Disciple: Difference between revisions

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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.
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 ====
==== Order ====
''Mind Ideal''<br>
''Diamond Mind Ideal''<br>
FEATURE
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.
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==== SIGNATURE ====
==== Quick Draw ====
''Mind Signature Art''<br>
''Diamond Mind Signature Art''<br>
FEATURE
When you roll Initiative at the start of combat, if you aren'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.<br>
When you roll Initiative at the start of combat, if you are Surprised, you can use a Free Action to not be Surprised.
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==== 2nd ====
==== Prescient Counter ====
''2nd Level Mind Discipline Technique''<br>
''2nd Level Diamond Mind Discipline Technique''<br>
Feature
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.
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==== 5th ====
==== Flicker Step ====
''5th Level Mind Discipline Technique''<br>
''5th Level Diamond Mind Discipline Technique''<br>
Feature
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.
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==== 11th ====
==== Ruby Storm Stance ====
''11th Level Mind Discipline Technique''<br>
''11th Level Diamond Mind Discipline Technique''<br>
Feature
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't be knocked 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.
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==== 17th ====
==== Trace ====
''17th Level Mind Discipline Technique''<br>
''17th Level Diamond Mind Discipline Technique''<br>
Feature
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.<br>
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.
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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.
:'''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.
:'''Prescient Counter (2nd Level).''' When you are hit by an attack, you can use your reaction and spend 2 tempo points to gain an AC bonus equal to your Wisdom modifier (minimum of 1) against that attack, potentially causing it to miss.
:'''Flicker Step (5th Level).''' As an action, you can spend 3 tempo points and pick a hostile creature within 20 feet of you. You can teleport to an unoccupied space within 5 feet of that creature, and make a melee weapon attack against any creature in a 5-foot wide line from your original location to your new location. If a creature damaged by this technique has an amount of hit points less than or equal to your disciple level at the end of your turn, it drops to 0 hit points.
:'''Ruby Storm Stance (11th Level).''' 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't be knocked prone or moved, and whenever a creature within 5 feet of you makes an attack, you can instantly make a melee attack against it.
:'''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 ==
== Heroes Charge ==