Points de Vie
Maîtrises
Disciple
| Niveau | Bonus de Maîtrise | Capacités | Tempo Points | Disciplines Known |
|---|---|---|---|---|
| 1 | + 2 | Sublime Discipline Martial Intuition | 0 | 1 |
| 2 | + 2 | Sublime Discipline Martial Intuition | 2 | 2 |
| 3 | + 2 | Sublime Discipline Martial Intuition | 3 | 2 |
| 4 | + 2 | Sublime Discipline Martial Intuition | 3 | 2 |
| 5 | + 3 | Sublime Discipline Martial Intuition | 4 | 3 |
| 6 | + 3 | Sublime Discipline Martial Intuition | 4 | 3 |
| 7 | + 3 | Sublime Discipline Martial Intuition | 5 | 3 |
| 8 | + 3 | Sublime Discipline Martial Intuition | 5 | 3 |
| 9 | + 4 | Sublime Discipline Martial Intuition | 6 | 4 |
| 10 | + 4 | Sublime Discipline Martial Intuition | 6 | 4 |
| 11 | + 4 | Sublime Discipline Martial Intuition | 7 | 4 |
| 12 | + 4 | Sublime Discipline Martial Intuition | 7 | 4 |
| 13 | + 5 | Sublime Discipline Martial Intuition | 8 | 4 |
| 14 | + 5 | Sublime Discipline Martial Intuition | 8 | 4 |
| 15 | + 5 | Sublime Discipline Martial Intuition | 9 | 4 |
| 16 | + 5 | Sublime Discipline Martial Intuition | 9 | 4 |
| 17 | + 6 | Sublime Discipline Martial Intuition | 10 | 4 |
| 18 | + 6 | Sublime Discipline Martial Intuition | 10 | 4 |
| 19 | + 6 | Sublime Discipline Martial Intuition | 10 | 4 |
| 20 | + 6 | Sublime Discipline Martial Intuition | 10 | 4 |
Capacités de Classe
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 13
Niveau 14
Niveau 15
Niveau 16
Niveau 17
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Niveau 9
Maîtrises
light
medium
heavy
shield
simple
martial
Équipement de Départ
Capacités de Classe
Sublime Discipline (Level 1)
A disicple'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.
Additionally, when you gain a level in this class, you can choose one of the disciplines you know and replace it with another discipline.
Signature Art
Each sublime discipline has an associated Signature Art, the foundational ability of the discipline. You can use this feature to invoke the effects of the Signature Art of a discipline you know. You can only have the effects of one Signature Art active at a time.
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.
Tempo Techniques
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.
Tempo Ability
Your ability to utilize tempo is tied your intuition and ability to perceive the ripples of magic around you; as such, Wisdom is the key ability for disciples. Some of your discipline features require for your target to make a saving throw to resist the feature's effects.
Saving Throws
The saving throw DC is calculated as follows:
Tempo
Martial Intuition (Level 1)
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, your DM tells you one one of the following things about its capabilities (your choice):
If one of its ability scores of your choice is higher than, lower than, or equal to your same ability score.
If any of its speeds is higher than, lower than, or equal to a single speed of yours (your choice).
If their statistics are being altered by a spell or magical effect.
If they are proficient in at least one martial weapon.
Tempo (Level 2)
Starting at 2nd level, you gain the ability to perceive and utilize the power in ambient ripples of magic, 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.
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.
Fighting Style (Level 2)
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Sublime Journey (Level 3)
At 3rd level, you have embarked on a personal journey that shapes your skills and draws you towards certain innate magical talents. Choose to follow the Journey of the Blade Dancer, the Journey of the Conjurer, or the Journey of the War God. Your choice of Sublime Journey grants you features at 3rd level, and again at 7th, 11th, 14th, and 18th levels.
Ability Score Improvement (Level 4)
When you reach 4th, 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Alacrity (Level 5)
Also at 5th level, you can add your Wisdom modifier to initiative rolls and your speed increases by 10 feet.
Preternatural Awareness (Level 6)
At 6th level, your body's familiarity with tempo allows it to react to conflict even when your mind lags behind. You can't be surprised while you are conscious.
Sublime Journey Feature (Level 7)
At 7th level, you gain a feature from your Sublime Journey.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Blind Sense (Level 9)
At 9th level, you are able to detect the thin ripples of magic caused by the subtle movements of hidden creatures. You are aware of the location of any hidden or invisible creature within 10 feet of you.
