Disciple
Disciple
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's blade makes a wide arc at the group. Each
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.
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.
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.
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.
The key to a disciple'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.
A disciple'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's philosophy. The danger and rigor of the battlefield provides the perfect situation to test the disciple's focus, their understanding of themselves, and their values.
Because of this predisposition towards experience and conflict, it is rare you'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.
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'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.
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 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, three Daggers, and an Equipment Pack
Sublime Discipline
1st Level Disciple Feature
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. 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.
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 fo times equal to your Wisdom Modifier, regaining expended uses at the end of a Long Rest.
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.
Finally, if a Discipline Technique or Signature Art granted by a Discipline, it uses your Discipline Save DC, which has a DC of 8 + your Wisdom Modifier + your Proficiency Bonus.
Martial Intuition
1st Level Disciple Feature
Your opponents' 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:
- You learn if one of its Ability Scores of your choice is higher, lower, or equal to yours.
- You learn if any of Speeds are higher, lower, or equal to one of your Speeds of your choice.
- You learn if the target is under the effects a Spell or magical effect.
- You learn if the target has Proficiency with at least one Martial Weapon.
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Tempo
2nd Level Disciple Feature
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.
You can spend these Tempo Points to fuel various Discipline Techniques granted by your Sublime Disciplines.
When you take the Dodge Action, you regain all spent Tempo Points.
Fighting Style
2nd Level Disciple Feature
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
- Archery. You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
- Blind Fighting. You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.
- 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.
- Melee Marksman. 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 Ranged Weapon when creatures within 5ft of you move away from you.
- Mounted Warrior. 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 Prone.
- Shield Warrior. You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.
- Thrown-Weapon Fighting. You can draw a Weapon as part of an Attack made with a Thrown 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 use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.
- Unarmed Fighting. You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any Weapons or 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 Grappled by you.
- Versatile Fighting. While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile 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.
Sublime Journey
3rd, 7th, 11th, 14th, and 18th Level Disciple Feature
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.
Ability Score Improvements
4th, 8th, 10th, 12th, 16th, and 18th Level Disciple Feature
Your skill and strength expands, choose one of the following:
- Increase one Ability Score of your choice by 3.
- Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
- Increases three Ability Scores of your choice by 1.
- Gain one Feat of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
Extra Attack
5th Level Disciple Feature
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
5th Level Disciple Feature
Your Speed increases by 10ft.
Rhythm in the Air
6th Level Disciple Feature
Your body'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't be Surprised while you are conscious.
Blindsight
9th Level Disciple Feature
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.
Imprinted Growth
13th Level Disciple Feature
You gain Proficiency in either Dexterity or Constitution Saving Throws (your choice).
Timeless Body
15th Level Disciple Feature
Your Tempo sustains you. You do not age and you cannot be aged magically. You also no longer need food and water.
Quick Rest
15th Level Disciple Feature
Your improved vitality allows you to rest at an accelerated rate. You need half as much time to finish a Long Rest.
Tempo Mastery
17th Level Disciple Feature
When you take the Dodge Action, you can take the Attack Action as a Bonus Action.
Great Mastery
20th Level Disciple Feature
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.
Sublime Disciplines
Ardent Lion
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.
Camaraderie
Ardent Lion Ideal
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.
Rally
Ardent Lion Signature Art
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's Range 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.
Warding Strike
2nd Level Ardent Lion Discipline Technique
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.
Bolstering Bond
5th Level Ardent Lion Discipline Technique
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.
Unified Assault
11th Level Ardent Lion Discipline Technique
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.
Fury of the Fallen
17th Level Ardent Lion Discipline Technique
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.
Coursing Ember
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.
Passion
Coursing Ember Ideal
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.
Salamander Charge
Coursing Ember Signature Art
As an Action, you can move up to your Speed without provoking Opportunity Attacks. During this movement you can more through a creature'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.
Searing Lashes
2nd Level Coursing Ember Discipline Technique
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.
Leaping Flame
5th Level Coursing Ember Discipline Technique
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.
Flaming Stance
11th Level Coursing Ember Discipline Technique
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.
Bursting Sunspot
17th Level Coursing Ember Discipline Technique
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.
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.
Order
Diamond Mind Ideal
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.
Quick Draw
Diamond Mind Signature Art
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.
When you roll Initiative at the start of combat, if you are Surprised, you can use a Free Action to not be Surprised.
Prescient Counter
2nd Level Diamond Mind Discipline Technique
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.
Flicker Step
5th Level Diamond Mind Discipline Technique
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.
Ruby Storm Stance
11th Level Diamond Mind Discipline Technique
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.
Trace
17th Level Diamond Mind Discipline Technique
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.
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.
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.
Heroism
Hero's Charge Ideal
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.
Symbol of Hope
Hero's Charge Signature Art
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.
Topple
2nd Level Hero's Charge Discipline Technique
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.
