Disciple: Difference between revisions

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! Level !! Proficiency Bonus !! Features !! Tempo Points !! Disciplines Known !! Experience Points
! Level !! Proficiency Bonus !! Features !! Tempo Points !! Disciplines Known !! Experience Points
|-
|-
| 1st || +2 || Sublime Discipline, Martial Intuition || - || 1 || 0
| 1st || +2 || [[Disciple#Sublime Discipline|Sublime Discipline]], [[Disciple#Martial Intuition|Martial Intuition]] || - || 1 || 0
|-
|-
| 2nd || +2 || Tempo, Fighting Style, Sublime Discipline Technique || 2 || 1 || 300
| 2nd || +2 || [[Disciple#Tempo|Tempo]], [[Disciple#Fighting Style|Fighting Style]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 2 || 1 || 300
|-
|-
| 3rd || +2 || Sublime Journey || 3 || 1 || 1,000
| 3rd || +2 || [[Disciple#Sublime Journey|Sublime Journey]] || 3 || 1 || 1,000
|-
|-
| 4th || +2 || Ability Score Improvement || 3 || 2 || 3,000
| 4th || +2 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 3 || 2 || 3,000
|-
|-
| 5th || +3 || Extra Attack, Fast Movement, Alacrity, Sublime Discipline Technique || 4 || 2 || 6,000
| 5th || +3 || [[Disciple#Extra Attack|Extra Attack]], [[Disciple#Alacrity|Alacrity]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 4 || 2 || 6,000
|-
|-
| 6th || +3 || Rhythm In Th Air || 4 || 2 || 10,000
| 6th || +3 || [[Disciple#Rhythm in the Air|Rhythm in the Air]] || 4 || 2 || 10,000
|-
|-
| 7th || +3 || Sublime Journey Feature || 5 || 3 || 20,000
| 7th || +3 || [[Disciple#Sublime Journey|Sublime Journey Feature]] || 5 || 3 || 20,000
|-
|-
| 8th || +3 || Ability Score Improvement || 5 || 3 || 40,000
| 8th || +3 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 5 || 3 || 40,000
|-
|-
| 9th || +4 || Sublime Journey Feature, Sublime Discipline Technique || 6 || 3 || 60,000
| 9th || +4 || [[Disciple#Sublime Journey|Sublime Journey Feature]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 6 || 3 || 60,000
|-
|-
| 10th || +4 || Blind Sense || 6 || 4 || 80,000
| 10th || +4 || [[Disciple#Blind Sense|Blind Sense]] || 6 || 4 || 80,000
|-
|-
| 11th || +4 || Sublime Journey Feature, Sublime Discipline Technique || 7 || 4 || 100,000
| 11th || +4 || [[Disciple#Sublime Journey|Sublime Journey Feature]], [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 7 || 4 || 100,000
|-
|-
| 12th || +4 || Ability Score Improvement || 7 || 4 || 120,000
| 12th || +4 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 7 || 4 || 120,000
|-
|-
| 13th || +5 || Imprinted Growth || 8 || 4 || 140,000
| 13th || +5 || [[Disciple#Imprinted Growth|Imprinted Growth]] || 8 || 4 || 140,000
|-
|-
| 14th || +5 || Sublime Journey Feature || 8 || 4 || 160,000
| 14th || +5 || [[Disciple#Sublime Journey|Sublime Journey Feature]] || 8 || 4 || 160,000
|-
|-
| 15th || +5 || Timeless Body, Quick Rest || 9 || 4 || 180,000
| 15th || +5 || [[Disciple#Timeless Body|Timeless Body]], [[Disciple#Quick Rest|Quick Rest]] || 9 || 4 || 180,000
|-
|-
| 16th || +5 || Ability Score Improvement || 9 || 4 || 200,000
| 16th || +5 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 9 || 4 || 200,000
|-
|-
| 17th || +6 || Sublime Discipline Technique || 10 || 4 || 225,000
| 17th || +6 || [[Disciple#Sublime Discipline|Sublime Discipline Technique]] || 10 || 4 || 225,000
|-
|-
| 18th || +6 || Tempo Mastery, Sublime Journey Feature || 10 || 4 || 250,000
| 18th || +6 || [[Disciple#Tempo Mastery|Tempo Mastery]], [[Disciple#Sublime Journey|Sublime Journey Feature]] || 10 || 4 || 250,000
|-
|-
| 19th || +6 || Ability Score Improvement || 10 || 4 || 300,000
| 19th || +6 || [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 10 || 4 || 300,000
|-
|-
| 20th || +6 || Great Mastery || 10 || 4 || 350,000
| 20th || +6 || [[Disciple#Great Mastery|Great Mastery]] || 10 || 4 || 350,000
|}
|}


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'''1st Level Hitpoints.''' 10 + your Constitution Modifier<br>
