Disciple: Difference between revisions

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== 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.
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>
 
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.<br>
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.<br>
 
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.<br>
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.
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.<br>
 
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.<br>
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.
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.<br>
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.




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'''Class Information.'''
=== Class Information ===
:'''Hit Dice.''' 1d10 per disciple level
'''Hit Dice.''' 1d10 per Disciple Level<br>
:'''1st Level Hitpoints.''' 10 + your Constitution modifier
'''1st Level Hitpoints.''' 10 + your Constitution Modifier<br>
:'''Higher Level Hitpoints.''' 1d10 (or 6) + your Constitution modifier per disciple level after 1st
'''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
'''Armor Proficiencies.''' Light Armor, Medium Armor, Heavy Armor, and Shields<br>
:'''Weapon Proficiencies.''' Simple Weapons and Martial Weapons
'''Weapon Proficiencies.''' Simple Weapons and Martial Weapons<br>
:'''Tool Proficiencies.''' One set of Artisan’s Tools or a Musical Instrument
'''Tool Proficiencies.''' One set of Artisan’s Tools or a Musical Instrument<br>
:'''Saving Throw Proficiencies.''' Strength and Wisdom
'''Saving Throw Proficiencies.''' Strength and Wisdom<br>
:'''Skill Proficiencies.''' Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception, Performance, Religion, and Sleight of Hand
'''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 or three Daggers, and an Equipment Pack
'''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
<br>
<br><br>


'''Sublime Discipline.''' A disciple's path begins with learning sublime disciplines. A sublime discipline is a kind of mystical martial art. Each discipline is centered on an ideal for the disciple to understand and internalize. At 1st level, choose one sublime discipline, detailed at the end of the class description. When you gain certain disciple levels, you gain knowledge of new disciplines, as shown on the Disciplines Known column of the Disciple table.
==== Sublime Discipline ====
:Additionally, when you gain a level in this class, you can choose one of the disciplines you know and replace it with another discipline.
''1st Level Disciple Feature''<br>
:Each sublime discipline has an associated Signature Art, the foundational ability of the discipline. You can invoke a Signature Art of a discipline you know. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
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.<br>
:Each discipline has a list of techniques─its discipline techniques─that you gain at the disciple levels noted in the discipline's description. These techniques require you to spend tempo points to use which you gain at 2nd level. Some techniques modify a specific attack. You can only use one such technique per attack.
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.<br>
:If a discipline technique would inflict a Saving Throw, the DC is equal to 8 + your Proficiency Bonus + your Wisdom Modifier.
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.<br>
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.
<br><br>


'''Martial Intuition.''' At 1st level, your opponents' blows radiate a certain rhythm that your body has learned to read. If a creature attacks you or forces you to make a saving throw, the DM tells you one one of the following things about its capabilities (your choice):
==== Martial Intuition ====
*If one of its ability scores of your choice is higher than, lower than, or equal to your same ability score.
''1st Level Disciple Feature''<br>
*If any of its speeds is higher than, lower than, or equal to a single speed of yours (your choice).
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:
*If their statistics are being altered by a spell or magical effect.
*You learn if one of its Ability Scores of your choice is higher, lower, or equal to yours.
*If they are proficient in at least one martial weapon.
*You learn if any of Speeds are higher, lower, or equal to one of your Speeds of your choice.
*You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
*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.
<br><br>


'''Tempo.''' Starting at 2nd level, you gain the ability to perceive and utilize the power in ambient ripples of the world, called tempo. Your access to this mystical energy is represented by a number of tempo points. Your disciple level determines the number of points you have, as shown in the Tempo Points column of the Disciple table.
==== Tempo ====
You can spend these points to fuel various tempo techniques granted by your disciplines. When you spend a tempo point, it becomes unavailable. When you take the Dodge action, you can use your bonus action to focus and regain any expended tempo points.
''2nd Level Disciple Feature''<br>
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.<br>
You can spend these Tempo Points to fuel various Discipline Techniques granted by your Sublime Disciplines.<br>
When you take the Dodge Action, you regain all spent Tempo Points.
<br><br>


