight, and one Set of [[Adventuring Gear#Artisan&#039;s Tools|Artisan&#039;s Tools]] of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancient Nests.&#039;&#039;&#039; The ancient Citynests of the Weaver Highborne have taught you to recognize the innate Hierarchy and structures of cities. You can recognize various castes and social rankings of a city with ease.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you ignore the Slowed Condition when moving through Difficult Terraina nd hostile Creatures, additionally, you can occupy the same space as a friendly Creature.&lt;br /&gt;
&lt;br /&gt;
=== Raptor Highborne ===&lt;br /&gt;
[Based off of ospreys, live in pine trees in the norhtern continent in the frost, has breedpair society]&lt;br /&gt;
&lt;br /&gt;
they would have an initiative sharing &amp;quot;bond&amp;quot; feature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, and your Dexterity Score increases by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;br /&gt;
&lt;br /&gt;
=== Storker Highborne ===&lt;br /&gt;
[Based off of maribou storks and lives in the boababs of the middle continent in the forest-y area, has tribal, might makes right, systems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your Intelligence Score increases by 1, and your Strength Score increases by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed, as well as a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Artificer&amp;diff=4409</id>
		<title>Artificer</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Artificer&amp;diff=4409"/>
		<updated>2026-05-31T01:16:38Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Class Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Artificer =&lt;br /&gt;
A graying halfling hunched over his workbench, carefully adjusting the clockwork mechanism that would power his creation. Before him laid an automaton of intricate iron gears within a suit of plate armor, built to resemble a large halfling. As the tiny inventor affixed his signature mithril mustache to the face plate, a jolt of electric-blue magic flashed from the automaton. With a sharp motion, the Steel Defender sat upright and awaited the first command of its creator.&amp;lt;br&amp;gt;&lt;br /&gt;
The goblin delicately made his way down the tunnel that he had booby-trapped with vials &lt;br /&gt;
of noxious fumes and acids. This was the third time this year his clan had moved burrows to avoid being raided by adventuring parties, and the inventive goblin was determined to protect the newest home burrow. He was confident that this time he would stop the adventurers that always seemed to find their way to his home.&amp;lt;br&amp;gt;&lt;br /&gt;
A young human woman, wearing a leather apron over her fine clothes, flexed the steel gauntlet she had just enchanted. As she closed her fist the gauntlet let forth a blinding arc of lavender lightning, destroying the table on the opposite side of the room. As the dust settled, she affixed the gauntlet to her now complete suit of Arcane Armor. When she revealed this, her latest creation, to her father, he would have no choice but to finally show her his approval.&amp;lt;br&amp;gt;&lt;br /&gt;
Relentless in their pursuit of innovation, artificers are defined by their insatiable curiosity and willingness to push the limits of arcane invention, even at great risk to themselves. For most artificers, they stake their personal value on the fruits of their experimentation, and they see mastering the basics of their chosen craft as the first step toward true greatness.&amp;lt;br&amp;gt;&lt;br /&gt;
Deep down, the goal of every artificer is the discovery of a new groundbreaking invention, magical or otherwise. Some artificers are engineers, students of science and warfare, who bring their considerable intellect to bear to construct deadly weapons augmented with magic. Others view themselves as artists, combining the rigid formulas of arcane magic with the artisanal touch of their own specialized tools and spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Almost every artificer has a rival, most often another artificer who they seek to outdo at every turn. These intense rivalries are the sole motivation of some artificers, and outdoing their rival is more valuable than any fame or riches they could gain from their discoveries. Many are willing to risk everything they have to achieve a new breakthrough before their rival.&amp;lt;br&amp;gt;&lt;br /&gt;
By the same token, artificers with similar philosophies and aims often band together in loose artisan&#039;s guilds. They share insights and discoveries, hoping to keep ahead of rival guilds by pooling resources and working as a team. However, even when working together, most artificers are protective of any insights they think could lead to a groundbreaking discovery.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+| Class Table&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Proficiency Bonus !! Features !! Infusions Known !! Experience Points&lt;br /&gt;
|-&lt;br /&gt;
| 1st || +2 || [[Artificer#Infusions|Infusions]], [[Artificer#Artificer Specialization|Artificer Specialization]] || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || +2 || [[Artificer#Spellcasting|Spellcasting]], [[Artificer#Tool Magic|Tool Magic]] || 2 || 300&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || +2 || [[Artificer#Artificer Specialization|Artificer Specialization Feature]] || 3 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || +2 || [[Artificer#Ability Score Improvements|Ability Score Improvement]] || 3 || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || +3 || [[Artificer#Artificer Specialization|Artificer Specialization Feature]] || 4 || 6,000&lt;br /&gt;
|-&lt;br /&gt;
| 6th || +3 || [[Artificer#Tool Expert|Tool Expert]], [[Artificer#The Right Tool for the Job|The Right Tool for the Job]] || 4 || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 7th || +3 || [[Artificer#Flash of Genius|Flash of Genius]] || 5 || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 8th || +3 || [[Artificer#Ability Score Improvements|Ability Score Improvement]] || 5 || 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 9th || +4 || - || 6 || 60,000&lt;br /&gt;
|-&lt;br /&gt;
| 10th || +4 || [[Artificer#Magic Item Mastery|Magic Item Mastery (4)]] || 6 || 80,000&lt;br /&gt;
|-&lt;br /&gt;
| 11th || +4 || - || 7 || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| 12th || +4 || [[Artificer#Ability Score Improvements|Ability Score Improvement]] || 7 || 120,000&lt;br /&gt;
|-&lt;br /&gt;
| 13th || +5 || - || 8 || 140,000&lt;br /&gt;
|-&lt;br /&gt;
| 14th || +5 || [[Artificer#Arcane Breakthrough|Arcane Breakthrough]], [[Artificer#Magic Item Mastery|Magic Item Mastery (6)]] || 8 || 160,000&lt;br /&gt;
|-&lt;br /&gt;
| 15th || +5 || [[Artificer#Artificer Specialization|Artificer Specialization Feature]] || 9 || 180,000&lt;br /&gt;
|-&lt;br /&gt;
| 16th || +5 || [[Artificer#Ability Score Improvements|Ability Score Improvement]] || 9 || 200,000&lt;br /&gt;
|-&lt;br /&gt;
| 17th || +6 || - || 10 || 225,000&lt;br /&gt;
|-&lt;br /&gt;
| 18th || +6 || [[Artificer#Magic Item Mastery|Magic Item Mastery (8)]] || 10 || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| 19th || +6 || [[Artificer#Ability Score Improvements|Ability Score Improvement]] || 11 || 300,000&lt;br /&gt;
|-&lt;br /&gt;
| 20th || +6 || [[Artificer#Soul of Artifice|Soul of Artifice]] || 11 || 350,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Information ===&lt;br /&gt;
&#039;&#039;&#039;Hit Dice.&#039;&#039;&#039; 1d8 per Artificer Level&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level Hitpoints.&#039;&#039;&#039; 8 + your Constitution Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Higher Level Hitpoints.&#039;&#039;&#039; 1d8 (increase to 5) + your Constitution Modifier per Artificer Level after 1st&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies.&#039;&#039;&#039; [[Armor and Weapons#Simple Weapons|Simple Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tool Proficiencies.&#039;&#039;&#039; [[Adventuring Gear#Artisan&#039;s Tools|Tinker&#039;s Tools]] and two [[Adventuring Gear#Tools|Tools]] of your choice&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw Proficiencies.&#039;&#039;&#039; Constitution and Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies.&#039;&#039;&#039; Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Sleight of Hand&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment.&#039;&#039;&#039; Two [[Armor and Weapons#Simple Weapons|Simple Weapons]] of your choice, a [[Adventuring Gear#Tools|Set of Tools]] of your choice, a Set of [[Adventuring Gear#Artisan&#039;s Tools|Tinker&#039;s Tools]], an [[Equipment Packs|Equipment Pack]], [[Armor and Weapons#Light Armor|Leather Armor]] or [[Armor and Weapons#Medium Armor|Scale Mail]], and a [[Armor and Weapons#Simple Ranged Weapons|Light Crossbow]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Artificer Features Summarized&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Infusions|Infusions]] || 1st || You get special abilities you can imbue into items&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Artificer Specialization|Artificer Specialization]] || 1st || You choose your subclass, and gain features at 1st, 3rd, 5th, 9th and 15th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Spellcasting|Spellcasting]] || 2nd || You gain half Spellcasting that uses Intelligence and Learning Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Tool Magic|Tool Magic]] || 2nd || You get a Cantrip based on what Set of Tools you&#039;re holding&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Tool Expert|Tool Expert]] || 6th || You have Expertise in all Tools you have Proficiency with and add half your Proficiency Bonus to the Tools you don&#039;t have Proficiency with&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#The Right Tool for the Job|The Right Tool for the Job]] || 6th || You can use Tools to make other Tools&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Flash of Genius|Flash of Genius]] || 7th || You can add your Intelligence Modifier to the Ability Checks and Saving Throws of you or your allies&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Magic Item Mastery|Magic Item Mastery (4)]] || 10th || You can attune to four magic items&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Arcane Breakthrough|Arcane Breakthrough]] || 14th || You can attune to any magic item and can craft magic items better&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Magic Item Mastery|Magic Item Mastery (6)]] || 14th || You can attune to six magic items&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Magic Item Mastery|Magic Item Mastery (8)]] || 18th || You can attune to eight magic items&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Soul of Artifice|Soul of Artifice]] || 20th || You get buffs to your Saving Throws based on how many magic items you&#039;re attuned to, you can lose attunement to an item to choose not to die, and your Infused items can contain your soul if you die&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Infusions ====&lt;br /&gt;
&#039;&#039;1st Level Artificer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned to imbue objects with your signature brand of magic in order to produce wondrous items. You learn two Infusions of your choice from the list at the end of this class. The Infusions Known column of the Artificer table shows when you learn more Infusions of your choice.&amp;lt;br&amp;gt;&lt;br /&gt;
At the end of a Long rest, as long as you have [[Adventuring Gear#Artisan&#039;s Tools|Tinker&#039;s Tools]], you can replace one Infusion you know with another Infusion of your choice, as long as you meet all of its Prerequisites.&amp;lt;br&amp;gt;&lt;br /&gt;
At the end of a Long Rest, you can use your [[Adventuring Gear#Artisan&#039;s Tools|Tinker&#039;s Tools]] to imbue an Infusion you know into an object. To do so, you must be able to touch the object with your [[Adventuring Gear#Artisan&#039;s Tools|Tools]].&amp;lt;br&amp;gt;&lt;br /&gt;
If the Infusion requires attunement, you can attune to the object the instant you Infuse it, or you can forgo attunement so another creature can attune to it. To attune to the Infused item later, you must follow the normal attunement process.&amp;lt;br&amp;gt;&lt;br /&gt;
The Infusion remains in an item indefinitely. If you die, the Infusion vanishes after a number of days have passed equal to your Intelligence Modifier. Infusions vanish immediately if you give up your knowledge of one to learn another, or imbue the Infusion into another object.&amp;lt;br&amp;gt;&lt;br /&gt;
You can Infuse multiple objects at the end of each Long Rest, up to one for each Infusion you know. Each Infusion can be in only one object at a time, and no object can bear more than one Infusion. If you transfer an Infusion to a new object, any previous instance of that Infusion immediately ends.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Artificer Specialization ====&lt;br /&gt;
&#039;&#039;1st, 3rd, 5th, 9th, and 15th Level Artificer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You choose one of the Artificer Specializations in the table below that represents the arcane research and inventions you make.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Artificer Specializations&lt;br /&gt;
|-&lt;br /&gt;
! Artificer Specialization !! Complexity (1-5) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Aeronaut| Master Aeronaut]] || 2 || You create a Flying Machine that you use to soar through the sky, becoming accustomed and more powerful if you fight while airborne.&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Alchemist|Master Alchemist]] || 3 || You create a Homunculus Servant and create various elixirs that replicate the effects of Spells that you toss around the battlefield for you or your allies to drink, or to throw and smash to create devastating effects.&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Archivist|Master Archivist]] || 2 || You awaken a mind in an object of your choosing which you use to cast your Spells and overload the minds of your foes while staying in touch with those who bear your Infused items.&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Armorer|Master Armorer]] || 1 || You create a set of Arcane Gauntlets and Armor to enhance your combat prowess with several different models to choose from.&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Artillerist|Master Artillerist]] || 3 || You create an Eldritch Cannon which you use to burn down or precisely shoot your foes or to protect your allies all the while launching projectiles at your foes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Augmenter|Master Augmenter]] || 3 || You gain a hidden Blade and the ability to augment your body with prosthetics as you build onto yourself to attain your perfect physical form.&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Battle Smith|Master Battle Smith]] || 2 || You create a powerful ally to assist you in combat, a Steel Defender which you augment and upgrade over time to make it uniquely suited to you and your purposes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Biomancer|Master Biomancer]] || 3 || You experiment with biology to create a special familiar and augment your body as you perfect your body and shape yourself to your vision of what life should be.&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Chronothief|Master Chronothief]] || 2 || You create a Chronometer, yielded from your experiments with Chronomancy magic, which you use to to warp time to your liking as you shape the world around you.&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Composer|Master Composer]] || 3 || You gain a mastery over instruments as you create your own unique Musical Apparatus that you use to master sound waves and assault your enemies ears.&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Dungeoneer|Master Dungeoneer]] || 3 || You become more scrappy than other Artificers, using the environment around you to create the random items and Weapons you need at any given moment.&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Forgewright|Master Forgewright]] || 2 || You begin to perfect a single Weapon of your choice, shaping it perfectly to your desires as you use your Spells cause it to deal death and destruction to your foes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Machinist|Master Machinist]] || 3 || You know the value of quantity over quality, creating many machines that each serve their own purpose and dissolve after that purpose has been achieved, after all: &#039;&#039;&amp;quot;Quantity has a quality all its own.&amp;quot; - Joseph Stalin&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Puppeteer|Master Puppeteer]] || 4 || You use magical strings to assist your allies as you guide them to the correct actions as well as completely control your foes with these same strings like a subtle puppet master, helping and harming from the sidelines&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Wandslinger|Master Wandslinger]] || 3 || You create a special Arcane Sidearm to use as a Weapon in combat and gain a couple unique ways to use it to fit to every situation.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting ====&lt;br /&gt;
&#039;&#039;2nd Level Artificer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability.&#039;&#039;&#039; Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC.&#039;&#039;&#039; 8 + your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus.&#039;&#039;&#039; Your Intelligence Modifier + your Proficiency Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Focus.&#039;&#039;&#039; A [[Adventuring Gear#Tools|Set of Tools]] or an Infused object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Learning Method.&#039;&#039;&#039; You start knowing 2 Spells, and then Learn 1 new Spell every odd Level.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ [[Artificer Spells|Artificer Spell List]]&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th !! 5th&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 2 || 2 || 2 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 2  || 3 || 3 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 3 || 3 || 3 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 3 || 4 || 4 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 3 || 4 || 4 || 2 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 3 || 5 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 3 || 5 || 4 || 3 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 3 || 6 || 4 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10th || 4 || 6 || 4 || 3 || 2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 11th || 4 || 7 || 4 || 3 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 12th || 4 || 7 || 4 || 3 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 4 || 8 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 14th || 4 || 8 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| 15th || 4 || 9 || 4 || 3 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 16th || 4 || 9 || 4 || 3 || 3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 17th || 4 || 10 || 4 || 3 || 3 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 18th || 4 || 10 || 4 || 3 || 3 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 19th || 4 || 11 || 4 || 3 || 3 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 20th || 4 || 11 || 4 || 3 || 3 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tool Magic ====&lt;br /&gt;
&#039;&#039;2nd Level Artificer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You Learn a Cantrip while you are holding a [[Adventuring Gear#Tools|Set of Tools]]. These Cantrips count as Artificer Spells for you and do not count against your Spells Known. The specific Spells learnt are described in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tool Spells&lt;br /&gt;
|-&lt;br /&gt;
! Set of Tools !! Cantrip &lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Alchemical Tools|Alchemy Kit]] || [[Cantrips#Acid Splash|Acid Splash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Artisan&#039;s Tools|Brewer&#039;s Supplies]] || [[Cantrips#Control Water|Control Water]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Artisan&#039;s Tools|Calligrapher&#039;s Supplies]] || [[Cantrips#Message|Message]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Artisan&#039;s Tools|Carpenter&#039;s Tools]] || [[Cantrips#Thorn Whip|Thorn Whip]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Artisan&#039;s Tools|Cartographer&#039;s Tools]] || [[Cantrips#Gust|Gust]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Artisan&#039;s Tools|Cobbler&#039;s Tools]] || [[Cantrips#Thunderclap|Thunderclap]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Artisan&#039;s Tools|Cook&#039;s Utensils]] || [[Cantrips#Spare the Dying|Spare the Dying]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#General Tools|Disguise Kit]] || [[Cantrips#Minor Illusion|Minor Illusion]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#General Tools|Forgery Kit]] || [[Cantrips#Amanuensis|Amanuensis]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#General Tools|Gaming Set]] || [[Cantrips#Lucky Number|Lucky Number]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Artisan&#039;s Tools|Glassblower&#039;s Tools]] || [[Cantrips#Dazzle|Dazzle]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Alchemical Tools|Herbalism Kit]] || [[Cantrips#Druidcraft|Druidcraft]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Artisan&#039;s Tools|Jeweler&#039;s Tools]] || [[Cantrips#Shooting Star|Shooting Star]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Artisan&#039;s Tools|Leatherworker&#039;s Tools]] || [[Cantrips#Resistance|Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Artisan&#039;s Tools|Mason&#039;s Tools]] || [[Cantrips#Magic Stone|Magic Stone]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Tools|Musical Instrument]] || [[Cantrips#Echoing Strike|Echoing Strike]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#General Tools|Navigator&#039;s Tools]] || [[Cantrips#Guidance|Guidance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Artisan&#039;s Tools|Painter&#039;s Supplies]] || [[Cantrips#Prestidigitation|Prestidigitation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Alchemical Tools|Poisoner&#039;s Kit]] || [[Cantrips#Poison Spray|Poison Spray]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Artisan&#039;s Tools|Potter&#039;s Tools]] || [[Cantrips#Mold Earth|Mold Earth]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]] || [[Cantrips#Produce Flame|Produce Flame]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#General Tools|Thieve&#039;s Tools]] || [[Cantrips#Mage Hand|Mage Hand]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Artisan&#039;s Tools|Tinker&#039;s Tools]] || [[Cantrips#Mending|Mending]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Artisan&#039;s Tools|Weaver&#039;s Tools]] || [[Cantrips#Encode Thoughts|Encode Thoughts]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Adventuring Gear#Artisan&#039;s Tools|Woodcarver&#039;s Tools]] || [[Cantrips#Shillelagh|Shillelagh]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvements ====&lt;br /&gt;
&#039;&#039;4th, 8th, 12th, 16th, and 19th Level Artificer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill and strength expands, choose one of the following:&lt;br /&gt;
*Increase one Ability Score of your choice by 3.&lt;br /&gt;
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1&lt;br /&gt;
*Increases three Ability Scores of your choice by 1.&lt;br /&gt;
*Gain one [[Feats|Feat]] of your choice.&lt;br /&gt;
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tool Expert ====&lt;br /&gt;
&#039;&#039;6th Level Artificer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can quickly and effectively use Tools. You are considered to have Expertise with all [[Adventuring Gear#Tools|Tools]] you are Proficient in. Additionally, you add half your Proficiency Bonus (rounded up) to any rolls you make using [[Adventuring Gear#Tools|Tools]] that you are not Proficient with.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Right Tool for the Job ====&lt;br /&gt;
&#039;&#039;6th Level Artificer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn how to produce exactly the tool you need. By using [[Adventuring Gear#Artisan&#039;s Tools|Artisan&#039;s Tools]], you can magically create one [[Adventuring Gear#Tools|Set of Tools]] of your choice at your feet. This requires 1 hour of uninterrupted work which can be performed during a Short or Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
You can have a number of these [[Adventuring Gear#Tools|Tools]] created with this feature equal to your Intelligence Modifier. If you would create a [[Adventuring Gear#Tools|Set of Tools]] that would cause you to have more than that number created at once, one of [[Adventuring Gear#Tools|Set of Tools]] of your choice created with this feature crumbles to dust.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flash of Genius ====&lt;br /&gt;
&#039;&#039;7th Level Artificer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to come up with solutions under pressure. When you or another creature you can see within 30ft of you makes an Ability Check or a Saving Throw, you can use your Reaction to add your Intelligence Modifier to the roll.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magic Item Mastery ====&lt;br /&gt;
