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==== Searing Lashes ==== | |||
==== | |||
''2nd Level Coursing Ember Discipline Technique''<br> | ''2nd Level Coursing Ember Discipline Technique''<br> | ||
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. | |||
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==== | ==== Leaping Flame ==== | ||
''5th Level Coursing Ember Discipline Technique''<br> | ''5th Level Coursing Ember Discipline Technique''<br> | ||
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. | |||
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==== Flaming Stance ==== | |||
''11th Level Coursing Ember Discipline Technique''<br> | |||
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. | |||
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==== Bursting Sunspot ==== | |||
''17th Level Coursing Ember Discipline Technique''<br> | |||
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 creatures other than you in a 10ft Radius of the target must 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 Radius is increased by 10ft for every Tempo Point you spent above 3. | |||
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== | == Diamond Mind == | ||
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. | |||
==== IDEAL ==== | |||
''Mind Ideal''<br> | |||
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''Mind Signature Art''<br> | |||
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==== | ==== 2nd ==== | ||
'' | ''2nd Level Mind Discipline Technique''<br> | ||
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==== 5th ==== | |||
''5th Level Mind Discipline Technique''<br> | |||
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==== 11th ==== | |||
''11th Level Mind Discipline Technique''<br> | |||
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==== 17th ==== | |||
''17th Level Mind Discipline Technique''<br> | |||
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:'''Ideal: Order.''' 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. | :'''Ideal: Order.''' 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. | ||
:'''Signature Art: Quick Draw.''' If you are not surprised, immediately after initiative is rolled, but before anyone acts, you can move up half your speed and make a single weapon attack. This attack deals double damage to objects and structures. If you are surprised, you can instead use this signature art to no longer be surprised. | :'''Signature Art: Quick Draw.''' If you are not surprised, immediately after initiative is rolled, but before anyone acts, you can move up half your speed and make a single weapon attack. This attack deals double damage to objects and structures. If you are surprised, you can instead use this signature art to no longer be surprised. | ||
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:'''Trace (17th Level).''' As an action, you can spend 4 tempo points to teleport up to 60 feet to an unoccupied space within reach of a target and make a single melee weapon attack against it. On a hit, this attack deals an additional 2d8 force damage. You can do this up to 5 additional times as a part of the same action, so long as each target you attack is different. | :'''Trace (17th Level).''' As an action, you can spend 4 tempo points to teleport up to 60 feet to an unoccupied space within reach of a target and make a single melee weapon attack against it. On a hit, this attack deals an additional 2d8 force damage. You can do this up to 5 additional times as a part of the same action, so long as each target you attack is different. | ||
== Heroes Charge == | |||
The world is full of monsters and those that would exploit the weak. Hero'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. | The world is full of monsters and those that would exploit the weak. Hero'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. | ||
==== IDEAL ==== | |||
''Mind Ideal''<br> | |||
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==== SIGNATURE ==== | |||
''Mind Signature Art''<br> | |||
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==== 2nd ==== | |||
''2nd Level Mind Discipline Technique''<br> | |||
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==== 5th ==== | |||
''5th Level Mind Discipline Technique''<br> | |||
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==== 11th ==== | |||
''11th Level Mind Discipline Technique''<br> | |||
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==== 17th ==== | |||
''17th Level Mind Discipline Technique''<br> | |||
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:'''Ideal: Heroism.''' 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. | :'''Ideal: Heroism.''' 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. | ||
:'''Signature Art: Symbol of Hope.''' While you can see at least one ally, and you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. | :'''Signature Art: Symbol of Hope.''' While you can see at least one ally, and you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. | ||
