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	<title>Drakomere - User contributions [en]</title>
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	<updated>2026-08-13T02:13:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Hobgoblin&amp;diff=4465</id>
		<title>Hobgoblin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Hobgoblin&amp;diff=4465"/>
		<updated>2026-06-29T06:17:59Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Hobgoblin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hobgoblin ==&lt;br /&gt;
Hobgoblins are another race descended from the Fey mutation of other races. For Hobgoblins, Humans were the ones mutated. They have embraced their Fey nature, however some have become ruled by strength and brawn, allowing them to be incredibly varied. Hobgoblins have existed since the 8th Age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fae Hobgoblin ===&lt;br /&gt;
These Hobgoblins come from the Fae Forest where the mutation first took place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Strength Score increases by 2 and your Intelligence 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;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Your Creature Types are Humanoid and Fae.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision.&#039;&#039;&#039; Within 60ft of you, you see Darkness as Dim Light, and Dim Light as Bright Dight. You discern colors in that darkness only as shades of green and gold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fey Ancestry.&#039;&#039;&#039; You have Advantage on Saving Throws you make to resist being Charmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fey Gift.&#039;&#039;&#039; You can take the Help action as a Bonus Action. You can do so a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Whenever you do so, choose one of the options below:&lt;br /&gt;
:&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You and the Creature you Help each gain a number of Temporary Hit Points equal to 1d6 + your Proficiency Bonus.&lt;br /&gt;
:&#039;&#039;&#039;Passage.&#039;&#039;&#039; You and the Creature you Help each increase your Walking Speeds by 10ft until the start of your next Turn.&lt;br /&gt;
:&#039;&#039;&#039;Spite.&#039;&#039;&#039; Until the start of your next Turn,  the first time the Creature you Help hits a Target with an Attack Roll, that Target has Disadvantage on the next Attack Roll it makes within the next minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortune of the Many.&#039;&#039;&#039; If you fail an Attack Roll, Ability Check, or Saving Throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30ft of you. You can use this Feature 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;
&#039;&#039;&#039;Strong Willed.&#039;&#039;&#039; You gain Proficiency with Persuasion, Intimidation, or Insight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Prowess.&#039;&#039;&#039; You gain Proficiency with two Simple or Martial Weapons of your choice, as well as Light Armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Storming Hobgoblin ===&lt;br /&gt;
These Hobgoblins migrated to Oozhtae in Stormwood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Strength Score increases by 2 and your Intelligence 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;Speed.&#039;&#039;&#039; You have a Walking Speed of 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type.&#039;&#039;&#039; Your Creature Types are Humanoid and Fae.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision.&#039;&#039;&#039; Within 60ft of you, you see Darkness as Dim Light, and Dim Light as Bright Dight. You discern colors in that darkness only as shades of green and gold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fey Ancestry.&#039;&#039;&#039; You have Advantage on Saving Throws you make to resist being Charmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fey Gift.&#039;&#039;&#039; You can take the Help action as a Bonus Action. You can do so a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Whenever you do so, choose one of the options below:&lt;br /&gt;
:&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You and the Creature you Help each gain a number of Temporary Hit Points equal to 1d6 + your Proficiency Bonus.&lt;br /&gt;
:&#039;&#039;&#039;Passage.&#039;&#039;&#039; You and the Creature you Help each increase your Walking Speeds by 10ft until the start of your next Turn.&lt;br /&gt;
:&#039;&#039;&#039;Spite.&#039;&#039;&#039; Until the start of your next Turn,  the first time the Creature you Help hits a Target with an Attack Roll, that Target has Disadvantage on the next Attack Roll it makes within the next minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortune of the Many.&#039;&#039;&#039; If you fail an Attack Roll, Ability Check, or Saving Throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30ft of you. You can use this Feature 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;
&#039;&#039;&#039;Strong Willed.&#039;&#039;&#039; You gain Proficiency with Persuasion, Intimidation, or Insight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Prowess.&#039;&#039;&#039; You gain Proficiency with two Simple or Martial Weapons of your choice, as well as Light Armor.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Ork&amp;diff=4464</id>
		<title>Ork</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Ork&amp;diff=4464"/>
		<updated>2026-06-29T05:33:56Z</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 serrated 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=Hobgoblin&amp;diff=4463</id>
		<title>Hobgoblin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Hobgoblin&amp;diff=4463"/>
		<updated>2026-06-29T05:27:02Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hobgoblin ==&lt;br /&gt;
Hobgoblins are another race descended from the Fey mutation of other races. For Hobgoblins, Humans were the ones mutated. They have embraced their Fey nature, however some have become ruled by strength and brawn, allowing them to be incredibly varied. Hobgoblins have existed since the 8th Age.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Strength Score increases by 2 and your Intelligence 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 Goblin.&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 shades of green and gold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fey Ancestry.&#039;&#039;&#039; You have advantage on saving throws you make to avoid or end the charmed condition on yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fey Gift.&#039;&#039;&#039; You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.&lt;br /&gt;
Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:&lt;br /&gt;
:&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.&lt;br /&gt;
:&#039;&#039;&#039;Passage.&#039;&#039;&#039; You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.&lt;br /&gt;