'''1st Level Hitpoints.''' 10 + your Constitution Modifier<br>
'''Higher Level Hitpoints.''' 1d10 (or 6) + your Constitution Modifier per Disciple Level after 1st<br>
'''Higher Level Hitpoints.''' 1d10 (or 6) + your Constitution Modifier per Disciple Level after 1st<br>
'''Armor Proficiencies.''' Light Armor, Medium Armor, Heavy Armor, and Shields<br>
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Heavy Armor|Heavy Armor]], and [[Armor and Weapons#Shields|Shields]]<br>
'''Weapon Proficiencies.''' Simple Weapons and Martial Weapons<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]<br>
'''Tool Proficiencies.''' One set of Artisan’s Tools or a Musical Instrument<br>
'''Tool Proficiencies.''' One [[Adventuring Gear#Tools|Set of Tools]]<br>
'''Saving Throw Proficiencies.''' Strength and Wisdom<br>
'''Saving Throw Proficiencies.''' Strength and Wisdom<br>
'''Skill Proficiencies.''' Choose two from Athletics, History, Insight, Intimidation, Perception, Performance, Religion, and Sleight of Hand<br>
'''Skill Proficiencies.''' Choose two from Athletics, History, Insight, Intimidation, Perception, Performance, Religion, and Sleight of Hand<br>
'''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
'''Equipment.''' [[Armor and Weapons#Light Armor|Leather Armor]] or [[Armor and Weapons#Medium Armor|Scale Mail]] or [[Armor and Weapons#Heavy Armor|Chain Mail]], a [[Armor and Weapons#Martial Weapons|Martial Weapon]], a [[Armor and Weapons#Martial Weapons|Martial Weapon]] or a [[Armor and Weapons#Shields|Shield]], two [[Armor and Weapons#Simple Melee Weapons|Javelins]], three [[Armor and Weapons#Simple Melee Weapons|Daggers]], and an [[Equipment Packs|Equipment Pack]]
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{| class="wikitable"
|+ Disciple Features Summarized
|-
! Feature !! Level !! Quick Explanation
|-
| [[Disciple#Sublime Discipline|Sublime Discipline]] || 1st || You master Sublime Disciplines, arts of combat unique to Disciples
|-
| [[Disciple#Martial Intuition|Martial Intuition]] || 1st || When you hit creatures with Attacks, you can learn information about the target
|-
| [[Disciple#Tempo|Tempo]] || 2nd || You get Tempo Points that fuel some features of your Sublime Disciplines
|-
| [[Disciple#Fighting Style|Fighting Style]] || 2nd || You choose a way of fighting that you're good at
|-
| [[Disciple#Sublime Journey|Sublime Journey]] || 3rd || You choose your subclass, and gain features at 3rd, 7th, 11th, 14th, and 18th Level
|-
| [[Disciple#Ability Score Improvements|Ability Score Improvement]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 10th 12th, 16th, and 19th Level
|-
| [[Disciple#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action
|-
| [[Disciple#Alacrity|Alacrity]] || 5th || Your Speed increases by 10ft
|-
| [[Disciple#Rhythm in the Air|Rhythm in the Air]] || 6th || You add your Wisdom Modifier to Initiative Rolls and can't be Suprised while conscious
|-
| [[Disciple#Blind Sense|Blind Sense]] || 10th || You get Blindsight out to a Range of 30ft
|-
| [[Disciple#Imprinted Growth|Imprinted Growth]] || 13th || You get Proficiency with either Dexterity or Constitution Saving Throws
|-
| [[Disciple#Timeless Body|Timeless Body]] || 15th || You stop aging and don't need to eat
|-
| [[Disciple#Quick Rest|Quick Rest]] || 15th || You can Long Rest in half the normal amount of time
|-
| [[Disciple#Tempo Mastery|Tempo Mastery]] || 18th || When you Dodge, you can take the Attack Action as a Bonus Action
|-
| [[Disciple#Great Mastery|Great Mastery]] || 20th || All the techniques from one of your Sublime Disciplines are free
|}
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==== Sublime Discipline ====
==== Sublime Discipline ====
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*You learn if any of Speeds are higher, lower, or equal to one of your Speeds of your choice.