&#039;&#039;10th Level Artificer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have gained a deep understanding of the inner workings of magic items, allowing you greater use of them. You can attune to up to four magic items at once.&amp;lt;br&amp;gt;&lt;br /&gt;
The number of magic items you can attune to at one time increases as you gain Levels in this class: you can attune to 6 magic items at 14th Level, and 8 magic items at 18th Level.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, crafting a magic item with a rarity of Common or Uncommon takes a quarter of the normal time and costs half the normal amount GP for you. When you reach 20th Level in this class, this bonus also applies to Rare and Very Rare magic items.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Breakthrough ====&lt;br /&gt;
&#039;&#039;14th Level Artificer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your expert understanding of magic items allows you to attune to any magic item regardless of any alignment, class, race, Spell, or Level requirements.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Soul of Artifice ====&lt;br /&gt;
&#039;&#039;20th Level Artificer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You imbue a spark of your own essence in the magic items you bear. You gain a +1 bonus to all Saving Throws you make for each of magic item you are attuned to.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you are reduced to 0 Hit Points, you can end your attunement on one magic item or end an Infusion to drop to 1 Hit Point instead.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, if you are killed, any object that bears one of your Infusions counts as part of your body for the purposes of any Spell that would bring you back to life.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Infusions =&lt;br /&gt;
Below are the Infusions available to an Artificer. To select an Infusion, you must meet the Prerequisite in the italics below the name of the Infusion. If the Infusion has a Level listed in these italics, you must have that many Levels in this class to select it. If an Infusion would require a creature to make a Saving Throw, it uses your Spell Save DC.&amp;lt;br&amp;gt;&lt;br /&gt;
To Infuse an object, the object you infuse must match the type of object listed in the italics below the name of the Infusion.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, any improvements caused by reaching certain Levels are only achieved if you have that many Artificer Levels.&amp;lt;br&amp;gt;&lt;br /&gt;
You can select and Infusion multiple times in order to infuse multiple items with it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 1st Level Infusions ==&lt;br /&gt;
==== Adjustable Tool Set ====&lt;br /&gt;
&#039;&#039;Item: a [[Adventuring Gear#Tools|Set of Tools]] (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The user is considered Proficient with this magical [[Adventuring Gear#Tools|Set of Tools]], and as an Action, it can transform this [[Adventuring Gear#Tools|Set of Tools]] into another [[Adventuring Gear#Tools|Set of Tools]] of its choice.&amp;lt;br&amp;gt;&lt;br /&gt;
At 11th Level, this [[Adventuring Gear#Tools|Tool Set]] grants a +1 bonus to Ability Checks Madde with it. This bonus increases to +2 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arm Launcher ====&lt;br /&gt;
&#039;&#039;Item: A glove or gauntlet&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This tiny magical launcher can be loaded with a Tiny object, such as ball bearings, a vial of acid, or holy water. As a Bonus Action, the wearer can activate the launcher and make a Ranged Weapon Attack at a target within 20ft. The launcher can be reloaded as an Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Arcane Focus ====&lt;br /&gt;
&#039;&#039;Item: A [[Armor and Weapons#Spellcasting Focuses|Spellcasting Focus]] (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This item grants the user +1 bonus to Spell Attack Rolls, and it ignores 1/2 Cover when making Spell Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Defense ====&lt;br /&gt;
&#039;&#039;Item: A suit of [[Armor and Weapons#Armor|Armor]] or a [[Armor and Weapons#Shield|Shield]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This item grants the user +1 bonus to its AC while wearing the [[Armor and Weapons#Armor|Armor]] or wielding the [[Armor and Weapons#Shield|Shield]].&amp;lt;br&amp;gt;&lt;br /&gt;
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Instrument ====&lt;br /&gt;
&#039;&#039;Item: a [[Adventuring Gear#Tools|Musical Instrument]] (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The user is Proficient with this magic [[Adventuring Gear#Tools|Instrument]] and can use it as a Spellcasting Focus. Whenever it makes an Ability Check using this [[Adventuring Gear#Tools|Instrument]], it adds your Intelligence Modifier to the Check.&amp;lt;br&amp;gt;&lt;br /&gt;
At 11th Level, this magic [[Adventuring Gear#Tools|Instrument]] grants a +1 bonus to Spell Attack Rolls. This bonus increases to +2 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Tool Set ====&lt;br /&gt;
&#039;&#039;Item: a [[Adventuring Gear#Tools|Set of Tools]] you are Proficient with&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Whenever the user makes an Ability Check with this [[Adventuring Gear#Tools|Set of magical Tools]], it adds your Intelligence Modifier to the Check.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enhanced Weapon ====&lt;br /&gt;
&#039;&#039;Item: A [[Armor and Weapons#Simple Weapons|Simple]] or [[Armor and Weapons#Martial Weapons|Martial Weapon]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This magic [[Armor and Weapons#Weapons|Weapon]] grants the user a +1 bonus to any Attack and Damage Rolls it makes with this infused [[Armor and Weapons#Weapons|Weapon]].&amp;lt;br&amp;gt;&lt;br /&gt;
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Featherweight Belt ====&lt;br /&gt;
&#039;&#039;Item: A belt or cloak (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When worn, this magic belt reduces the user to one-tenth of its weight without decreasing its physical abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
At 11th Level, it reduces the wearer to one-hundredth of its weight without decreasing its physical abilities.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Featherweight Weapon ====&lt;br /&gt;
&#039;&#039;Item: A [[Armor and Weapons#Weapons|Weapon]] without the Light Property (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This magic [[Armor and Weapons#Weapons|Weapon]] loses the Heavy Property if it had it. If the [[Armor and Weapons#Weapons|Weapon]] did not have the Heavy Property, it gains the Light Property.&amp;lt;br&amp;gt;&lt;br /&gt;
At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Goggles of Clearsight ====&lt;br /&gt;
&#039;&#039;Item: A pair of goggles or glasses&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While wearing these goggles, the wearer can see through areas that are Lightly Obscured by magical or mundane phenomena without having Disadvantage on Perception Checks.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the wearer no longer suffers the negative effects of the Sunlight Sensitivity trait, and they have Advantage on Saving Throws to resist the Blinded Condition.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power Whip ====&lt;br /&gt;
&#039;&#039;Item: A [[Armor and Weapons#Martial Melee Weapons|While]] or [[Adventuring Gear#General Equipment|chain]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This magic [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to Attack and Damage rolls made with it, and its Damage Die becomes a 1d8.&amp;lt;br&amp;gt;&lt;br /&gt;
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Repeating Shot ====&lt;br /&gt;
&#039;&#039;Item: A [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapon]] (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This magic [[Armor and Weapons#Weapons|Weapon]] ignores the Loading Property if it has it.&amp;lt;br&amp;gt;&lt;br /&gt;
At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Replicate Magic Item ====&lt;br /&gt;
&#039;&#039;Item: An item of the same type as the magic item you are replicating&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You give the item infused the properties of a Common magic item you choose. If the magic item requires attunement, then this infusion requires attunement for that item.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 5th Level, you can infuse the item with the properties of a Common or Uncommon magic item. When you reach 11th Level you can infuse the item with the properties of a Common, Uncommon, or Rare magic item. When you reach 17th Level you can infuse the item with the properties of a Common, Uncommon, Rare, or Very Rare magic item.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Returning Weapon ====&lt;br /&gt;
&#039;&#039;Item: A [[Armor and Weapons#Weapons|Weapon]] with the Thrown Property&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After making a Ranged Attack with this magic [[Armor and Weapons#Weapons|Weapon]], the [[Armor and Weapons#Weapons|Weapon]] returns to the user&#039;s hand.&amp;lt;br&amp;gt;&lt;br /&gt;
At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ring of Proficiency ====&lt;br /&gt;
&#039;&#039;Item: A ring (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer of this ring gains Proficiency in one Skill and [[Adventuring Gear#Tools|Set of Tools]] that you are Proficient in (your choice when you infuse this item).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 5th Level Infusions ==&lt;br /&gt;
==== Homing Weapon ====&lt;br /&gt;
&#039;&#039;5th Level Item: A [[Armor and Weapons#Weapons|Weapon]] with the Ranged or Thrown Property&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The wielder of this magic [[Armor and Weapons#Weapons|Weapon]] ignores the Disadvantage imposed when Attacking at the [[Armor and Weapons#Weapons|Weapon&#039;s]] Long Range.&amp;lt;br&amp;gt;&lt;br /&gt;
At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Immovable Boots ====&lt;br /&gt;
&#039;&#039;5th Level Item: A pair of boots (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When the wearer is standing on a flat surface, it can use an Action to activate the boots, magically fixing the wearer in place. Until the wearer uses an Action to deactivate the boots, it does not move, even if it is defying gravity.&amp;lt;br&amp;gt;&lt;br /&gt;
A creature can use an Action to make a DC30 Strength (Athletics) Check. On a successful Check, the boots separate from the surface.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Light Blade ====&lt;br /&gt;
5th Level Item: A sword hilt, wand, or similar object (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While grasping the object, the wielder can use a Bonus Action to cause a blade of pure radiance to spring into existence, or cause the same blade to disappear, from the end of this object. While the blade exists, this magic item is considered a [[Armor and Weapons#Simple Melee Weapons|Simple Melee Weapon]] with the Finesse Property that it deals 1d8 Radiant Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The luminous blade emits Bright Light out to a Range of 15ft, and Dim Light an additional 15ft.&amp;lt;br&amp;gt;&lt;br /&gt;
At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Many-Handed Pouch ====&lt;br /&gt;
&#039;&#039;5th Level Item: A number of individual pouches up to your Intelligence Modifier&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
These magic pouches all share one interdimensional space with the capacity of a single pouch. Reaching into an Infused pouch allows access to this shared storage space. A pouch operates as long as it is within 100 miles of another pouch. If a pouch is farther than 100 miles away from another pouch, it will not hold any contents.&amp;lt;br&amp;gt;&lt;br /&gt;
If the Infusion ends, the items stored in the shared space all move into one of the pouches, determined randomly.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mind Sharpener ====&lt;br /&gt;
&#039;&#039;5th Level Item: A suit of [[Armor and Weapons#Armor|Armor]], robes, or similar object&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This item can send a jolt to the wearer that refocuses the mind. The item has 4 charges. When the wearer fails a Constitution Saving Throw to maintain Concentration on an effect, it can use a Reaction to spend 1 of the item&#039;s charges to succeed instead. The item regains all expended charges at dawn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minor Arcane Item ====&lt;br /&gt;
&#039;&#039;5th Level Item: a Tiny object or [[Adventuring Gear#Tools|Set of Tools]] (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You imbue this object with a minor amount of arcane power. Each time you imbue this Infusion into an object, you choose a 1st Level Artificer Spell. This item holds a number of charges equal to your Intelligence Modifier. A creature that holds the item can spend a charge to cast the Spell imbued within, using the Spell&#039;s normal Casting Time and your Spellcasting Ability.&amp;lt;br&amp;gt;&lt;br /&gt;
If the spell requires Concentration, that creature holding the item must Concentrate on the Spell for its Duration. The item regains all expended charges at dawn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Radiant Weapon ====&lt;br /&gt;
&#039;&#039;5th Level Item: A [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a Bonus Action, the wielder can cause this [[Armor and Weapons#Weapons|Weapon]] to emit Bright Light out to a Range of up to 30ft, and Dim Light an additional number of feet equal to the Bright Light. The wielder can extinguish or change the Range of the light as a Bonus Action.&amp;lt;br&amp;gt;&lt;br /&gt;
This magical [[Armor and Weapons#Weapons|Weapon]] has 4 charges. When its wielder hits a creature with this [[Armor and Weapons#Weapons|Weapon]], it can expend 1 charge and force its target to make a Constitution saving throw. On a failure, it is blinded until the beginning of your next turn. This [[Armor and Weapons#Weapons|Weapon]] regains all expended charges at dawn.&lt;br /&gt;
At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Repulsion Gauntlets ====&lt;br /&gt;
&#039;&#039;5th Level Item: A pair of gloves or gauntlets (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These magical gauntlets have 4 charges. When the wearer hits a Large or smaller creature with an Unarmed Strike or with the gauntlets in some other way, it can expend 1 charge and force the target to make a Strength Saving Throw. On a failed Save, the creature is pushed 15ft away from the wielder and falls Prone. These gauntlets regain all of their expended charges at dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Repulsion Shield ====&lt;br /&gt;
&#039;&#039;5th Level Item: A [[Armor and Weapons#Shields|Shield]] (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This magic [[Armor and Weapons#Shields|Shield]] has 4 charges. When the wielder is hit with a Melee Attack, it can spend a charge to force the Attacker to make a Strength Saving Throw. On a failed Save, the Attack is pushed 15ft away from the wielder and falls Prone. The shield regains all of its expended charges at dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
At 11th Level, this [[Armor and Weapons#Shields|Shield]] grants a +1 bonus to its AC. This bonus increases to +2 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ring of Spell Refueling ====&lt;br /&gt;
&#039;&#039;5th Level Item: A ring (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While wearing this magic ring, the wearer can use an Action to recover one of its expended Spell Slots of 3rd Level or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
Once used, the ring can&#039;t be used again until the next dawn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skyfall Harness ====&lt;br /&gt;
&#039;&#039;5th Level Item: a cloak, vest, harness, or similar object&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This magic harness automatically sizes to fit the wearer and can be worn over clothing or [[Armor and Weapons#Armor|Armor]]. It has wing-like fins between its limbs that slow falls and allow wearers to glide.&amp;lt;br&amp;gt;&lt;br /&gt;
When the wearer falls and isn&#039;t [[Conditions#Incapacitated|Incapacitated]], it subtracts up to 100ft from its fall when calculating falling Damage, and it can glide. When the wearer falls at least 10ft, it can use a Reaction to extend the wings to glide horizontally a number of feet equal to its Walking Speed.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wall Shield ====&lt;br /&gt;
&#039;&#039;5th Level Item: a [[Armor and Weapons#Shields|Shield]] (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This magical shield has 4 charges. As an Action, the wielder can expend 1 charge and slam the [[Armor and Weapons#Shields|Shield]] into the ground, causing it to be unusable as a [[Armor and Weapons#Shields|Shield]], to replicate the effects of the [[Level 5#Wall of Stone|Wall of Stone]] Spell. However, it only conjures a number of panels equal to your Intelligence Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
When cast in this way, the Spell does not require the wielder&#039;s Concentration. The wielder can end the spell early by using its Action to remove this Shield from the ground.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== War Gauntlet ====&lt;br /&gt;
&#039;&#039;5th Level Item: An armored gauntlet and a [[Armor and Weapons#Martial Weapons|Martial Weapon]] or [[Armor and Weapons#Shields|Shield]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You attach either a [[Armor and Weapons#Martial Weapons|Martial Weapon]] lacking the Heavy or Two-Handed Property, or a [[Armor and Weapons#Shields|Shield]], to the gauntlet. The wearer has Proficiency with the attached item, and it cannot be removed from the gauntlet while this Infusion is active. The wielder can use the attached item without needing to use a hand.&amp;lt;br&amp;gt;&lt;br /&gt;
At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 11th Level Infusions ==&lt;br /&gt;
==== Armor of Magical Strength ====&lt;br /&gt;
&#039;&#039;11th Level Item: a suit of [[Armor and Weapons#Armor|Armor]] (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This magical [[Armor and Weapons#Armor|Armor]] grants its wearer a +1 bonus to its AC, and its wearer can also use its Intelligence, in place of Strength, for Strength Checks and Saving Throws.&amp;lt;br&amp;gt;&lt;br /&gt;
This [[Armor and Weapons#Armor|Armor]] also has 4 charges. As a Reaction when the wearer would be knocked Prone or moved against its will, it can expend 1 charge to remain standing or not move. The [[Armor and Weapons#Armor|Armor]] regains all of its expended charges at dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
At 17th Level, this [[Armor and Weapons#Armor|Armor]] grants a +2 bonus to AC.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Boots of the Winding Path ====&lt;br /&gt;
&#039;&#039;11th Level Item: A pair of boots (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer of these magical boots can use a Bonus Action to teleport up to 15ft to an unoccupied space to can see.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chameleon Armor ====&lt;br /&gt;
&#039;&#039;11th Level Item: a suit of [[Armor and Weapons#Armor|Armor]] (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This magical [[Armor and Weapons#Armor|Armor]] grants its wearer a +1 bonus to its AC.&amp;lt;br&amp;gt;&lt;br /&gt;
This [[Armor and Weapons#Armor|Armor]] also has 4 charges. While wearing this [[Armor and Weapons#Armor|Armor]] the wearer can use an Action to expend charges and cast one of the following Spells, targeting only itself: Invisibility (2 charges) or Greater Invisibility (4 charges). The [[Armor and Weapons#Armor|Armor]] regains all of its expended charges at dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
At 17th Level, this [[Armor and Weapons#Armor|Armor]] grants a +2 bonus to AC.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Collar of Taming ====&lt;br /&gt;
&#039;&#039;11th Level Item: a metal circlet or collar (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The magic of this collar can tame even the wildest animals. You, and only you, can control any Beast wearing this collar as if it were a trained mount. This collar does not work on Beasts with an Intelligence Score greater than yours.&amp;lt;br&amp;gt;&lt;br /&gt;
At 17th Level, this magic collar allows you to control any Monstrosity with an Intelligence Score lower than yours in the same way.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Elemental Weapon ====&lt;br /&gt;
&#039;&#039;11th Level Item: A [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You infuse this magic [[Armor and Weapons#Weapons|Weapon]] with elemental energy. This Weapon has a +1 bonus to Attack and Damage Rolls. Additionally, when you Infuse the item, choose a command word and one of the following Damage Types: Acid, Cold, Fire, Lightning, Pison, or Lightning. As a Bonus Action, the wielder can speak the [[Armor and Weapons#Weapons|Weapon&#039;s]] command word and cause elemental energy to burst forth from the weapon until the command word is spoken again. On a hit, the [[Armor and Weapons#Weapons|Weapon]] deals an additional 1d6 Damage of the chosen Type.&amp;lt;br&amp;gt;&lt;br /&gt;
At 17th Level, the bonus Damage increases to 2d6 and the bonus to Attack and Damage Rolls increases to a +2.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Greater Arcane Item ====&lt;br /&gt;
&#039;&#039;11th Level Item: a Tiny object or [[Adventuring Gear#Tools|Set of Tools]] (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You imbue this object with a greater amount of arcane power. Each time you imbue this Infusion into an object, you choose a 2nd Level Artificer Spell. This item holds a number of charges equal to your Intelligence Modifier. A creature that holds the item can spend a charge to cast the Spell imbued within, using the Spell&#039;s normal Casting Time and your Spellcasting Ability.&amp;lt;br&amp;gt;&lt;br /&gt;
If the spell requires Concentration, that creature holding the item must Concentrate on the Spell for its Duration. The item regains all expended charges at dawn. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Helm of Awareness ====&lt;br /&gt;
&#039;&#039;11th Level Item: A helm, hat, or similar object (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer of this helm adds your Initiative Modifier to its Initiative Rolls, and it cannot be Surprised.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Metamorphosis Armor ====&lt;br /&gt;
&#039;&#039;11th Level Item: a suit of [[Armor and Weapons#Armor|Armor]] (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This magic suit of [[Armor and Weapons#Armor|Armor]] has 4 charges. As an Action, the wearer can expend a charge to cast the [[Level 2#Enlarge/Reduce|Enlarge/Reduce]] Spell, targeting only itself, without expending a Spell Slot or requiring Concentration. Expending a charge to cast the Spell again ends the effect. This [[Armor and Weapons#Armor|Armor]] regains all expended charges at dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
At 17th Level, the wearer can expend up to two charges at one time to grow or reduce by two Size Categories.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Resistant Armor ====&lt;br /&gt;
&#039;&#039;11th Level Item: A suit of [[Armor and Weapons#Armor|Armor]] (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This magical [[Armor and Weapons#Armor|Armor]] grants its wearer a +1 bonus to its AC, and its wearer gains Resistance to one of the following Damage Types; Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thunder (your choice when you infuse the object).&amp;lt;br&amp;gt;&lt;br /&gt;
At 17th Level, this [[Armor and Weapons#Armor|Armor]] grants a +2 bonus to AC, and you can choose Psychic or Force Damage for the Resistance gained from wearing the Armor.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ring of the Elements ====&lt;br /&gt;
&#039;&#039;11th Level Item: A ring (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Upon infusing this magic ring you select one of the following Damage Types: Acid, Cold, Fire, Lightning, Poison, or Thunder.&amp;lt;br&amp;gt;&lt;br /&gt;
When the wearer casts a Spell of 3rd Level or lower that deals that chosen Damage Type, it can activate the ring to cause the Spell to deal the maximum result possible for the Damage to one target of the Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the wearer uses this ring to maximize the Damage of a Spell it cannot be used again until the next dawn.&amp;lt;br&amp;gt;&lt;br /&gt;
At 17th Level, it can be used on Spells of 5th Level or lower.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vampiric Weapon ====&lt;br /&gt;
&#039;&#039;11th Level Item: A [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When the wielder scores a Crit with this [[Armor and Weapons#Weapons|Weapon]], the target takes an additional 2d6 Necrotic Damage, and the wielder gains Temporary Hit Points equal to the Necrotic Damage dealt. Constructs and Undead are Immune to this additional Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