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:'''Tyrant's Downfall (17th Level).''' As an action, you can spend 5 tempo points to cause a giant glowing weapon to appear. This weapon crashes down in a 60 foot-tall, 10 foot radius cylinder centered on a point you can see within 60 feet of you. Any creature in the area must make a Charisma saving throw or take 5d12 radiant damage, or half of that damage on a success. If a creature is Large or larger, it takes an additional 2d12 damage for each size step it is above Medium. If you were concentrating on a spell or any other effect, that effect ends. | :'''Tyrant's Downfall (17th Level).''' As an action, you can spend 5 tempo points to cause a giant glowing weapon to appear. This weapon crashes down in a 60 foot-tall, 10 foot radius cylinder centered on a point you can see within 60 feet of you. Any creature in the area must make a Charisma saving throw or take 5d12 radiant damage, or half of that damage on a success. If a creature is Large or larger, it takes an additional 2d12 damage for each size step it is above Medium. If you were concentrating on a spell or any other effect, that effect ends. | ||
== Howling Gaze == | |||
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 | 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 | ||
==== IDEAL ==== | |||
''Mind Ideal''<br> | |||
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==== SIGNATURE ==== | |||
''Mind Signature Art''<br> | |||
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==== 2nd ==== | |||
''2nd Level Mind Discipline Technique''<br> | |||
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==== 5th ==== | |||
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==== 11th ==== | |||
''11th Level Mind Discipline Technique''<br> | |||
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==== 17th ==== | |||
''17th Level Mind Discipline Technique''<br> | |||
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:'''Ideal: Freedom.''' 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. | :'''Ideal: Freedom.''' 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. | ||
:'''Signature Art: Gale Surge.''' 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 (as if concentrating on a spell). For the duration, you have advantage on Dexterity saving throws, and whenever a creature misses you with an attack, you can move 5 feet without provoking opportunity attacks. | :'''Signature Art: Gale Surge.''' 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 (as if concentrating on a spell). For the duration, you have advantage on Dexterity saving throws, and whenever a creature misses you with an attack, you can move 5 feet without provoking opportunity attacks. | ||
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:'''Tranquil Windstorm (17th Level).''' As a bonus action, you can spend 3 tempo points to create a 10 foot radius sphere of whirling air that follows you, which lasts until the end of your next turn. While within the sphere, creatures of your choice can ignore difficult terrain, and you can impose disadvantage on any ranged attack that targets a creature inside of the sphere. Additionally, if a creature starts its turn inside the sphere, you can increase its speed by 10 feet until the end of its turn. | :'''Tranquil Windstorm (17th Level).''' As a bonus action, you can spend 3 tempo points to create a 10 foot radius sphere of whirling air that follows you, which lasts until the end of your next turn. While within the sphere, creatures of your choice can ignore difficult terrain, and you can impose disadvantage on any ranged attack that targets a creature inside of the sphere. Additionally, if a creature starts its turn inside the sphere, you can increase its speed by 10 feet until the end of its turn. | ||
== Mercurial Wolf == | |||
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. | 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. | ||
==== IDEAL ==== | |||
''Mind Ideal''<br> | |||
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==== SIGNATURE ==== | |||
''Mind Signature Art''<br> | |||
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==== 2nd ==== | |||
''2nd Level Mind Discipline Technique''<br> | |||
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==== 5th ==== | |||
''5th Level Mind Discipline Technique''<br> | |||
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==== 11th ==== | |||
''11th Level Mind Discipline Technique''<br> | |||
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==== 17th ==== | |||
''17th Level Mind Discipline Technique''<br> | |||
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:'''Ideal: Chaos.''' 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. | :'''Ideal: Chaos.''' 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. | ||
