Class: Siverain

 

Siverain

Sitting in quiet meditation, a half-elf inhales deeply and the world around her appears to expand and contract with every breath. Her eyes snap open, glowing faintly as she slowly starts to rise into the air, a sword blazing to life in her outstretched hand. A shimmering heat haze bathes the body of a raging tiefling, as his eyes burn scarlet with rage. His prey quivers with fear before him as he raises his hands, lifting the creature off the ground with unseen energy as it claws at its throat, gurgling and coughing. Siverain are masters of the Flow, the magic that courses through the arcane weave surrounding and suffusing the world. By controlling the Flow, the Siverain have learned to channel it; some using it to find balance, others for personal gain.   The means by which each Siverain masters the Flow are as varied as any other practitioner of the Arcane Arts. Some are born to great power, drawing on their blood's connection to the Weave and through that connection, harnessing the Flow. Some spend years studying the variations of the Flow, achieving their skill through practices handed down generation after generation. Some seek to wrestle the Flow to their will, gaining control of their power through raw aggression and brute strength.   Siverain study the Flow, constantly learning the different ways it travels through The Weave. Regardless of their path, all Siverain seek to find control, whether that be of themselves or of the world around them.   Finding a creature that can sense the Flow around them is incredibly rare. Finding a person that can learn to channel the Flow is even more rare. Those that develop the sense and the control are among those who could stand shoulder to shoulder with the great heroes of an age. No one knows why these abilities manifest, but regardless of the cause, there is great power to be found in the Flow.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution Modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Siverain level after 1st
armor proficiencies: Light Armor
weapon proficiencies: Simple Weapons
tools: None
saving throws: Intelligence, Dexterity
skills: Choose two skills from Acrobatics, Athletics, History, Insight, Religion, and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon

  • (a) leather armor or (b) scale mail (if proficient)

  • (a) a dungeoneer's pack or (b) explorer's pack

  • Weaveblade

  • Two daggers


spellcasting:
class features:

Creating a Siverain

As you create your Siverain, the most important question to consider is the driving force of your power. It is important to know how your character makes their decisions. Do you believe that peace is achieved by control? Do you let your emotions guide you? Is anger or hatred sown deep into your soul?  

Quick Build

You can make a Siverain quickly by following these suggestions. First, choose a Weaveblade Color, this determines your highest ability score, followed by Strength or Dexterity. Second, choose the Sage Background.  

Multiclassing

To Multiclass as a Siverain you must have a minimum Dexterity score of 13.
If Siverain is not your first class, you gain proficiency in light armor and weaveblades.

Features

 

Weaveblade

Starting at 1st level, you can create a weaveblade by spending one hour of concentration on a sword. You can use any sword but the blade crumbles to dust leaving only the hilt. As an interaction, you can focus on the weaveblade's hilt to manifest a blade of arcane energy. This only creates a single blade. (i.e. if you use a double bladed weapon's hilt it is still a single bladed weaveblade)   When the blade is manifested, it deals 1d8 force damage. The weapon has the Finesse, Light, and Thrown (20/60) properties, and you are considered proficient with any weaveblade you create. You may only have one weaveblade created at a time. If the weaveblade leaves your hand, such as when it is thrown, you may maintain the blade by using Concentration, otherwise the blade dissipates. The blade also dissipates if you are incapacitated or you die.  

Weaveblade Color

Starting at 1st level, you choose the color your weaveblade always manifests in. This determines your Flow ability modifier, and affects your Flow Save DC. You may also substitute this ability for weapon attack and weapon damage rolls made with your weaveblade.
  • Red: Strength
  • Blue: Intelligence
  • Green: Wisdom
  • Purple: Charisma
  Flow attack modifier: your proficiency bonus + primary ability modifier above
Flow Save DC: 8 + proficiency bonus + primary ability modifier above  

Control the Flow

As a Siverain, you were born with the abilities to sense the Flow of arcane magic through the Weave. You have learned to channel the Flow around you to gain a minor ability with telekinesis.   Beginning at 1st level, as an action, you can lift or manipulate objects within 60 feet of you with a total weight of no more than 30 times your Siverain level. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not further than 60 feet away from you. If the object is worn or carried by a creature, you must make an ability check with your Flow ability modifier contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.   You can exert fine control on one object at a time with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial, provided the manipulated objects do not exceed the weight restriction. This ability can also affect creatures, starting with Tiny creatures at 1st level, Small creatures at 9th level, Medium creatures at 15th level, and Large creatures at 20th level.  

Siverain Path

Beginning at 1st level, you commit yourself to a path to follow: Jed'ah, Sith'ari, Matua Ka'i, Zeino'sha, Jensa'ari, or Mando'ah, which are detailed after the class description. Your path grants you features at 1st level and again at 3rd, 6th, 11th, and 17th.  

Call the Blade

At 2nd level, you may call your blade back to your hand as a bonus action. This has a range of 60 feet, and the sword's hilt must not be held by another creature.  

Fundamentals

At 2nd level, you know 1 fundamental of your choice from the Siverain powers list. You learn additional fundamentals of your choice at higher levels, as shown in the Fundamental Options column listed later. If the fundamental produces a named spell effect, your spellcasting ability modifier is the same as your Flow ability modifier.  

Siverain Combat Styles

At 3rd level, you choose a Siverain Combat Style. If this grants you a Fighting Style, you can’t take a Fighting Style option more than once, even if you later get to choose again.  

Style of Flow

At 3rd level, you gain the Dueling Fighting Style. 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.  
Go with the Flow
At 7th level, when a creature misses you with a melee attack roll, you can spend 1 flow point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.  
Undercurrent
At 14th Level, when a creature misses you with a melee attack roll, you can spend 1 flow point as a reaction to teleport up to half your speed.  

Style of Fury

At 3rd level, you gain the Two Weapon Fighting Style, When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.   Additionally, you may create and maintain two Weaveblades at once.  
Furious Blows
At 7th level, when you hit a target with your weaveblades, you can spend 1 flow point to cause the weapon to deal 1d8 extra damage to your target. You can use this feature only once on each of your turns.  
Eye to Eye
At 14th Level, whenever you take the Attack action on your turn, you can spend 1 flow point to attempt a Grapple or Shove in addition to your normal attacks.  