At 17th Level, the extra Necrotic Damage becomes 4d6.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 17th Level Infusions ==&lt;br /&gt;
==== Boots of Destruction ====&lt;br /&gt;
&#039;&#039;17th Level Item: a pair of boots (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These magic boots have 6 charges. While wearing these magic boots, the wearer can use an Action and spend 1 charge to stomp the ground and cast the Destructive Wave Spell without expending a Spell Slot. The boots regain all expended charges at dawn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Helm of Mind Shielding ====&lt;br /&gt;
&#039;&#039;17th Level Item: A helm, hat, or a similar object (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The wearer of this magic helm gains Resistance to Psychic Damage and Immunity to the [[Conditions#Charmed|Charmed]] and [[Conditions#Frightened|Frightened]] Conditions and magic that allows another creature to read their thoughts or telepathically communicate with them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Masterwork Arcane Item ====&lt;br /&gt;
&#039;&#039;17th Level Item: a Tiny object or [[Adventuring Gear#Tools|Set of Tools]] (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You imbue this object with wondrous arcane power. Each time you imbue this Infusion into an object, you choose a 3rd Level Artificer Spell. This item holds a number of charges equal to your Intelligence Modifier. A creature that holds the item can spend a charge to cast the Spell imbued within, using the Spell&#039;s normal Casting Time and your Spellcasting Ability.&amp;lt;br&amp;gt;&lt;br /&gt;
If the spell requires Concentration, that creature holding the item must Concentrate on the Spell for its Duration. The item regains all expended charges at dawn. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Masterwork Homunculus ====&lt;br /&gt;
&#039;&#039;17th Level Item: A handful of dust&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have discovered the secrets to the creation of life. You learn the [[Level 8#Clone|Clone]] Spell. It counts as an Artificer Spell for you, but it doesn&#039;t count against your total number of Spells Known. You can cast the [[Level 8#Clone|Clone]] Spell without expending a Spell Slot as long as you have the Material Components available. Your clone only takes 12 days to reach maturity, but you can only have one.&amp;lt;br&amp;gt;&lt;br /&gt;
If you replace this Infusion with another at any point before your clone reaches maturity, the Spell immediately fails.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mystic Armament ====&lt;br /&gt;
&#039;&#039;17th Level Item: A [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This magic [[Armor and Weapons#Weapons|Weapon]] has 6 charges. The wielder of this [[Armor and Weapons#Weapons|Weapon]] can use an Action and spend 1 charge to cast the Steel Wind Strike Spell without expending a Spell Slot. The [[Armor and Weapons#Weapons|Weapon]] regains all expended uses at dawn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mystic Shot ====&lt;br /&gt;
&#039;&#039;17th Level Item: A [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapon]] (requires attunement)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This magic [[Armor and Weapons#Weapons|Weapon]] has 6 charges. The wielder of this [[Armor and Weapons#Weapons|Weapon]] can use an Action and spend 1 charge to cast the Swift Quiver Spell without expending a Spell Slot. The [[Armor and Weapons#Weapons|Weapon]] regains all expended uses at dawn.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Artificer Specialization =&lt;br /&gt;
== Master Aeronaut ==&lt;br /&gt;
The most dangerous Specialization an artificer can pursue is that of the Aeronaut. Constantly carrying out dangerous trials in their pursuit of mechanical flight, these pioneering minds will risk anything to complete the perfect flying machine. No setback or injury can dampen the spirits of a true Aeronaut.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aeronaut Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan&#039;s Tools| Woodcarver&#039;s Tools]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Aeronaut&#039;s Harness|Aeronaut&#039;s Harness]] || 1st || You get the [[Artificer#Skyfall Harness|Skyfall Harness]] Infusion for free&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Flying Machine|Flying Machine]] || 3rd || You create a Flying Machine that gives you a Flying Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Airborne Assault|Airborne Assault]] || 5th || You deal more Damage with Attacks when you&#039;re in the air&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Aerial Maneuvers|Aerial Maneuvers]] || 9th || You can Dash as a Bonus Action and add your Intelligence Modifier to your Dexterity Checks and Saving Throws while you&#039;re in the air&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Aeronaut|Master Aeronaut]] || 15th || While you&#039;re in the air you&#039;re better against Dexterity Saving Throws to take half Damage&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specialist Spells ====&lt;br /&gt;
&#039;&#039;1st Level Master Aeronaut Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don&#039;t count against your number of Spells Known.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialist Spells&lt;br /&gt;
|-&lt;br /&gt;
! Artificer Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 1#Fog Cloud|Fog Cloud]], [[Level 1#Zephyr Strike|Zephyr Strike]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 2#Dust Devil|Dust Devil]], [[Level 2#Warding Wind|Warding Wind]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 3#Fly|Fly]], [[Level 3#Wind Wall|Wind Wall]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || [[Level 4#Death Ward|Death Ward]], [[Level 4#Summon Elemental|Summon Elemental (air)]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th || [[Level 5#Control Winds|Control Winds]], [[Level 5#Steel Wind Strike|Steel Wind Strike]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tools of the Trade ====&lt;br /&gt;
&#039;&#039;1st Level Master Aeronaut Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Adventuring Gear#Artisan&#039;s Tools|Woodcarver&#039;s Tools]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Aeronaut&#039;s Harness ====&lt;br /&gt;
&#039;&#039;1st Level Master Aeronaut Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you adopt this Specialization, you craft for yourself the signature safety harness of an Aeronaut. You learn the [[Artificer#Skyfall Harness|Skyfall Harness]] Infusion, it doesn&#039;t count against your total number of Infusions Known, and you can ignore its Level prerequisite.&amp;lt;br&amp;gt;&lt;br /&gt;
However, until you reach 5th Level in this class, only you can don the [[Artificer#Skyfall Harness|Skyfall Harness]] you create with this Infusion. For all other creatures, this Infusion fails to function.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flying Machine ====&lt;br /&gt;
&#039;&#039;3rd Level Master Aeronaut Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have constructed the signature invention of an Aeronaut, the Flying Machine. Over the course of 1 hour, which can be performed during a Short or Long rest, you can use [[Adventuring Gear#Artisan&#039;s Tools|Woodcarver&#039;s Tools]] to craft a Flying Machine. Some Flying Machines include wings made of canvas, rotating blades, stained glass, or even elemental engines.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Flying Machine can only be used by you and can be attached to your [[Artificer#Skyfall Harness|Skyfall Harness]]. While you wear your Flying Machine, you can use it as an Artificer Spellcasting Focus without needing a free hand. You also gain a 20ft Flying Speed and can hover while wearing your Flying Machine.&amp;lt;br&amp;gt;&lt;br /&gt;
As you gain Levels in this class, the Flying Speed granted by the Flying Machine increases: at 5th Level it increases to a 40ft Flying Speed, at 9th Level a 60ft Flying Speed, at 15th Level a 80ft Flying Speed, and at 20th Level a 100ft Flying Speed.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only maintain one Flying Machine, and creating a second one causes the magic of the previous one you have created to instantly dispel.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Airborne Assault ====&lt;br /&gt;
&#039;&#039;5th Level Master Aeronaut Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Flying Machine allows you to attack foes from unorthodox positions and catch enemies unaware. While you are at least 5ft above the ground, your Weapon Attacks and Spell Attacks deal an additional 1d8 Damage on a hit.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 15th Level in this class, this bonus Damage increases to 2d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Aerial Maneuvers ====&lt;br /&gt;
&#039;&#039;9th Level Master Aeronaut Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have greatly improved the maneuverability of your Flying Machine. While you are at least 5ft above the ground, you gain the following benefits:&lt;br /&gt;
*You can take the Dash Action as a Bonus Action.&lt;br /&gt;
*You add your Intelligence Modifier to Dexterity Checks and Saving Throws you make.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master Aeronaut ====&lt;br /&gt;
&#039;&#039;15th Level Master Aeronaut Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have become a master Aeronaut. While you are at least 5ft above the ground, When an effect would force you to make a Dexterity Saving Thrown that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Master Alchemist ==&lt;br /&gt;
Alchemy is a delicate art, tip the ratio of ingredients too far out of line and the effects could be disastrous. Alchemists are experts at combining exotic reagents to produce a variety of materials and effects. From healing droughts that can heal&lt;br /&gt;
a wound in moments, to sticky goo that explodes when it comes in contact with flame. With the right reagents and a bit of luck, Alchemists use their wondrous Elixirs to give&lt;br /&gt;
life to their allies and leech it away from their foes.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Alchemist Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Alchemical Tools|Alchemist&#039;s Supplies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Homunculus|Homunculus]] || 1st || You get a Homunculus Servant&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Alchemical Elixirs|Alchemical Elixirs]] || 3rd || You get unique Elixir Infusions which creatures some potions, you also get some free Infusion choices but they must be used for Elixir Infusions&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Potent Potions|Potent Potions]] || 5th || You deal extra Acid, Fire, Necrotic and Poison Damage, and do extra healing&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Restorative Reagents|Restorative Reagents]] || 9th || When you heal a creature with an Elixir Infusion, that creature gets Temporary Hit Points&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Alchemist|Master Alchemist]] || 15th || You get Resistance to Acid and Poison Damage, Immunity to the Poisoned Condition, and you can make Elixirs better&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specialist Spells ====&lt;br /&gt;
&#039;&#039;1st Level Master Alchemist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don&#039;t count against your number of Spells Known.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialist Spells&lt;br /&gt;
|-&lt;br /&gt;
! Artificer Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 1#Healing Word|Healing Word]], [[Level 1#Inflict Wounds Wounds|Inflict Wounds]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 2#Acid Arrow|Acid Arrow]], [[Level 2#Flaming Sphere|Flaming Sphere]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 3#Gaseous Form|Gaseous Form]], [[Level 3#Mass Healing Word|Mass Healing Word]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || [[Level 4#Blight|Blight]], [[Level 4#Death Ward|Death Ward]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th || [[Level 5#Cloud Kill|Cloud Kill]], [[Level 5#Reincarnate|Reincarnate]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tools of the Trade ====&lt;br /&gt;
&#039;&#039;1st Level Master Alchemist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Adventuring Gear#Alchemical Tools|Alchemist&#039;s Supplies]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Homunculus ====&lt;br /&gt;
&#039;&#039;1st Level Master Alchemist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your alchemical experimentation has yielded for you a loyal Homunculus Servant. You determine its appearance, but its appearance has no effect on its abilities. It is friendly to you and your companions, and it obeys your commands to the best of its ability. It uses the Homunculus Servant stat block, which uses your Proficiency bonus (PB) in several places.&amp;lt;br&amp;gt;&lt;br /&gt;
In combat, the Homunculus shares your Initiative Score, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use a Bonus Action on your turn to command it to take another Action. That Action can be one in its stat block or some other Action. If you are [[Conditions#Incapacitated|Incapacitated]], the Homunculus takes the Action that would best protect itself and you. If you die, the Homunculus turns to ash after a number of minutes equal to your Artificer Level.&amp;lt;br&amp;gt;&lt;br /&gt;
If your Homunculus has died within the last hour, you can touch it with a Set of [[Adventuring Gear#Alchemical Tools|Alchemist&#039;s Supplies]] and expend a Spell Slot of 1st Level or higher to return it to life at its Hit Point Maximum.&lt;br /&gt;
At the end of a Long Rest, you can make a new Homunculus Servant using your Alchemist&#039;s Supplies. If you already have a Homunculus from this feature, the first one turns to ash.&lt;br /&gt;
&lt;br /&gt;
[[File:Homunculus.png|thumb]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Alchemical Elixirs ====&lt;br /&gt;
&#039;&#039;3rd Level Master Alchemist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As your knowledge of alchemy has grown, you have learned to create potent Elixirs that mimic certain Spell effects:&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Elixir Infusions.&#039;&#039;&#039; Your total number of Infusions Known increases by one, but this extra Infusion must be from the list of Elixir Infusions detailed at the end of this Specialization.&lt;br /&gt;
:Your total number of Infusions Known increases by one again 9th Level (2 extra) and at 15th Level (3 extra) in this class. Both of these additional Infusions must also be chosen from the list of Elixir Infusions detailed at the end of this Specialization.&lt;br /&gt;
*&#039;&#039;&#039;Creating an Elixir.&#039;&#039;&#039; At the end of a Long Rest, you can use [[Adventuring Gear#Alchemical Tools|Alchemist&#039;s Supplies]] to create individual Tiny vials that contain a copy of each Elixir Infusion you Know, without expending a Spell Slot. Elixirs produce the effect of their Spell at its lowest Level and become unusable at the end of your next Long Rest.&amp;lt;br&amp;gt;&lt;br /&gt;
:As an Action, you can create another vial of an Elixir Infusion you Know by expending the Spell Slot listed in its description. An Elixir can be used as part of the same Action you create it.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Using an Elixir.&#039;&#039;&#039; As an Action, any creature can drink an Elixir Infusion, administer an Elixir Infusion to a creature within its Reach, or throw an Elixir at a point within 30ft of it. When thrown, an Elixir produces its Spell effect at the point of impact. If an Elixir Spell requires Concentration, the creature that drinks it must Concentrate on the effect. Your Elixir Spells use your Artificer Spell Save DC and Spellcasting Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Potent Potions ====&lt;br /&gt;
&#039;&#039;5th Level Master Alchemist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever one of your Elixirs or an Artificer Spell you cast deals Acid, Fire, Necrotic, or Poison Damage, or restores Hit Points to a creature, you can add your Intelligence Modifier to one of the Damage or healing rolls.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Restorative Reagents ====&lt;br /&gt;
&#039;&#039;9th Level Master Alchemist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You include revitalizing additives in all the Elixirs you create. When a creature uses one of your Elixirs on itself or restores a creature&#039;s Hit Points with one, the target of the Elixir gains Temporary Hit Points equal to your Artificer Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master Alchemist ====&lt;br /&gt;
&#039;&#039;15th Level Master Alchemist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have become a master among Alchemists. You gain Resistance to both Acid and Poison Damage, and you are Immune to the Poisoned Condition.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you can create a copy of any Elixir Infusion you Know as a Bonus Action instead of as an Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Minor Elixir ====&lt;br /&gt;
&#039;&#039;3rd Level Master Alchemist Item: A vial&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you select this Infusion, choose two Elixir effects to Learn from the table. To produce an additional minor elixir, you must expend a Spell Slot of 1st Level or higher.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 1#Armor of Faethon|Armor of Faethon]] || [[Level 1#Caustic Brew|Caustic Brew]] || [[Level 1#Color Spray|Color Spray]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 1#Cure Wounds|Cure Wounds]] || [[Level 1#Disguise Self|Disguise Self]] || [[Level 1#Fog Cloud|Fog Cloud]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 1#Grease|Grease]] || [[Level 1#Heroism|Heroism]] || [[Level 1#Jump|Jump]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 1#Longstrider|Longstrider]] || [[Level 1#Sanctuary|Sanctuary]] || [[Level 1#Sleep|Sleep]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Greater Elixir ====&lt;br /&gt;
&#039;&#039;5th Level Master Alchemist Item: A vial&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional greater elixir, you must expend a Spell Slot of 2nd Level or higher.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 2#Barkskin|Barkskin]] || [[Level 2#Blindness/Deafness|Blindness/Deafness]] || [[Level 2#Darkvision|Darkvision]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 2#Dragon&#039;s Breath|Dragon&#039;s Breath]] || [[Level 2#Enhance Ability|Enhance Ability]] || [[Level 2#Enlarge/Reduce|Enlarge/Reduce]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 2#Flame Blade|Flame Blade]] || [[Level 2#Invisibility|Invisibility]] || [[Level 2#Lesser Restoration|Lesser Restoration]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 2#Levitate|Levitate]] || [[Level 2#Mirror Image|Mirror Image]] || [[Level 2#Spider Climb|Spider Climb]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Advanced Elixir ====&lt;br /&gt;
&#039;&#039;9th Level Master Alchemist Item: A vial&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional advanced elixir, you must expend a Spell Slot of 3rd Level or higher.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 3#Animate Dead|Animate Dead]] || [[Level 3#Barrow Haze|Barrow Haze]] || [[Level 3#Blink|Blink]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 3#Daylight|Daylight]] || [[Level 3#Fireball|Fireball]] || [[Level 3#Gaseous Form|Gaseous Form]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 3#Haste|Haste]] || [[Level 3#Healing Wave|Healing Wave]] || [[Level 3#Meld Into Stone|Meld Into Stone]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 3#Remove Curse|Remove Curse]] || [[Level 3#Stinking Cloud|Stinking Cloud]] || [[Level 3#Water Breathing|Water Breathing]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Expert Elixir ====&lt;br /&gt;
&#039;&#039;11th Level Master Alchemist Item: A vial&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional advanced elixir, you must expend a Spell Slot of 4th Level or higher.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 4#Banishment|Banishment]] || [[Level 4#Blight|Blight]] || [[Level 4#Confusion|Confusion]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 4#Death Ward|Death Ward]] || [[Level 4#Freedom of Movement|Freedom of Movement]] || [[Level 4#Giant Insect|Giant Insect]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 4#Glistening Acid Slick|Glistening Acid Slick]] || [[Level 4#Greater Invisibility|Greater Invisibility]] || [[Level 4#Polymorph|Polymorph]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 4#Sickening Radiance|Sickening Radiance]] || [[Level 4#Vitriolic Sphere|Vitriolic Sphere]] || [[Level 4#Watery Sphere|Watery Sphere]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Create Masterwork Elixir ====&lt;br /&gt;
&#039;&#039;17th Level Master Alchemist Item: A vial&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional masterwork elixir, you must expend a Spell Slot of 5th Level or higher.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 5#Antilife Shell|Antilife Shell]] || [[Level 5#Cloudkill|Cloudkill]] || [[Level 5#Dawn|Dawn]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 5#Destructive Wave|Destructive Wave]] || [[Level 5#Dominate Person|Dominate Person]] || [[Level 5#Globe of Invulnerability|Globe of Invulnerability]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 5#Greater Restoration|Greater Restoration]] || [[Level 5#Heal|Heal]] || [[Level 5#Immolation|Immolation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Level 5#Maelstrom|Maelstrom]] || [[Level 5#Sinking Maw|Sinking Maw]] || [[Level 5#True Seeing|True Seeing]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Master Archivist ==&lt;br /&gt;
For centuries chroniclers have sought the best way to store vast amounts of information. While most were satisfied with scrolls, the Archivists looked for something greater. In their research, they learned to store libraries worth of information in objects, awakening the first Artificial Minds. Working with these wondrous Minds, Archivists wield the limitless power of these arcane intelligences to drive their research forward.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Archivist Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan&#039;s Tools|Calligrapher&#039;s Supplies]] and two [[Languages]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Artificial Mind|Artificial Mind]] || 1st || You can awaken the mind of an object to use as an Artificer Spellcasting Focus and you can attune to in order to speak telepathically with creatures carrying an Infused item and gain two Skill Proficiencies&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Information Overload|Information Overload]] || 3rd || You can deal Psychic Damage to enemies with your Artificial Mind&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Acute Overload|Acute Overload]] || 5th || When you deal Damage with Information Overload, you can spend a Spell Slot to deal more Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Improved Consciousness|Improved Consciousness]] || 9th || You add your Intelligence Modifier to your Concentration Saving Throws while attuned to your Artificial Mind, and attuning to your Artificial Mind doesn&#039;t require an attunement slot&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Archivist|Master Archivist]] || 15th || You can teleport 60ft or to a creature with one of your Infused items&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specialist Spells ====&lt;br /&gt;
&#039;&#039;1st Level Master Archivist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don&#039;t count against your number of Spells Known.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialist Spells&lt;br /&gt;
|-&lt;br /&gt;
! Artificer Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 1#Comprehend Languages|Comprehend Languages]], [[Level 1#Dissonant Whispers|Dissonant Whispers]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 2#Detect Thoughts|Detect Thoughts]], [[Level 2#Mind Spike|Mind Spike]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 3#Hypnotic Pattern|Hypnotic Pattern]], [[Level 3#Tongues|Tongues]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || [[Level 4#Locate Creature|Locate Creature]], [[Level 4#Phantasmal|Phantasmal Killer]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th || [[Level 5#Modify Memory|Modify Memory]], [[Level 5#Synaptic Static|Synaptic Static]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tools of the Trade ====&lt;br /&gt;
&#039;&#039;1st Level Master Archivist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Adventuring Gear#Artisan&#039;s Tools|Calligrapher&#039;s Supplies]] and you learn to speak, read, and write two [[Languages]] of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Artificial Mind ====&lt;br /&gt;
&#039;&#039;1st Level Master Archivist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to awaken mundane objects. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use [[Adventuring Gear#Artisan&#039;s Tools|Calligrapher&#039;s Supplies]] to awaken an Artificial Mind in a Tiny object you touch. While the object is awakened, it counts as a magic item that requires attunement and can be used as an Artificer Spellcasting Focus. If you awaken a second Artificial Mind, any previous Artificial Minds are instantly dispelled.&amp;lt;br&amp;gt;&lt;br /&gt;