:'''Signature Art: Quicksilver Pack.''' As a bonus action, you create an illusory duplicate of yourself. This effect lasts 1 minute or until you lose concentration (as if concentrating on a spell). The illusion appears in an unoccupied space within 10 feet of you that you can see. A duplicate has the same AC as you and disappears whenever it takes any damage from an attack, spell or magical effect. As a bonus action on your turn, you can move any one duplicate created by this art up to 30 feet to a space you can see. A duplicate can only fly this way if you also have a fly speed. Alternatively, you can use your bonus action to destroy a duplicate and teleport to its space, provided you can see the duplicate. The amount of duplicates you can make with this ability increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level. | :'''Signature Art: Quicksilver Pack.''' As a bonus action, you create an illusory duplicate of yourself. This effect lasts 1 minute or until you lose concentration (as if concentrating on a spell). The illusion appears in an unoccupied space within 10 feet of you that you can see. A duplicate has the same AC as you and disappears whenever it takes any damage from an attack, spell or magical effect. As a bonus action on your turn, you can move any one duplicate created by this art up to 30 feet to a space you can see. A duplicate can only fly this way if you also have a fly speed. Alternatively, you can use your bonus action to destroy a duplicate and teleport to its space, provided you can see the duplicate. The amount of duplicates you can make with this ability increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level. | ||
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:'''Shifting Sides (17th level).''' As a bonus action, you can spend 4 tempo points and attempt to alter a creature's perception of the battlefield. A creature of your choice within 30 feet of your must make an Intelligence saving throw to see through the illusion you foist on it. On a failed saving throw, the creature can't make reactions until the start of its next turn, and immediately makes a melee weapon attack against a creature of your choice within its reach. | :'''Shifting Sides (17th level).''' As a bonus action, you can spend 4 tempo points and attempt to alter a creature's perception of the battlefield. A creature of your choice within 30 feet of your must make an Intelligence saving throw to see through the illusion you foist on it. On a failed saving throw, the creature can't make reactions until the start of its next turn, and immediately makes a melee weapon attack against a creature of your choice within its reach. | ||
== Raven’s Gaze == | |||
An eye for an eye leaves the world blind, but no wrong ever truly escapes the raven's gaze. Disciples of the Raven's Gaze discipline allow no slight against them or their compatriots to go unpunished. Techniques of the Raven's Gaze revolve around instilling fear in your assailants before bringing them down. | An eye for an eye leaves the world blind, but no wrong ever truly escapes the raven's gaze. Disciples of the Raven's Gaze discipline allow no slight against them or their compatriots to go unpunished. Techniques of the Raven's Gaze revolve around instilling fear in your assailants before bringing them down. | ||
==== IDEAL ==== | |||
''Mind Ideal''<br> | |||
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''Mind Signature Art''<br> | |||
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==== 17th ==== | |||
''17th Level Mind Discipline Technique''<br> | |||
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:'''Ideal: Revenge.''' You have been wronged. If you haven'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. | :'''Ideal: Revenge.''' You have been wronged. If you haven'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. | ||
:'''Signature Art: Will of the Conspiracy.''' As a bonus action, you can force a creature you can see to make a Wisdom saving throw. On a failure, the target's vision and hearing is overtaken by a swarm of ravens. Until the end of your next turn, it is deafened and perceives the area beyond a 10 foot 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. If a target succeeds on its saving throw, the target has no hint that you tried to use this art on it. | :'''Signature Art: Will of the Conspiracy.''' As a bonus action, you can force a creature you can see to make a Wisdom saving throw. On a failure, the target's vision and hearing is overtaken by a swarm of ravens. Until the end of your next turn, it is deafened and perceives the area beyond a 10 foot 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. If a target succeeds on its saving throw, the target has no hint that you tried to use this art on it. | ||
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:'''Vengeance of the Swarm (17th Level).''' A black mist of ethereal ravens surges from you to enact your revenge. When a creature damages you, you can use your reaction and spend 4 tempo points to cause that creature to lose hit points equal to the amount of damage you took (maximum of 40 damage). | :'''Vengeance of the Swarm (17th Level).''' A black mist of ethereal ravens surges from you to enact your revenge. When a creature damages you, you can use your reaction and spend 4 tempo points to cause that creature to lose hit points equal to the amount of damage you took (maximum of 40 damage). | ||
== Stone Dragon == | |||
Like the plates that shift about the world'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. | Like the plates that shift about the world'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. | ||
==== IDEAL ==== | |||
