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== Howling Gaze == | == 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 | 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. | ||
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==== | ==== Freedom ==== | ||
''Mind Ideal''<br> | ''Mind Ideal''<br> | ||
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. | |||
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==== | ==== Gale Surge ==== | ||
''Mind Signature Art''<br> | ''Mind Signature Art''<br> | ||
As a Bonus Action, you whip a wild gust around your body and briefly become as the wind. This effect lasts 1 minute, or until you lose Concentration on it. For the Duration, you have Advantage on Dexterity Saving Throws, and when a creature misses you with an Attack, you can move 5ft without provoking Opportunity Attacks. | |||
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==== | ==== Driving Wind ==== | ||
''2nd Level Mind Discipline Technique''<br> | ''2nd Level Mind Discipline Technique''<br> | ||
You can use your Action and spend up to 5 Tempo Points to unleash an Emanated Cone of rushing air. The size of the Cone is a number of feet equal to 10 x the number of Tempo Points spent. Creatures of your choice in the Cone must make a Strength Saving Throw. On a failed Save a creature is pushed away from you until they reach an unoccupied space at the end of the Cone. | |||
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==== | ==== Wind Scare ==== | ||
''5th Level Mind Discipline Technique''<br> | ''5th Level Mind Discipline Technique''<br> | ||
You can use your Action and spend at least 1 Tempo Point to unleash a blade of air forward. Choose up to 3 creatures within 5ft of each other that you can see within 60ft of you. | |||
to swing a 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. | |||
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==== | ==== The Wind That Talks ==== | ||
''11th Level Mind Discipline Technique''<br> | ''11th Level Mind Discipline Technique''<br> | ||
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. | |||
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==== | ==== Tranquil Windstorm ==== | ||
''17th Level Mind Discipline Technique''<br> | ''17th Level Mind Discipline Technique''<br> | ||
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. | |||
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== Mercurial Wolf == | == Mercurial Wolf == |