While you are attuned to an Artificial Mind, you gain the following benefits:&lt;br /&gt;
*You can communicate telepathically with any creature carrying one of the items you have Infused if it is within 1 mile of you. The creature can also respond telepathically.&lt;br /&gt;
*You gain Proficiency in two Skills of your choice. These Skills might be associated with the item you awakened, for example if you awakened the skull of an animal, you might get Proficiency with Animal Handling and Survival.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Information Overload ====&lt;br /&gt;
&#039;&#039;3rd Level Master Archivist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Artificial Mind can bombard other minds with psychic information. As an Action, you can force a creature you can see within 30ft of you to make an Intelligence Saving Throw. On a failed Save, the target takes 1d8 Psychic Damage and has Disadvantage on the next Attack it makes before the start of your next turn.&amp;lt;br&amp;gt;&lt;br /&gt;
As you gain Levels in this class, the Psychic Damage dealt increases: at 5th Level you deal 2d8 Psychic Damage, at 11th Level you deal 3d8 Psychic Damage, and at 17th Level you deal 4d8 Psychic Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Acute Overload ====&lt;br /&gt;
&#039;&#039;5th Level Master Archivist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The power of your Artificial Mind has increased. Whenever you deal Damage with your Information Overload feature, you can expend a Spell Slot of 1st Level or higher to increase the Damage. The Damage is increased by 1d8, and an Additional 1d8 for each Level of the Spell Slot expended.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, whenever you deal Psychic Damage with a Spell cast with your Artificial Mind, you deal additional Psychic Damage equal to your Intelligence Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Consciousness ====&lt;br /&gt;
&#039;&#039;9th Level Master Archivist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you are forced to make a Constitution Saving Throw to maintain Concentration on an affect while you are attuned to your Artificial Mind, you add your Intelligence Modifier to he Save. Additionally, your Artificial Mind does not count against the number of items you can be attuned to.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master Archivist ====&lt;br /&gt;
&#039;&#039;15th Level Master Archivist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have become a master of Archivist artifice. As a Bonus Action, you can transform into pure information and teleport to an unoccupied space that you can see within 60ft of you, or an unoccupied space within 5ft of a creature or object bearing one of your Infusions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Master Armorer ==&lt;br /&gt;
Of all the Specializations that an artificer can pursue, that of the Armorer is the most defensively-minded. With a focus on becoming a bastion of magics and metal, Armorers modify a set of armor to function as their second skin. They focus their signature magic through this armor to unleash potent attacks and generate formidable arcane defenses. An Armorer views their armor as an extension of their body, and as they refine their magical abilities, inventor and armor become one.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Armorer Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Arcane Gauntlet|Arcane Gauntlet]] || 1st || You can create an Arcane Gauntlet that either is a Ranged Lightning Attack, or a Melee Thunder Attack that taunts&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Arcane Armor|Arcane Armor]] || 3rd || You create a set of Arcane Armor that contains your Arcane Gauntlet&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Arcane Model|Arcane Model]] || 3rd || Your Arcane Armor has one of a few specializations&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Magical Attacks|Magical Attacks]] || 5th || You can swap Attacks out for Cantrips&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Modular Armor|Modular Armor]] || 9th || You can Infuse your Arcane Armor several times&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Perfected Armor|Perfected Armor]] || 15th || You get a big buff based on the choice you made with your Arcane Model feature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specialist Spells ====&lt;br /&gt;
&#039;&#039;1st Level Master Armorer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don&#039;t count against your number of Spells Known.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialist Spells&lt;br /&gt;
|-&lt;br /&gt;
! Artificer Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 1#Shield|Shield]], [[Level 1#Thunderwave|Thunderwave]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 2#Mirror Image|Mirror Image]], [[Level 2#Shatter|Shatter]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 3#Lightning Bolt|Lightning Bolt]], [[Level 3#Thunder Step|Thunder Step]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || [[Level 4#Fire Shield|Fire Shield]], [[Level 4#Storm Sphere|Storm Sphere]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th || [[Level 5#Destructive Wave|Destructive Wave]], [[Level 5#Wall of Force|Wall of Force]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tools of the Trade ====&lt;br /&gt;
&#039;&#039;1st Level Master Armorer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Gauntlet ====&lt;br /&gt;
&#039;&#039;1st Level Master Armorer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can forge for yourself a wondrous Weapon of war known as an Arcane Gauntlet. At the end of a Long Rest, you can use [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]] to create an Arcane Gauntlet, and choose for it to be a Lightning Cannon or a Thunder Gauntlet. The Arcane Gauntlet is a Simple Weapon. You can use your Intelligence Modifier, in place of your Strength or Dexterity, for its Attack and Damage Rolls. You can only ave one Arcane Gauntlet created at a time. Creating a second causes the first to immediately crumble to dust.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Lightning Cannon.&#039;&#039;&#039; This Arcane Gauntlet is a Ranged Weapon that has a Range of (90/300) and deals 2d6 Lightning Damage.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Gauntlet.&#039;&#039;&#039; Your Arcane Gauntlet is a Melee Weapon and deals 1d8 Thunder Damage. On a hit, the target has Disadvantage on Attack Rolls against creatures other than you until the start of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Armor ====&lt;br /&gt;
&#039;&#039;3rd Level Master Armorer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You expand the magic of your Arcane Gauntlet to encompass a full suit of Armor. At the end of a Long Rest, you can use your [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]] to transform a set of Armor into Arcane Armor. This armor incorporates your Arcane Gauntlet, is only usable by you, and while wearing it you gain the following benefits:&lt;br /&gt;
*If the Armor normally has a Strength requirement, your Arcane Armor lacks this requirement for you.&lt;br /&gt;
*You can use your Arcane Armor as an Artificer Spellcasting Focus.&lt;br /&gt;
*Your Arcane Armor attaches to you and can’t be removed against your will. It expands to cover your entire body, and functionally replaces any missing limbs or body parts.&lt;br /&gt;
You can don or doff your Arcane Armor as an Action, and can retract or deploy the helmet as a Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Armor Model ====&lt;br /&gt;
&#039;&#039;3rd Level Master Armorer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you use your Arcane Armor feature to create a suit of Arcane Armor, and at the end of a Long Rest if you have access to both the Arcane Armor and a Set of [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]], you can choose one of the following Armor Models to give to your Arcane Armor which grant you a benefit while you&#039;re wearing the Arcane Armor:&lt;br /&gt;
*&#039;&#039;&#039;Assault Model.&#039;&#039;&#039; You can have two Arcane Gauntlets active at once. Additionally, your Lightning Cannon ignores 1/2 Cover, and your Thunder Gauntlet now has the Reach Property.&lt;br /&gt;
*&#039;&#039;&#039;Guardian Model.&#039;&#039;&#039; As a Bonus Action, you can gain Temporary Hit Points equal to your Artificer Level. You lose these Temporary Hit Points if you doff the Armor. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Model.&#039;&#039;&#039; Your Speed increases by 5ft. Additionally, you gain Advantage on Dexterity (Stealth) Checks. If the suit of Armor gives Disadvantage on Dexterity (Stealth) Checks, you ignore that.&lt;br /&gt;
You retain the benefit chosen by this feature until you select a different one.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;5th Level Master Armorer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make an additional Attack whenever you take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Attacks ====&lt;br /&gt;
&#039;&#039;5th Level Master Armorer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you would make a Weapon Attack, you can instead cast a Cantrip with a Casting Time of 1 Action or Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modular Armor ====&lt;br /&gt;
&#039;&#039;9th Level Master Armorer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Arcane Armor now counts as multiple items for the purposes of your Infusions as follows:&lt;br /&gt;
*Armor (The chest-plate)&lt;br /&gt;
*Boots&lt;br /&gt;
*Helmet&lt;br /&gt;
*The Arcane Gauntlets&lt;br /&gt;
Each item can be Infused separately.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you can learn 2 more Infusions, but these Infusions must be used to Infuse your Arcane Armor&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Perfected Armor ====&lt;br /&gt;
&#039;&#039;15th Level Master Armorer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learnt to perfect the process by which you create your Arcane Armor. You gain an additional benefit based on the Armor Model you chose as follows:&lt;br /&gt;
*&#039;&#039;&#039;Assault Model.&#039;&#039;&#039; You gain a Flying Speed equal to your Walking Speed, additionally, your Lightning Cannon now deals 3d6 Lightning Damage and ignores both 1/2 and 3/4 Cover, and your Thunder Gauntlet now deals 2d10 Thunder Damage.&lt;br /&gt;
*&#039;&#039;&#039;Guardian Model.&#039;&#039;&#039; When a Huge or smaller creature that you can see ends its turn within 30ft of you, you can use your Reaction to force it to make a Strength Saving Throw against your Spell Save DC. On a failed Save, you can push the creature up to 25ft to any horizontal direction of your choice. After this, you can make a single Melee Weapon Attack against the creature if it is within Range as part of this Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Model.&#039;&#039;&#039; Any creature you deal Damage to with your Arcane Gauntlet glimmers with magical light until the start of your next turn. The magical light sheds Dim Light out to a Range of 5ft, and the target has Disadvantage on Attacks against you as the light jolts if it Attacks you. In addition, the next Attack made against the target has Advantage and deals an additional 1d6 Lightning Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Master Artillerist ==&lt;br /&gt;
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Artillerist Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan&#039;s Tools|Woodcarver&#039;s Tools]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Eldritch Cannon|Eldritch Cannon]] || 1st || You create a little Eldritch Cannon which you can use to make Attacks as a Bonus Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Cannon Specializations|Cannon Specializations]] || 3rd || You can choose one a few specializations to buff it when you make an Attack with it&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Heightened Specializations|Heightened Specializations]] || 5th || Your specialization chosen improves&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Dual Firepower|Dual Firepower]] || 9th || You can create two Eldritch Cannons&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Fortified Position|Fortified Position]] || 15th || You can create three Eldritch Cannons and creatures of your choice have 1/2 Cover when near your Eldritch Cannon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specialist Spells ====&lt;br /&gt;
&#039;&#039;1st Level Master Artillerist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don&#039;t count against your number of Spells Known.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialist Spells&lt;br /&gt;
|-&lt;br /&gt;
! Artificer Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 1#Shield|Shield]], [[Level 1#Thunderwave|Thunderwave]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 2#Scorching Ray|Scorching Ray]], [[Level 2#Shatter|Shatter]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 3#Fireball|Fireball]], [[Level 3#Wind Wall|Wind Wall]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || [[Level 4#Ice Storm|Ice Storm]], [[Level 4#Wall of Fire|Wall of Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th || [[Level 5#Cone of Cold|Cone of Cold]], [[Level 5#Wall of Force|Wall of Force]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tools of the Trade ====&lt;br /&gt;
&#039;&#039;1st Level Master Artillerist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Adventuring Gear#Artisan&#039;s Tools|Woodcarver&#039;s Tools]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eldritch Cannon ====&lt;br /&gt;
&#039;&#039;1st Level Master Artillerist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you adopt this Specialization, you craft for yourself the signature offensive tool of the Artillerist, the Eldritch Cannon. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use [[Adventuring Gear#Artisan&#039;s Tools|Woodcarver&#039;s Tools]] to craft an Eldritch Cannon. You determine the appearance of the Eldritch Cannon, which has no effect on the abilities. The Eldritch Cannon is a Small or Tiny object (your choice upon creation).&amp;lt;br&amp;gt;&lt;br /&gt;
The Eldritch Cannon has an AC of 18 and a number of Hit Points equal to 5 x your Artificer Level. It is Immune to Poison and Psychic Damage. If it is forced to make an Ability Check or Saving Throw, it treats all of its Ability Scores as a 10. If the Mending Spell is cast not it, it regains 2d6 Hit Points. It disappears if it is reduced to 0 Hit Points, you deconstruct it as an Action, or if you create another one with this feature. When the Eldritch Cannon disappears, it crumbles to dust.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use a Bonus Action while your Eldritch Cannon is within 60ft of you to make a Ranged Spell Attack which originates from your Eldritch Cannon. This Attack has a Range of 30ft and deals 1d8 Force Damage on a hit. When you use your Bonus Action to make this Attack, you can also move your Eldritch Cannon 30ft. It can climb during this movement.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach certain Levels in this class, this Attack has a 30ft increased Range and does an additional 1d8 Damage: 5th Level (60ft and 2d8), 11th Level (90ft and 3d8), and 17th Level (120ft and 4d8).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cannon Specialization ====&lt;br /&gt;
&#039;&#039;3rd Level Master Artillerist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learn to specialize your Eldritch Cannon, to improve it potency. At the end of a Long Rest, you can use your [[Adventuring Gear#Artisan&#039;s Tools|Woodcarver&#039;s Tools]] to augment your Eldritch Cannon, choosing one of the following specializations:&lt;br /&gt;
*&#039;&#039;&#039;Flamethrower.&#039;&#039;&#039; When you use your Bonus Action to make an Attack with your Eldritch Cannon, it instead creates an Emanated Cone with a Range of half the normal Attack originating from the Eldritch Cannon. All creatures in this Cone make a Dexterity Saving Throw against your Spell Save DC. On a failed Save a creature takes Fire Damage equal to the Force Damage you would have dealt with the Spell Attack. On a successful Save a creature takes half as much Damage. The fire ignites any flammable objects in the Cone that aren&#039;t being worn or carried.&lt;br /&gt;
*&#039;&#039;&#039;Force Ballista.&#039;&#039;&#039; When you use your Bonus Action to make an Attack with your Eldritch Cannon, the Range of the Attack is doubled, you deal an additional 1d8 Force Damage on a hit, you push the target 5ft away from the Cannon on a hit, and the Attack ignores 1/2 Cover.&lt;br /&gt;
*&#039;&#039;&#039;Protector.&#039;&#039;&#039; When you use your Bonus Action to make an Attack with your Eldritch Cannon, the Cannon and another creature of your choice within 10ft of the Cannon gains Temporary Hit Points equal to 1d8 + your Intelligence Modifier.&lt;br /&gt;
This specialization lasts until you augment your Cannon with a different one.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Heightened Specializations ====&lt;br /&gt;
&#039;&#039;5th Level Master Artillerist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast an Artificer Spell, you can cast it from the space of an Eldritch Cannon within 30ft of you. When you do so, the next time you use your Bonus Action to make an Attack with that Eldritch Cannon, you gain one of the following benefits based on the specialization of the Cannon:&lt;br /&gt;
*&#039;&#039;&#039;Flamethrower.&#039;&#039;&#039; Creatures and objects of your choice are unaffected by the Cone of fire, additionally, the Cone&#039;s Range is doubled.&lt;br /&gt;
*&#039;&#039;&#039;Force Ballista.&#039;&#039;&#039; The Attack deals an additional 1d8 Force Damage, knocks the target [[Conditions#Prone|Prone]], and ignores 3/4 Cover.&lt;br /&gt;
*&#039;&#039;&#039;Protector.&#039;&#039;&#039; Creatures that gain Temporary Hit Points gain an additional 1d8 Temporary Hit Points and can move 15ft without provoking Opportunity Attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dual Firepower ====&lt;br /&gt;
&#039;&#039;9th Level Master Artillerist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can have up to two Eldritch Cannons active at once. When you use a Bonus Action to make an Attack with one of your Eldritch Cannons, you can command the other Cannon as a Free Action. You can use this Free Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fortified Position ====&lt;br /&gt;
&#039;&#039;15th Level Master Artillerist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You’re a master at forming well-defended emplacements using Eldritch Cannon. You and creatures of your choice have 1/2 Cover while within 10ft of your Eldritch Cannon.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you can have up to three Eldritch Cannons active at once. When you use the Free Action to command a second Cannon granted by your Dual Firepower feature, you command your third Cannon as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Master Augmenter ==&lt;br /&gt;
Where most artificers develop objects of wondrous power, those known as Augmenters bring their great intellect to bear by modifying their own bodies. They replace and improve their own limbs with arcane enhancements, forever striving to create a more perfect self. Enhanced artificers are known for their impressive, and deadly, combat Enhancements.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Augmenter Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| Blade Enhancement || 1st || You get a hidden Blade which you can retract, you can also use your Intelligence for its Attacks&lt;br /&gt;
|-&lt;br /&gt;
| Enhancements || 3rd || You can get one of a few prosthetics that can replace missing body parts or can be place over existing body parts, you can create more as you gain Levels in this class&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Magical Attacks|Magical Attacks|]] || 5th || You can swap Attacks out for Cantrips&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Improved Enhancements|Improved Enhancements]] || 9th || You get an extra infusion which you must use on one of your Enhancements or your Hidden Blade, your Hidden Blade deals extra Damage too&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Augmenter|Master Augmenter]] || 15th || You can majorly improve one of your Enhancements or your Blade, you can switch this choice&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specialist Spells ====&lt;br /&gt;
&#039;&#039;1st Level Master Augmenter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don&#039;t count against your number of Spells Known.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialist Spells&lt;br /&gt;
|-&lt;br /&gt;
! Artificer Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 1#Expeditious Retreat|Expeditious Retreat]], [[Level 1#Thunderous Smite|Thunderous Smite]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 2#Alter Self|Alter Self]], [[Level 2#Spider Climb|Spider Climb]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 3#Blinding Smite|Blinding Smite]], [[Level 3#Haste|Haste]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || [[Level 4#Freedom of Movement|Freedom of Movement]], [[Level 4#Greater Invisibility|Greater Invisibility]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th || [[Level 5#Banishing Smite|Banishing Smite]], [[Level 5#Skill Empowerment|Skill Empowerment]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tools of the Trade ====&lt;br /&gt;
&#039;&#039;1st Level Master Augmenter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blade Enhancement ====&lt;br /&gt;
&#039;&#039;1st Level Master Augmenter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You modify one of your arms to bear a hidden blade. It is a Simple Melee Weapon with the finesse Property that deals 1d8 Slashing Damage, and has the following abilities:&lt;br /&gt;
*It is completely concealed within your arm unless you use a Bonus Action to activate or retract your blade.&lt;br /&gt;
*You can use your Intelligence Modifier, in place of your Strength or Dexterity, for the Attack and Damage Rolls of your blade.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enhancements ====&lt;br /&gt;
&#039;&#039;3rd Level Master Augmenter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain the ability to enhance your body. Choose one of the following Enhancements which can be attached in place of a missing body part or over an existing body part:&lt;br /&gt;
*&#039;&#039;&#039;Mobility Enhancement.&#039;&#039;&#039; You modify one of your legs. You can take the Dash Action as a Bonus Action.&lt;br /&gt;
*&#039;&#039;&#039;Nimble Enhancement.&#039;&#039;&#039; You modify one of your hands. You add your Intelligence Modifier to any Dexterity Checks you make that involve your modified hand.&lt;br /&gt;
*&#039;&#039;&#039;Power Enhancement.&#039;&#039;&#039; You modify one of your arms. You add your Intelligence Modifier to any Strength Checks you make that involve your modified arm.&lt;br /&gt;
*&#039;&#039;&#039;Visual Enhancement.&#039;&#039;&#039; You modify one of your eyes. You add your Intelligence Modifier to any Checks you make that rely on sight.&lt;br /&gt;
At the end of a Long Rest, you can change which Enhancement is selected. As you gain Levels in this class, your body can bear additional Enhancements at one time: at 5th Level (2), 9th Level (3), and at 15th Level (4).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;5th Level Master Augmenter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make an additional Attack whenever you take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Enhancement ====&lt;br /&gt;
&#039;&#039;5th Level Master Augmenter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have improved your modifications to further augment your combat abilities. You gain the following benefits:&lt;br /&gt;
*Each of your Enhancements can bear a single Infusion usually meant for the following objects: Mobility (boots), Nimble (gauntlets), Power (armor), Visual (helm, goggles).&lt;br /&gt;
*Your Blade counts as magical for the sake of overcoming Resistance and Immunity to non-magical Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Enhancements ====&lt;br /&gt;
&#039;&#039;9th Level Master Augmenter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your number of Infusions Known increases by 1, but this additional Infusion must be applied to one of your Enhancements or your Blade.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, your Blade now deals 2d8 Slashing Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master Augmenter ====&lt;br /&gt;
&#039;&#039;15th Level Master Augmenter Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Choose one of your Enhancements or your Blade to become a Masterwork Enhancement, granting you the additional benefits below:&lt;br /&gt;
*&#039;&#039;&#039;Blade Masterwork.&#039;&#039;&#039; Your Crit Range increase by 2 on Attacks made with your Blade.&lt;br /&gt;
*&#039;&#039;&#039;Mobile Masterwork.&#039;&#039;&#039; You do not provoke Opportunity Attacks and you can move across vertical surfaces and liquids without falling during the move.&lt;br /&gt;
*&#039;&#039;&#039;Nimble Masterwork.&#039;&#039;&#039; When you make a Dexterity Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail. Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks. &lt;br /&gt;