Ability Score Improvement (Level 10)
When you reach 10th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Sublime Journey Feature (Level 11)
At 11th level, you gain a feature from your Sublime Journey.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Imprinted Growth (Level 13)
Starting at 13th level, you gain proficiency in either Dexterity or Constitution saving throws (your choice).
Sublime Journey Feature (Level 14)
At 14th level, you gain a feature from your Sublime Journey.
Timeless Body (Level 15)
At 15th level, your body has become emboldened against the effects of age. 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.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Tempo Mastery (Level 17)
At 17th level, you regain all expended uses of your Signature Arts when you finish a short or long rest.
Sublime Journey Feature (Level 18)
At 18th level, you gain a feature from your Sublime Journey.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Great Master (Level 20)
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 1 less tempo point than you otherwise would (minimum of 1).
Multiclassage
Prérequis de Multiclassage
- DEX: 13 ou STR: 13
Maîtrises Acquises
Sous-classes
Capacités de Sous-classe
Journey of the Blade Dancer
Journey of the Blade Dancer (Level 3)
A single swing of the blade is oft 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.
Blade Dance
When you choose this journey at 3rd level, your strikes are followed by magical ripples that echo your intent. Whenever you make a melee weapon attack against a creature and miss, you can cause the creature to take force damage equal to your Wisdom modifier.
Additionally, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Elegance
Also at 3rd level, you gain proficiency in the Performance skill if you don't already have it, and can add your Wisdom modifier to ability checks that use that proficiency.
Evasion (Level 7)
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Accelerando (Level 11)
At 11th level, you add your Wisdom modifier (minimum of +1) to the damage of your melee weapon attacks. Additionally, you can take the Dash action as a bonus action.
Rushing Agility (Level 14)
At 14th level, your mastery of the weight of your body allows you to defy natural limitation. You can use your remaining movement to determine the maximum distance you can jump (long or high), instead of the normal calculation. You can jump your full distance with or without a running start.
Additionally, you can move along vertical surfaces and across liquids on your turn without falling during the move.
Free Stride (Level 18)
At 18th level, your movements become impossible to stop. Your movement is unaffected by difficult terrain, and spells and magical effects can't reduce your speed or cause you to be paralyzed or restrained. You can spend 5 feet of movement to automatically escape from nonmagical restraints. Additionally, being underwater imposes no penalties on your movement or attacks.
Journey of the Conjurer
Journey of the Conjurer (Level 3)
In the midst of combat, it is the warrior's weapon that brings them solace; wherein it is not merely a tool used to bring victory or survive, but rather an ally with which you trust your life. It is within this mindset that tempo exerts its influence for those that follow the Journey of the Conjurer.
Most often the Journey of the Conjurer begins with a reoccurring dream of an infinite field littered with weaponry from across the ages. Within this space you are free to use and manipulate, form and reform the weaponry and landscape as you see fit, perpetually in pursuit of the perfect arsenal. This dream repeats, becoming more and more lucid until you awaken amidst a cloud of flying armaments that flow along to your whims, and from that day each weapon you touch, and each alteration you make in your dreams, will reflect in your control over your flying arsenal.
Conjure Weapon
When you choose this journey at 3rd level, whenever you roll initiative or as a bonus action, you can conjure or dismiss an arsenal of weightless spectral weapons that only you can wield, which hover in your space. While not wielding a shield, you can wield these weapons mentally, and they take the statistics of any simple or martial melee weapon that lacks the special property (use your choice of one or two hands for weapons with the versatile property). The weapons deal force damage instead of their normal damage type, gain the thrown property (range 20/60) if they didn't already have it, and automatically return to your space on a hit or miss. If you fall unconscious, the weapons are dismissed.
Additionally, when you conjure these weapons, and as a bonus action on subsequent turns, you can put the weapons in one of the following formations:
Assault
Your weapons point outwards to the nearest foe. The reach of these weapons increases by 5 feet, and attacks against targets you can see made with these weapons can't have disadvantage.
Storm
Your weapons expand into the area within 10 feet of you, turning it into difficult terrain for creatures of your choice.
Ward
Your weapons form a protective barrier. The first time you take damage after the start of each of your turns, it is reduced by an amount equal to your Wisdom modifier (minimum of 1).
Blade Affinity (Level 7)
At 7th level, you can analyze the residual information ingrained onto used weapons. Over the course of 1 minute, you can analyze a weapon you are touching. At the end of the minute, you glean one of the following things (DM's choice):
A clear picture of the weapon's last wielder as it drew the weapon for combat.
A glimpse of a magical ability the last wielder used while wielding the weapon.
