Disciple: Difference between revisions

4,230 bytes added ,  18:15, 11 January 2023
 
(7 intermediate revisions by the same user not shown)
Line 1: Line 1:
== 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
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.<br>
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.<br>
Line 60: Line 60:
'''Hit Dice.''' 1d10 per Disciple Level<br>
'''Hit Dice.''' 1d10 per Disciple Level<br>
'''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 (increase to 6) + your Constitution Modifier per Disciple Level after 1st<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>
'''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.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]<br>
Line 151: Line 151:
''3rd, 7th, 11th, 14th, and 18th Level Disciple Feature''<br>
''3rd, 7th, 11th, 14th, and 18th Level Disciple Feature''<br>
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.
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.
<br><br>
{| class="wikitable"
|+ Sublime Journeys
|-
! Sublime Journey !! Complexity (1-5) !! Description
|-
| [[Disciple#Journey of the Blade Dancer|Journey of the Blade Dancer]] || 1 || You master blades and the art of using those blades and your body, becoming one with world, extremely agile, and deadly.
|-
| [[Disciple#Journey of the Collector|Journey of the Collector]] || 3 || You collect a hoard of blades and weaponry from around the world, stashing them in an ethereal arsenal which you summon in combat as a whirling storm, a defensive wall of weapons, or poised to strike.
|-
| [[Disciple#Journey of the Rider|Journey of the Rider]] || 3 || You bond with the rhythm of mounts, becoming almost one with the creatures you ride, gaining an almost magical ability to summon such creatures to aid you.
|-
| [[Disciple#Journey of the War God|Journey of the War God]] || 2 || You embody the divinity within you, summoning additional arms to attack for you while cutting down the force of personality of others, causing them to easily submit to your gloriousness.
|}
<br>


==== Ability Score Improvements ====
==== Ability Score Improvements ====
Line 274: Line 287:
==== 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 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.
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 creatures 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.
<br><br>  
<br><br>


== Diamond Mind ==
== Diamond Mind ==
Line 566: Line 579:
! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[Disciple#Blade Dance|Blade Dance]] || 3rd || Example
| [[Disciple#Blade Dance|Blade Dance]] || 3rd || When you miss on Melee Weapon Attacks, you can deal Force Damage to the target instead, and when you make a Melee Weapon Attack against a creature it can't make Opportunity Attacks
|-
|-
| [[Disciple#Elegance|Elegance]] || 3rd || Example
| [[Disciple#Elegance|Elegance]] || 3rd || You get Proficiency in Performance and add your Wisdom Modifier to your Charisma (Performance) Checks
|-
|-
| [[Disciple#Evasion|Evasion]] || 7th || Example
| [[Disciple#Evasion|Evasion]] || 7th || You're better against Dexterity Saving Throws to take half Damage
|-
|-
| [[Disciple#Accelerando|Accelerando]] || 11th || Example
| [[Disciple#Accelerando|Accelerando]] || 11th || You add your Wisdom Modifier to your Melee Weapon Attack's Damage Rolls
|-
|-
| [[Disciple#Rushing Agility|Rushing Agility]] || 14th || Example
| [[Disciple#Rushing Agility|Rushing Agility]] || 14th || You can Jump better, run up walls and across water, and can take the Dodge Action as a Bonus Action
|-
|-
| [[Disciple#Free Stride|Free Stride]] || 18th || Example
| [[Disciple#Free Stride|Free Stride]] || 18th || You're always under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]]
|}
|}
<br>
<br>
Line 607: Line 620:
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.<br>
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.<br>
Additionally, You gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.<br>
Additionally, You gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.<br>
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.
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.
<br><br>
<br><br>


Line 624: Line 637:
! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Example || 3rd || Example
| [[Disciple#Bound Arsenal|Bound Arsenal]] || 3rd || You can bind Weapons to your Arsenal, a mystical storm of Weapons you can summon at will
|-
|-
| Example || 3rd || Example
| [[Disciple#Conjure Weapons|Conjure Weapons]] || 3rd || You can summon your Arsenal and arrange into one of three formations
|-
|-
| Example || 7th || Example
| [[Disciple#Blade Affinity|Blade Affinity]] || 7th || You can learn information about what was done with Weapon's by studying them
|-
|-
| Example || 11th || Example
| [[Disciple#Ultimate Arsenal|Ultimate Arsenal]] || 11th || All the ways you can use your Arsenal improve
|-
|-
| Example || 14th || Example
| [[Disciple#Conjured Body|Conjured Body]] || 14th || While you have your Arsenal summoned, you can fly
|-
|-
| Example || 18th || Example
| [[Disciple#Dream Gate|Dream Gate]] || 18th || You can summon a ton of Weapons to Attack enemies
|}
|}
<br>
<br>
Line 668: Line 681:
''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 deal 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 ft of you instead of 5 ft.
*'''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).
<br>
<br>