*&#039;&#039;&#039;Power Masterwork.&#039;&#039;&#039; When you make a Strength Check with a modified arm, you treat a roll of 14 or lower on the d20 as a 15.&lt;br /&gt;
*&#039;&#039;&#039;Visual Masterwork.&#039;&#039;&#039; When you make an Ability Check that relies on sight, you treat a roll of 14 or lower on the d20 as a 15.&lt;br /&gt;
At the end of a Long Rest, you can replace your Masterwork Enhancement with another of your choice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Master Battle Smith ==&lt;br /&gt;
A combination of protector and medic, Battle Smith artificers are experts at defending others and repairing both material and personnel. To aid in their work, Battle Smiths construct and modify their Steel Defender, a one-of-a-kind companion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Battle Smith Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Steel Defender|Steel Defender]] || 1st || You create a Steel Defender which you can command in combat, and is either a Medium Humanoid shape or a Large Beast shape&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Battle Ready|Battle Ready]] || 3rd || You can use your Intelligence for your Attacks with magic weapons or Infused items&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Infusion Bearer|Infusion Bearer]] || 5th || You can infuse your Steel Defender&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Minor Upgrade|Minor Upgrade]] || 5th || You upgrade your Steel Defender in one of a few ways&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Greater Upgrade|Greater Upgrade]] || 9th || You upgrade your Steel Defender in one of a few ways&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Masterwork Upgrade|Masterwork Upgrade]] || 15th || You upgrade your Steel Defender in one of a few ways&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specialist Spells ====&lt;br /&gt;
&#039;&#039;1st Level Master Battle Smith Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don&#039;t count against your number of Spells Known.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialist Spells&lt;br /&gt;
|-&lt;br /&gt;
! Artificer Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 1#Sanctuary|Sanctuary]], [[Level 1#Shield of Faith|Shield of Faith]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 2#Lesser Restoration|Lesser Restoration]], [[Level 2#Warding Bond|Warding Bond]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 3#Aura of Vitality|Aura of Vitality]], [[Level 3#Counterspell|Counterspell]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || [[Level 4#Aura of Purity|Aura of Purity]], [[Level 4#Death Ward|Death Ward]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th || [[Level 5#Circle of Power|Circle of Power]], [[Level 5#Mass Cure Wounds|Mass Cure Wounds]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tools of the Trade ====&lt;br /&gt;
&#039;&#039;1st Level Master Battle Smith Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Steel Defender ====&lt;br /&gt;
&#039;&#039;1st Level Master Battle Smith Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have created for yourself a faithful construct, known as a Steel Defender. See its game statistics in the accompanying Steel Defender stat block, which uses your Proficiency Bonus (PB) in several places.&amp;lt;br&amp;gt;&lt;br /&gt;
In combat, the Steel Defender shares your Initiative Score, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use a Bonus Action on your turn to command it to take another Action. That Action can be one in its stat block or some other Action. If you are [[Conditions#Incapacitated|Incapacitated]], the Steel Defender takes the Action that would best protect itself and you.&amp;lt;br&amp;gt;&lt;br /&gt;
If your Steel Defender has died within the last hour, you can touch it with a Set of [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]] and expend a Spell Slot of 1st Level or higher to return it to life at its Hit Point Maximum. At the end of a Long Rest, you can make a new Steel Defender using your [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]]. If you already have a Steel Defender from this feature, the first one turns to ash.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon its creation, you choose the shape of your Steel Defender, which can affect its abilities in and out of combat:&lt;br /&gt;
*&#039;&#039;&#039;Humanoid.&#039;&#039;&#039; Your Steel Defender is the Size and shape of a Medium Humanoid creature. It is Proficient with Shields, and it has Humanoid hands that it can use to perform basic tasks.&lt;br /&gt;
*&#039;&#039;&#039;Quadruped.&#039;&#039;&#039; Your Steel Defender resembles a Large Beast of your choice. Its Speed increases by 10ft, and it can be ridden as a mount by you as if it was a trained mount.&lt;br /&gt;
&lt;br /&gt;
[[File:Steel Defender.png|thumb]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Battle Ready ====&lt;br /&gt;
&#039;&#039;3rd Level Master Battle Smith Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have trained to stand alongside your Steel Defender in battle. You can use your Intelligence, in place of Strength or Dexterity for Attack and Damage Rolls you make with magic Weapons, or any Weapon that has been Infused by you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Infusion Bearer ====&lt;br /&gt;
&#039;&#039;5th Level Master Battle Smith Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have designed your Steel Defender to bear your most potent Infusions. Your Steel Defender can bear any Infusion that is meant for boots, cloaks, gauntlets, helms, or suits of armor. Though, it can only bear one Infusion at a time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minor Upgrade ====&lt;br /&gt;
&#039;&#039;5th Level Master Battle Smith Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have improved the offensive capabilities of your Steel Defender. At the end of a Long Rest, choose one of the Minor Upgrades below:&lt;br /&gt;
*&#039;&#039;&#039;Minor Arcanum.&#039;&#039;&#039; You imbue your Steel Defender with a 1st Level Artificer Spell with a Casting Time of one Action. As a Bonus Action, you can order your Steel Defender to cast the imbued Spell at 1st Level, using your Spellcasting Modifier.&lt;br /&gt;
:Your Steel Defender can cast this Spell a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Martial Offense.&#039;&#039;&#039; Your Steel Defender&#039;s Rend Attack now deals 1d10, and when it takes the Rend Attack the first time on a turn, it can make a second one as a Free Action. When your Steel Defender would make a Rend Attack, you can have it instead attempt to Grapple or Shove a creature.&lt;br /&gt;
This Minor Upgrade remains until the end of your next Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Greater Upgrade ====&lt;br /&gt;
&#039;&#039;9th Level Master Battle Smith Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can imbue your Steel Defender with wondrous abilities and features. Choose one of the Greater Upgrades below:&lt;br /&gt;
*&#039;&#039;&#039;Limited Sentience.&#039;&#039;&#039; You improve the cognitive abilities of your Steel Defender. Its Intelligence Score becomes a 10. It also gains Proficiency with a [[Adventuring Gear#Tools|Set of Tools]] of your choice and it learns to speak, read, and write two [[Languages]] of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Modular Construction.&#039;&#039;&#039; Your Steel Defender can bear up to two Infusions, though the Infusions must be meant for different types of objects.&lt;br /&gt;
*&#039;&#039;&#039;Reinforced Plating.&#039;&#039;&#039; You improve the structure of your Steel Defender. It gains Resistance to Bludgeoning, Piercing, and slashing damage from all non-magical attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Masterwork Upgrade ====&lt;br /&gt;
&#039;&#039;15th Level Master Battle Smith Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You imbue your Steel Defender with wondrous abilities and powers. Choose one of the Masterwork Upgrades below:&lt;br /&gt;
*&#039;&#039;&#039;Arcane Ward.&#039;&#039;&#039; Creatures of your choice within 15ft of your Steel Defender gain Resistance to Damage dealt by Spells and other magical effects.&lt;br /&gt;
*&#039;&#039;&#039;Self-Destruct.&#039;&#039;&#039; You embed a powerful arcane explosive in your Steel Defender. As a Bonus Action, you can order your Steel Defender to self-destruct, destroying itself and forcing creatures within 20ft of the Steel Defender to make a Dexterity Saving Throw against your Spell Save DC. On a failed Save, a creature takes Force Damage equal to the result of the Steel Defenders Hit Dice, or half as much Damage on a successful Save. Once you use this feature is used, your Steel Defender cannot be revived until the end of your next Long Rest.&lt;br /&gt;
*&#039;&#039;&#039;Major Arcanum.&#039;&#039;&#039; You imbue your Steel Defender with a 3rd Level Artificer Spell with a Casting Time of one Action. As a Bonus Action, you can order your Steel Defender to cast the imbued Spell at 3rd Level, using your Spellcasting Modifier.&lt;br /&gt;
:Your Steel Defender can cast this Spell a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Master Biomancer ==&lt;br /&gt;
While most artificers are content with mechanical invention, some see biology, the science of living things, as an area rife with potential. Biomancers are those who use their talents to supplement their own anatomy and create life. Combining necromancy and transmutation magic, Biomancers see all living things as prototypes that can be magically evolved.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Biomancer Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan&#039;s Tools|Leatherworker&#039;s Tools]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Biomancer Golem|Biomancer Golem]] || 1st || You get the [[Level 1#Find Familiar|Find Familiar]] Spell, and when you cast it, the familiar is a Monstrosity with extra health that can take Damage to heal allies&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Modular Biology|Modular Biology]] || 3rd || You can give yourself one of a few mutations&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Augmented Flesh|Augmented Flesh]] || 5th || You can merge with your Biomancer Golem to receive several buffs&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Arcane Evolution|Arcane Evolution]] || 9th || Your faster, and you get more Modular Biology options&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Mastered Evolution|Mastered Evolution]] || 9th || You get more Modular Biology options&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Biomancer|Master Biomancer]] || 15th || When you cast a Spell you can give the target some Temporary Hit Points and you gain Resistance to Bludgeoning, Piercing, and Slashing Damage while merged with your Biomancer Golem&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specialist Spells ====&lt;br /&gt;
&#039;&#039;1st Level Master Biomancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don&#039;t count against your number of Spells Known.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialist Spells&lt;br /&gt;
|-&lt;br /&gt;
! Artificer Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 1#False Life|False Life]], [[Level 1#Beast Bond|Beast Bond]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 2#Alter Self|Alter Self]], [[Level 2#Spider Climb|Spider Climb]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 3#Haste|Haste,]] [[Level 3#Life Transference|Life Transference]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || [[Level 4#Blight|Blight]], [[Level 4#Polymorph|Polymorph]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th || [[Level 5#Reincarnate|Reincarnate]], [[Level 5#Skill Empowerment|Skill Empowerment]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tools of the Trade ====&lt;br /&gt;
&#039;&#039;1st Level Master Biomancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Adventuring Gear#Artisan&#039;s Tools|Leatherworker&#039;s Tools]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Biomancer Golem ====&lt;br /&gt;
&#039;&#039;1st Level Master Biomancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use the magic of your artifice to create a facsimile of life. You Learn the [[Level 1#Find Familiar|Find Familiar]] Spell, it counts as an Artificer Spell and you can cast it as a Ritual, and it doesn&#039;t count against your Spells Known. When you cast the [[Level 1#Find Familiar|Find Familiar]] Spell, you can cause your familiar to become a Biomancer Golem, augmenting the Spell in the following ways:&lt;br /&gt;
*The Material Component for the Spell is 1 pound of organic matter.&lt;br /&gt;
*The familiar is a Monstrosity.&lt;br /&gt;
*It has additional Hit Points equal to your Artificer Level.&lt;br /&gt;
Your Biomancer Golem can heal others by grafting its flesh onto the creature&#039;s wounds. As an Action, it can reduce its current Hit Points by any amount and touch a willing creature. the target then regains Hit Points equal to the number of current Hit Points reduced.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modular Biology ====&lt;br /&gt;
&#039;&#039;3rd Level Master Biomancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your knowledge of arcane biology to enhance your physical form. At the end of a Long Rest, you can use your [[Adventuring Gear#Artisan&#039;s Tools|Leatherworker&#039;s Tools]] to modify your body in one of the following ways:&lt;br /&gt;
*&#039;&#039;&#039;Amphibious Physiology.&#039;&#039;&#039; You develop gills and webbing between your digits. You can breathe both air and water, and you gain a Swimming Speed equal to your Walking Speed.&lt;br /&gt;
*&#039;&#039;&#039;Bestial Senses.&#039;&#039;&#039; You enhance your sense of hearing and smell to rival wild beasts. You are gain Proficiency in Perception, and you add your Intelligence Modifier to Wisdom (Perception) Checks you make.&lt;br /&gt;
*&#039;&#039;&#039;Resilient Hide.&#039;&#039;&#039; Your flesh has grown thicker and knotted. While you aren&#039;t wearing any Armor, you have an AC of 10 + your Constitution Modifier + your Intelligence Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Mutated Limb.&#039;&#039;&#039; You grow a horrid limb that resembles your other limbs. It functions in the same way as another limb of your choice.&lt;br /&gt;
This augmentation remains until the end of your next Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Augmented Flesh ====&lt;br /&gt;
&#039;&#039;5th Level Master Biomancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your own altered form can merge with that of your Biomancer Golem to enhance your abilities. As an Action, you can touch your Biomancer Golem, causing it to disappear as it merges with you, causing you to gain the following benefits:&lt;br /&gt;
*You gain Temporary Hit Points equal to the Biomancer Golem&#039;s current Hit Points + your Intelligence Modifier.&lt;br /&gt;
*Your Speed increases by 10ft.&lt;br /&gt;
*You can use your Intelligence, in place of Strength, for Strength Attack Rolls, Damage Rolls, Ability Checks, and Saving Throws you make.&lt;br /&gt;
*You can make an additional Attack whenever you take the Attack Action. &lt;br /&gt;
*As a Bonus Action, you can expend a Spell Slot of 1st Level or higher to gain Temporary Hit Points equal to 5 x the Level of the Spell Slot expended.&lt;br /&gt;
You remain merged with your Golem until you lose the Temporary Hit Points granted by this feature, and which point the Golem is destroyed and you return to your normal form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Evolution ====&lt;br /&gt;
&#039;&#039;9th Level Master Biomancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Speed increases by 10ft, and you gain two options with your Modular Biology feature instead of one.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mastered Evolution ====&lt;br /&gt;
&#039;&#039;15th Level Master Biomancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three options with your Modular Biology feature instead of two.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master Biomancer ====&lt;br /&gt;
&#039;&#039;15th Level Master Biomancer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have become a master amongst Biomancers. Whenever you target a creature with one of your Spells gained from your Specialist Spells feature, you can grant one target of that Spell a number of Temporary Hit Points equal to your Artificer Level + your Intelligence Modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, while you have the Temporary Hit Points granted by your Augmented Flesh feature, you have Resistance to Bludgeoning, Piercing, and Slashing Damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Master Chronothief ==&lt;br /&gt;
For those that pursue the magic of artifice, no area of study is too dangerous. Perhaps against their better judgment, some artificers choose to experiment with Chronomancy, the magic of time. Known as Chronothieves, these bold artificers are marked by their signature Chronometers, a wondrous object that they use to steal moments and adjust the flow of time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Chronothief Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan&#039;s Tools|Jeweler&#039;s Tools]] and you always know the time of day&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Chronometer|Chronometer]] || 1st || You get a Chronometer which you can use to increases or decrease a creatures Speed, and can use as an Artificer Spellcasting Focus&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Improved Chronometer|Improved Chronometer]] || 3rd || You can use your Chronometer to use your Artificer Level as your Initiative Roll, or to increases or decrease the Speed of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Stolen Moments|Stolen Moments]] || 5th || You get some way to regain charges for your Chronometer&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Empowered Chronomancy|Empowered Chronomancy]] || 9th || Some of the ways you can use your Chronometer improve&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Chronothief|Master Chronothief]] || 15th || You can cast the [[Level 9#Time Stop|Time Stop]] Spell by expending all of your Chronometer charges once per Long Rest&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specialist Spells ====&lt;br /&gt;
&#039;&#039;1st Level Master Chronothief Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don&#039;t count against your number of Spells Known.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialist Spells&lt;br /&gt;
|-&lt;br /&gt;
! Artificer Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 1#Expeditious Retreat|Expeditious Retreat]], [[Level 1#Feather Fall|Feather Fall]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 2#Hold Person|Hold Person]], [[Level 2#Misty Step|Misty step]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 3#Haste|Haste]], [[Level 3#Slow|Slow]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || [[Level 4#Banishment|Banishment]], [[Level 4#Dimension Door|Dimension Door]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th || [[Level 5#Hold Monster|Hold Monster]], [[Level 5#Modify Memory|Modify Memory]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tools of the Trade ====&lt;br /&gt;
&#039;&#039;1st Level Master Chronothief Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Adventuring Gear#Artisan&#039;s Tools|Jeweler&#039;s Tools]].&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you are always aware of the exact time at any moment if you have spent at least a single day in the plane of existence you are currently in.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chronometer ====&lt;br /&gt;
&#039;&#039;1st Level Master Chronothief Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned to construct a wondrous device that marks you as a Chronothief. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use your [[Adventuring Gear#Artisan&#039;s Tools|Jeweler&#039;s Tools]] to construct a Chronometer, which appears as a Tiny object of your choice. Chronometers often resemble tiny hourglasses filled with sand, intricate contraptions, or pocket watches. You can use this Chronometer as an Artificer Spellcasting Focus.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only have one Chronometer at a time, and creating a second causes the magic of the first to instantly dispel.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Chronometer has a number of Charges equal to twice your Intelligence Modifier and regains all expended charges when you finish a Long Rest. While holding your Chronometer, you can expend 1 Charge to use one of the following abilities:&lt;br /&gt;
*&#039;&#039;&#039;Accelerate.&#039;&#039;&#039; As a Bonus Action, you can increase the Speed of a creature that you can see within 60ft of you by a number of feet equal to 5 x your Intelligence Modifier until the beginning of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Decelerate.&#039;&#039;&#039; As a Bonus Action, you can force a creature you can see within 60ft of you to make a Charisma Saving Throw against your Spell Save DC. On a failed Save, its Speed is reduced by a number of feet equal to 5 x your Intelligence Modifier until the beginning of your next turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Chronometer ====&lt;br /&gt;
&#039;&#039;3rd Level Master Chronothief Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have come to a deeper understanding of chronomancy magic, growing your Chronometer&#039;s power. You can expend 1 Charge of your Chronometer to use the following abilities:&lt;br /&gt;
*&#039;&#039;&#039;Rush.&#039;&#039;&#039; When you roll Initiative at the start of combat and you aren&#039;t Surprised, you can replace the d20 result with your Artificer Level.&lt;br /&gt;
*&#039;&#039;&#039;Slip.&#039;&#039;&#039; As a Reaction, after you or a creature you can see within 60ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can force the creature to reroll.&lt;br /&gt;
*&#039;&#039;&#039;Warp.&#039;&#039;&#039; As a Bonus Action, you can switch places with a creature you can see within 60ft of you, each instantly teleporting to the other&#039;s space. Unwilling creatures make a Charisma Saving Throw against your Spell Save DC. On a failed Save a creature is teleported.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stolen Moments ====&lt;br /&gt;
&#039;&#039;5th Level Master Chronothief Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your Chronometer can capture time for later use. When you [[Conditions#Dazed|Daze]], [[Conditions#Paralyzed|Paralyze]], [[Conditions#Slowed|Slow]], [[Conditions#Stunned|Stun]], or reduce a creature&#039;s Speed to 0 with an Artificer Spell or with one of your Chronotheif features, your Chronometer regains 1d4 of its expended charges.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, you can use a Bonus Action to expend a Spell Slot of 1st Level or higher, causing your Chronometer to regain expended charges equal to the Level of the Spell Slot expended.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Empowered Chronomancy ====&lt;br /&gt;
&#039;&#039;9th Level Master Chronothief Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your understanding and control over time magic has greatly increased. Some of your Chronometer options improve in the following ways:&lt;br /&gt;
*&#039;&#039;&#039;Accelerate.&#039;&#039;&#039; Opportunity Attacks against the target creature have Disadvantage until the end of their next turn.&lt;br /&gt;
*&#039;&#039;&#039;Decelerate.&#039;&#039;&#039; You can spend an additional Charge to double the Speed reduction. If this feature reduces a target&#039;s Speed to 0, the creature is [[Conditions#Stunned|Stunned]] until the beginning of its next turn.&lt;br /&gt;
*&#039;&#039;&#039;Rush.&#039;&#039;&#039; You also gain a bonus to your Initiative Roll equal to your Intelligence Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master Chronothief ====&lt;br /&gt;
&#039;&#039;15th Level Master Chronothief Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have become a master Chronothief. While holding your Chronometer, you can use your Action to overload the device as long as it has at least 1 charge remaining, expending all of its remaining Charges, to cast the [[Level 9#Time Stop|Time Stop]] Spell as an Artificer Spell without expended a Spell Slot.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use this Action you cannot use it again until the end of your next Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Master Composer ==&lt;br /&gt;