*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 is under the effects a Spell or magical effect.
*You learn if the target has Proficiency with at least one Martial Weapon.
*You learn if the target has Proficiency with at least one [[Armor and Weapons#Martial Weapons|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.
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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''2nd Level Disciple Feature''<br>
''2nd Level Disciple Feature''<br>
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
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.
*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]].
*'''Blind Fighting.''' You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.
*'''Blind Fighting.''' You have Blindsight out to 10ft.
*'''Defense.''' While you are wearing Armor, you gain a +1 bonus to AC.
*'''Defense.''' While you are wearing [[Armor and Weapons#Armor|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.
*'''Dueling.''' When you are wielding a [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] in one hand and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +2 bonus to Damage Rolls with that [[Armor and Weapons#Weapons|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.
*'''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 [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]] 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.
*'''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 [[Conditions#Prone|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.
*'''Protection.''' When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a [[Armor and Weapons#Shields|Shield]].
*'''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.
*'''Shield Warrior.''' You can use a [[Armor and Weapons#Shields|Shield]] as a [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]], dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a [[Armor and Weapons#Shields|Shield]] and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +1 Bonus to your Attack Rolls and Armor Class.
*'''Thrown-Weapon Fighting.''' You can draw a [[Armor and Weapons#Weapons|Weapon]] as part of an Attack made with a Thrown [[Armor and Weapons#Weapons|Weapon]]. In addition, when you hit with a Ranged Attack using a Thrown [[Armor and Weapons#Weapons|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.
*'''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.
*'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any [[Armor and Weapons#Weapons|Weapon]] or [[Armor and Weapons#Shields|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 [[Conditions#Grappled|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.
*'''Versatile Fighting.''' While wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile [[Armor and Weapons#Weapons|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.
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==== Blindsight ====
==== Blindsight ====
''9th Level Disciple Feature''<br>
''10th Level Disciple Feature''<br>
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.
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.
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==== Rally ====
==== Rally ====
''Ardent Lion Signature Art''<br>
''Ardent Lion Signature Art''<br>
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.
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 increase 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.
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==== Bursting Sunspot ====
==== Bursting Sunspot ====
''17th Level Coursing Ember Discipline Technique''<br>
''17th Level Coursing Ember Discipline Technique''<br>
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.
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 other creatuers within 10ft of you 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 Range is increased by 10ft for every Tempo Point you spent above 3.
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==== Ruby Storm Stance ====
==== Ruby Storm Stance ====
''11th Level Diamond Mind Discipline Technique''<br>
''11th Level Diamond Mind Discipline Technique''<br>
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.
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 [[Conditions#Prone|Prone]], or move in any way. While in this stance, when a creature within 5ft of you make an Attack against you, you can make a single Weapon Attack targeting that creature.
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==== Topple ====
==== Topple ====
''2nd Level Hero's Charge Discipline Technique''<br>
''2nd Level Hero's Charge Discipline Technique''<br>
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.
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 [[Conditions#Prone|Prone]] and takes 1d8 Bludgeoning Damage for each Tempo Point spent. If the target is Large or larger, it has Disadvantage on the Saving Throw and instead takes 1d10 Bludgeoning Damage for each Tempo Point spent.
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==== Blinding Courage ====
==== Blinding Courage ====
''5th Level Hero's Charge Discipline Technique''<br>
''5th Level Hero's Charge Discipline Technique''<br>
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.
When a creature attempts to [[Conditions#Frightened|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 [[Conditions#Frightened|Frightened]] Condition until the start of your next turn.
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==== The Wind That Talks ====
==== The Wind That Talks ====
''11th Level Howling Gaze Discipline Technique''<br>
''11th Level Howling Gaze Discipline Technique''<br>
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.
As a Bonus Action, you can spend 3 Tempo Point to become [[Conditions#Invisible|Invisible]]. While you are [[Conditions#Invisible|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 [[Conditions#Invisible|Invisible]] until the start of your next turn, you Attack a creature, or you force a creature to make a Saving Throw.
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==== Shifting Sides ====
==== Shifting Sides ====
''17th Level Mercurial Wolf Discipline Technique''<br>
''17th Level Mercurial Wolf Discipline Technique''<br>
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 30ft of you must make an Intelligence Saving Throw to see through the illusion you foist on it. On a failed Save, the target Dazed until the start of its next turn, and it immediately makes a Melee Weapon Attack targeting a creature of your choice within its Reach.