Style of Grace

At 3rd level, you gain proficiency over a double-sided weaveblade, known as a weavestaff. Your weaveblade gains the Two-Handed property and Special property and counts as a quarterstaff for any requirements. The special property is as follows: If you attack with a weavestaff as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee weapon attack with it. This attack deals 1d4 force damage on a hit.  
Weavestaff Mastery
At 7th level, you gain mastery over your weavestaff. Your AC increases by +1 when your weavestaff is activated and the special property of your weapon now reads: If you attack with a weavestaff as part of the Attack action on your turn, you can immediately make another melee weapon attack with it. This attack deals 1d4 force damage on a hit.  
Accelerated Flow
At 14th Level, you can spend 1 flow point to increase your movement speed by 10 feet and prevent any enemy you attack from making opportunity attacks against you, until the end of your turn.  

Style of Power

At 3rd level, you gain the Great Weapon Fighting Style. 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.   Additionally, your weaveblade loses the Light property, and gains the Two-Handed property, and the damage die of your weaveblade increase to 1d10.  
Shielded Flow
At 7th level, as a reaction, you may spend a Flow Point and cast the Shield spell. You may do this a number of times equal to your Flow ability modifier. You gain all expended uses on a Long Rest.   Additionally, the damage die of your weaveblade increases to 1d12.  
Unyielding
At 14th Level, as a reaction you may expend 1 Flow Point to cast Absorb Elements.  

Style of Focus

At 3rd level, you learn to propel your weaveblade toward your enemies with greater force, and retrieve it using your control of the Flow. You gain the Thrown Weapon Fighting Fighting Style. 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. Furthermore, you can recall your weaveblade to your hand immediately after making a ranged attack with it as part of the attack. You do not need to maintain concentration to keep your weaveblade manifested after throwing it.  
Flow Mark
At 7th level, you gain the ability to mark a creature, holding its unique Flow signature in your mind. When you hit a creature with a weapon attack, you can mark it by expending 2 Flow Points. When the marked creature makes an attack roll against a creature within 30 feet of you (other than yourself), you can use your reaction to impose disadvantage on the attack roll. The Mark ends if you are reduced to 0 hit points or you mark a different creature.   On your turn, you can make a special attack against the marked creature as a bonus action. You make the attack roll with advantage, and if it hits, you deal additional damage equal to half your Siverain level (rounded up). After making this special attack, the Flow Mark ends.  
Flow Precision
At 14th level, attacking at long range no longer imposes disadvantage on your ranged weapon attack rolls, and your ranged weapon attack rolls ignore half cover and three-quarters cover.  

Style of Vigilance

At 3rd level, you learn the Interception Fighting Style. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a weapon you are proficient with to use this reaction.   Additionally, you become proficient with a polearm-style weaveblade known as a Weavelance. Your weaveblade loses the Light and Thrown properties and gains the Reach and Two-handed properties. Your weaveblade counts as a glaive, halberd, or pike for any requirements.  
Sentinel Strike
Starting at 7th level, when you hit a creature with an attack of opportunity, you can attempt to knock them prone if they are Large or smaller. The creature must make a Strength or Dexterity saving throw (your choice) against your Flow Save DC. On a failed save, it falls prone.  
Sentinel's Retribution
Starting at 14th level, immediately after using the Interception fighting style, you can expend 1 Flow Point to deliver a telekinetic shove to the attacking creature if you can see it as part of the same reaction. The creature must make a Strength or Dexterity saving throw (your choice) or it takes 3d6 force damage and is pushed 15 feet away from you in a straight line. On a success, the creature takes half as much damage and is not pushed.  

Flow Points

Starting at 3rd level, your mastery of the Flow has granted you powers. To use these powers you must expend the appropriate amount of Flow Points as listed on the power's description. You regain all expended Flow points when you complete a long rest. You also gain the following abilities depending on your choice of Path:
  • Jed'ah - Flow Like Water: You may spend 1 Flow Point to take the Dodge action as a bonus action.
  • Sith'ari - Whirlwind of Passion: You may spend 1 Flow Point to take the Dash action as a bonus action.
  • Matua Ka'i - Cascading Strikes: Immediately after you miss with a weapon attack on your turn, you can expend 1 Flow Point to make an additional weapon attack against the same target as part of the same action. After using this feature, you cannot use it again until the start of your next turn.
  • Zeino'sha - Indefatigable Spirit: You can expend 1 Flow Point as an action on your turn to expend and roll one of your Hit Dice. You regain hit points equal to the roll + your Constitution modifier.
  • Jensa’ari - Let the Flow Guide You: When you make an ability check, you can expend 1 Flow Point to add 1d6 to the roll.
  • Mando'ah - Scan for Targets: You can spend 1 Flow Point to take the Search action as a bonus action on your turn. When you do so, you can detect invisible creatures within 60 feet of you by making a Perception check. The DC for this check equals 10 + the creature's Dexterity (Stealth) modifier. You can see any invisible creatures that you detect in this way until the end of this turn. Furthermore, the first attack you make on this turn ignores half cover.
 

Ability Score Improvement

When you reach 4th level, and again at 8th, 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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Vitalizing Flow

At 10th level, your mastery of the Flow makes you immune to disease and poison. Additionally, you may use your action to end one effect on yourself that is causing you to be charmed or frightened.  

Flow Reflection

Starting at 13th level, your mastery of the Flow allows you to reflect or negate spells aimed at you. When a creature you can see begins casting a spell within 60 feet, you can innately sense the level of the spell, if not the specific spell being cast. As a reaction you take when a caster you can see within 60 feet of you targets you and only you with a spell, you may spend Flow Points equal to the level of the spell to counter it. If you successfully counter a spell which requires an attack roll, you may make a Flow Spell Attack (1d20 + proficiency bonus + Flow ability modifier) and on a hit the caster suffers the ill effects of the spell rather than you.  

One with the Flow

At 18th level, as an action you can expend 5 Flow Points to control the Flow around you and suppress the ability to cast arcane spells in a 60 ft radius around you. For 1 minute, as long as you maintain Concentration (as if concentrating on a spell), creatures you choose must make an Intelligence saving throw to cast a spell. On a failed save, the spell is lost. If they succeed, they may cast the spell as normal.  