Behind every great musician, every standing ovation, every sold-out concert, there is most often Composer who put quill to parchment and penned the notes. These great minds are unlike other bards and entertainers, Composers take a more cerebral approach to music. They are masters of patterns and repetition, and when they apply their analytical mind to a problem it is only a matter of time before they find a solution.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Composer Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]], you can also learn how to use [[Adventuring Gear#Tools|Musical Instruments]] after practicing with them for 1 minute&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Musical Apparatus|Musical Apparatus]] || 1st || You can create a Musical Apparatus that is a Musical Instrument that you have Proficiency and Expertise in&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Weaponized Apparatus|Weaponized Apparatus]] || 3rd || You can use your Musical Apparatus to deal Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Thunderous Note|Thunderous Note]] || 5th || When you deal Thunder Damage, you deal more Thunder Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Resonant Frequency|Resonant Frequency]] || 9th || You can set vibrations in a creature so the next time it&#039;s Attacked, the Attacker takes Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Composer|Master Composer]] || 15th || You get a variety of buffs for all of your features&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specialist Spells ====&lt;br /&gt;
&#039;&#039;1st Level Master Composer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don&#039;t count against your number of Spells Known.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialist Spells&lt;br /&gt;
|-&lt;br /&gt;
! Artificer Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 1#Charm Person|Charm Person]], [[Level 1#Thunderwave|Thunderwave]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 2#Shatter|Shatter]], [[Level 2#Silence|Silence]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 3#Beacon of Hope|Beacon of Hope]], [[Level 3#Fear|Fear]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || [[Level 4#Charm Monster|Charm Monster]], [[Level 4#Dominate Beast|Dominate Beast]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th || [[Level 5#Destructive Wave|Destructive Wave]], [[Level 5#Dominate Person|Dominate Person]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tools of the Trade ====&lt;br /&gt;
&#039;&#039;1st Level Master Composer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]].&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, if you spend at least 1 minute practicing with a [[Adventuring Gear#Tools|Musical Instruments]], you are considered Proficient with that [[Adventuring Gear#Tools|Musical Instruments]] until the end of your next Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Musical Apparatus ====&lt;br /&gt;
&#039;&#039;1st Level Master Composer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have designed a wondrous new Musical Instrument. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]] to construct a Musical Apparatus of your own design. You have Proficiency and Expertise with your Apparatus as a [[Adventuring Gear#Tools|Musical Instruments]].&amp;lt;br&amp;gt;&lt;br /&gt;
You can only have one Musical Apparatus active at once. If you create a second, he previous Apparatus becomes unusable.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Weaponized Apparatus ====&lt;br /&gt;
&#039;&#039;3rd Level Master Composer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can modify your Musical Apparatus to be used for both entertainment and combat. When you create an Apparatus, it gains one of the following features of your choice:&lt;br /&gt;
*&#039;&#039;&#039;Raucous Blast.&#039;&#039;&#039; As an Action, you can use your Apparatus to make a Spell Attack against a creature within 60ft of you that can hear you. On hit, the creature takes 1d8 Thunder Damage and is [[Conditions#Deafened|Deafened]] until the start of your next turn.&lt;br /&gt;
:This Thunder Damage increases by 1d8 at 5th Level (2d8), and again at 11th Level (3d8), and at 17th Level (4d8).&lt;br /&gt;
*&#039;&#039;&#039;Ringing Strike.&#039;&#039;&#039; Your Apparatus is a Simple Melee Weapon with the Versatile Property, that deals 1d8 (1d10) Bludgeoning Damage on hit. You can use your Intelligence, instead of your Strength, for the Attack and Damage Rolls made with the Apparatus.&lt;br /&gt;
You also Learn the Booming Blade Cantrip. It counts as an Artificer Spell for you and doesn&#039;t count against your number of Cantrips Known.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Thunderous Note ====&lt;br /&gt;
&#039;&#039;5th Level Master Composer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you deal Thunder Damage with a Composer feature or with a Spell cast using your Musical Apparatus as the Spellcasting Focus, you add your Intelligence Modifier to the Damage dealt, and you can expend a Spell Slot of 1st Level or higher to knock back the target. If the target is a Large or smaller creature, it is pushed 10ft away from you for each Level of the Spell Slot expended.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Resonant Frequency ====&lt;br /&gt;
&#039;&#039;9th Level Master Composer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As an Action, you can play a note on your Apparatus to cause a creature of your choice within 10ft of you to resonate with undetectable vibrations for 1 hour. The next time it is hit with a Melee Attack, the creature that made the Attack makes a Constitution Saving Throw against your Spell Save DC. On a failed Save, the Attacker takes 2d8 Thunder Damage and can&#039;t take Reactions until the start of its next turn. On a successful Save the Attacker takes half as much Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this Action a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master Composer ====&lt;br /&gt;
&#039;&#039;15th Level Master Composer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered the theory and applications of musical artifice, becoming a master. You gain the following benefits:&lt;br /&gt;
*You gain Immunity to Thunder Damage and cannot be [[Conditions#Deafened|Deafened]].&lt;br /&gt;
*Your Musical Apparatus gains both effects from your Weaponized Apparatus feature.&lt;br /&gt;
*Your Thunderous Note feature can affect Huge or smaller creatures. Large or smaller creatures that fail the Saving Throw fall [[Conditions#Prone|Prone]] as well.&lt;br /&gt;
*The damage of your Resonant Frequency feature increases to 4d8.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Master Dungeoneer ==&lt;br /&gt;
While most artificers focus on developing a single invention, Dungeoneers use their ingenuity to weaponize the mundane. They use basic adventuring gear to construct defensive traps, puzzles, and structures that can repel all but the hardiest of adventurers and monsters. Dungeoneers will set out for an adventure to analyze the traps that guard tombs and temples.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dungeoneer Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Artificer#Artisan&#039;s Tools|Carpenter&#039;s Tools]], [[Artificer#Artisan&#039;s Tools|Mason&#039;s Tools]], and Improvised Weapons, you can also use your Intelligence for Improvised Weapons&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Dungeoncraft|Dungeoncraft]] || 3rd || You can create some of the items from the [[Adventuring Gear#General Equipment|General Equipment]] at the end of a Long Rest, and can craft the same objects quicker and use your Spell Save DC&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Magical Attacks|Magical Attacks]] || 5th || You can swap Attacks out for Cantrips&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Arcane Improvisation|Arcane Improvisation]] || 9th || Your Improvised Weapon Attacks and Attacks made with Dungeoneer Objects become magical, and you can use some of your Spells without needing Material Components&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Dungeoneer|Master Dungeoneer]] || 15th || A bunch of Saving Throws you impose on creatures have Disadvantage and you can cast the [[Level 5#Passwall|Passwall]] and [[Level 5#Wall of Stone|Wall of Stone]] Spells as a Ritual over 1 hour, causing it to become permanent&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specialist Spells ====&lt;br /&gt;
&#039;&#039;1st Level Master Dungeoneer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don&#039;t count against your number of Spells Known.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialist Spells&lt;br /&gt;
|-&lt;br /&gt;
! Artificer Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 1#Alarm|Alarm]], [[Level 1#Unseen Servant|Unseen Servant]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 2#Arcane Lock|Arcane Lock]], [[Level 2#Knock|Knock]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 3#Glyph of Warding|Glyph of Warding]], [[Level 3#Tiny Hut|Tiny Hut]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || [[Level 4#Guardian of Faith|Guardian of Faith]], [[Level 4#Resilient Sphere|Resilient Sphere]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th || [[Level 5#Passwall|Passwall]], [[Level 5#Wall of Stone|Wall of Stone]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tools of the Trade ====&lt;br /&gt;
&#039;&#039;1st Level Master Dungeoneer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Artificer#Artisan&#039;s Tools|Carpenter&#039;s Tools]] and [[Artificer#Artisan&#039;s Tools|Mason&#039;s Tools]].&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you gain Proficiency with Improvised Weapons and can use your Intelligence, in place of Strength or Dexterity, for all of your Attack and Damage Rolls with Improvised Weapons.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dungeoncraft ====&lt;br /&gt;
&#039;&#039;3rd Level Master Dungeoneer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the end of a Long Rest, you craft a number of objects from the [[Adventuring Gear#General Equipment|General Equipment]] list equal to your Intelligence Modifier. These objects appear as mundane versions of those objects but turn to ash at the end of your next Long Rest. They are referred to as Dungeoncraft Objects. You can also craft the normal versions of Dungeoncraft Objects in a quarter of the normal time.&amp;lt;br&amp;gt;&lt;br /&gt;
If an object you craft with this feature forces a creature to make a Saving Throw, it uses your Spell Save DC.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;5th Level Master Dungeoneer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make an additional Attack whenever you take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Attacks ====&lt;br /&gt;
&#039;&#039;5th Level Master Dungeoneer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you would make a Weapon Attack, you can instead cast a Cantrip with a Casting Time of 1 Action or Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Improvisation ====&lt;br /&gt;
&#039;&#039;9th Level Master Dungeoneer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you deal Damage with Improvised Weapons and Dungeoncraft Objects, that Damage is magical for the purpose of overcoming Resistance and Immunity to non-magical Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you can cast each of the Spells gained from your Specialist Spells feature without requiring Material Components. When you cast one of those Spells in this way, you cannot cast it in this way again until you finish a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master Dungeoneer ====&lt;br /&gt;
&#039;&#039;15th Level Master Dungeoneer Feature&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
You have become a master of Dungeoneering artifice. When a creature makes a Saving Throw imposed by one of your Dungeoncraft Objects, or by a Spell you gained form your Specialist Spells feature, that creature has Disadvantage on the Saving Throw.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also cast the [[Level 5#Passwall|Passwall]] and [[Level 5#Wall of Stone|Wall of Stone]] Spells, each as a Ritual. When you cast either Spell in this way, you add 1 hour to the Casting Time, rather than 10 minutes, and the structure created by the Spell is permanent.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Master Forgewright ==&lt;br /&gt;
While most artificers are primarily inventors that take up a life of adventure to test experiments in the field, those known as Forgewrights seek out battle for its own sake. Reveling in the thrill of combat, they combine their innovation with their skill as warriors to forge their signature Arcane Armament.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Forgewright Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Arcane Armament|Arcane Armament]] || 1st || You can improve a Weapon, using your Intelligence, being able to throw it and have it return to you, and make it magical&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Forge of War|Forge of War]] || 3rd || You increase your Crit Range by 1 while using your Arcane Armament, and you get an extra Infusion which you can only use to improve your Arcane Armament&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Arcane Jolt|Arcane Jolt]] || 5th || You can spend Spell Slots to deal extra Damage with your Arcane Armament&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Magical Attacks|Magical Attacks]] || 5th || You can swap Attacks out for Cantrips&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Improved Arcane Jolt|Improved Arcane Jolt]] || 9th || Your Arcane Armament deals extra Force Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Forgewright|Master Forgewright]] || 15th || You can have your nearby allies deal extra Force Damage with their Weapon Attacks&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specialist Spells ====&lt;br /&gt;
&#039;&#039;1st Level Master Forgewright Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don&#039;t count against your number of Spells Known.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialist Spells&lt;br /&gt;
|-&lt;br /&gt;
! Artificer Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 1#Compelled Duel|Compelled Duel]], [[Level 1#Zephyr Strike|Zephyr Strike]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 2#Cloud of Daggers|Cloud of Daggers]], [[Level 2#Misty Step|Misty Step]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 3#Blinding Smite|Blinding Smite]], [[Level 3#Conjure Barrage|Conjure Barrage]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || [[Level 4#Fire Shield|Fire Shield]], [[Level 4#Staggering Smite|Staggering Smite]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th || [[Level 5#Conjure Volley|Conjure Volley]], [[Level 5#Steel Wind Strike|Steel Wind Strike]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tools of the Trade ====&lt;br /&gt;
&#039;&#039;1st Level Master Forgewright Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Armament ====&lt;br /&gt;
&#039;&#039;1st Level Master Forgewright Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]] to transform a Melee Weapon you touch into your Arcane Armament. While you wield your Arcane Armament, you gain the following benefits:&lt;br /&gt;
*You can use your Intelligence, in place of Strength or Dexterity, for Attack and Damage Rolls with your Arcane Armament.&lt;br /&gt;
*The Weapon gains the Thrown (20/60) Property.&lt;br /&gt;
*The Weapon gains the benefits of the Returning Weapon Infusion, but it does not count as being Infused.&lt;br /&gt;
*The Weapon becomes magical if it was not already.&lt;br /&gt;
You can only have one Arcane Armament at a time, and enchanting a second causes the magic of the first to end.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forge of War ====&lt;br /&gt;
&#039;&#039;3rd Level Master Forgewright Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your signature artifice enhances the power of your weapon. Your Crit Range for Attacks made with your Arcane Armament increases by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, your total number of Infusions Known increases by 1, but this Infusions can only be used to Infuse your Arcane Armament.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Jolt ====&lt;br /&gt;
&#039;&#039;5th Level Master Forgewright Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you hit on an Attack with your Arcane Armament, you can expend a Spell Slot of 1st Level or higher to deal additional Force Damage to the target. The extra Damage dealt is 1d6 + 1d6 for each Level of the Spell Slot expended, to a maximum of 6d6.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
&#039;&#039;5th Level Master Forgewright Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can make an additional Attack whenever you take the Attack Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Magical Attacks ====&lt;br /&gt;
&#039;&#039;5th Level Master Forgewright Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you would make a Weapon Attack, you can instead cast a Cantrip with a Casting Time of 1 Action or Bonus Action.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Improved Arcane Jolt ====&lt;br /&gt;
&#039;&#039;9th Level Master Forgewright Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The magic of your Arcane Armament empowers its strikes. Your Arcane Armament does an extra 1d6 Force Damage on a hit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master Forgewright ====&lt;br /&gt;
&#039;&#039;15th Level Master Forgewright Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have become a master among Forgewright artificers and can extend the power within your Arcane Armament to allies. As an Action, you can hold aloft your Arcane Armament and, choose a number of Weapons within 30ft of you equal to your Intelligence Modifier. For the next minute, these Weapons deal an additional 1d6 Force Damage on a hit.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you use this feature, you can&#039;t use it again until you finish a Long Rest, unless you expend a Spell Slot of 3rd Level or higher to use it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Master Machinist ==&lt;br /&gt;
While some artificers spend their lives perfecting one solitary creation, Machinist artificer value quantity over quality. They are known for creating their signature Automatons, small clockwork men that are created for a single, but temporary purpose. Armed with their tools, and an army of strange and wondrous servants, Machinists are ready for any challenge.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Machinist Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Automatons|Automatons]] || 1st || You can create an Automaton at the end of a Long Rest and by expending a Spell Slot, these Automatons last for an hour and can speak a few programmed phrases&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Innovative Models|Innovative Models]] || 3rd || When you make an Automaton,  you can choose one of a few models that represents its purpose it was created for&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Arcane Conduit|Arcane Conduit]] || 5th || You can cast your Spells from an Automaton&#039;s space&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Automated Army|Automated Army]] || 5th || You can create two Automatons, and you can create more as you gain Levels in this class&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Efficient Artifice|Efficient Artifice]] || 9th || When you expend a Spell Slot to create an Automaton, you create more&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Machinist|Master Machinist]] || 15th || When you are hit by an Attack or make a Saving Throw, you can sacrifice an Automaton instead&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specialist Spells ====&lt;br /&gt;
&#039;&#039;1st Level Master Machinist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don&#039;t count against your number of Spells Known.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialist Spells&lt;br /&gt;
|-&lt;br /&gt;
! Artificer Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 1#Color Spray|Color Spray]], [[Level 1#Unseen Servant|Unseen Servant]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 2#Cloud of Daggers|Cloud of Daggers]], [[Level 2#Cordon of Arrows|Cordon of Arrows]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 3#Spirit Guardians|Spirit Guardians]], [[Level 3#Tiny Servant|Tiny Servant]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || [[Level 4#Faithful Hound|Faithful Hound]], [[Level 4#Summon Construct|Summon Construct]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th || [[Level 5#Animate Objects|Animate Objects]], [[Level 5#Awaken|Awaken]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tools of the Trade ====&lt;br /&gt;
&#039;&#039;1st Level Master Machinist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Automatons ====&lt;br /&gt;
&#039;&#039;1st Level Master Machinist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You learned to craft unique mechanical servants known as Automatons. At the end of each Long Rest, you can use your [[Adventuring Gear#Artisan&#039;s Tools|Smith&#039;s Tools]] to craft a Small Automaton in an unoccupied space within 5ft of you.&amp;lt;br&amp;gt;&lt;br /&gt;
Automatons are magical constructs with an AC of 12 + your Intelligence Modifier, and a number of Hit Points equal to your Artificer Level + your Intelligence Modifier. When an Automaton would make a Saving Throw, it treats all of its Ability Scores as if they were 10. If the Mending Spell is cast on an Automaton, it regains 2d6 Hit Points. The Automaton disintegrates into dust after it is reduced to 0 Hit Points or after 1 hour.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you create an Automaton, you can program some phrases it can say. You can choose a number of phrases up to your Proficiency Bonus. Each of these phrases can have a number of words equal to your Artificer Level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use an Action and expend a Spell Slot of 1st Level or higher to create another Automaton. You can only have one Automaton active at once, if you create a second one, then the previous one disintegrates to dust.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Automatons do nothing on their own. However, you can use a Bonus Action to Activate one of your Automatons that is within 60ft of you, as well as move it up to 25ft. Whenever you Activate a Automaton, you can have it speak one of its programmed phrases.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Innovative Models ====&lt;br /&gt;
&#039;&#039;3rd Level Master Machinist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have improved your craft. Whenever you create an Automaton, choose one of the Automaton models below that gives a bonus when you Activate the Automaton with your Automatons feature:&lt;br /&gt;
*&#039;&#039;&#039;Agent Automaton.&#039;&#039;&#039; When Activated, you can see and hear through the Automaton, so long as you are within 100ft of it. You are [[Conditions#Deafened|Deafened]] and [[Conditions#Blinded|Blinded]] to your own senses until you end this link as a Free Action.&lt;br /&gt;
*&#039;&#039;&#039;Anchor Automaton.&#039;&#039;&#039; When Activated, the Automaton latches onto a target within 5ft of it, reducing the target&#039;s Speed by a number of feet equal to 5 x your Intelligence Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Armor Automaton.&#039;&#039;&#039; When Activated, the Automaton attaches itself to a willing creature within 5ft of it. While attached, that creature&#039;s AC cannot be less than 13 + your Intelligence Modifier.&lt;br /&gt;
*&#039;&#039;&#039;Artisan Automaton.&#039;&#039;&#039; This Automaton is Proficient with one [[Adventuring Gear#Tools|Set of Tools]] of your choice, and when Activated, it makes an Ability Check with its [[Adventuring Gear#Tools|Tool Set]], and adds your Intelligence Modifier to the Check.&lt;br /&gt;
*&#039;&#039;&#039;Assault.&#039;&#039;&#039; When Activated, the Automaton makes a Melee Spell Attack against a creature within 5ft of it. On hit, it deals Bludgeoning Damage equal to 1d6 + your Intelligence Modifier&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Conduit ====&lt;br /&gt;
&#039;&#039;5th Level Master Machinist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can channel your signature artificer magic through your Automatons. When you cast an Artificer Spell, you can cause the Spell to be cast from the space of an Automaton of your choice that it is within 60ft of you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Automated Army ====&lt;br /&gt;
&#039;&#039;5th Level Master Machinist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You now create two Automatons of your choice at the end of a Long Rest without expending a Spell Slot, you can have two Automatons active at once, and you can activate up to two Automatons with the same Bonus Action.&amp;lt;br&amp;gt;&lt;br /&gt;
When you reach 9th Level in this class, you can create, control, and have up to three Automatons active at once. When you reach 15th Level in this class, you can create, control, and have up to four Automatons active at once.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Efficient Artifice ====&lt;br /&gt;
&#039;&#039;9th Level Master Machinist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you expend a Spell Slot to create an Automaton, you create a number of Automatons equal to the Level of the Spell Slot expended. You cannot use this feature to exceed the maximum number of Automatons you can control.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master Machinist ====&lt;br /&gt;
&#039;&#039;15th Level Master Alchemist Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have become a master of Machinist artifice. When you are forced to make a Saving Throw or are hit by an Attack, you can use your Reaction to switch places with one of your Automatons that is within 60ft of you. The Automaton then becomes the target of the Attack or Saving Throw.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Master Puppeteer ==&lt;br /&gt;
