Disciple: Difference between revisions

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== Heroes Charge ==
== Hero's 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 ====
==== Heroism ====
''Mind Ideal''<br>
''Hero's Charge Ideal''<br>
FEATURE
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.
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==== SIGNATURE ====
==== Symbol of Hope ====
''Mind Signature Art''<br>
''Hero's Charge Signature Art''<br>
FEATURE
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.
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==== 2nd ====
==== Topple ====
''2nd Level Mind Discipline Technique''<br>
''2nd Level Hero's Charge Discipline Technique''<br>
Feature
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 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.
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==== 5th ====
==== Blinding Courage ====
''5th Level Mind Discipline Technique''<br>
''5th Level Hero's Charge Discipline Technique''<br>
Feature
When a creature attempts to 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 Frightened Condition until the start of your next turn.
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==== 11th ====
==== Revolution ====
''11th Level Mind Discipline Technique''<br>
''11th Level Hero's Charge Discipline Technique''<br>
Feature
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.
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==== 17th ====
==== Tyrant's Downfall ====
''17th Level Mind Discipline Technique''<br>
''17th Level Hero's Charge Discipline Technique''<br>
Feature
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'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.
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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.
:'''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.
:'''Topple (2nd level).''' You can forgo a weapon attack on your turn and spend at least 1 tempo point to attempt to topple a creature within reach. The target must make a Strength saving throw. On a failure, the target falls prone and takes 1d8 bludgeoning damage for each tempo point spent. If the target is Large or larger, it has disadvantage on this saving throw and instead takes 1d10 bludgeoning damage for each tempo point spent.
:'''Blinding Courage (5th Level).''' Whenever a creature attempts to frighten you or a non-hostile creature within 10 feet of you, you can use your reaction and spend 3 tempo points to make it so you and every non-hostile creature within 10 feet of you can't be frightened until the start of your next turn.
:'''Revolution (11th Level).''' As an action, you can spend 3 tempo points and make a melee attack against every creature within 5 feet of you. If any of these creatures is Large or larger, it takes additional damage equal to your weapon's damage die.
:'''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 ==
== Howling Gaze ==