Fundamental Options

Fundamental Name Description Prerequisites
Aggression If you have not attacked or cast a harmful spell this turn, you may cast [Compelled Duel](https://www.dndbeyond.com/spells/compelled-duel) at will, without expending Flow points or material components. Path of the Sith'ari
Athlete’s Focus If you have not attacked or cast a harmful spell this turn, you may cast jump without expending Flow points or material components. Path of the Matua Ka’i
Aura of Justice You can cast Bless by expending 2 Flow Points. You can’t do so again until you finish a long rest. Path of the Jed'ah
Aura of Serenity You can cast Sleep by expending 2 Flow points. You cannot do so again until you finish a long rest. Path of the Matua Ka’i
Aura of Treachery You can cast Bane by expending 2 Flow Points. You can’t do so again until you finish a long rest. Path of the Sith'ari
Battle Trance When you use your action to cast a Flow Discipline spell, you can make one weapon attack as a bonus action. While you are concentrating on a Flow Discipline, you can guide your weaveblade around corners. You can target a creature behind total cover when you make a ranged weapon attack with your weaveblade if there is a clear path around that cover within range (creatures do not obstruct this path). This does not enable you or your target to see through the total cover, therefore you are both considered unseen to each other for this attack. 12th level, Style of Focus
Bend Missiles As a bonus action, you can concentrate on the Flow for up to 1 minute (as if concentrating on a spell) to redirect projectiles that pass by you. For the duration, you can use your reaction to cause a ranged weapon attack that misses you to hit a different creature within 30 feet of you. You can use this Fundamental once, after which you must finish a long rest before using it again. 9th Level, Style of Flow
Bounty Hunter You can expend 2 flow points to cast hunter's mark. After casting it in this way, you cannot do so again until you finish a long rest. Path of the Mando'ah
Directing Flow You learn the Guidance and True Strike cantrips, using your Flow ability modifier.
Dual Strike When you hit with a melee weapon attack, you can expend 1 Flow point to cause the attack to deal force damage equal to your Flow Ability modifier to a different creature within 5 feet of the target. You can also attempt to trip the either the original target or the affected second creature, which must make a Strength saving throw against your Flow Save DC or be knocked prone. 9th Level, Style of Grace
Expertise Choose two skills that you are proficient with. When you make an ability check using one of these skills, you can add twice your proficiency bonus to the check. Path of the Jensa'ari
Fiery Weaveblade As a bonus action, you can instill your weaveblades with fiery energy. For 1 minute or until you lose concentration (as if you were concentrating on a spell), your weaveblades deal 3d6 fire damage instead of their normal weapon damage. Once you use this ability, you may not do so again until you complete a long rest. 12th Level, Style of Fury
Flow Burst You can expend 2 Flow points to cast arms of Hadar. You cannot do so again until you finish a long rest. Path of the Zeino’sha
Flow Fortitude As a bonus action, you can focus on one aspect of your body and mind for up to 1 minute, during which you must concentrate (as if concentrating on a spell). For the duration, you have advantage on saving throws using one ability of your choice. You can use this Fundamental once, after which you must finish a long rest before you can use it again. 9th Level, Style of Focus
Flow Jump You may cast Jump on yourself at will, without expending Flow points or material components. 9th Level
Flow Link You can establish a link through the Flow between your mind and that of another creature. As an action, choose a willing creature within 60 feet of you with whom to create the Flow Link. For the next 7 days, you can communicate telepathically with that creature as long as you are on the same plane of existence. If the creature is a Siverain, they can respond to you via the Link. The effect ends if you dismiss it as an action or create a Flow Link with a different creature. 9th Level
Flow of the Air You learn the Gust and Thunderclap cantrips, using your Flow ability modifier.
Flow Phantasm If you have not attacked or cast a harmful spell this turn, you can cast silent image without expending Flow points or material components. Path of the Jensa'ari
Flow Tracking As an action, you can choose a creature within 30 feet of you to memorize their unique presence in the Flow. For the next 24 hours or until you target another creature with this feature, you have advantage on Wisdom (Survival) and Wisdom (Perception) checks made to track or detect the target. Any time before this effect ends, you can use a bonus action on your turn to amplify the target creature's presence. Any effect causing the creature to be invisible ends, and creatures other than you have advantage on their first attack roll against the target creature until the start of your next turn. Flow Tracking then ends. 7th level
Flow Trance You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity. Path of the Jed'ah
Flowing Bladework When you use the Attack action on your turn, you may replace one of the attacks with the Booming Blade or Green-Flame Blade cantrips. 7th level
Flowing Lore You gain proficiency in the Arcana and History skills.
Flowing Negotiation You gain proficiency in the Insight and Persuasion skills.
Flowing Stance As a bonus action, you can instill your weaveblade with distorting energies. For 1 minute or until you lose concentration (as if you were concentrating on a spell), any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. Once you use this ability, you may not do so again until you complete a long rest. 12th Level, Style of Flow
Flowing Understanding You gain proficiency in the Nature and Survival skills.
Graceful Strikes As a bonus action, you can instill your weaveblade with incredible speed. For 1 minute or until you lose concentration (as if you were concentrating on a spell), when you take the Attack action on your turn, as part of the bonus action to use this ability and as a bonus action on each subsequent turn, you may make two additional attacks with your weaveblade. These additional attacks deal 1d4 force damage on a hit. Once you use this ability, you may not do so again until you complete a long rest. 12th Level, Style of Grace
Guardian Stance As a bonus action on your turn, you can prepare to stifle your enemies’ advance. Until the start of your next turn, you can make additional attacks of opportunity. After using your reaction to make an attack of opportunity, you can make a number of additional attacks of opportunity equal to half your proficiency bonus until the start of your next turn. Each attack of opportunity must target a different creature, and you cannot make more than one attack on each other creature’s turn. After you use this feature, you cannot use it again until you finish a long rest. 12th level, Style of Vigilance
Improved Interception You can use Interception to reduce the damage of an attack targeting a creature within 30 feet of you. When you use Interception, you reduce the incoming damage by 2d10+your proficiency bonus+your Flow Ability modifier. 9th Level, Style of Vigilance
Irresistible Force Your attacks with your weaveblade score a critical hit on a roll of 19 or 20. When you score a critical hit with your weaveblade, you can expend 1 Flow point to roll the weapon’s damage die one additional time and add it to the total damage of the attack. 9th Level, Style of Power
Leaping Strike When you hit with a melee weapon attack, you can expend 1 Flow Point to immediately jump to an unoccupied space within 15ft without provoking attacks of opportunity. You can force the creature you hit to make a strength saving throw or be pulled 10 feet in a straight line towards you. 9th Level, Style of Fury
Martial Prowess You gain one Fighting Style of your choice from the Fighter class. If you later gain the same fighting style from a Siverain Combat Style, it has no additional effect. You can replace the fighting style with a different fighting style from the Fighter class when you gain a level in this class. Path of the Mando'ah
Mind Trick You learn the Minor Illusion and Friends cantrips, using your Flow ability modifier.
Neutrality You can cast protection from evil and good, targeting yourself, without verbal or material components by expending 2 Flow points. After casting it in this way, you cannot cast it again until you finish a long rest. Path of the Jensa'ari
Oil Slick If you have not attacked or cast a harmful spell this turn, you can cast grease without expending Flow points or material components. Path of the Mando'ah
Pacifism If you have not attacked or cast a harmful spell this turn, you may cast Sanctuary on yourself at will, without expending Flow points or material components. Path of the Jed'ah
Read the Flow You can cast Detect Magic at will, without expending Flow points.
Resilience You have advantage on Constitution saving throws to maintain concentration on a spell. Path of the Matua Ka’i
Shield Training You gain proficiency with shields. Path of the Zeino’sha
Skin Dancer You can cast Alter Self at will, without expending a spell slot. 15th Level
Strafing Run When you take the Dash action on your turn and move at least 15 feet in a straight line, you may make a weapon attack with your weaveblade as a bonus action. Alternatively, while mounted on a creature or vehicle, you may spend a bonus action to ready an attack with a weaveblade. This readied action allows you to make an attack as a reaction when the mount takes the Dash action and moves at least 15 feet in a straight line, bringing the target within melee reach. 12th level
Telekinetic Tremor If you have not attacked or cast another harmful spell this turn, you can cast earth tremor without expending Flow points or material components. Path of the Zeino’sha
Titanic Presence As a bonus action, you can instill your weaveblade with the strength of your conviction. For 1 minute or until you lose concentration (as if you were concentrating on a spell), weapon attacks made with your weaveblade deal an additional 1d4 force damage. Until this effect ends, you have advantage on Strength checks and Strength saving throws, and your physical form doubles in size in all dimensions. This growth increases your size by one category. If there isn't enough room to double your size, you attain the maximum possible size in the space available. Once you use this ability, you may not do so again until you complete a long rest. 12th Level, Style of Power
Unnatural Abilities You may cast Enhance Ability on yourself at will, without expending Flow points or material components. 9th Level
Vital Rage You can cast False Life on yourself at will as a 1st-level spell, without expending Flow Points or material components. Path of the Sith'ari
What Stalks the Darkness You gain proficiency in the Intimidation and Stealth skills.
subclass options:

Path of the Jed'ah

 

Alchaka

When you choose this path at 1st level, you gain the ability to let yourself flow freely through the Flow and be where your opponent's blade isn't. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Flow ability modifier.  

Flow Discipline

At 3rd level, you are able to channel the Flow more effectively.   You can choose two disciplines of your choice from the Jed'ah Discipline List. You gain two additional Disciplines at 6th, 11th, and 17th level respectively. These may be chosen from the list equal to their level or lower. When you learn a new Discipline, you may replace one Discipline you know with a different Discipline you qualify for.   Disciplines allow you to cast certain spells, see Chapter 10 of the Player's handbook. To cast one of these spells, you use its casting time and other rules and expend Flow Points equal to the spell's level + 1, but you don't need to provide material components.  

Moving Meditation

Additionally, at 3rd Level, when you make your first attack on your turn, you can decide to attack defensively. Doing so imposes disadvantage on your melee weapon attack rolls this turn, but attack rolls against you have disadvantage until your next turn.  

Flow Regeneration

Starting at 3rd level, you can concentrate the Flow around other creatures to expedite their natural healing process. As an action on your turn, you can expend 2 Flow Points to begin concentrating on the Flow (as if concentrating on a spell). On this turn as part of this action, and on each of your subsequent turns for the next 1 minute as an action, you choose a number of creatures within 30 feet of you up to your Flow Ability modifier. Each creature can expend and roll one of its Hit Dice (no action required) to regain hit points equal to the roll plus your Flow Ability modifier. If you do not use this action on your turn, the effect ends.   After using this ability, you cannot use it again until you finish a long rest.  

Tutanimus

Starting at 6th level, you have learned to nullify some of the damage an enemy tries to inflict. You may expend 1 Flow Point to cast Heroism with yourself as the target. You may use this ability a number of times equal to your proficiency bonus. You regain expended uses at the end of a long rest. If your Flow ability modifier is Wisdom, you may increase the temporary hit points gained each round by 1d4.  

Cleanse the Mind

At 11th level, you are able to cleanse a target's mind or body of negative effects. You may touch a target and as an action expend 2 point to remove the frightened or charmed condition, expend 5 Flow points to cast Lesser Restoration, or 10 Flow Points to cast Greater Restoration. You may use this ability a number of times equal to your proficiency bonus. You regain expended uses at the end of a long rest. You may subtract your Flow ability modifier from the Flow Point costs if your Flow ability modifier is Intelligence.  

Revitalize

At 17th level, you have learned to channel the Flow to heal yourself and your allies. As an action, you may choose a number of creatures equal to your Flow ability Modifier within 60 feet. Each target regains 50 hit points. You must finish a long rest before you use this ability again. If your Flow ability modifier is Wisdom, each target instead regains 70 hit points.  

Path of the Sith'ari

 

Bonus Proficiency

At 1st level when you choose this Path, you gain proficiency with Medium Armor.  

Choking Flow

When you choose this Path at 1st level, you have learned to use the Flow to choke your enemies. As an action, you may choke a creature you can see within 30 feet. The target must make a Wisdom saving throw or take 1d10 force damage.   Additionally, If your Flow ability modifier is Strength, you may add it to any damage roll you make with a Sith'ari Feature or Discipline.  

Flow Discipline

At 3rd level, you are able to channel the Flow more effectively. You can choose two disciplines of your choice from the Sith'ari Discipline List. You gain two additional Disciplines at 6th, 11th, and 17th level respectively. These may be chosen from the list equal to their level or lower. When you learn a new Discipline, you may replace one Discipline you know with a different Discipline you qualify for.   Disciplines allow you to cast certain spells, see Chapter 10 of the Player's handbook. To cast one of these spells, you use its casting time and other rules and expend Flow Points equal to the spell's level + 1, but you don't need to provide material components.  

Strangling Flow

Additionally, at 3rd Level you may spend 2 Flow Points when you use Choking Flow. If you do and the creature fails its Wisdom saving throw, it is also paralyzed until the end of your next turn. For every 2 additional Flow Points you spend when you use this ability, increase the Force damage by 1d10.  

Smoldering Rage

At 6th level, you learn to let your anger flow through you. Once on your turn, when you hit a creature with a weaveblade attack you may expend 1 Flow point to add an additional 1d12 lightning damage to the target. You may use this feature a number of times equal to your proficiency bonus. You regain any expended uses after a long rest.  

Eyes of Passion

Starting at 11th level, your countenance has begun to show the toll manipulating the Flow has taken on you. You have advantage on all Charisma (Intimidation) and Charisma (Deception) checks you take. You can't be targeted by any divination magic or perceived through magical scrying sensors. Finally, you have advantage on saving throws against any spell or effect that would sense your emotions, read your thoughts, or cause the charmed condition.  

