Disciple: Difference between revisions

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== Titan Fury ==
== 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.
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 ====
''Mind Ideal''<br>
FEATURE
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==== SIGNATURE ====
==== Power ====
''Mind Signature Art''<br>
''Titan Fury Ideal''<br>
FEATURE
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.
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==== 2nd ====
==== Blood of the Ancients ====
''2nd Level Mind Discipline Technique''<br>
''Titan Fury Signature Art''<br>
Feature
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.
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==== 5th ====
==== Power Overwhelming ====
''5th Level Mind Discipline Technique''<br>
''2nd Level Titan Fury Discipline Technique''<br>
Feature
When you hit on a Melee Weapon Attack, you can use your Bonus Action and spend up to 5 Tempo Points. the target of the Attack is pushed 5ft away from you for each Tempo Point spent.<br>
If this movement would force the target to impact a creature, object, or structure, both the creature and the creature, object, or structure it impacted with takes 1d6 Bludgeoning Damage for every 5ft of movement remaining to be pushed.
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==== 11th ====
==== Cull the Meek ====
''11th Level Mind Discipline Technique''<br>
''5th Level Titan Fury Discipline Technique''<br>
Feature
Those who seek to mar you without facing you deserve a swift punishment. When a creature you cannot see hits you with a Melee Attack, or a creature hits you with a Ranged Attack, you can use your Reaction and spend 3 Tempo Points to reduce the Damage dealt by 1d10 + your Wisdom Modifier, the creature then makes a Wisdom Saving Throw. On a failed Save, the target takes Psychic Damage equal to the amount you reduced the Damage by.
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==== 17th ====
==== Titan's Will ====
''17th Level Mind Discipline Technique''<br>
''11th Level Titan Fury Discipline Technique''<br>
Feature
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.
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==== Arduos Wrath ====
:'''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.
''17th Level Titan Fury Discipline Technique''<br>
:'''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.
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.
:'''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.
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