Disciple: Difference between revisions
No edit summary |
No edit summary |
||
Line 46: | Line 46: | ||
| 20th || +6 || Great Mastery || 10 || 4 || 350,000 | | 20th || +6 || Great Mastery || 10 || 4 || 350,000 | ||
|} | |} | ||
'''Class Information.''' | |||
:'''Hit Dice.''' 1d10 per disciple level | |||
:'''1st Level Hitpoints.''' 10 + your Constitution modifier | |||
:'''Higher Level Hitpoints.''' 1d10 (or 6) + your Constitution modifier per disciple level after 1st | |||
:'''Armor Proficiencies.''' Light Armor, Medium Armor, Heavy Armor and Shields | |||
:'''Weapon Proficiencies.''' Simple Weapons and Martial Weapons | |||
:'''Tool Proficiencies.''' One set of Artisan’s Tools or a Musical Instrument | |||
:'''Saving Throw Proficiencies.''' Strength and Wisdom | |||
:'''Skill Proficiencies.''' Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception, Performance, Religion, and Sleight of Hand | |||
:'''Equipment.''' Leather Armor or Scale Mail or Chain Mail, a Martial Weapon, a Martial Weapon or a Shield, two Javelins or three Daggers, and an Equipment Pack | |||
<br> | |||
'''Sublime Discipline.''' A disciple'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. At 1st level, choose one sublime discipline, detailed at the end of the class description. When you gain certain disciple levels, you gain knowledge of new disciplines, as shown on the Disciplines Known column of the Disciple table. | |||
:Additionally, when you gain a level in this class, you can choose one of the disciplines you know and replace it with another discipline. | |||
Each sublime discipline has an associated Signature Art, the foundational ability of the discipline. You can invoke a Signature Art of a discipline you know. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. | |||
:Each discipline has a list of techniques─its discipline techniques─that you gain at the disciple levels noted in the discipline's description. These techniques require you to spend tempo points to use which you gain at 2nd level. Some techniques modify a specific attack. You can only use one such technique per attack. | |||
:If a discipline technique would inflict a Saving Throw, the DC is equal to 8 + your Proficiency Bonus + your Wisdom Modifier. | |||
'''Martial Intuition.''' At 1st level, your opponents' blows radiate a certain rhythm that your body has learned to read. If a creature attacks you or forces you to make a saving throw, the DM tells you one one of the following things about its capabilities (your choice): | |||
*If one of its ability scores of your choice is higher than, lower than, or equal to your same ability score. | |||
*If any of its speeds is higher than, lower than, or equal to a single speed of yours (your choice). | |||
*If their statistics are being altered by a spell or magical effect. | |||
*If they are proficient in at least one martial weapon. | |||
*You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. | |||
'''Tempo.''' Starting at 2nd level, 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 number of tempo points. Your disciple level determines the number of points you have, as shown in the Tempo Points column of the Disciple table. | |||
You can spend these points to fuel various tempo techniques granted by your disciplines. When you spend a tempo point, it becomes unavailable. When you take the Dodge action, you can use your bonus action to focus and regain any expended tempo points. | |||
'''Fighting Style.''' At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Whenever you gain a level in this class you can swap a Fighting Style you have with one you do not have with one you could have learned from this feature. | |||
:'''Blind Fighting.''' You have blindsight with a range of 10 feet. If you already have blindsight it increases the range of your blindsight by 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. | |||
:'''Defense.''' While you are wearing armor, you gain a +1 bonus to AC. | |||