Maelstrom of Fury

At 17th level, the power of your emotion echoes throughout the planes of existence and rip holes in the fabric of reality. As an action, you may create a 10 ft radius sphere centered on a point up to 60 ft away. The sphere remains for 1 minute. When a creature enters the sphere, you may spend 4 Flow Points to force it to make a Charisma saving throw or be sucked into the vortex, sending them to a random plane of existence until the effect ends. Each creature then reappears in the space they left or the nearest unoccupied space. You must finish a long rest before using this ability again.  

Path of the Matua Ka'i

The Path of the Matua Ka'i has been practised by a small number of nomadic wanderers for thousands of years. It is a martial art and a form of moving meditation notable for its ability to develop one's connection to the Flow, even in a normally insensitive individual. The Matua Ka'i philosophy emphasizes physical training to perfect the body and move in unison with the Flow. Skilled followers of this path are capable of incredible feats of athletic prowess and supernatural endurance. In battle they wield their signature weapon, the Wan Shen, with remarkable grace.  

Wan Shen

When you choose this path at 1st level, you learn to create the Wan Shen, the signature polearm of the Matua Ka’i. You can create the Wan Shen in the same manner as a Weaveblade by using a glaive, halberd, pike, spear, or trident instead of a sword. The Wan Shen is a special type of Weaveblade, and it counts as a glaive or halberd for the purposes of any of your features or abilities that require one. It deals the same damage and has the same properties as a Weaveblade. The Wan Shen keeps any properties granted to your Weaveblade by a Siverain Combat Style.   When you finish a long rest, choose either a High-Powered or Low-Powered state for your Wan Shen. In its High-Powered state, the Wan Shen deals force damage and has a +1 bonus to attack and damage rolls. In its Low-Powered state, the Wan Shen deals magical slashing damage and you have a +1 bonus to your Armor Class. You can change the power state of your Wan Shen when you finish a long rest.   Your Wan Shen is decorated with intricate designs that reflect your personal character and history. These designs are primarily drawn in your Weaveblade color, and you can use your Flow Ability for your attack and damage rolls while wielding your Wan Shen. When you reach 11th level, your Wan Shen gains a +1 bonus to attack and damage rolls.  

Flow Discipline

At 3rd level, you are able to channel the flow more effectively. You can choose two disciplines from the Matua Ka'i discipline list. You gain two additional disciplines at 6th, 11th, and 17th level. You must meet the minimum level prerequisite for any discipline you choose. When you learn new disciplines, you may replace a discipline you know with a different discipline of the same level or lower.   Disciplines allow you to cast certain spells (see Chapter 10 of the Player's Handbook for the general rules of Spellcasting). To cast one of these spells, you must expend Flow points equal to the spell's level + 1, instead of a spell slot. You do not need to provide material components for spells cast using this feature.  

Harden Flesh

Also at 3rd level, you can harden your flesh to absorb an impact or deflect a blade. As a reaction when you take bludgeoning, piercing, or slashing damage, you can expend 1 Flow Point to reduce that damage by 1d10 + your Siverain level.   If your Flow Ability is strength, you can channel some of the force of a melee attack back towards the attacker. When you reduce the damage of a melee attack to 0 using this feature, the attacker takes force damage equal to your Flow Ability modifier.  

Tao Lu

Also at 3rd level, your discipline and training allows you to use the Flow more easily. When you reduce a creature to 0 hit points, you regain 1 Flow Point. You can never have more Flow Points than the maximum listed for your level on the Siverain table.   You can regain a maximum number of Flow Points in this way equal to your Flow Ability Modifier, after which you must finish a long rest before using this feature again.  

Guided Meditation

At 6th level, you begin to teach others the way of Matua Ka'i, awakening a connection to the Flow in your students. By spending one hour leading a guided meditation, which can be part of a short or long rest, you can impart one of the following benefits on yourself and a number of humanoids up to your Flow Ability modifier:
  • Affected creatures can cast the mage hand cantrip a number of times equal to your proficiency bonus. The hand created by the spell is invisible.
  • Affected creatures have advantage on a number of ability checks equal to your proficiency bonus using one ability score of your choice.
  • Affected creatures can add twice your Flow Ability modifier to their jump distance a number of times equal to your proficiency bonus.
If your Flow Ability is Wisdom, affected creatures gain temporary hit points equal to 1d6 + your Flow Ability modifier whenever they use the benefit granted by this feature.  

Clarity and Resolve

At 11th level, you become able to center yourself through meditation to resist certain effects. When you finish a short or long rest, choose an ability. Until your next long rest, you can expend 2 Flow points whenever you make a saving throw with the chosen ability to add your proficiency bonus to that saving throw. If you already add your proficiency bonus to saving throws with that ability, you add twice your proficiency bonus when you use this feature.  

Typhoon

At 17th level, your martial training and discipline have made you the pinnacle of physical fitness and a fearsome foe on the battlefield. As an action, you can expend 4 Flow Points to make a melee weapon attack with a weapon you are wielding against each creature of your choice within that weapon's reach. If your Flow Ability is Strength, you can immediately move up to half your speed after using this action without provoking attacks of opportunity.  

Path of the Zeino'sha

Born out of abandonment by the Jed’ah, the Zeino’sha are a fiercely independent, isolationist movement of Siverain. They value their family and fellow practitioners above all else. For the first Zeino’sha, learning to control the Flow was a matter of survival in a harsh, inhospitable wilderness, and they have never forgotten the value of self-sufficiency. By wrapping themselves in the Flow they shield themselves from the elements and from any who would do them harm.  

Bonus Proficiencies

At 1st level when you choose this path, you gain proficiency with the Survival skill and one type of artisan’s tools of your choice.  

Seize the Day

Also at 1st level, your presence in the Flow enhances the acuity of you and your allies. After you roll initiative, you can use your reaction during the first round of combat to reroll your initiative or that of another willing creature. The affected creature must use the new roll.   At 11th level, you can affect up to two creatures (including yourself) when you use this feature.  

Flow Discipline

At 3rd level, you are able to channel the Flow more effectively. You can choose two disciplines from the Zeino’sha discipline list. You gain two additional disciplines at 6th, 11th, and 17th level. You must meet the minimum level prerequisite for any disciplines you choose. When you learn a new discipline, you can replace a discipline you know with a different discipline of the same level or lower.   Disciplines allow you to cast certain spells (see Chapter 10 of the Player’s Handbook for the general rules of Spellcasting). To cast one of these spells, you follow the normal rules of Spellcasting except that you must expend Flow points equal to the spell’s level +1, instead of spell slots, and you do not need to provide material components.  