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 30ft of you must make an Intelligence Saving Throw to see through the illusion you foist on it. On a failed Save, the target [[Conditions#Dazed|Dazed]] until the start of its next turn, and it immediately makes a Melee Weapon Attack targeting a creature of your choice within its Reach.
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==== Will of the Conspiracy ====
==== Will of the Conspiracy ====
''Raven's Gaze Signature Art''<br>
''Raven's Gaze Signature Art''<br>
As a Bonus Action, you can force a creature you can see to make a Wisdom Saving Throw. On a failed Save, 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 10ft 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.
As a Bonus Action, you can force a creature you can see to make a Wisdom Saving Throw. On a failed Save, the target's vision and hearing is overtaken by a swarm of ravens. Until the end of your next turn, it is [[Conditions#Deafened|Deafened]] and perceives the area beyond a 10ft 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.
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==== Gaze of the Flock ====
==== Gaze of the Flock ====
''2nd Level Raven's Gaze Discipline Technique''<br>
''2nd Level Raven's Gaze Discipline Technique''<br>
When a creature you can see within 30ft of you deals Damage to 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 failed Save, 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 failed Save, the creature remains Frightened of you until the end of your next turn.
When a creature you can see within 30ft of you deals Damage to 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 failed Save, it is [[Conditions#Frightened|Frightened]] of you until the end of your next turn. At the end of each of your turns while a creature is [[Conditions#Frightened|Frightened]] of you in this way, you can spend 1 Tempo Point to force the creature to make another Wisdom Saving Throw. On failed Save, the creature remains [[Conditions#Frightened|Frightened]] of you until the end of your next turn.
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==== Unkindness in Turn ====
==== Unkindness in Turn ====
''5th Level Raven's Gaze Discipline Technique''<br>
''5th Level Raven's Gaze Discipline Technique''<br>
You can use a Bonus Action and spend 2 Tempo Points to teleport to an unoccupied space within 5ft of a creature that is within 30ft of you and is Frightened of you. The creature then makes a Wisdom Saving Throw. On a failed Save, it is Paralyzed form its fear until the end of its next turn.
You can use a Bonus Action and spend 2 Tempo Points to teleport to an unoccupied space within 5ft of a creature that is within 30ft of you and is [[Conditions#Frightened|Frightened]] of you. The creature then makes a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Paralyzed|Paralyzed]] form its fear until the end of its next turn.
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==== Futility ====
==== Futility ====
''11th Level Raven's Gaze Discipline Technique''<br>
''11th Level Raven's Gaze Discipline Technique''<br>
Once on each of your turns when you hit a creature with a Melee Weapon Attack, you can spend 1 Tempo Point to force the target of the Attack to make a Wisdom Saving Throw. On a failed Save, the target is Slowed and has Disadvantage on Saving Throws against being Frightened until the end of its next turn.
Once on each of your turns when you hit a creature with a Melee Weapon Attack, you can spend 1 Tempo Point to force the target of the Attack to make a Wisdom Saving Throw. On a failed Save, the target is [[Conditions#Slowed|Slowed]] and has Disadvantage on Saving Throws against being [[Conditions#Frightened|Frightened]] until the end of its next turn.
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==== Dragon Sentinel ====
==== Dragon Sentinel ====
''Stone Dragon Signature Art''<br>
''Stone Dragon Signature Art''<br>
As a Bonus Action, you create a Dragon Statue in an unoccupied space within 30ft of you. This Dragon Statue is a Medium object, and lasts for 1 minute or until you lose Concentration on the effect. This Dragon Statue has an AC of 13 + your Wisdom Modifier, and has a number of Hit Points equal to twice your Disciple Level. It has Immunity to Poison and Psychic Damage, and Immunity to all Conditions. If the Dragon Statue is forced to make an Ability Check or Saving Throw, it treats all of its Ability Scores as 10.<br>
As a Bonus Action, you create a Dragon Statue in an unoccupied space within 30ft of you. This Dragon Statue is a Medium object, and lasts for 1 minute or until you lose Concentration on the effect. This Dragon Statue has an AC of 13 + your Wisdom Modifier, and has a number of Hit Points equal to twice your Disciple Level. It has Immunity to Poison and Psychic Damage, and Immunity to all [[Conditions]]. If the Dragon Statue is forced to make an Ability Check or Saving Throw, it treats all of its Ability Scores as 10.<br>
The area within 10ft of the Dragon Statue is considered Difficult Terrain to creatures of your choice. When you create the Dragon Statue, and as a Bonus Action on subsequent turns, you can move the Dragon Statue up to 15ft.<br>
The area within 10ft of the Dragon Statue is considered Difficult Terrain to creatures of your choice. When you create the Dragon Statue, and as a Bonus Action on subsequent turns, you can move the Dragon Statue up to 15ft.<br>
If you summon the Dragon Statue within 5ft of a creature, and as a Reaction whenever a creature moves within 5ft of it, you can cause the Dragon to make a Melee Spell Attack targeting that creature using Wisdom for the Attack Bonus. On a hit, the Attack deals Magical Piercing Damage equal to 1d8 + your Wisdom Modifier to the target, additionally, the target is Slowed until the end of your next turn.