''Mind Ideal''<br> | |||
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''Mind Signature Art''<br> | |||
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==== 11th ==== | |||
''11th Level Mind Discipline Technique''<br> | |||
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==== 17th ==== | |||
''17th Level Mind Discipline Technique''<br> | |||
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:'''Ideal: Stoicism.''' 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. | :'''Ideal: Stoicism.''' 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. | ||
:'''Signature Art: Dragon Sentinel.''' As a bonus action, you cause a Medium dragon statue to emerge in an unoccupied space within 30 feet of you, lasting for 1 minute or until you lose concentration (as if you were concentrating on a spell). The dragon statue is a magical object that occupies its space. It has an AC of 13 + your Wisdom modifier, and a number of hit points equal to twice your disciple level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10. The area within 10 feet of the dragon is considered difficult terrain. As a bonus action on subsequent turns, you can make the dragon move up to 15 feet. If you summon the dragon within 5 feet of a creature, and as a reaction whenever a creature moves within 5 feet of it, you can cause the dragon to make a melee spell attack against that creature. On a hit, it deals an amount of magical piercing damage equal to 1d8 + your Wisdom modifier, and the target’s speed is halved until the end of the turn. | :'''Signature Art: Dragon Sentinel.''' As a bonus action, you cause a Medium dragon statue to emerge in an unoccupied space within 30 feet of you, lasting for 1 minute or until you lose concentration (as if you were concentrating on a spell). The dragon statue is a magical object that occupies its space. It has an AC of 13 + your Wisdom modifier, and a number of hit points equal to twice your disciple level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10. The area within 10 feet of the dragon is considered difficult terrain. As a bonus action on subsequent turns, you can make the dragon move up to 15 feet. If you summon the dragon within 5 feet of a creature, and as a reaction whenever a creature moves within 5 feet of it, you can cause the dragon to make a melee spell attack against that creature. On a hit, it deals an amount of magical piercing damage equal to 1d8 + your Wisdom modifier, and the target’s speed is halved until the end of the turn. | ||
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:'''Breath of Ages (17th Level).''' 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 60-foot cone, which spreads around corners, must make a Constitution saving throw. On a failure, the creature's body becomes heavy and sluggish until the end of your next turn. For the duration, the creature's speed is halved, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. Once per turn, when you hit a sluggish creature with a melee weapon attack, you can force it to make a Constitution saving throw. On a failure, the target becomes petrified until the end of your next turn. | :'''Breath of Ages (17th Level).''' 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 60-foot cone, which spreads around corners, must make a Constitution saving throw. On a failure, the creature's body becomes heavy and sluggish until the end of your next turn. For the duration, the creature's speed is halved, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. Once per turn, when you hit a sluggish creature with a melee weapon attack, you can force it to make a Constitution saving throw. On a failure, the target becomes petrified until the end of your next turn. | ||
== Titan Fury == | |||
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. | 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. | ||
==== IDEAL ==== | |||
''Mind Ideal''<br> | |||
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==== SIGNATURE ==== | |||
''Mind Signature Art''<br> | |||
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==== 2nd ==== | |||
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==== 17th ==== | |||
''17th Level Mind Discipline Technique''<br> | |||
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:'''Ideal: Power.''' 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. | :'''Ideal: Power.''' 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. | ||
:'''Signature Art: Blood of the Ancients.''' As a bonus action, you can bolster your form. You gain temporary hit points equal to your Wisdom modifier + half your disciple level, which last for 1 minute (rounded up, minimum 1). While you have these temporary hit points, whenever you make a Strength check and roll below half your Wisdom Score (rounded up), you can treat the roll on the die equal to half your Wisdom Score (rounded up). Starting at 5th level, while you have these temporary hit points, your size increases to Large if you are not already Large or larger. Your equipment grows to match your new size. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. | :'''Signature Art: Blood of the Ancients.''' As a bonus action, you can bolster your form. You gain temporary hit points equal to your Wisdom modifier + half your disciple level, which last for 1 minute (rounded up, minimum 1). While you have these temporary hit points, whenever you make a Strength check and roll below half your Wisdom Score (rounded up), you can treat the roll on the die equal to half your Wisdom Score (rounded up). Starting at 5th level, while you have these temporary hit points, your size increases to Large if you are not already Large or larger. Your equipment grows to match your new size. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. | ||