Orbital Resonance

Starting at 3rd level, small particles in your vicinity are formed into masses of material that orbit around you whenever you exert control of the Flow. When you are concentrating on a Flow Discipline spell, you are surrounded by these masses. Whenever a creature moves to a space within 10 feet of you or starts its turn there while you are concentrating on a Flow Discipline, you can use your reaction to cause an orbital mass to strike the creature. The creature makes a Dexterity saving throw against your Flow Save DC. On a failed save, the creature takes 1d4 bludgeoning damage and you can push it in a straight line up to 10 feet away from you. The damage increases to 1d6 at 6th level, 1d8 at 11th level, and 1d10 at 17th level.   If your Flow Ability is Intelligence, you add your Flow Ability modifier to your Orbital Resonance damage.  

Grit and Determination

Starting at 6th level, you are able to survive using the barest minimum of supplies, seemingly by sheer willpower. You can reduce your exhaustion level by 1 by expending 2 Flow points when you finish a short rest. After using this ability, you cannot use it again until you finish a long rest.   At the end of a long rest, you can expend 1 Flow Point to become immune to the effects of extreme heat or extreme cold. When you make a Wisdom (Survival) check to scavenge enough food and water to sustain yourself, you can expend 1 Flow Point to succeed automatically.   If your Flow ability is charisma, you can forage enough food and water for a number of additional creatures equal to your Flow ability modifier.  

Improved Flow Control

Starting at 11th level, your mastery of telekinesis is beyond that of most Siverain. When you use Control the Flow, you can expend 2 Flow points to enhance it in one of the following ways:
  • The maximum weight of objects you can move is equal to 50 times your Siverain level.
  • You add your proficiency bonus to ability checks to move objects that are carried by other creatures.
  • You can target a creature with Control the Flow as a bonus action on your turn.
 

Telekinetic Mastery

At 17th level, you gain the ability to cast telekinesis by expending 4 Flow Points. In addition, you can choose one 1st-level discipline and one 2nd-level discipline you know. You can cast the chosen discipline spell without expending Flow points a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.    

Path of the Jensa'ari

  The Jensa’ari, also known as Grey Siverain, are a secret society with members in both Jed’ah and Sith’ari groups. Its founders were Jed’ah that studied apocryphal texts that were in fact of Sith’ari origin, and they developed their insights into a tradition that blends the best of both older paths. Jensa’ari teaching is very concerned with “integrating the shadow” - both in terms of mastering the skills of stealth and subterfuge taught by some Sith’ari and in the sense of facing one’s inner demons as a way to guard against the corrupting influence of the Dark Flow.  

Bonus Proficiencies

At 1st level when you choose this path, you gain proficiency in the Stealth skill and proficiency with Medium Armor.

Shadow Arts

Also at 1st level, you can use the Flow to enshroud yourself in shadows. You can attempt to hide when you are only lightly obscured by dim light.

Flow Disciplines

At 3rd level, you are able to channel the flow more effectively. You can choose two disciplines from the Jensa'ari discipline list. You gain two additional disciplines at 6th, 11th, and 17th level. You must meet the minimum level prerequisite for any discipline you choose. When you learn new disciplines, you may replace a discipline you know with a different discipline of the same level or lower. Disciplines allow you to cast certain spells (see Chapter 10 of the Player's Handbook for the general rules of Spellcasting). To cast one of these spells, you must expend Flow points equal to the spell's level + 1, instead of a spell slot. You do not need to provide material components for spells cast using this feature.

Shadow Strike

At 3rd level, you learn to channel the Flow to debilitate your enemies when you strike. Once on each of your turns when you hit a creature with a weapon attack, you can expend 1 Flow point to force the target to make a Charisma saving throw against your Flow Save DC. On a failed save, the target is blinded. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   If your Flow Ability is Strength, you can grapple the target using your control of the Flow, instead of blinding it, if it fails the saving throw. Grappling the target in this way does not require a free hand, but it requires concentration (as if concentrating on a spell). You can maintain your concentration on this grapple while also maintaining concentration as required to keep your weaveblade ignited. The target can repeat the Charisma save at the end of each of its turns, ending the grapple on a success. You can maintain this grapple as long as the target is within 15 feet of you, and can drag the target as normal from a distance of 15 feet.  

Flow Bolster

Starting at 6th level, you can use the Flow to buoy an ally on the brink of losing consciousness. When a creature you can see within 30 feet of you takes damage that would reduce it to 0 hit points, you can use your reaction and expend 2 Flow Points to grant the creature resistance to that damage. If the creature is still reduced to 0 hit points, it is immediately stabilized. If your Flow Ability is Intelligence, the range of this feature is increased to 60 feet.

Psychic Torment

Also at 6th level, you can poison the mind of a creature you affect with your Shadow Strike. When you use Shadow Strike, you can expend 2 additional Flow Points to cause the attack to deal an additional 2d6 psychic damage. When the condition caused by Shadow Strike ends, the target takes an additional 2d6 psychic damage.   This damage increases as you gain levels in this class, increasing to 3d6 at 11th level and again to 4d6 at 17th level.  

Remnant Echoes

Starting at 11th level, you can attempt to glean understanding from the Weave impressions left behind by deceased creatures. As an action, you expend 2 Flow Points and open your awareness to the Flow and all the past presences that have been made in it within 20 feet of you. You can ask up to five questions, and receive an answer in the form of an echoing voice belonging to one creature that left a strong impression in the Weave in this location at some point in the past. Answers are usually brief, cryptic, and repetitive. You cannot connect with the spirit of the creature, only the lingering impression of it. Thus, it does not learn new information, doesn’t comprehend anything that has happened since it was created, and can’t speculate about future events.   After using this feature, you cannot use it again until you finish a long rest.

Death Stroke

  Starting at 17th level, you can make precise attacks targeting your enemies’ weaknesses to devastating effect. Once on each of your turns when you have advantage on a weapon attack roll, you can forego advantage on the roll to cause the attack to automatically score a critical hit if it hits. You can use this feature a number of times equal to half your proficiency bonus, and you regain all expended uses when you finish a long rest.

Path of the Mando'ah

The name Mando’ah is spoken with trepidation among Siverain, whose lore is filled with tales of revered Flow warriors who met their end to the brutally effective methods of a Mando’ah hunter. Though they do not consider themselves Siverain at all, scholars agree there can be no other explanation but the Flow for their unique abilities. One leading theory is that unlike other Siverain, who draw their power from the Weave of magic familiar to most arcanists, the Mando’ah experience a connection to the Shadow Weave — a paradoxical alternate force of magic in the multiverse. Known for the iconic form of their battle armor and a rigid culture of strict personal taboos, the Mando’ah are widely feared as fierce and elusive warriors.  