If you summon the Dragon Statue within 5ft of a creature, and as a Reaction whenever a creature moves within 5ft of it, you can cause the Dragon to make a Melee Spell Attack targeting that creature using Wisdom for the Attack Bonus. On a hit, the Attack deals Magical Piercing Damage equal to 1d8 + your Wisdom Modifier to the target, additionally, the target is Slowed until the end of your next turn.
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==== Roots of Earth ====
==== Roots of Earth ====
''2nd Level Stone Dragon Discipline Technique''<br>
''2nd Level Stone Dragon Discipline Technique''<br>
When you would be knocked Prone, you can spend 1 Tempo Point to hook into the earth. When you do, you can't be knocked Prone or moved against your will until the end of your next turn.
When you would be knocked [[Conditions#Prone|Prone]], you can spend 1 Tempo Point to hook into the earth. When you do, you can't be knocked [[Conditions#Prone|Prone]] or moved against your will until the end of your next turn.
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==== Mountain Hammer ====
==== Mountain Hammer ====
''5th Level Stone Dragon Discipline Technique''<br>
''5th Level Stone Dragon Discipline Technique''<br>
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 failed Save, the target is knocked Prone. If the target is already Prone, it is Restrained until the end of its next turn.
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 failed Save, the target is knocked [[Conditions#Prone|Prone]]. If the target is already [[Conditions#Prone|Prone]], it is [[Conditions#Restrained|Restrained]] until the end of its next turn.
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==== Earthbound ====
==== Earthbound ====
''11th Level Stone Dragon Discipline Technique''<br>
''11th Level Stone Dragon Discipline Technique''<br>
As an Action, you can spend 3 Tempo Points to Petrify yourself until the start of your next turn. While Petrified in this way, all Damage you take is halved, and your form can't be changed by any means. Additionally, the earth around your feet attempts to encase those around you. Each creature within 15ft of you must make a Dexterity Saving Throw. On a failed Save, a creature is Restrained until the end of your next turn.
As an Action, you can spend 3 Tempo Points to [[Conditions#Petrified|Petrify]] yourself until the start of your next turn. While [[Conditions#Petrified|Petrified]] in this way, all Damage you take is halved, and your form can't be changed by any means. Additionally, the earth around your feet attempts to encase those around you. Each creature within 15ft of you must make a Dexterity Saving Throw. On a failed Save, a creature is Restrained until the end of your next turn.
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==== Breath of Ages ====
==== Breath of Ages ====
''17th Level Stone Dragon Discipline Technique''<br>
''17th Level Stone Dragon Discipline Technique''<br>
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 60ft Emanated Cone, which spreads around corners, must make a Constitution Saving Throw. On a failed Save, a creature's body becomes heavy and sluggish until the end of your next turn, causing it to become Slowed and Dazed. When you hit a creature either Slowed or Dazed in this way, you can cause it to become Petrified until the end of your next turn.
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 60ft Emanated Cone, which spreads around corners, must make a Constitution Saving Throw. On a failed Save, a creature's body becomes heavy and sluggish until the end of your next turn, causing it to become [[Conditions#Slowed|Slowed]] and [[Conditions#Dazed|Dazed]]. When you hit a creature either [[Conditions#Slowed|Slowed]] or [[Conditions#Dazed|Dazed]] in this way, you can cause it to become [[Conditions#Petrified|Petrified]] until the end of your next turn.