:'''Dueling.''' When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. | |||
:'''Great Weapon Fighting.''' When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. | |||
:'''Thrown-Weapon Fighting.''' You can draw a weapon that has the thrown property as part of the attack you make with the weapon. | |||
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. | |||
:'''Two-Weapon Fighting.''' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. | |||
:'''Unarmed Fighting.''' Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. | |||
'''Sublime Journey.''' At 3rd level, you have embarked on a personal journey that shapes your skills and draws you towards certain innate magical talents. Your choice of Sublime Journey grants you features at 3rd level, and again at 7th, 11th, 14th, and 18th levels. | |||
'''Ability Score Improvements.''' When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|Feat]] instead of taking this increase to ability scores. | |||
'''Extra Attack.''' At 5th level you can perform an additional attack as part of the Attack action. | |||
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks. | |||
'''Alacrity.''' Also at 5th level, your speed increases by 10ft. | |||
'''Rhythm in the Air.''' At 6th level, your body's familiarity with tempo allows it to | |||
react to conflict even when your mind lags behind. you can add your Wisdom modifier to initiative rolls and you can't be surprised while you are conscious. | |||
'''Blind Sense.''' At 9th level, 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. If you already have Blindsight, you increase its range by 10ft. | |||
'''Imprinted Growth.''' Starting at 13th level, you gain proficiency in either Dexterity | |||
or Constitution saving throws (your choice). If you are already proficient in both of these saving throws, you gain proficiency in Strength or Wisdom saving throws (your choice). | |||
'''Timeless Body.''' At 15th level, your tempo sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water. | |||
'''Quick Rest.''' Also at 15th level, your improved vitality allows you to rest at an accelerated rate. You can finish a long rest in 2 less hours then you would be able to normally. | |||
'''Tempo Mastery.''' At 17th level, as part of a bonus action made to regain tempo points, you may make one weapon attack as part of that bonus action. | |||
'''Great Mastery.''' At 20th level, your growth culminates with you becoming the master of a discipline. Choose any one discipline you follow. Whenever you use a tempo technique from that discipline, you spend no tempo points. |
Revision as of 20:02, 24 July 2022
Level | Proficiency Bonus | Features | Tempo Points | Disciplines Known | Experience Points |
---|---|---|---|---|---|
1st | +2 | Sublime Discipline, Martial Intuition | - | 1 | 0 |
2nd | +2 | Tempo, Fighting Style, Sublime Discipline Technique | 2 | 1 | 300 |
3rd | +2 | Sublime Journey | 3 | 1 | 1,000 |
4th | +2 | Ability Score Improvement | 3 | 2 | 3,000 |
5th | +3 | Extra Attack, Fast Movement, Alacrity, Sublime Discipline Technique | 4 | 2 | 6,000 |
6th | +3 | Rhythm In Th Air | 4 | 2 | 10,000 |
7th | +3 | Sublime Journey Feature | 5 | 3 | 20,000 |
8th | +3 | Ability Score Improvement | 5 | 3 | 40,000 |
9th | +4 | Sublime Journey Feature, Sublime Discipline Technique | 6 | 3 | 60,000 |
10th | +4 | Blind Sense | 6 | 4 | 80,000 |
11th | +4 | Sublime Journey Feature, Sublime Discipline Technique | 7 | 4 | 100,000 |
12th | +4 | Ability Score Improvement | 7 | 4 | 120,000 |
13th | +5 | Imprinted Growth | 8 | 4 | 140,000 |
14th | +5 | Sublime Journey Feature | 8 | 4 | 160,000 |
15th | +5 | Timeless Body, Quick Rest | 9 | 4 | 180,000 |
16th | +5 | Ability Score Improvement | 9 | 4 | 200,000 |
17th | +6 | Sublime Discipline Technique | 10 | 4 | 225,000 |
18th | +6 | Tempo Mastery, Sublime Journey Feature | 10 | 4 | 250,000 |
19th | +6 | Ability Score Improvement | 10 | 4 | 300,000 |
20th | +6 | Great Mastery | 10 | 4 | 350,000 |
Class Information.