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:'''Titan's Will (11th Level).''' At the start of your turn, you can spend 4 tempo points to remove one of the following conditions from yourself: blinded, charmed, deafened, frightened, incapacitated, paralyzed, poisoned, or stunned. | :'''Titan's Will (11th Level).''' At the start of your turn, you can spend 4 tempo points to remove one of the following conditions from yourself: blinded, charmed, deafened, frightened, incapacitated, paralyzed, poisoned, or stunned. | ||
:'''Arduous Wrath (17th Level).''' As an action, you can spend 4 tempo points and slam your weapon into the earth. Every creature of your choice in a 30-foot cone in front of you must make a Constitution saving throw or be stunned for 1 minute. | :'''Arduous Wrath (17th Level).''' As an action, you can spend 4 tempo points and slam your weapon into the earth. Every creature of your choice in a 30-foot cone in front of you must make a Constitution saving throw or be stunned for 1 minute. | ||
<br> | <br><br> | ||
=== Journey of the Blade Dancer | = Sublime Journeys | ||
== Journey of the Blade Dancer == | |||
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. | 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. | ||
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'''Free Stride.''' At 18th level, your movements become impossible to stop. Your movement is unaffected by difficult terrain, and spells and magical effects can't reduce your speed, and you become immune to the paralyzed and restrained conditions. Additionally, being underwater imposes no penalties on your movement or attacks. | '''Free Stride.''' At 18th level, your movements become impossible to stop. Your movement is unaffected by difficult terrain, and spells and magical effects can't reduce your speed, and you become immune to the paralyzed and restrained conditions. Additionally, being underwater imposes no penalties on your movement or attacks. | ||
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== Journey of the Collector == | |||
Most often the Journey of the Conjurer 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. | Most often the Journey of the Conjurer 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. | ||
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'''Dream Gate.''' At 18th level, 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 120 feet of you, and divide 100 projectiles among them (a creature can be targeted by up to 10 projectiles). Each creature must make a Dexterity saving throw, taking 1d8 force damage for each projectile launched at it, or half as much on a successful save. These weapons disappear at the end of your turn. Once you use this feature, you can't use it again until you finish a long rest. | '''Dream Gate.''' At 18th level, 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 120 feet of you, and divide 100 projectiles among them (a creature can be targeted by up to 10 projectiles). Each creature must make a Dexterity saving throw, taking 1d8 force damage for each projectile launched at it, or half as much on a successful save. These weapons disappear at the end of your turn. Once you use this feature, you can't use it again until you finish a long rest. | ||
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== Journey of the War God == | |||
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. | 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. | ||
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. | 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. | ||
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'''Shard of Divinity.''' At 18th level, you have fully reconnected with your soul, unlocking the divine power within it. You have resistance to damage from weapon attacks, and any damage you deal with a weapon attack or tempo technique ignores resistance and immunities. | '''Shard of Divinity.''' At 18th level, you have fully reconnected with your soul, unlocking the divine power within it. You have resistance to damage from weapon attacks, and any damage you deal with a weapon attack or tempo technique ignores resistance and immunities. | ||
You can no longer die from old age, and your soul cannot be stolen, trapped or destroyed, nor can you be unwillingly raised as an undead, except by divine intervention. | You can no longer die from old age, and your soul cannot be stolen, trapped or destroyed, nor can you be unwillingly raised as an undead, except by divine intervention. | ||
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