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''Titan Fury Signature Art''<br>
''Titan Fury Signature Art''<br>
As a Bonus Action, you can bolster your form. When you do, you gain Temporary Hit Points equal to your Wisdom Modifier + half your Disciple Level, which last for 1 minute. While you have these Temporary Hit Points, you add half your Wisdom Score (rounded up) to any Strength Check you make.<br>
As a Bonus Action, you can bolster your form. When you do, you gain Temporary Hit Points equal to your Wisdom Modifier + half your Disciple Level, which last for 1 minute. While you have these Temporary Hit Points, you add half your Wisdom Score (rounded up) to any Strength Check you make.<br>
When you reach 5th Level in this class, while you have these Temporary Hit Points, your Size gores to Large if you are not already Large or larger. Your equipment grows to match your new size. If there isn't enough room to grow to Large, you grow to the maximum Size possible with the space available.
When you reach 5th Level in this class, while you have these Temporary Hit Points, your Size grows to Large if you are not already Large or larger. Your equipment grows to match your new Size. If there isn't enough room to grow to Large, you grow to the maximum Size possible with the space available.
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==== Titan's Will ====
==== Titan's Will ====
''11th Level Titan Fury Discipline Technique''<br>
''11th Level Titan Fury Discipline Technique''<br>
At the start of your turn, you can spend 4 Tempo Points to remove one of the following Conditions: Blinded, Charmed, Dazed, Deafened, Frightened, Incapacitated, Paralyzed, Poisoned, Slowed, or Stunned.
At the start of your turn, you can spend 4 Tempo Points to remove one of the following [[Conditions]]: [[Conditions#Blinded|Blinded]], [[Conditions#Charmed|Charmed]], [[Conditions#Dazed|Dazed]], [[Conditions#Deafened|Deafened]], [[Conditions#Frightened|Frightened]], [[Conditions#Incapacitated|Incapacitated]], [[Conditions#Paralyzed|Paralyzed]], [[Conditions#Poisoned|Poisoned]], [[Conditions#Slowed|Slowed]], or [[Conditions#Stunned|Stunned]],
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==== Arduos Wrath ====
==== Arduos Wrath ====
''17th Level Titan Fury Discipline Technique''<br>
''17th Level Titan Fury Discipline Technique''<br>
As an Action, you can spend 4 Tempo Points to slam into the earth. Every creature of your choice in a 30ft Emanation Cone must make a Constitution Saving Throw. On a failed Save, a creature is Stunned for 1 minute.
As an Action, you can spend 4 Tempo Points to slam into the earth. Every creature of your choice in a 30ft Emanated Cone must make a Constitution Saving Throw. On a failed Save, a creature is [[Conditions#Stunned|Stunned]] for 1 minute.
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= Sublime Journeys =
= Sublime Journeys =
== Journey of the Blade Dancer ==
== 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.
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.
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''3rd Level Journey of the Blade Dancer Feature''<br>
''3rd Level Journey of the Blade Dancer Feature''<br>
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.<br>
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.<br>
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.  
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.  
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==== Elegance ====
==== Elegance ====
''3rd Level Journey of the Blade Dancer Feature''<br>
''3rd Level Journey of the Blade Dancer Feature''<br>
You gain Proficiency in Performance and you add your Wisdom Modifier to your Performance Checks.
You gain Proficiency in Performance and you add your Wisdom Modifier to your Charisma (Performance) Checks.
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==== Free Stride ====
==== Free Stride ====
''18th Level Journey of the Blade Dancer Feature''<br>
''18th Level Journey of the Blade Dancer Feature''<br>
You are permanently under the effects of the Freedom of Movement Spell. You use Wisdom as your Spellcasting Ability for the Spell.
You are permanently under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]] Spell. You use Wisdom as your Spellcasting Ability for the Spell.
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''11th Level Journey of the Collector Feature''<br>
''11th Level Journey of the Collector Feature''<br>
At 11th level, both your control and the quality of your arsenal have heightened, causing your formations to improve:
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.
*'''Assault.''' Any Attack made with Weapons from your arsenal deal an additional 1d8 damage.
Storm. The weapons expand into the area within 15 feet of you instead of 5 feet.
*'''Storm.'''. The Weapons expand into the area within 15 ft of you instead of 5 ft.
Ward. The damage is reduced by twice your Wisdom modifier instead (minimum of 2).
*'''Ward.'''. The Damage is reduced by twice your Wisdom modifier instead (minimum of 2).
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==== Conjured Body ====
==== Conjured Body ====