- Hit Dice. 1d10 per disciple level
- 1st Level Hitpoints. 10 + your Constitution modifier
- Higher Level Hitpoints. 1d10 (or 6) + your Constitution modifier per disciple level after 1st
- Armor Proficiencies. Light Armor, Medium Armor, Heavy Armor and Shields
- Weapon Proficiencies. Simple Weapons and Martial Weapons
- Tool Proficiencies. One set of Artisan’s Tools or a Musical Instrument
- Saving Throw Proficiencies. Strength and Wisdom
- Skill Proficiencies. Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception, Performance, Religion, and Sleight of Hand
- Equipment. Leather Armor or Scale Mail or Chain Mail, a Martial Weapon, a Martial Weapon or a Shield, two Javelins or three Daggers, and an Equipment Pack
Sublime Discipline. A disciple'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. At 1st level, choose one sublime discipline, detailed at the end of the class description. When you gain certain disciple levels, you gain knowledge of new disciplines, as shown on the Disciplines Known column of the Disciple table.
- Additionally, when you gain a level in this class, you can choose one of the disciplines you know and replace it with another discipline.
Each sublime discipline has an associated Signature Art, the foundational ability of the discipline. You can invoke a Signature Art of a discipline you know. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
- Each discipline has a list of techniques─its discipline techniques─that you gain at the disciple levels noted in the discipline's description. These techniques require you to spend tempo points to use which you gain at 2nd level. Some techniques modify a specific attack. You can only use one such technique per attack.
- If a discipline technique would inflict a Saving Throw, the DC is equal to 8 + your Proficiency Bonus + your Wisdom Modifier.
Martial Intuition. At 1st level, your opponents' blows radiate a certain rhythm that your body has learned to read. If a creature attacks you or forces you to make a saving throw, the DM tells you one one of the following things about its capabilities (your choice):
- If one of its ability scores of your choice is higher than, lower than, or equal to your same ability score.
- If any of its speeds is higher than, lower than, or equal to a single speed of yours (your choice).
- If their statistics are being altered by a spell or magical effect.
- If they are proficient in at least one martial weapon.
- You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Tempo. Starting at 2nd level, 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 number of tempo points. Your disciple level determines the number of points you have, as shown in the Tempo Points column of the Disciple table. You can spend these points to fuel various tempo techniques granted by your disciplines. When you spend a tempo point, it becomes unavailable. When you take the Dodge action, you can use your bonus action to focus and regain any expended tempo points.
Fighting Style. At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Whenever you gain a level in this class you can swap a Fighting Style you have with one you do not have with one you could have learned from this feature.
- Blind Fighting. You have blindsight with a range of 10 feet. If you already have blindsight it increases the range of your blindsight by 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Defense. While you are wearing armor, you gain a +1 bonus to AC.
- Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Thrown-Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Sublime Journey. At 3rd level, you have embarked on a personal journey that shapes your skills and draws you towards certain innate magical talents. Your choice of Sublime Journey grants you features at 3rd level, and again at 7th, 11th, 14th, and 18th levels.
Ability Score Improvements. When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a Feat instead of taking this increase to ability scores.
Extra Attack. At 5th level you can perform an additional attack as part of the Attack action. If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.
Alacrity. Also at 5th level, your speed increases by 10ft.
Rhythm in the Air. At 6th level, your body's familiarity with tempo allows it to react to conflict even when your mind lags behind. you can add your Wisdom modifier to initiative rolls and you can't be surprised while you are conscious.
Blind Sense. At 9th level, 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. If you already have Blindsight, you increase its range by 10ft.
Imprinted Growth. Starting at 13th level, you gain proficiency in either Dexterity or Constitution saving throws (your choice). If you are already proficient in both of these saving throws, you gain proficiency in Strength or Wisdom saving throws (your choice).
Timeless Body. At 15th level, your tempo sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Quick Rest. Also at 15th level, your improved vitality allows you to rest at an accelerated rate. You can finish a long rest in 2 less hours then you would be able to normally.
Tempo Mastery. At 17th level, as part of a bonus action made to regain tempo points, you may make one weapon attack as part of that bonus action.
Great Mastery. At 20th level, your growth culminates with you becoming the master of a discipline. Choose any one discipline you follow. Whenever you use a tempo technique from that discipline, you spend no tempo points.