Bonus Proficiencies

When you choose this path at 1st level, you gain proficiency with Medium and Heavy Armor, martial weapons, firearms, and smith’s tools.  

Forge Rite of Mando’ah

Starting at 3rd level, you learn ancient Mando’ah forging techniques for creating specialized equipment known as Forge Rites. Choose one Forge Rite from the list below. You can create the chosen item by expending 1 Flow point at the end of a long rest, provided you have access to smith’s tools and the specific item mentioned in the Forge Rite’s description. You choose one additional Forge Rite when you reach 6th, 11th, and 17th level. Instead of learning a new Forge Rite, you can choose a Forge Rite you already know to unlock the Upgrade listed in its description. You can have one Forge Rite active at a time, and if you choose a different Forge Rite at the end of a long rest when one is already active, any effects of the first Forge Rite end.   Beshyrr Armor   Item: a suit of medium or heavy armor   This armor is forged under intense pressure generated with Flow control and infused with magic so that it can resist exotic forms of energy. When you create Beshyrr armor, choose force, necrotic, psychic, or radiant damage. While wearing the armor, you have resistance to damage of the chosen type.   Upgrade - Wings of Flame   While wearing this armor, you can activate the armor as an action to cause flames in the shape of a pair of wings to fan out from your back. You gain a flying speed equal to your walking speed and can hover for 1 minute. After using this feature, you cannot do so again until you finish a long rest.   Cable Claw   Item: a hand crossbow   This modified crossbow can launch a claw attached to a long cord, rather than a bolt. While holding the crossbow, you can make a ranged weapon attack with the cable claw as an action, targeting a creature within 30 feet of you. On a hit, the creature cannot willingly move more than 30 feet away from you, unless it detaches the claw as an action by making a Strength check against your Flow Save DC. If you end your turn more than 30 feet away from the target, the claw detaches. While the claw is attached, you can attempt to pull the creature towards you as an action. The target makes a strength saving throw against your Flow Save DC. On a failed save, you pull it up to 10 feet towards you and can knock it prone.   Alternatively, you can launch the claw as an action at a fixed object or surface, such as a wall or ceiling, within 30 feet of you. You can swing from the cable when you make a long jump, tripling the distance you can normally jump.   You can use the cable claw in either of the ways described above a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Upgrade: Lightning Cable   When your cable claw is attached to a creature, you can electrify the cable as an action. The creature must make a Constitution saving throw or take 2d8 lightning damage and have disadvantage any attack rolls it makes before the end of its next turn. On a successful saving throw, the creature takes half as much damage and suffers no other effects.   Integrated Weapon   Item: a one-handed weapon and a suit of armor   This weapon is integrated with your armor such that you can extend and retract it from a hidden compartment. You can draw or stow this weapon once and still interact with another object on your turn. The weapon cannot be dropped, thrown, or disarmed from you while you are conscious, and your hand remains free while you are wielding it. You cannot wield the weapon if you are wielding a different weapon or a shield in the hand of the same arm. Creatures have disadvantage on ability checks made to find the weapon on your person while it is stowed.   Upgrade: Combat Stimulant   When you take the Attack action and make a weapon attack with the Integrated Weapon, you can make one additional attack with it as part of the same action.   Whistling Wisps   Item: a gem or crystal worth at least 50gp   Several weave wisps - concentrations of pure magic that are animated by the Flow - inhabit this crystal and can be seen dancing inside of it. While holding the gem used to create this wondrous item, you can cast magic missile as an action. When you do so, you add 1d4 + your Flow Ability modifier to the damage roll. You can cast the spell once, and you regain the ability to do so when you finish a long rest.   Upgrade - Wisp Storm   When you cast magic missile using this item, you cast it as if you had used a 4th-level spell slot.  

Unflinching

Starting at 6th level, your unshakable nerve makes you difficult to read in social situations and calm even on the most intense battlefields. You become immune to the frightened condition. Whenever a creature makes a Wisdom (Insight) or Charisma (Deception or Intimidation) check to interact with you, you can expend 1 flow point to impose disadvantage on the roll.

Rite of Combat

At 11th level, you blend your combat style effortlessly with the use of your Forge Rites. When you use one of your Forge Rite items as an action, you can expend 1 Flow point to make one weapon attack as a bonus action on the same turn.  

Forge Master

Also at 11th level, you can have two Forge Rites active at once. If you choose a different Forge Rite at the end of a long rest when two Forge Rites are already active, you must choose one active Forge Rite to maintain and any effects of the other one end.  

Spring into Action

Starting at 17th level, you are always vigilant for danger and can leap into action at a moment’s notice. When you are surprised, you can expend 2 Flow points to no longer be surprised. Furthermore, when you take the Ready action on your turn and ready a weapon attack, you can expend 1 Flow point to make one additional weapon attack as part of the same reaction when it is triggered.