Whether the last wielder used the weapon with malicious, honorable, protective, or some other form of intent.
A glimpse of the last creature felled by this weapon.
Once you have used this feature, you can't do so again until you finish a short rest or long rest. This process drains the magical imprint left on the weapon, so once you have used this feature on a given weapon, you can't use it on that weapon again until it has seen use in combat.
Ultimate Arsenal (Level 11)
At 11th level, both your control and the quality of your arsenal have heightened. Any attack made with your conjured weapons deal an additional 1d8 damage, and your formations improve:
Assault
Once on each of your turns, if you attack two different targets with conjured weapon attacks as a part of the Attack action, you can make an additional attack against a third creature.
Storm
The weapons expand into the area within 20 feet of you instead.
Ward
The damage is reduced by twice your Wisdom modifier instead (minimum of 2).
Conjured Body (Level 14)
At 14th level, you have learned how to merge your body with your armory, embedding within you its fluid movement. While you have your arsenal conjured, you gain a flying speed equal to your walking speed, which manifests visually as wing-like blades, riding a flying sword, or a similar effect.
Dream Gate (Level 18)
At 18th level, you can bring out the full force of your arsenal in an instant. As an action, you create a visage of your field behind you and conjure 100 weapons all around you. Choose any number of creatures within 120 feet of you, and divide 100 projectiles among them (a creature can be targeted by up to 10 projectiles). Each creature must make a Dexterity saving throw, taking 1d8 force damage for each projectile launched at it, or half as much on a successful save. These weapons disappear at the end of your turn.
Once you use this feature, you can't use it again until you finish a long rest.
Journey of the War God
Journey of the War God (Level 3)
A disciple who follows the Journey of the War God is unmistakable on the battlefield by the manifestation of their soul fighting alongside them, often taking the form of spectral arms or a looming figure at their back.
The influence of tempo can reach further than most would think; after all everything moves, even your own spirit. Disciples that define themselves by intense emotions, or a need to prove their own self worth, can develop a sensitivity to the movements of their soul. After enough time, the disciple gains the ability to summon and wield this element of their soul in combat. Legends speak of disciples that attain definite control, and ultimately learn harness the divine spark that resides within them.
Spirit of the War God
When you choose this journey at 3rd level, your passion can call forth the part of your soul that revels in the glory of battle. As a bonus action or when you roll initiative, you can manifest or dismiss two spectral arms that are connected to your upper body. When summoned, and on each of your turns thereafter, each arm can perform an object interaction, such as drawing a weapon. You can control these arms easily, and they act just like your other arms.
As an action, you can make a single attack with each melee weapon you and your spectral arms are wielding (up to 4 attacks). You don't add your ability modifier to the damage of these rolls, unless that modifier is negative. When wielding a two-handed weapon, your spirit arms must hold the weapon with both hands at all times.
At 5th level, you add your ability modifier to the damage rolls of weapons you are wielding with your hands (up to 2 attacks). At 11th level, you also add your ability modifier to the damage rolls of weapons your spirit arms are wielding.
Cosmic Presence (Level 7)
At 7th level, your connection to your inner self has granted you greater presence. When you make an Intimidation or Persuasion check, you can add your Wisdom modifier to the roll instead of your Charisma modifier.
Additionally, as an action, you can amplify your presence a hundred fold. Creatures of your choice within 60 feet of you must succeed on a Charisma saving throw against your tempo save DC or become aware of your presence. For the next 10 minutes, you have advantage on all Wisdom and Charisma checks made against those creatures.
Once you use this action, you must finish a short or long rest before you can use it again.
Encroaching Omniscience (Level 11)
At 11th level, your soul becomes your vigil, as the shapes of faces can be traced around your head. Whenever you make an attack as a part of a reaction, you can make an additional attack with one of your spectral arms.
Additionally, once on each of your turns when you miss with a weapon attack, you can make an additional weapon attack with a weapon being wielded by your spectral arms as part of the same action.
Lens of Truth (Level 14)
At 14th level, your sight ascend towards the sight of gods. You can see clearly in normal and magical darkness out to 120 feet, as well as into the Ethereal Plane. You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within this range and within line of sight.
Shard of Divinity (Level 18)
At 18th level, you have fully reconnected with your soul, unlocking the divine power within it. You have resistance to damage from weapon attacks, and any damage you deal with a weapon attack or tempo technique ignores resistance and bypasses immunities.
You can no longer die from old age, and your soul cannot be stolen, trapped or destroyed, nor can you be unwillingly raised as an undead, except by divine intervention.