Though all artificers have their quirks, Puppeteers tend to be the strangest subset of arcane inventors. They dedicate their research and intellect towards mastery of manipulation and control of other creatures through the use of their Marionette Strings. Often found literally pulling the strings from behind the scenes, these strange artificers prefer to empower their allies rather than risk their own lives on the front lines.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Puppeteer Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan&#039;s Tools|Weaver&#039;s Tools]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Arcane Threads|Arcane Threads]] || 1st || You learn the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip, can cause it to deal no Damage, cause it to target objects, either pulling yourself to the object or vise versa&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Marionette Strings|Marionette Strings]] || 3rd || You can attach an ally to some Marionette Strings, giving it a bunch of buffs&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Strange Strikes|Strange Strikes]] || 5th || You can cause the creature attached to your Marionette Strings to make additional Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Nimble Fingers|Nimble Fingers]] || 9th || You can attach two creatures to your Marionette Strings&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Puppeteer|Master Puppeteer]] || 15th || You can cast the [[Level 6#Irresistible Dance|Irresistible Dance]] Spell without Concentration if you have a free hand&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specialist Spells ====&lt;br /&gt;
&#039;&#039;1st Level Master Puppeteer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don&#039;t count against your number of Spells Known.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialist Spells&lt;br /&gt;
|-&lt;br /&gt;
! Artificer Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 1#Ensnaring Strike|Ensnaring Strike]], [[Level 1#Entangle|Entangle]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 2#Crown of Madness|Crown of Madness]], [[Level 2#Hold Person|Hold Person]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 3#Hypnotic Pattern|Hypnotic Pattern]], [[Level 3#Slow|Slow]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || [[Level 4#Dominate Beast|Dominate Beast]], [[Level 4#Grasping Vine|Grasping Vine]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th || [[Level 5#Dominate Person|Dominate Person]], [[Level 5#Hold Monster|Hold Monster]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tools of the Trade ====&lt;br /&gt;
&#039;&#039;1st Level Master Puppeteer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Adventuring Gear#Artisan&#039;s Tools|Weaver&#039;s Tools]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Threads ====&lt;br /&gt;
&#039;&#039;1st Level Master Puppeteer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have constructed for yourself arcane threads that you can manipulate with magic. You learn the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip, which counts as an Artificer Spell for you and doesn&#039;t count against your Cantrips Known. If you cast the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip using [[Adventuring Gear#Artisan&#039;s Tools|Weaver&#039;s Tools]] as your Spellcasting Focus, it changes in the following ways:&lt;br /&gt;
*You can cause the Spell to deal no Damage.&lt;br /&gt;
*You can target an object instead of a creature with the Spell. If the object is smaller than you and is not being worn or carried, it is pushed 30ft towards you. If the object is larger than you, you are pushed 30ft towards the object.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Marionette Strings ====&lt;br /&gt;
&#039;&#039;3rd Level Master Puppeteer Feature&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
You can use your strange artifice to help and control. While holding [[Adventuring Gear#Artisan&#039;s Tools|Weaver&#039;s Tools]], you can use an Action to cause your Marionette Strings to fly and attach to a willing creature within 30ft of you.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Marionette Strings detach after 1 minute, if you use a Free Action to detach them, or if you and the attached creature are ever more than 30ft apart. You must have a free hand or be holding a set of [[Adventuring Gear#Artisan&#039;s Tools|Weaver&#039;s Tools]] to keep the creature attached to the Marionette Strings. While a creature is attached to your Marionette Strings, you gain the following features:&lt;br /&gt;
*&#039;&#039;&#039;Corrected Strike.&#039;&#039;&#039; When the attached creature makes a Melee Attack, you can use your Reaction to have it reroll the Attack.&lt;br /&gt;
*&#039;&#039;&#039;Channel Spell.&#039;&#039;&#039; When you cast an Artificer Spell, you can cast it from the attached creatures space.&lt;br /&gt;
*&#039;&#039;&#039;Strands of Guidance.&#039;&#039;&#039; When the attached creature makes an Ability Check using a Skill that you are Proficient in, it adds your Intelligence Modifier to the Check.&lt;br /&gt;
*&#039;&#039;&#039;Strange Movement.&#039;&#039;&#039; As a Bonus Action, you can move the attached creature a number of feet equal to 5 x your Intelligence Modifier. This movement does not provoke Opportunity Attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Strange Strikes ====&lt;br /&gt;
&#039;&#039;5th Level Master Puppeteer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The control you can exert through your Marionette Strings grows. When the creature attached to your Marionette Strings makes an Attack, you can use your Reaction to cause them to make an additional Attack&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nimble Fingers ====&lt;br /&gt;
&#039;&#039;9th Level Master Puppeteer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You can have up to two creatures attached to your Marionette Strings at one time. Both creatures follow the same rules listed in your Marionette Strings feature, but each one requires a free hand or a hand that is holding a Set of [[Adventuring Gear#Artisan&#039;s Tools|Weaver&#039;s Tools]].&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the length of your Marionette Strings, and the Range of all of your Puppeteer features increases to 60ft.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master Puppeteer ====&lt;br /&gt;
&#039;&#039;15th Level Master Puppeteer Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have become a master Puppeteer. As an Action, while holding your [[Adventuring Gear#Artisan&#039;s Tools|Weaver&#039;s Tools]], you can cast the [[Level 6#Irresistible Dance|Irresistible Dance]] Spell without expending a Spell Slot or requiring Concentration. You cannot use this Action if the [[Level 6#Irresistible Dance|Irresistible Dance]] Spell, cast with this feature, is currently active. You must have a free hand or a hand holding a Set of [[Adventuring Gear#Artisan&#039;s Tools|Weaver&#039;s Tools]] that is not currently controlling the Marionette Strings a creature is attached to in order to maintain the Spell.&amp;lt;br&amp;gt;&lt;br /&gt;
You can cast the [[Level 6#Irresistible Dance|Irresistible Dance]] Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Master Wandslinger ==&lt;br /&gt;
Wandslingers use their ingenuity and artistic minds to craft wondrous arcane weapons. What they lack in flexibility and subtlety, they make up for in overwhelming arcane firepower. Wandslingers are marked by their signature Arcane Sidearm. For some, these are intricately carved wands or staffs, and for others, they are expertly crafted runic iron cannons.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wandslinger Features&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Level !! Quick Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan&#039;s Tools|Woodcarver&#039;s Tools]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Arcane Sidearm|Arcane Sidearm]] || 1st || You get an Arcane Sidearm which you can use to make Attacks that deal Force Damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Quickdraw|Quickdraw]] || 1st || When you roll Initiative you can make a single Attack with your Arcane Sidearm&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Arcane Duelist|Arcane Duelist]] || 3rd || You can use a Bonus Action to do do one of a few either offensive or defensive Actions with your Arcane Sidearm&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Spell Slinger|Spell Slinger]] || 5th || When you take the Attack Action and only use your Arcane Sidearm, you can make more Attacks&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Expert Duelist|Expert Duelist]] || 9th || Your Bonus Action used for your Arcane Duelist feature improves&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificer#Master Wandslinger|Master Wandslinger]] || 15th || You gain a variety of buffs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specialist Spells ====&lt;br /&gt;
&#039;&#039;1st Level Master Wandslinger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don&#039;t count against your number of Spells Known.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specialist Spells&lt;br /&gt;
|-&lt;br /&gt;
! Artificer Level !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || [[Level 1#Shield|Shield]], [[Level 1#Thunderwave|Thunderwave]]&lt;br /&gt;
|-&lt;br /&gt;
| 5th || [[Level 2#Blur|Blur]], [[Level 2#Shatter|Shatter]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || [[Level 3#Counterspell|Counterspell]], [[Level 3#Lightning Bolt|Lightning Bolt]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || [[Level 4#Vitriolic Sphere|Vitriolic Sphere]], [[Level 4#Wall of Fire|Wall of Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th || [[Level 5#Cone of Cold|Cone of Cold]], [[Level 5#Wall of Force|Wall of Force]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tools of the Trade ====&lt;br /&gt;
&#039;&#039;1st Level Master Wandslinger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You gain Proficiency with [[Adventuring Gear#Artisan&#039;s Tools|Woodcarver&#039;s Tools]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Sidearm ====&lt;br /&gt;
&#039;&#039;1st Level Master Wandslinger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have constructed for yourself a Wandslinger&#039;s signature weapon. At the end of a Long Rest, you can use [[Adventuring Gear#Artisan&#039;s Tools|Woodcarver&#039;s Tools]] to craft an Arcane Sidearm. It resembles a Tiny object of your choosing, though its appearance has no effect on its abilities. Many Wandslingers craft Sidearms that resemble delicate wands, ornate rods, or even eldritch cannons.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Arcane Sidearm is a Simple Weapon with the Ranged (120/300) Property, and you use your Intelligence, instead of your Dexterity, for its Attack and Damage Rolls. On hit, it deals Force Damage equal to 1d10 + your Intelligence Modifier. You can also use your Arcane Sidearm as an Artificer Spellcasting Focus.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only have one Arcane Sidearm at a time. Creating another Arcane Sidearm renders that magic of the first inert.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Quickdraw ====&lt;br /&gt;
&#039;&#039;1st Level Master Wandslinger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have honed your reflexes so that you can nearly always strike first. When you roll Initiative at the start of combat and are not Surprised or [[Conditions#Incapacitated|Incapacitated]], you can use your Reaction to make a single Attack with your Arcane Sidearm, or another magic wand, rod, or staff that you are holding before any other creatures act.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arcane Duelist ====&lt;br /&gt;
&#039;&#039;3rd Level Master Wandslinger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have begun to master the signature abilities of an arcane duelist. As a Bonus Action, you can use your Arcane Sidearm to use one of the following abilities:&lt;br /&gt;
*&#039;&#039;&#039;Shocking Burst.&#039;&#039;&#039; Your Arcane Sidearm conjures a burst of lightning at a point you can see within 60ft of you, forcing creatures within 5ft of that point to make a Dexterity Saving Throw against your Spell Save DC. On a failed Save, a creatures takes 2d6 Lightning Damage, and half as much Damage on a successful Save.&lt;br /&gt;
*&#039;&#039;&#039;Thunderous Blast.&#039;&#039;&#039; Your Arcane Sidearm emits a blast of magic in a 15ft Emanated Cone. Any creatures in the area make a Dexterity Saving Throw against your Spell Save DC. On a failed Save, a creature takes 2d6 Thunder Damage, and if the creature is Large or smaller, it is pushed 10ft away from you.&lt;br /&gt;
*&#039;&#039;&#039;Wandslinger&#039;s Ward.&#039;&#039;&#039; Your Arcane Sidearm produces a field that grants you, or a creature of your choice within 10ft of you, Temporary Hit Points equal to your Intelligence Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Spell Slinger ====&lt;br /&gt;
&#039;&#039;5th Level Master Wandslinger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You wield your Arcane Sidearm with deadly skill. When you take the Attack Action, and all of the Attacks you make are made with your Arcane Sidearm, you can make an additional Attack as part of that Action.&amp;lt;br&amp;gt;&lt;br /&gt;
As you gain Levels in this class, the number of additional Attacks you make with this feature increases: at 11th Level you make two additional Attacks, and at 17th Level you make three additional Attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Expert Duelist ====&lt;br /&gt;
&#039;&#039;9th Level Master Wandslinger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Damage dealt, or Temporary Hit Points granted by your Bonus Action options from your Arcane Duelist feature increased by 1d6 + your Intelligence Modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Master Wandslinger ====&lt;br /&gt;
&#039;&#039;15th Level Master Wandslinger Feature&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have become a master of Wandslinger artifice. You gain the following benefits:&lt;br /&gt;
*When you use take the Attack Action and make all Attacks with your Arcane Sidearm, you can cast a Spell with a Casting Time of 1 Action as a Bonus Action on that turn.&lt;br /&gt;
*When you cast an Artificer Spell using your Arcane Sidearm as the Spellcasting Focus, you can cause any Damage dealt by the Spell to deal Force Damage instead.&lt;br /&gt;
*As a Reaction when a creature within 10ft of you is targeted by a Spell, you can grant all creatures of your choice within 10ft of you 3/4 Cover against that Spell.&lt;br /&gt;
*You can cause the Bonus Action options from your Arcane Duelist feature to deal Force Damage instead of their normal Damage Type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Dragonwrought&amp;diff=4408</id>
		<title>Dragonwrought</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Dragonwrought&amp;diff=4408"/>
		<updated>2026-05-31T01:06:16Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Dragonwrought */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dragonwrought ==&lt;br /&gt;
Dragon person&lt;br /&gt;
&lt;br /&gt;
=== Metallic Dragonwrought ===&lt;br /&gt;
&lt;br /&gt;
Metallic Dragonwrought have a closer tie to Metallic dragons, and thus take after some of their abilities and powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Metallic Dragonwrought are infants until age 10, adolescents until age 20, mature until age 150, mid-life until age 175, elder until age 200, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; You are a Humanoid and a Dragon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and Draikyaan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dragonwrought are about 5.5 to 6.5 feet tall and weigh between 180 and 250 pounds. Your size is Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; You have a 30ft Walking Speed and a 30ft Flying Speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air of Authority.&#039;&#039;&#039; Dragonwrought, usually having a high place in society, gain proficiency in one of the following, Persuasion, Intimidation, or Insight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breath Weapon.&#039;&#039;&#039; When you take the Attack action on your turn, you can replace one of your Attacks with an exhalation of magical energy in a 15ft Cone. Each creature in that area must make a Dexterity Saving Throw, with a DC of 8 + your Constitution Modifier + your Proficiency Bonus. On a failed Save, the Creature takes 1d10 Damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draconic Resistance.&#039;&#039;&#039; You have resistance to the damage type associated with your Metallic Ancestry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metallic Ancestry.&#039;&#039;&#039; You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Dragon Type !! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
| Tin || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Gallium || Acid&lt;br /&gt;
|-&lt;br /&gt;
| Polonium || Fire&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth || Thunder&lt;br /&gt;
|-&lt;br /&gt;
| Indium || Cold&lt;br /&gt;
|-&lt;br /&gt;
| Thallium || Fire&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum || Thunder&lt;br /&gt;
|-&lt;br /&gt;
| Mercury || Cold&lt;br /&gt;
|-&lt;br /&gt;
| Lead || Fire or Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
[[Alduin]], the Gold Dragonwrought, Storming Soul Sorcerer&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Depricated_Dragonwrought&amp;diff=4407</id>
		<title>Depricated Dragonwrought</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Depricated_Dragonwrought&amp;diff=4407"/>
		<updated>2026-05-31T00:58:09Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;==Dragonwrought== Dragonwrought come in many shapes and sizes in Drakomere, much like Dragons. Dragonwrought come in coloring and physical features based on the twenty dragon-types, These types can be divided into four categories, Chromatin, Gem, Metallic, and Miscellaneous. Miscellaneous Dragonwrought can be further divided into five categories, Deep, Faerie, Moonstone, Shadow, and Turtle. All different types of Dragonwrought were created in the 1st Age.  === Chromatic...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dragonwrought==&lt;br /&gt;
Dragonwrought come in many shapes and sizes in Drakomere, much like Dragons. Dragonwrought come in coloring and physical features based on the twenty dragon-types, These types can be divided into four categories, Chromatin, Gem, Metallic, and Miscellaneous. Miscellaneous Dragonwrought can be further divided into five categories, Deep, Faerie, Moonstone, Shadow, and Turtle. All different types of Dragonwrought were created in the 1st Age.&lt;br /&gt;
&lt;br /&gt;
=== Chromatic Dragonwrought ===&lt;br /&gt;
Chromatic Dragonwrought have a closer tie to Chromatic Dragons, and thus take after some of their abilities and powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Strength Score increases by 2 and your Charisma Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Chromatic Dragonborn are infants until age 10, adolescents until age 20, mature until age 150, mid-life until age 175, elder until age 200, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Being one of the first races, and made roughly in the image of the Three, your creature type is Dragon and Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and Draikyaan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dragonborn are about 5.5 to 6.5 feet tall and weigh between 180 and 250 pounds. Your size is Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air of Authority.&#039;&#039;&#039; Dragonwrought, usually having a high place in society, gain proficiency in one of the following, Persuasion, Intimidation, or Insight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breath Weapon.&#039;&#039;&#039; When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).&lt;br /&gt;
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chromatic Ancestry.&#039;&#039;&#039; You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Chromatic Ancestry&lt;br /&gt;
|-&lt;br /&gt;
! Dragon Type !! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
| Black || Acid&lt;br /&gt;
|-&lt;br /&gt;
| Blue || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Green || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Red || Fire&lt;br /&gt;
|-&lt;br /&gt;
| White || Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chromatic Warding.&#039;&#039;&#039; Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draconic Resistance.&#039;&#039;&#039; You have resistance to the damage type associated with your Chromatic Ancestry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gem Dragonwrought ===&lt;br /&gt;
Gem Dragonwrought have a closer tie to Gem dragons, and thus take after some of their abilities and powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Wisdom Score increases by 2 and your Dexterity Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Gem Dragonwrought are infants until age 10, adolescents until age 20, mature until age 150, mid-life until age 175, elder until age 200, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Being one of the first races, and made roughly in the image of the Three, your creature type is Dragon and Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and Draakyain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dragonwrought are about 5.5 to 6.5 feet tall and weigh between 180 and 250 pounds. Your size is Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air of Authority.&#039;&#039;&#039; Dragonwrought, usually having a high place in society, gain proficiency in one of the following, Persuasion, Intimidation, or Insight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breath Weapon.&#039;&#039;&#039; When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).&lt;br /&gt;
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draconic Resistance.&#039;&#039;&#039; You have resistance to the damage type associated with your Gem Ancestry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gem Ancestry.&#039;&#039;&#039; You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Gem Ancestry&lt;br /&gt;
|-&lt;br /&gt;
! Dragon Type !! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
| Amethyst || Force&lt;br /&gt;
|-&lt;br /&gt;
| Crystal || Radiant&lt;br /&gt;
|-&lt;br /&gt;
| Emerald || Psychic&lt;br /&gt;
|-&lt;br /&gt;
| Sapphire || Thunder&lt;br /&gt;
|-&lt;br /&gt;
| Topaz || Necrotic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gem Flight.&#039;&#039;&#039; Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionic Mind.&#039;&#039;&#039; You can send telepathic messages to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Metallic Dragonwrought ===&lt;br /&gt;
Metallic Dragonwrought have a closer tie to Metallic dragons, and thus take after some of their abilities and powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Constitution Score increases by 2 and your Intelligence Score increases by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039; Metallic Dragonwrought are infants until age 10, adolescents until age 20, mature until age 150, mid-life until age 175, elder until age 200, and ancient afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Being one of the first races, and made roughly in the image of the Three, your creature type is Dragon and Humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and Draikyaan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dragonwrought are about 5.5 to 6.5 feet tall and weigh between 180 and 250 pounds. Your size is Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air of Authority.&#039;&#039;&#039; Dragonwrought, usually having a high place in society, gain proficiency in one of the following, Persuasion, Intimidation, or Insight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breath Weapon.&#039;&#039;&#039; When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).&lt;br /&gt;
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draconic Resistance.&#039;&#039;&#039; You have resistance to the damage type associated with your Metallic Ancestry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metallic Ancestry.&#039;&#039;&#039; You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Dragon Type !! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || Lightning&lt;br /&gt;
|-&lt;br /&gt;
| Copper || Acid&lt;br /&gt;
|-&lt;br /&gt;
| Gold || Fire&lt;br /&gt;
|-&lt;br /&gt;
| Iron || Thunder&lt;br /&gt;
|-&lt;br /&gt;
| Silver || Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metallic Breath Weapon.&#039;&#039;&#039; At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Once you use your Metallic Breath Weapon, you can’t do so again until you finish a long rest. Whenever you use this trait, choose one:&lt;br /&gt;
Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.&lt;br /&gt;
Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Races&amp;diff=4406</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Races&amp;diff=4406"/>
		<updated>2026-05-31T00:57:59Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Common Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reworked Races ==&lt;br /&gt;