Blinding Courage
5th Level Hero's Charge Discipline Technique
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.
Revolution
11th Level Hero's Charge Discipline Technique
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.
Tyrant's Downfall
17th Level Hero's Charge Discipline Technique
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.
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.
Freedom
Howling Gaze Ideal
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.
Gale Surge
Howling Gaze Signature Art
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.
Driving Wind
2nd Level Howling Gaze Discipline Technique
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.
Wind Scare
5th Level Howling Gaze Discipline Technique
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.
The Wind That Talks
11th Level Howling Gaze Discipline Technique
As a Bonus Action, you can spend 3 Tempo Point to become Invisible. While you are 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 Invisible until the start of your next turn, you Attack a creature, or you force a creature to make a Saving Throw.
Tranquil Windstorm
17th Level Howling Gaze Discipline Technique
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.
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.
Chaos
Mercurial Wolf Ideal
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.
Quicksilver Pack
Mercurial Wolf Signature Art
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.
Mirror Step
2nd Level Mercurial Wolf Discipline Technique
You twirl the world about a creature, disorienting its perception of your position. When a creature moves within 5 feet of you or one of your duplicates, you can use your reaction and spend 1 tempo point to force that creature to make an Intelligence saving throw. On a failure, you can teleport to any space within 5 feet of the creature, and the next attack it makes against you before the end of the turn is made at disadvantage.
Inversion
5th Level Mercurial Wolf Discipline Technique
As an action, you can spend 3 tempo points to force a creature you can see within 30 feet of you to make a Charisma saving throw. On a failure, you or one of your duplicates teleports into a space that creature occupies and that creature teleports into the space of either you or the duplicate that just teleported. If there is no room for you or the creature where the other stands, this technique fails.
- Altered Perspective (11th Level). When a hostile creature misses you or one of your duplicates with a melee attack, you can use your reaction and spend 3 tempo points to force that creature to repeat the same attack against a creature of your choice within range of the attack (other than itself).
Altered Perspective
11th Level Mercurial Wolf Discipline Technique
When a hostile creature misses you with a melee attack, you can use your reaction and spend 3 tempo points to force that creature to repeat the same attack against a creature of your choice within range of the attack (other than itself).
Shifting Sides
17th Level Mercurial Wolf Discipline Technique
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.
IDEAL
Mind Ideal
FEATURE
SIGNATURE
Mind Signature Art
FEATURE
2nd
2nd Level Mind Discipline Technique
Feature
5th
5th Level Mind Discipline Technique
Feature
11th
11th Level Mind Discipline Technique
Feature
17th
17th Level Mind Discipline Technique
Feature
- 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.
- Gaze of the Flock (2nd Level). When a creature you can see within 30 feet of you damages 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 failure, it is frightened of you until the end of your next turn. At the end of each of your turns while a creature is frightened of you in this way, you can spend 1 tempo point to force the creature to make another Wisdom saving throw. On a failure, the creature remains frightened of you until the end of your next turn.
- Unkindness In Turn (5th Level). You can spend your bonus action and 2 tempo points to teleport to a creature within 30 feet of you that is frightened of you. That creature must make a Wisdom saving throw. On a failure, it becomes Paralyzed from its fear until the start of their turn.
- Futility (11th Level). Once on each of your turns when you hit a creature with a melee weapon attack, you can spend 1 tempo point and have it make a Wisdom saving throw. On a failure, its speed is halved, and it has disadvantage on saves against becoming frightened until the end of their next turn.
- 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.
IDEAL
Mind Ideal
FEATURE
SIGNATURE
Mind Signature Art
FEATURE
2nd
2nd Level Mind Discipline Technique
Feature
5th
5th Level Mind Discipline Technique
Feature
11th
11th Level Mind Discipline Technique
Feature
17th
17th Level Mind Discipline Technique
Feature
- 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.
- Roots of the Earth (2nd Level). When an effect would knock you prone or move you against your will, you can spend 1 tempo point to hook into the earth. Until the end of your next turn, you can't be knocked prone or moved against your will, including against the original effect.
- Mountain Hammer (5th Level). 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 failure, the target is knocked prone. If the target is already prone, it is instead restrained until the end of its next turn.
- Earthbound (11th Level). As an action, you can spend 3 tempo points to petrify yourself until the start of your next turn. While petrified in this way, any damage you take is halved, and your form can't be changed. Additionally, the earth around your feet attempts to encase those around you. Each creature within 15 feet of you must make a Dexterity saving throw. On a failure, that creature is restrained 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.
IDEAL
Mind Ideal
FEATURE
SIGNATURE
Mind Signature Art
FEATURE
2nd
2nd Level Mind Discipline Technique
Feature
5th
5th Level Mind Discipline Technique
Feature
11th
11th Level Mind Discipline Technique
Feature
17th
17th Level Mind Discipline Technique
Feature
- 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.
