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, listed in (WHATS IT LISTED IN). 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 make a single Weapon Attack as a Free 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. Attack the target makes before the end of your next turn is made at.
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 an ally of your choice within 30 feet of you gain 1d8 temporary hit points for each tempo point you spent. These temporary hit points last 1 minute, until you use this technique again, or until you focus to regain your tempo.
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. A single allied creature of your choice within 30 feet of you can use their reaction to make a weapon attack against that same creature.
Fury of the Fallen
17th Level Ardent Lion Discipline Technique
Whenever you see a creature reduce an allied creature to 0 hit points, you can use your reaction and spend 4 tempo points to move up to your speed and make an attack against the attacking creature. On a hit, the attack deals damage as normal and the allied creature regains hit points equal to your 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.
- Ideal: Passion. 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.
- Signature Art: Salamander Charge. As an action, you move up to your speed without provoking opportunity attacks, leaving behind a wall of fire that is 10 feet high and 1 foot thick along your path, lasting for 1 minute or until you lose your concentration (as if you were concentrating on a spell). You can move through a creature's spaces for this movement, but you can't end your turn there. The wall lightly obscures vision. Any creature in the wall when it first appears, and whenever a creature enters the wall for the first time on a turn or ends its turn there must succeed on a Dexterity saving throw or take 1d8 fire damage. This damage increases by 1d8 at 5th level (2d8), and again at 11th, (3d8) and 17th levels (4d8).
- Searing Lashes (2nd Level). You coat your weapons in searing flames. When you take the Attack action, you can spend 1 tempo to increase your reach by 10 feet 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 damage.
- Leaping Flame (5th Level). Whenever you are damaged by a hostile creature within 60 feet of you that you can see, you can use your reaction and spend 2 tempo to briefly turn into a wisp of flame and fly to an unoccupied space within 5 feet of them without provoking opportunity attacks.
- Flame's Blessing Stance (11th Level). 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 creatures take 1d8 fire damage any time they make a melee attack against you.
- Bursting Sunspot (17th Level). When you hit a creature with a melee weapon attack, you can use your bonus action and spend 3 to 5 tempo points to cause the target of your attack to explode in a blaze of glory. Every creature in a 10ft radius, increased by 10 feet for every tempo point spent above 3, must succeed on a Dexterity saving throw or take 6d6 fire damage. You are immune to this damage.
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: 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
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. 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
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: 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.
- Driving Wind (2nd Level). You can use your action and spend up to 5 tempo points to unleash a cone of rushing air from your weapon. The size of the cone is an amount of feet equal to 10 times the amount of tempo points you spent. Creatures of your choice in the cone must make a Strength saving throw or be pushed backwards until they reach an unoccupied space at the end of the cone. A creature can choose to fail this saving throw.
- Wind Scar (5th Level). You can use your action and spend any amount of tempo points to swing your weapon and unleash a blade of air forward. Pick up to 3 creatures you can see within 60 feet of you. If you target more than one creature, each target must be within 5 feet of at least one other target, and none of them can have cover from you. Each of these targets must succeed on a Dexterity saving throw. On a failure, a creature takes 1d8 magical slashing damage for each point of tempo you spend, or half as much on a success.
- The Wind That Walks (11th Level). As a bonus action, you can spend 3 tempo points to become invisible and able to move through the space of any creature, as well as through spaces as small as 1 inch gaps without expending additional movement until the start of your next turn, or until you attack a creature or force it to make a saving throw.
- 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.
- 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.
- Mirror Step (2nd Level). 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). 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).
- 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.
- 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: 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: 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.
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. When you choose this journey at 3rd level, your strikes are followed by magical ripples that echo your intent. Whenever you make a melee weapon attack against a creature and miss, you can cause the creature to take force damage equal to your Wisdom modifier. Additionally, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Elegance. Also at 3rd level, you gain proficiency in the Performance skill if you don't already have it, and you add your Wisdom modifier to Performance checks.
Evasion. Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, 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 because of a success, you may move out of the area causing the save to be made.
Accelerando. At 11th level, you add your Wisdom modifier (minimum of +1) to the damage of your melee weapon attacks. Additionally, you can take the Dash action as a bonus action.
Rusing Agility. At 14th level, your mastery of the weight of your body allows you to defy natural limitations. You can use your remaining movement to determine the maximum distance you can jump (long or high), instead of the normal calculation. You can jump your full distance with or without a running start. Additionally, you can move along vertical surfaces and across liquids on your turn without falling during the move. Additionally, you can take the Dodge actions as a bonus action a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest. When you take the Dodge action in this way, you regain all of your expended Tempo Points
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.
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. Starting when you choose this journey at 3rd level, 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 performed as a rest activity, you can bind the weapon to your arsenal, causing it to disappear. When you summon your arsenal, this weapon is summoned within it while it is bound. You can have a number of weapons bound this way equal to your Wisdom modifier plus your disciple level. A weapon becomes unbound 24 hours after you die or unbind it as an action, causing it to appear within 5 feet of you. Sentient weapons must agree to be bound, and can choose to unbind themselves at any point.
Conjure Weapons. Starting at 3rd level, you can conjure or dismiss your arsenal of bound weapons, which hover in your space, 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 property with a range (20/60). Any thrown arsenal weapon immediately returns to your space after the attack. Whenever you can make a weapon attack and are not wielding any weapons or shields, you can instead mentally direct any single weapon in this arsenal to attack as if you are wielding it (as if using your choice of one or two hands). You can engage in two-weapon fighting using the arsenal, provided the weapons you use meet its conditions. Additionally, when you conjure these weapons, and as a bonus action on subsequent turns, you can put the weapons in one of the following formations:
- Assault. Your arsenal poises to attack. Ranged attacks made with your arsenal do not suffer disadvantage due to attacking at long range or being within 5 feet of a hostile creature and ignore half cover and three-quarters cover.
- Storm. Your arsenal enters a frenzy. The area within 5 feet of you is difficult terrain for creatures of your choice.
- Ward. Your weapons form a protective barrier. The first time you take damage during a round, it is reduced by an amount equal to your Wisdom modifier (minimum of 1).
Blade Affinity. At 7th level, you can read into a weapon's history through mere touch. Over the course of 1 minute, you can analyze a weapon you are touching. At the end of the minute, you glean one of the following things (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 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. This process drains the magical imprint left on the weapon, so once you have used this feature on a given weapon, you can't use it on that weapon again until it has seen use in combat.
Ultimate Arsenal. 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. At 14th level, you have learned how to merge your body with your armory, embedding within you its fluid movement. While you have your arsenal conjured, you gain a flying speed equal to your walking speed, which manifests visually as wing-like blades, riding a flying sword, or a similar effect. If you already have a Flying Speed greater than your walking speed, it increases by 15ft while you have your arsenal conjured.
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.
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.