:&#039;&#039;&#039;Spite.&#039;&#039;&#039; Until the start of your next turn,  the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortune of the Many.&#039;&#039;&#039; If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait 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;Strong Willed.&#039;&#039;&#039; You gain proficiency with Persuasion, Intimidation, or Insight.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Legacy_Hobgoblin&amp;diff=4462</id>
		<title>Legacy Hobgoblin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Legacy_Hobgoblin&amp;diff=4462"/>
		<updated>2026-06-29T05:26:49Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;== Hobgoblin == Hobgoblins are another race descended from the Fey mutation of other races. For Hobgoblins, Humans were the ones mutated. They have embraced their Fey nature, however some have become ruled by strength and brawn, allowing them to be incredibly varied. Hobgoblins have existed since the 8th Age.  &amp;#039;&amp;#039;&amp;#039;Ability Score Increases.&amp;#039;&amp;#039;&amp;#039; Your Strength Score increases by 2 and your Intelligence Score increases by 1.  &amp;#039;&amp;#039;&amp;#039;Languages.&amp;#039;&amp;#039;&amp;#039; You can speak, read, and write Comm...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hobgoblin ==&lt;br /&gt;
Hobgoblins are another race descended from the Fey mutation of other races. For Hobgoblins, Humans were the ones mutated. They have embraced their Fey nature, however some have become ruled by strength and brawn, allowing them to be incredibly varied. Hobgoblins have existed since the 8th Age.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increases.&#039;&#039;&#039; Your Strength Score increases by 2 and your Intelligence 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 Goblin.&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 shades of green and gold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fey Ancestry.&#039;&#039;&#039; You have advantage on saving throws you make to avoid or end the charmed condition on yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fey Gift.&#039;&#039;&#039; You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.&lt;br /&gt;
Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:&lt;br /&gt;
:&#039;&#039;&#039;Resilience.&#039;&#039;&#039; You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.&lt;br /&gt;
:&#039;&#039;&#039;Passage.&#039;&#039;&#039; You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.&lt;br /&gt;
:&#039;&#039;&#039;Spite.&#039;&#039;&#039; Until the start of your next turn,  the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortune of the Many.&#039;&#039;&#039; If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait 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;Strong Willed.&#039;&#039;&#039; You gain proficiency with Persuasion, Intimidation, or Insight.&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Races&amp;diff=4461</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Races&amp;diff=4461"/>
		<updated>2026-06-29T05:20:48Z</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;
[[Halfling]]&lt;br /&gt;
&lt;br /&gt;
[[Dwarf]]&lt;br /&gt;
&lt;br /&gt;
[[Hobgoblin]]&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;
[[Legacy 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=4460</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Races&amp;diff=4460"/>
		<updated>2026-06-29T05:20:33Z</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;
[[Hobgoblins]]&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;
[[Legacy 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=Halfling&amp;diff=4459</id>
		<title>Halfling</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Halfling&amp;diff=4459"/>
		<updated>2026-06-29T04:33:54Z</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;
&#039;&#039;&#039;Spell Consumption.&#039;&#039;&#039; When you are targeted by a Spell of a Level equal to or less than half your Proficiency Bonus, you can use your Reaction to attempt to eat the Spell. The Spell has no effect on you and you gain an additional effect based on the School of Magic.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Abjuration.&#039;&#039;&#039; You gain 1d6 Temporary Hit Points for each Level of the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Conjuration.&#039;&#039;&#039; You can teleport up to 10ft for each Level of the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Divination.&#039;&#039;&#039; You can add or subtract 2 for each Level of the Spell from one d20 Roll you see being made before the end of your next Turn.&lt;br /&gt;
*&#039;&#039;&#039;Enchantment.&#039;&#039;&#039; You Creature that Cast the Spell is Charmed by you for a number of Rounds equal to the Level of the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Evocation.&#039;&#039;&#039; You&#039;re next Attack before the end of the Round deals 1d6 additional Damage for each Level of the Spell, of a Damage Type listed in the Spell, if there is not one it deals Force Damage.&lt;br /&gt;
*&#039;&#039;&#039;Illusion.&#039;&#039;&#039; You turn Invisible for a number of Rounds equal to the Level of the Spell. If you make an Attack or Cast a Spell you lose the Condition.&lt;br /&gt;
*&#039;&#039;&#039;Transmutation.&#039;&#039;&#039; The Spell is redirected back at the Creature that Cast the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Necromancy.&#039;&#039;&#039; You, and a number of Creatures equal to the Spells Level within 15ft heal 1d6 Hit Points.&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;
&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;
&#039;&#039;&#039;Spell Consumption.&#039;&#039;&#039; When you are targeted by a Spell of a Level equal to or less than half your Proficiency Bonus, you can use your Reaction to attempt to eat the Spell. The Spell has no effect on you and you gain an additional effect based on the School of Magic.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Abjuration.&#039;&#039;&#039; You gain 1d6 Temporary Hit Points for each Level of the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Conjuration.&#039;&#039;&#039; You can teleport up to 10ft for each Level of the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Divination.&#039;&#039;&#039; You can add or subtract 2 for each Level of the Spell from one d20 Roll you see being made before the end of your next Turn.&lt;br /&gt;
*&#039;&#039;&#039;Enchantment.&#039;&#039;&#039; You Creature that Cast the Spell is Charmed by you for a number of Rounds equal to the Level of the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Evocation.&#039;&#039;&#039; You&#039;re next Attack before the end of the Round deals 1d6 additional Damage for each Level of the Spell, of a Damage Type listed in the Spell, if there is not one it deals Force Damage.&lt;br /&gt;
*&#039;&#039;&#039;Illusion.&#039;&#039;&#039; You turn Invisible for a number of Rounds equal to the Level of the Spell. If you make an Attack or Cast a Spell you lose the Condition.&lt;br /&gt;
*&#039;&#039;&#039;Transmutation.&#039;&#039;&#039; The Spell is redirected back at the Creature that Cast the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Necromancy.&#039;&#039;&#039; You, and a number of Creatures equal to the Spells Level within 15ft heal 1d6 Hit Points.&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;