- Power Overwhelming (2nd Level). When you hit a target with a melee weapon attack, you can use your bonus action and spend up to 5 tempo points. The target is pushed backwards 5 feet for every tempo point you spent. If this movement would force the target to impact a creature, object, or structure, then it and whatever it collided with take 1d6 bludgeoning damage for every 5 feet of forced movement remaining (minimum of no damage).
- Cull the Meek (5th level). Those who seek to mar you without facing you deserve a swift punishment. When a creature you cannot see hits you with an attack, or a creature hits you with a ranged attack, you can use your reaction and spend 3 tempo points to reduce that damage by 1d10 + your Wisdom modifier, and then force that creature to succeed on a Wisdom saving throw or take psychic damage equal to the amount you reduced.
- 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.
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.
Blade Dance
3rd Level Journey of the Blade Dancer Feature
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.
Additionally, if you make a Melee Attack against a creature, that creature can’t make Opportunity Attacks against you until the start of your next turn.
Elegance
3rd Level Journey of the Blade Dancer Feature
You gain Proficiency in Performance and you add your Wisdom Modifier to your Performance Checks.
Evasion
3rd Level Journey of the Blade Dancer Feature
You can nimbly dodge out of the way of certain area effects. When an area of 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.
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.
Accelerando
11th Level Journey of the Blade Dancer Feature
You add your Wisdom Modifier to the Damage Rolls of your Melee Weapon Attacks.
Additionally, you can take the Dash Action as a Bonus Action.
Rushing Agility
14th Level Journey of the Blade Dancer Feature
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.
Additionally, You gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.
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.
Free Stride
18th Level Journey of the Blade Dancer Feature
You are permanently under the effects of the Freedom of Movement Spell. You use Wisdom as your Spellcasting Ability for the Spell.
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.
Bound Arsenal
3rd Level Journey of the Collector Feature
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.
When you summon your Arsenal with your Conjure Weapons feature, this Weapon is summoned within it while it is bound to you.
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.
Conjure Weapons
3rd Level Journey of the Collector Feature
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.
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).
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:
- Assault. 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.
- Storm. Your Arsenal becomes a chaotic flurry. The area within 5ft of you becomes Difficult Terrain to all creatures of your choice.
- Ward. 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.
Blade Affinity
7th Level Journey of the Collector Feature
You can read into a Weapon'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's choice):
- A clear picture of the Weapon's last wielder as it drew the Weapon for combat.
- A glimpse of a magical ability the last wielder of the Weapon used while wielding the Weapon.
- Whether the last wielder used the Weapon with malicious, honorable, protective, or some other form of intent.
- A glimpse of the last creature felled by this Weapon.
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't use it again until it has been used to make an Attack in combat targeting a hostile creature that can retaliate.
= Ultimate Arsenal
11th Level Journey of the Collector Feature
At 11th level, both your control and the quality of your arsenal have heightened, causing your formations to improve:
Assault. Any attack made with weapons from your arsenal deals an additional 1d8 damage.
Storm. The weapons expand into the area within 15 feet of you instead of 5 feet.
Ward. The damage is reduced by twice your Wisdom modifier instead (minimum of 2).
Conjured Body
14th Level Journey of the Collector Feature
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.
Dream Gate
18th Level Journey of the Collector Feature
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.
Once you use this feature, you can't use it again until you finish a Long Rest.
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. 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.
Spirit of the War God. When you choose this journey at 3rd level, 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 on each of your turns thereafter, each arm can perform an object interaction, such as drawing a weapon. You can control these arms easily, and they act just like your other arms. As an action, you can make a single attack with each melee weapon you and your spectral arms are wielding (up to 4 attacks). You don't add your ability modifier to the damage of these rolls, unless that modifier is negative. When wielding a two-handed weapon, your spirit arms must hold the weapon with both hands at all times. At 5th level, you add your ability modifier to the damage rolls of weapons you are wielding with your hands to up to two of your attacks, At 11th level, you also add your ability modifier to the damage rolls of weapons your spirit arms are wielding.
Cosmic Presence. At 7th level, your connection to your inner self has granted you greater presence. When you make a Charisma (Intimidation) or Charisma (Persuasion) check, you can add your Wisdom modifier to the roll instead of your Charisma modifier. Additionally, as an action, you can amplify your presence a hundred fold. Creatures of your choice within 60 feet of you must succeed on a Charisma saving throw against your tempo save DC or become aware of your presence. For the next 10 minutes, you have advantage on all Wisdom and Charisma checks made against those creatures. You can use this action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
Encroaching Omniscience. At 11th level, 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. Additionally, once on each of your turns when you miss with a weapon attack, you can make an additional weapon attack with a weapon being wielded by your spectral arms as part of the same action.
Lens of Truth. At 14th level, your sight ascends towards the sight of the Three. You can see clearly in normal and magical darkness out to 120 feet, as well as into the Ethereal Plane. You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within this range and within line of sight.
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.