Below are the Races in Drakomere, that when complete, will be the only races playable in Drakomere (there are always exceptions to the rule).&lt;br /&gt;
The goal is for each race to have subraces.&lt;br /&gt;
&lt;br /&gt;
[[Kalashtari]]&lt;br /&gt;
&lt;br /&gt;
[[Plumbite]]&lt;br /&gt;
&lt;br /&gt;
[[ThrQrinn]]&lt;br /&gt;
&lt;br /&gt;
[[Highborne]]&lt;br /&gt;
&lt;br /&gt;
[[Automaton]]&lt;br /&gt;
&lt;br /&gt;
[[Dragonwrought]]&lt;br /&gt;
&lt;br /&gt;
== Common Races ==&lt;br /&gt;
Below are the common Races in Drakomere, if you wish to play another race, talk to your DM about it.&lt;br /&gt;
Your creature type is assumed to be Humanoid, your base Walking Speed is assumed to be 30ft, and your size is assumed to be Medium unless otherwise stated.&lt;br /&gt;
Some features imply they are based on culture, such as the Bugbear’s Surprise Attacks, or the Dragonwrought&#039;s Air of Authority, if you don’t feel these fit your character, work with your DM to create, or swap it out for a comparably powered feature. Most skill proficiencies and languages are also cultural, if you don’t feel these fit with your character, work with your DM to swap them out for more fitting ones.&lt;br /&gt;
&lt;br /&gt;
FYI: There&#039;s still some info to add to the races like Age and Alignment, if it is not present, just ask your DM for what it would roughly be.&lt;br /&gt;
&lt;br /&gt;
[[Bugbear|Bugbears]] are neither bugs nor bears, they are the hulking cousins of goblins and hobgoblins. They are stealthy hunters, using their long limbs to gain the upper hand on their enemy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[(aazh&#039;-aal (Centaurs)]] have the upper bodies, down to the waist, of muscular humans, but below the waist, they have the bodies of muscular horses. They&#039;re powerful bodies and large sizes make them feared fighters and fast runners.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crystalkin|Crystalkin]] are  crystalline humanoids, floating a few feet off the ground, with psychic and radiant abilities. Their innate powers make them feared mages and spellcasters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Depricated Dragonwrought]] are dragon-esque humanoids, with features and abilities based on which type of dragon their wrought from. Their brawn and innate breath weapons make them dangerous combatants on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Deepling|Deeplings]] are writhing masses of tentacles, capable of shifting into many forms and camouflaging themselves. They&#039;re innate stealth makes them excellent ambushers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dwarf|Dwarves]] are stout humanoids, descended from a race of giants forgotten long ago. They&#039;re proud and hardy culture and physiology makes them adept brawlers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faerie|Faeries]] are tiny fey creatures, endlessly curious and adaptable, they try numerous occupations and hobbies. They&#039;re adaptability makes them an unending source of utility.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Firbolg|Firbolgs]] are large humanoids directly descended from Giants, but cursed to become more passive and peaceful, which they have embraced. Their harmony with nature and natural caring intuition makes them wonderful supporters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Genasi]] are half-genies, either by lineage or given power, with strong innate elemental prowess. This strength and resilience to elements make them varied, wild, and resistant warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grung]] are frog-like humanoids, descended from unthinkable monsters and pure elemental power. Their wicked claws and elemental skin-coating makes them a force to be reckoned with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnoll|Gnolls]] are hyena humanoids, twisted by aberrant forces but brought back from madness by Sardior. They have an adaptable, varied, and either wildly ferocious or skilled and tactical combat style.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goblin|Goblins]] are short, green, and sneaky humanoids, related to bugbears and hobgoblins. Their short stature and wiry nature makes them almost implacable.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goliath|Goliaths]] are tall, beefy humanoids, related to Dwarves, they have massive power and muscles. Their innate resilience and strength makes them insurmountable towers to take down.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Halfling|Halflings]] are a laid back folk, descended from a particular family of Half-Kethie-Dwarves. Even though the majority are usually content to live in their homes with simple pleasures, those who adventure use their inexplicable luck and their foes underestimation of them to great effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hobgoblin|Hobgoblins]] are the third Goblinoid race, along with Goblins and Bugbears. They have a natural gift for command, and become more powerful with more allies, which is used to great extent in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Human|Humans]] are adaptable, strong-willed, and unshakable. With a natural talent for magic, sword, and skill, they can do anything they put their minds to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ìqáalìe]] are lizard humanoids, generally reclusive, with innate magic for communication. Their unique culture and sharp teeth make them skilled warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legacy Kalashtari|Kalashtari]] are psychically gifted humans, descended from the Kalashtar, having lost their connection to their previous source of psionic power, they began filling their minds with fictional worlds and stories. Their expansive minds and storied subconscious makes them resilient to psychic invasion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kethie]] are denizens of the Lierethi, a forest continent, in other worlds they would be called Elves, they are expert hunters, able to speak in a single-handed sign language. Their skill with hunting makes them skilled and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kobold|Kobolds]] are smaller draconic humanoids, based on where they live, they are generally either treated horribly or accepted in society. No matter how they&#039;re treated, Kobolds are naturally sneaky and creative, using both of these to great effect, either cowering to distract enemies, or roaring to inspire allies.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Leonin]] are lion humanoids from the Wild-Plains, along with Centaurs, Ursan, and others. With a culture of Might Makes Right, Leonin are a ferocious flurry of claws and teeth on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Locathah]] are fish folk who live in the Archipelago along with Loxodon, Triton, and Ìqáalìe. Their scaly skin and surprising strength makes them unexpectedly effective warriors in combat&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loxodon]] are large elephant folk who lead the day-to-day duties of the established cities in the Archipelago. They&#039;re large trunks, thick hide, and brawny arms makes them tough opponents on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minotaur|Minotaurs]] are bull folk, strong willed, curly horned, and muscly. They are ferocious opponents in combat and have an exceptional memory.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Otterfolk]] are residents of Mooraarbaa, excellent swimmers and aquatic way finders. Their skill in the water and their cultural weapons makes them slippery and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shifter|Shifters]] are often called were-touched, half-shifting to a lycanthropic form. They completely have this shifting under control and use it to great effect in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ursan]] are bear folk, ferocious, often unbreakable, and with a hunger for honey. Their need to sleep longer then most and cravings for honey is more then made up for by their powerful claws and thick hide.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tortle|Tortles]] are turtle humanoids, with strong shells, and a love for the simple things. Their natural armor and resilient nature makes them warriors full of stamina and strength.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Treant|Treants]] are tree creatures, ranging from sizes of tiny to large, they are some of the most varied creatures in Drakomere. Their natural resistance to bludgeons counteracts their weakness to axes and flame, and their ability to sense the tremors in the earth around them and to subsist purely on light makes them expert survivalists.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Triton|Tritons]] are frilly humanoids, blue and proud. They inspire others and have great skill both on land and in the sea.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Verdan]] are humanoids born of pure chaos, arrayed on all ends of spectrum of stealth, brawn, skill, and magic.&lt;br /&gt;
&lt;br /&gt;
== Monstrous Races ==&lt;br /&gt;
The following are a set of miscellaneous monstrous races.&lt;br /&gt;
Most races in this section have a Level Adjustment feature, this feature indicates the relative power level of the race and balances accordingly. Level adjustment lowers the levels you have in classes, but does not lower your effective character level, for example, a Harpy has a level adjustment of 1, if you were a 3rd level Harpy Wizard, you would be a 2nd level Wizard, and being a Harpy would use one of those levels.&lt;br /&gt;
This is all incredibly homebrewed material and will be worked on as the campaign is played.&lt;br /&gt;
&lt;br /&gt;
To-Make: Aboleth, Troll, Lycanthropes, Elementals, Ettercaps, Dragons, Animated Objects, Blights, Draco-Sphinxes, Yetis&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harpy]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ogre]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Half Races ==&lt;br /&gt;
Below are a list of half-races to choose from, this list will most likely be incomplete for a while, and it may be done in a very different way in the future.&lt;br /&gt;
&lt;br /&gt;
== Rare Races ==&lt;br /&gt;
Below are the uncommon and rare races in Drakomere. These races are most likely to not show up in games and most player characters wouldn&#039;t be one of them. If you want to play a rare race, talk to your DM about why you&#039;re one of them.&lt;br /&gt;
&lt;br /&gt;
[[Aasimar]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aarakocra]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Changeling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dhampir]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Dwarves]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gith]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Giff]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnomes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hadozee]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harengon]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hexblood]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kenku]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Kethie]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Orc]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Owlin]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plasmoid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reborn]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Satyr]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Simic Hybrid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tabaxi]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thri-Kreen]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tiefling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vedalken]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warfoged]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Yuan-Ti]]&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Races&amp;diff=4405</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Races&amp;diff=4405"/>
		<updated>2026-05-31T00:57:10Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Reworked Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reworked Races ==&lt;br /&gt;
Below are the Races in Drakomere, that when complete, will be the only races playable in Drakomere (there are always exceptions to the rule).&lt;br /&gt;
The goal is for each race to have subraces.&lt;br /&gt;
&lt;br /&gt;
[[Kalashtari]]&lt;br /&gt;
&lt;br /&gt;
[[Plumbite]]&lt;br /&gt;
&lt;br /&gt;
[[ThrQrinn]]&lt;br /&gt;
&lt;br /&gt;
[[Highborne]]&lt;br /&gt;
&lt;br /&gt;
[[Automaton]]&lt;br /&gt;
&lt;br /&gt;
[[Dragonwrought]]&lt;br /&gt;
&lt;br /&gt;
== Common Races ==&lt;br /&gt;
Below are the common Races in Drakomere, if you wish to play another race, talk to your DM about it.&lt;br /&gt;
Your creature type is assumed to be Humanoid, your base Walking Speed is assumed to be 30ft, and your size is assumed to be Medium unless otherwise stated.&lt;br /&gt;
Some features imply they are based on culture, such as the Bugbear’s Surprise Attacks, or the Dragonwrought&#039;s Air of Authority, if you don’t feel these fit your character, work with your DM to create, or swap it out for a comparably powered feature. Most skill proficiencies and languages are also cultural, if you don’t feel these fit with your character, work with your DM to swap them out for more fitting ones.&lt;br /&gt;
&lt;br /&gt;
FYI: There&#039;s still some info to add to the races like Age and Alignment, if it is not present, just ask your DM for what it would roughly be.&lt;br /&gt;
&lt;br /&gt;
[[Bugbear|Bugbears]] are neither bugs nor bears, they are the hulking cousins of goblins and hobgoblins. They are stealthy hunters, using their long limbs to gain the upper hand on their enemy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[(aazh&#039;-aal (Centaurs)]] have the upper bodies, down to the waist, of muscular humans, but below the waist, they have the bodies of muscular horses. They&#039;re powerful bodies and large sizes make them feared fighters and fast runners.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crystalkin|Crystalkin]] are  crystalline humanoids, floating a few feet off the ground, with psychic and radiant abilities. Their innate powers make them feared mages and spellcasters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dragonwrought]] are dragon-esque humanoids, with features and abilities based on which type of dragon their wrought from. Their brawn and innate breath weapons make them dangerous combatants on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Deepling|Deeplings]] are writhing masses of tentacles, capable of shifting into many forms and camouflaging themselves. They&#039;re innate stealth makes them excellent ambushers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dwarf|Dwarves]] are stout humanoids, descended from a race of giants forgotten long ago. They&#039;re proud and hardy culture and physiology makes them adept brawlers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faerie|Faeries]] are tiny fey creatures, endlessly curious and adaptable, they try numerous occupations and hobbies. They&#039;re adaptability makes them an unending source of utility.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Firbolg|Firbolgs]] are large humanoids directly descended from Giants, but cursed to become more passive and peaceful, which they have embraced. Their harmony with nature and natural caring intuition makes them wonderful supporters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Genasi]] are half-genies, either by lineage or given power, with strong innate elemental prowess. This strength and resilience to elements make them varied, wild, and resistant warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grung]] are frog-like humanoids, descended from unthinkable monsters and pure elemental power. Their wicked claws and elemental skin-coating makes them a force to be reckoned with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnoll|Gnolls]] are hyena humanoids, twisted by aberrant forces but brought back from madness by Sardior. They have an adaptable, varied, and either wildly ferocious or skilled and tactical combat style.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goblin|Goblins]] are short, green, and sneaky humanoids, related to bugbears and hobgoblins. Their short stature and wiry nature makes them almost implacable.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Goliath|Goliaths]] are tall, beefy humanoids, related to Dwarves, they have massive power and muscles. Their innate resilience and strength makes them insurmountable towers to take down.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Halfling|Halflings]] are a laid back folk, descended from a particular family of Half-Kethie-Dwarves. Even though the majority are usually content to live in their homes with simple pleasures, those who adventure use their inexplicable luck and their foes underestimation of them to great effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hobgoblin|Hobgoblins]] are the third Goblinoid race, along with Goblins and Bugbears. They have a natural gift for command, and become more powerful with more allies, which is used to great extent in combat.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Human|Humans]] are adaptable, strong-willed, and unshakable. With a natural talent for magic, sword, and skill, they can do anything they put their minds to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ìqáalìe]] are lizard humanoids, generally reclusive, with innate magic for communication. Their unique culture and sharp teeth make them skilled warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legacy Kalashtari|Kalashtari]] are psychically gifted humans, descended from the Kalashtar, having lost their connection to their previous source of psionic power, they began filling their minds with fictional worlds and stories. Their expansive minds and storied subconscious makes them resilient to psychic invasion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kethie]] are denizens of the Lierethi, a forest continent, in other worlds they would be called Elves, they are expert hunters, able to speak in a single-handed sign language. Their skill with hunting makes them skilled and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kobold|Kobolds]] are smaller draconic humanoids, based on where they live, they are generally either treated horribly or accepted in society. No matter how they&#039;re treated, Kobolds are naturally sneaky and creative, using both of these to great effect, either cowering to distract enemies, or roaring to inspire allies.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Leonin]] are lion humanoids from the Wild-Plains, along with Centaurs, Ursan, and others. With a culture of Might Makes Right, Leonin are a ferocious flurry of claws and teeth on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Locathah]] are fish folk who live in the Archipelago along with Loxodon, Triton, and Ìqáalìe. Their scaly skin and surprising strength makes them unexpectedly effective warriors in combat&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loxodon]] are large elephant folk who lead the day-to-day duties of the established cities in the Archipelago. They&#039;re large trunks, thick hide, and brawny arms makes them tough opponents on the battlefield.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minotaur|Minotaurs]] are bull folk, strong willed, curly horned, and muscly. They are ferocious opponents in combat and have an exceptional memory.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Otterfolk]] are residents of Mooraarbaa, excellent swimmers and aquatic way finders. Their skill in the water and their cultural weapons makes them slippery and deadly warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shifter|Shifters]] are often called were-touched, half-shifting to a lycanthropic form. They completely have this shifting under control and use it to great effect in battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ursan]] are bear folk, ferocious, often unbreakable, and with a hunger for honey. Their need to sleep longer then most and cravings for honey is more then made up for by their powerful claws and thick hide.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tortle|Tortles]] are turtle humanoids, with strong shells, and a love for the simple things. Their natural armor and resilient nature makes them warriors full of stamina and strength.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Treant|Treants]] are tree creatures, ranging from sizes of tiny to large, they are some of the most varied creatures in Drakomere. Their natural resistance to bludgeons counteracts their weakness to axes and flame, and their ability to sense the tremors in the earth around them and to subsist purely on light makes them expert survivalists.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Triton|Tritons]] are frilly humanoids, blue and proud. They inspire others and have great skill both on land and in the sea.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Verdan]] are humanoids born of pure chaos, arrayed on all ends of spectrum of stealth, brawn, skill, and magic.&lt;br /&gt;
&lt;br /&gt;
== Monstrous Races ==&lt;br /&gt;
The following are a set of miscellaneous monstrous races.&lt;br /&gt;
Most races in this section have a Level Adjustment feature, this feature indicates the relative power level of the race and balances accordingly. Level adjustment lowers the levels you have in classes, but does not lower your effective character level, for example, a Harpy has a level adjustment of 1, if you were a 3rd level Harpy Wizard, you would be a 2nd level Wizard, and being a Harpy would use one of those levels.&lt;br /&gt;
This is all incredibly homebrewed material and will be worked on as the campaign is played.&lt;br /&gt;
&lt;br /&gt;
To-Make: Aboleth, Troll, Lycanthropes, Elementals, Ettercaps, Dragons, Animated Objects, Blights, Draco-Sphinxes, Yetis&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harpy]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ogre]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Half Races ==&lt;br /&gt;
Below are a list of half-races to choose from, this list will most likely be incomplete for a while, and it may be done in a very different way in the future.&lt;br /&gt;
&lt;br /&gt;
== Rare Races ==&lt;br /&gt;
Below are the uncommon and rare races in Drakomere. These races are most likely to not show up in games and most player characters wouldn&#039;t be one of them. If you want to play a rare race, talk to your DM about why you&#039;re one of them.&lt;br /&gt;
&lt;br /&gt;
[[Aasimar]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aarakocra]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Changeling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dhampir]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Dwarves]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gith]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Giff]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gnomes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hadozee]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harengon]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hexblood]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kenku]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Uncommon Kethie]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Orc]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Owlin]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plasmoid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reborn]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Satyr]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Simic Hybrid]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tabaxi]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thri-Kreen]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tiefling]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vedalken]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warfoged]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Yuan-Ti]]&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Automaton&amp;diff=4404</id>
		<title>Automaton</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Automaton&amp;diff=4404"/>
		<updated>2026-05-31T00:32:27Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;== Automaton == Robots   &amp;#039;&amp;#039;&amp;#039;Ability Score Increases.&amp;#039;&amp;#039;&amp;#039; Choose either 3 Ability Scores to increases by 1, or one to increase by 2 and one to increase by 1.  &amp;#039;&amp;#039;&amp;#039;Adjustable Size.&amp;#039;&amp;#039;&amp;#039; Your size is Tiny, Small, Medium, or Large. Given significant time and effort, your chassis could be retrofitted to change this.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Automaton ==&lt;br /&gt;
Robots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Choose either 3 Ability Scores to increases by 1, or one to increase by 2 and one to increase by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjustable Size.&#039;&#039;&#039; Your size is Tiny, Small, Medium, or Large. Given significant time and effort, your chassis could be retrofitted to change this.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
</feed>