&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;
&#039;&#039;&#039;Spell Consumption.&#039;&#039;&#039; When you are targeted by a Spell of a Level equal to or less than half your Proficiency Bonus, you can use your Reaction to attempt to eat the Spell. The Spell has no effect on you and you gain an additional effect based on the School of Magic.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Abjuration.&#039;&#039;&#039; You gain 1d6 Temporary Hit Points for each Level of the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Conjuration.&#039;&#039;&#039; You can teleport up to 10ft for each Level of the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Divination.&#039;&#039;&#039; You can add or subtract 2 for each Level of the Spell from one d20 Roll you see being made before the end of your next Turn.&lt;br /&gt;
*&#039;&#039;&#039;Enchantment.&#039;&#039;&#039; You Creature that Cast the Spell is Charmed by you for a number of Rounds equal to the Level of the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Evocation.&#039;&#039;&#039; You&#039;re next Attack before the end of the Round deals 1d6 additional Damage for each Level of the Spell, of a Damage Type listed in the Spell, if there is not one it deals Force Damage.&lt;br /&gt;
*&#039;&#039;&#039;Illusion.&#039;&#039;&#039; You turn Invisible for a number of Rounds equal to the Level of the Spell. If you make an Attack or Cast a Spell you lose the Condition.&lt;br /&gt;
*&#039;&#039;&#039;Transmutation.&#039;&#039;&#039; The Spell is redirected back at the Creature that Cast the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Necromancy.&#039;&#039;&#039; You, and a number of Creatures equal to the Spells Level within 15ft heal 1d6 Hit Points.&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;
&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;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Consumption.&#039;&#039;&#039; When you are targeted by a Spell of a Level equal to or less than half your Proficiency Bonus, you can use your Reaction to attempt to eat the Spell. The Spell has no effect on you and you gain an additional effect based on the School of Magic.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Abjuration.&#039;&#039;&#039; You gain 1d6 Temporary Hit Points for each Level of the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Conjuration.&#039;&#039;&#039; You can teleport up to 10ft for each Level of the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Divination.&#039;&#039;&#039; You can add or subtract 2 for each Level of the Spell from one d20 Roll you see being made before the end of your next Turn.&lt;br /&gt;
*&#039;&#039;&#039;Enchantment.&#039;&#039;&#039; You Creature that Cast the Spell is Charmed by you for a number of Rounds equal to the Level of the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Evocation.&#039;&#039;&#039; You&#039;re next Attack before the end of the Round deals 1d6 additional Damage for each Level of the Spell, of a Damage Type listed in the Spell, if there is not one it deals Force Damage.&lt;br /&gt;
*&#039;&#039;&#039;Illusion.&#039;&#039;&#039; You turn Invisible for a number of Rounds equal to the Level of the Spell. If you make an Attack or Cast a Spell you lose the Condition.&lt;br /&gt;
*&#039;&#039;&#039;Transmutation.&#039;&#039;&#039; The Spell is redirected back at the Creature that Cast the Spell.&lt;br /&gt;
*&#039;&#039;&#039;Necromancy.&#039;&#039;&#039; You, and a number of Creatures equal to the Spells Level within 15ft heal 1d6 Hit Points.&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;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Zhaashtoozhin&amp;diff=4458</id>
		<title>Zhaashtoozhin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Zhaashtoozhin&amp;diff=4458"/>
		<updated>2026-06-29T03:53:34Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Zhaashtoozhin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zhaashtoozhin ==&lt;br /&gt;
Zhaashtoozhin is a Civilization primarily composed of Deeplings, Maritime Infused, Tritons, and Sea Elves. its relatively circular in its borders, which are about 1200 Miles (1900 Kilometers) in diameter, roughly the distance from Greenville, South Carolina to Amarillo, Texas. They speak the language Zhaashtoon&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
&lt;br /&gt;
=== Temperature and Weather ===&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
&lt;br /&gt;
=== Population Distribution ===&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Zhaashtoozhin&amp;diff=4457</id>
		<title>Zhaashtoozhin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Zhaashtoozhin&amp;diff=4457"/>
		<updated>2026-06-29T03:43:34Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* Zhaashtoozhin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zhaashtoozhin ==&lt;br /&gt;
Zhaashtoozhin is a Civilization primarily composed of Deeplings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
&lt;br /&gt;
=== Temperature and Weather ===&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
&lt;br /&gt;
=== Population Distribution ===&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Zhaashtoozhin&amp;diff=4456</id>
		<title>Zhaashtoozhin</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Zhaashtoozhin&amp;diff=4456"/>
		<updated>2026-06-29T03:39:00Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: Created page with &amp;quot;== Zhaashtoozhin ==  === Government ===  === Temperature and Weather ===  === Geography ===  === Population Distribution ===&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zhaashtoozhin ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
&lt;br /&gt;
=== Temperature and Weather ===&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
&lt;br /&gt;
=== Population Distribution ===&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Nations&amp;diff=4455</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Nations&amp;diff=4455"/>
		<updated>2026-06-29T03:35:31Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* The Chaos */&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]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zhaashtoozhin]]&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Nations&amp;diff=4454</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Nations&amp;diff=4454"/>
		<updated>2026-06-29T03:35:22Z</updated>

		<summary type="html">&lt;p&gt;Skilfularcher: /* The Chaos */&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;br /&gt;
[[Zhaashtoozhin]]&lt;/div&gt;</summary>
		<author><name>Skilfularcher</name></author>
	</entry>
	<entry>
		<id>https://drakomere.com/wiki/index.php?title=Level_1&amp;diff=4453</id>
		<title>Level 1</title>
		<link rel="alternate" type="text/html" href="https://drakomere.com/wiki/index.php?title=Level_1&amp;diff=4453"/>
		<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;
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[[Plumbite]]&lt;br /&gt;
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[[ThrQrinn]]&lt;br /&gt;
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[[Highborne]]&lt;br /&gt;
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[[Automaton]]&lt;br /&gt;
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[[Dragonwrought]]&lt;br /&gt;
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[[Ork]]&lt;br /&gt;
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[[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;
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&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;
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&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;
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[[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;
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[[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;
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&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;
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&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;
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[[Ìqáalìe]] are lizard humanoids, generally reclusive, with innate magic for communication. Their unique culture and sharp teeth make them skilled warriors.&lt;br /&gt;
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&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;
&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;
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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;
&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;
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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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&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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==== 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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
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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;
&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;
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&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;
&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;
&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;
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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;
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==== 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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= 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;
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{| 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;
&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=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;
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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;
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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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==== 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;
&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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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= 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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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==== 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;
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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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&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;
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&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;
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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;
&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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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= 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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==== 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;
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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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
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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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
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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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
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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;
&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;
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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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&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;
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&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;
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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;
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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;
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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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
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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=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;
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==== 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;
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==== 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;
&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;
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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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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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&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;
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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;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&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;
&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;
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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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==== 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;
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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;
&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>
</feed>