Line 693: Line 706:
! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Example || 3rd || Example
| [[Disciple#Mount-Borne|Mount-Borne]] || 3rd || You cast the [[Level 2#Find Steed|Find Steed]] Spell at the end of a Long Rest, and you get more options for what you can summon
|-
|-
| Example || 3rd || Example
| [[Disciple#One with the Steed|One with the Steed]] || 3rd || While riding a mount you and the mount get a bunch of buffs
|-
|-
| Example || 7th || Example
| [[Disciple#Defensive Rhythm|Defensive Rhythm]] || 7th || While riding a mount, you and the mount get increases to AC and and make Attacks if someone Attacks the other
|-
|-
| Example || 11th || Example
| [[Disciple#Expanding Steeds|Expanding Steeds]] || 11th || You can cast the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell instead at the end of a Long Rest, you also get more options for what you summon
|-
|-
| Example || 14th || Example
| [[Disciple#From the Horseback to the Sky|From the Horseback to the Sky]] || 14th || Mounts you summon with the [[Level 2#Find Steed|Find Steed]]  or [[Level 2#Find Greater Steed|Find Greater Steed]] Spells, or that you spend an hour bonding to, gain a Flying, Swimming, and Climbing Speed equal to its Walking Speed and can breathe underwater
|-
|-
| Example || 18th || Example
| [[Disciple#Unrivaled Haste|Unrivaled Haste]] || 18th || While mounted, you and the mounter are permanently under the effects of the [[Level 3#Haste|Haste]] Spell
|}
|}
<br>
<br>
Line 733: Line 746:
==== Expanding Steeds ====
==== Expanding Steeds ====
''11th Level Journey of the Rider Feature''<br>
''11th Level Journey of the Rider Feature''<br>
When you finish a Long Rest, you can instead replicate the effects of the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell. When you do you gain the following list of creatures that you can also summon: Allosaurus, Ankheg, Auroch, Axe-Beak, Brown Bear, Camel, Carrion Crawler, Cave Bear, Cow, Crag Cat, Crocodile, Dinosaur Skeleton, Dragonnel, Elk, Female Steeder, Gelatinous Cube, Giant Boar, Giant Constrictor Snake, Giant Crayfish, Giant Eagle, Giant Elk, Giant Goat, Giant Hyena, Giant Lizard, Giant Octopus, Giant Snail, Giant Spider, Giant Strider, Giant White Moray Eel, Hadrosaurus, Hippocamp, Hunter Shark, Ice Spider Queen, Jaculi, Lion, Mastiff, Moorbounder, Plesiosaurus, Pony, Quetzalcoatl, Riding Horse, Sabre-Tooth Tiger, Skyjek Roc, Star Lancer, Tiger, Two-Headed CrocodileWalrus, Warhorse, Warhorse Skeleton, Worg.
When you finish a Long Rest, you can instead replicate the effects of the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell. When you do you gain the following list of creatures that you can also summon: Allosaurus, Ankheg, Auroch, Axe-Beak, Brown Bear, Camel, Carrion Crawler, Cave Bear, Cow, Crag Cat, Crocodile, Dinosaur Skeleton, Dragonnel, Elk, Female Steeder, Gelatinous Cube, Giant Boar, Giant Constrictor Snake, Giant Crayfish, Giant Eagle, Giant Elk, Giant Goat, Giant Hyena, Giant Lizard, Giant Octopus, Giant Snail, Giant Spider, Giant Strider, Giant White Moray Eel, Hadrosaurus, Hippocamp, Hunter Shark, Ice Spider Queen, Jaculi, Lion, Mastiff, Moorbounder, Plesiosaurus, Pony, Quetzalcoatl, Riding Horse, Sabre-Tooth Tiger, Skyjek Roc, Star Lancer, Tiger, Two-Headed Crocodile, Walrus, Warhorse, Warhorse Skeleton, Worg.
<br><br>
<br><br>


Line 739: Line 752:
''14th Level Journey of the Rider Feature''<br>
''14th Level Journey of the Rider Feature''<br>
When you summon a Steed with the [[Level 2#Find Steed|Find Steed]] or [[Level 4#Find Greater Steed|Find Greater Steed]] Spells, or similar effects, it gains a Flying, Swimming, and Climbing Speed equal to its Walking Speed. Additionally, mounts you summon in this way can breathe both air and water.<br>
When you summon a Steed with the [[Level 2#Find Steed|Find Steed]] or [[Level 4#Find Greater Steed|Find Greater Steed]] Spells, or similar effects, it gains a Flying, Swimming, and Climbing Speed equal to its Walking Speed. Additionally, mounts you summon in this way can breathe both air and water.<br>
You can spend 1 hour bonding to a mount that you didn't summon with these Spells, which can be performed during a Short or Long Rest. After this bonding is complete that mount gains these benefits as well. You remain bonded with a mount until you bond with a different mount or have not ridden it for 10 days.
Additionally, while mounted you can breathe both air and water.
Additionally, while mounted you can breathe both air and water.
<br><br>
<br><br>
Line 757: Line 771:
! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Example || 3rd || Example
| [[Disciple#Spirit of the War God|Spirit of the War God]] || 3rd || You can summon ethereal arms which can make more Attacks
|-
|-
| Example || 7th || Example
| [[Disciple#Cosmic Presence|Cosmic Presence]] || 7th || You can try make creatures be more susceptible to your Charisma and Wisdom Checks
|-
|-
| Example || 11th || Example
| [[Disciple#Encroaching Omniscience|Encroaching Omniscience]] || 11th || When you make an Attack with a Reaction, you can make an additional Attack as part of that Reaction, you can also draw and stow a ton of Weapons with you Attacks
|-
|-
| Example || 14th || Example
| [[Disciple#Lens of Truth|Lens of Truth]] || 14th || You get Truesight out to a Range of 120ft
|-
|-
| Example || 18th || Example
| [[Disciple#Shard of Divinity|Shard of Divinity]] || 18th || Your Weapon Attacks and Discipline Techniques ignore Resistance and Immunity to Damage, you also don't get frail while aging, your soul can't be trapped or destroyed, and you can't be an Undead unless you want to be
|}
|}
<br>
<br>