'''Fighting Style.''' At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Whenever you gain a level in this class you can swap a Fighting Style you have with one you do not have with one you could have learned from this feature.
==== Fighting Style ====
:'''Blind Fighting.''' You have blindsight with a range of 10 feet. If you already have blindsight it increases the range of your blindsight by 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
''2nd Level Disciple Feature''<br>
:'''Defense.''' While you are wearing armor, you gain a +1 bonus to AC.
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
:'''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.
*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
:'''Great Weapon Fighting.''' When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
*'''Blind Fighting.''' You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.
:'''Thrown-Weapon Fighting.''' You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
*'''Defense.''' While you are wearing Armor, you gain a +1 bonus to AC.
:'''Two-Weapon Fighting.''' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
*'''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.
:'''Unarmed Fighting.''' Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
*'''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.
'''Sublime Journey.''' At 3rd level, you have embarked on a personal journey that shapes your skills and draws you towards certain innate magical talents. Your choice of Sublime Journey grants you features at 3rd level, and again at 7th, 11th, 14th, and 18th levels.
*'''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.
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'''Ability Score Improvements.''' When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.
==== Sublime Journey ====
''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.
<br><br>


'''Extra Attack.''' At 5th level you can perform an additional attack as part of the Attack action.
==== Ability Score Improvements ====
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.
''4th, 8th, 10th, 12th, 16th, and 18th Level Disciple Feature''<br>
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 [[Feats|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.
<br><br>


'''Alacrity.''' Also at 5th level, your speed increases by 10ft.
==== Extra Attack ====
''5th Level Disciple Feature''<br>
You can perform an additional Attack as part of the Attack Action.<br>
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.
<br><br>


'''Rhythm in the Air.''' At 6th level, your body's familiarity with tempo allows it to
==== Alacrity ====
react to conflict even when your mind lags behind. you can add your Wisdom modifier to initiative rolls and you can't be surprised while you are conscious.
''5th Level Disciple Feature''<br>
Your Speed increases by 10ft.
<br><br>


'''Blind Sense.''' At 9th level, you are able to detect the thin ripples of magic caused by the subtle movements of hidden creatures. You gain Blindsight out to a range of 30ft. If you already have Blindsight, you increase its range by 10ft.
==== Rhythm in the Air ====
''6th Level Disciple Feature''<br>
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.
<br><br>


'''Imprinted Growth.''' Starting at 13th level, you gain proficiency in either Dexterity
==== Blindsight ===
or Constitution saving throws (your choice). If you are already proficient in both of these saving throws, you gain proficiency in Strength or Wisdom saving throws (your choice).
''9th 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.
<br><br>


'''Timeless Body.''' At 15th level, your tempo sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
==== Imprinted Growth ====
''13th Level Disciple Feature''<br>
You gain Proficiency in either Dexterity or Constitution Saving Throws (your choice).
<br><br>


'''Quick Rest.''' Also at 15th level, your improved vitality allows you to rest at an accelerated rate. You can finish a long rest in 2 less hours then you would be able to normally.
==== Timeless Body ====
''15th Level Disciple Feature''<br>
Your Tempo sustains you. You do not age and you cannot be aged magically. You also no longer need food and water.
<br><br>


'''Tempo Mastery.''' At 17th level, as part of a bonus action made to regain tempo points, you may make one weapon attack as part of that bonus action.
==== Quick Rest ====
''15th Level Disciple Feature''<br>
Your improved vitality allows you to rest at an accelerated rate. You need half as much time to finish a Long Rest.
<br><br>


'''Great Mastery.''' At 20th level, your growth culminates with you becoming the master of a discipline. Choose any one discipline you follow. Whenever you use a tempo technique from that discipline, you spend no tempo points.
==== Tempo Mastery ====
''17th Level Disciple Feature''<br>
When you take the Dodge Action, you can make a single Weapon Attack as a Free Action.
<br><br>


=== Sublime Disciplines ===
==== Great Mastery ====
''20th Level Disciple Feature''<br>
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.
<br><br>


==== Ardent Lion ====
= 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.
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.
:'''Ideal: Camaraderie.''' 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.
:'''Ideal: Camaraderie.''' 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.