Disciplines

 
  • At 3rd level, a Siverain may select 2 Disciplines from the 1st Level Spell options associated to the their path as listed below. To cast one of these spells, they must spend 2 Flow Points.
  • At 6th level, a Siverain may select 2 Disciplines from the 2nd Level Spell options. To cast one of these spells, they must spend 3 Flow Points.
  • At 11th level, a Siverain may select 2 Disciplines from the 3rd Level Spell options. To cast one of these spells, they must spend 4 Flow Points.
  • At 17th level, a Siverain may select 2 Disciplines from the 4th Level Spell options. To cast one of these spells, they must spend 5 Flow Points.
Siverain Path Discipline Name Spell Level
Jed'ah Charm Person 1st Level
Jed'ah Divine Favor 1st Level
Jed'ah Feather Fall 1st Level
Jed'ah Longstrider 1st Level
Jed'ah Sleep 1st Level
Jed'ah Zephyr Strike 1st Level
Sith'ari Chaos Bolt 1st Level
Sith'ari Command 1st Level
Sith'ari Ray of Sickness 1st Level
Sith'ari Thunderwave 1st Level
Sith'ari Witch Bolt 1st Level
Sith'ari Wrathful Smite 1st Level
Matua Ka'i Absorb Elements 1st Level
Matua Ka'i Armor of Agathys 1st Level
Matua Ka'i Detect Poison and Disease 1st Level
Matua Ka'i Earth Tremor 1st Level
Matua Ka'i Gift of Alacrity 1st Level
Matua Ka'i Thunderous Smite 1st Level
Zeino’sha Catapult 1st Level
Zeino’sha Ensnaring Strike 1st Level
Zeino’sha Hail of Thorns 1st Level
Zeino’sha Mage Armor 1st Level
Zeino’sha Shield of Faith 1st Level
Zeino’sha Thunderwave 1st Level
Jensa'ari Detect Evil and Good 1st Level
Jensa'ari Dissonant Whispers 1st Level
Jensa'ari Fog Cloud 1st Level
Jensa'ari Silvery Barbs 1st Level
Jensa'ari Thunderwave 1st Level
Jensa'ari Zephyr Strike 1st Level
Mando'ah Alarm 1st Level
Mando'ah Burning Hands 1st Level
Mando'ah Color Spray 1st Level
Mando'ah Faerie Fire 1st Level
Mando'ah Fog Cloud 1st Level
Mando'ah Tasha's Caustic Brew 1st Level
Jed'ah Aid 2nd Level
Jed'ah Calm Emotions 2nd Level
Jed'ah Detect Thoughts 2nd Level
Jed'ah See Invisibility 2nd Level
Jed'ah Suggestion 2nd Level
Jed'ah Warding Bond 2nd Level
Sith'ari Branding Smite 2nd Level
Sith'ari Crown of Madness 2nd Level
Sith'ari Darkness 2nd Level
Sith'ari Mind Spike 2nd Level
Sith'ari Pass Without Trace 2nd Level
Sith'ari Phantasmal Force 2nd Level
Matua Ka’i Barkskin 2nd Level
Matua Ka’i Blur 2nd Level
Matua Ka’i Enhance Abillity 2nd Level
Matua Ka’i Heat Metal 2nd Level
Matua Ka’i Protection from Poison 2nd Level
Matua Ka’i Spider Climb 2nd Level
Zeino’sha Cloud of Daggers 2nd Level
Zeino’sha Hold Person 2nd Level
Zeino’sha Knock 2nd Level
Zeino’sha Levitate 2nd Level
Zeino’sha Shatter 2nd Level
Zeino’sha Warding Wind 2nd Level
Jensa'ari Branding Smite 2nd Level
Jensa'ari Darkness 2nd Level
Jensa'ari Mind Spike 2nd Level
Jensa'ari Misty Step 2nd Level
Jensa'ari Pass Without Trace 2nd Level
Jensa'ari Silence 2nd Level
Mando'ah Branding Smite 2nd Level
Mando'ah Find Traps 2nd Level
Mando'ah Ray of Enfeeblement 2nd Level
Mando'ah Rime's Binding Ice 2nd Level
Mando'ah Spike Growth 2nd Level
Mando'ah Web 2nd Level
Jed'ah Beacon of Hope 3rd Level
Jed'ah Crusader's Mantle 3rd Level
Jed'ah Haste 3rd Level
Jed'ah Intellect Fortress 3rd Level
Jed'ah Protection from Energy 3rd Level
Jed'ah Water Breathing 3rd Level
Sith'ari Fear 3rd Level
Sith'ari Life Transference 3rd Level
Sith'ari Lightning Arrow 3rd Level
Sith'ari Lightning Bolt 3rd Level
Sith'ari Slow 3rd Level
Sith'ari Vampiric Touch 3rd Level
Matua Ka’i Ashardalon’s Stride 3rd Level
Matua Ka’i Catnap 3rd Level
Matua Ka’i Erupting Earth 3rd Level
Matua Ka’i Feign Death 3rd Level
Matua Ka’i Wall of Sand 3rd Level
Matua Ka’i Water Walk 3rd Level
Zeino’sha Leomund's Tiny Hut 3rd Level
Zeino’sha Melf's Minute Meteors 3rd Level
Zeino’sha Protection from Energy 3rd Level
Zeino’sha Pulse Wave 3rd Level
Zeino’sha Slow 3rd Level
Zeino’sha Wind Wall 3rd Level
Jensa'ari Bestow Curse 3rd Level
Jensa'ari Enemies Abound 3rd Level
Jensa'ari Hunger of Hadar 3rd Level
Jensa'ari Nondetection 3rd Level
Jensa'ari Revivify 3rd Level
Jensa'ari Spirit Shroud 3rd Level
Mando'ah Blinding Smite 3rd Level
Mando'ah Clairvoyance 3rd Level
Mando'ah Dispel Magic 3rd Level
Mando'ah Intellect Fortress 3rd Level
Mando'ah Lightning Arrows 3rd Level
Mando'ah Stinking Cloud 3rd Level
Jed'ah Aura of Purity 4th Level
Jed'ah Banishment 4th Level
Jed'ah Compulsion 4th Level
Jed'ah Death Ward 4th Level
Jed'ah Freedom of Movement 4th Level
Jed'ah Private Sanctum 4th Level
Sith'ari Blight 4th Level
Sith'ari Confusion 4th Level
Sith'ari Fire Shield 4th Level
Sith'ari Sickening Radiance 4th Level
Sith'ari Staggering Smite 4th Level
Sith'ari Storm Sphere 4th Level
Matua Ka’i Death Ward 4th Level
Matua Ka’i Locate Creature 4th Level
Matua Ka’i Fire Shield 4th Level
Matua Ka’i Guardian of Nature 4th Level
Matua Ka’i Stoneskin 4th Level
Matua Ka’i Wall of Fire 4th Level
Zeino’sha Control Water 4th Level
Zeino’sha Freedom of Movement 4th Level
Zeino’sha Gravity Sinkhole 4th Level
Zeino’sha Otiluke's Resilient Sphere 4th Level
Zeino’sha Stone Shape 4th Level
Zeino’sha Watery Sphere 4th Level
Jensa'ari Blight 4th Level
Jensa'ari Greater Invisibility 4th Level
Jensa'ari Raulothim's Psychic Lance 4th Level
Jensa'ari Shadow of Moil 4th Level
Jensa'ari Sickening Radiance 4th Level
Jensa'ari Staggering Smite 4th Level
Mando'ah Arcane Eye 4th Level
Mando'ah Elemental Bane 4th Level
Mando'ah Mordenkainen's Faithful Hound 4th Level
Mando'ah Grasping Vine 4th Level
Mando'ah Ice Storm 4th Level
Mando'ah Vitriolic Sphere 4th Level
LevelProf. BonusFlow PointsFundamentalsDisciplinesFeatures
1st+2------Weaveblade, Control the Flow, Siverain Path
2nd+2--1--Call the Blade, Fundamentals
3rd+2312Siverain Combat Style, Flow Points, Siverain Path Feature
4th+2412Ability Score Improvement
5th+3522Extra Attack
6th+3624Siverain Path Feature
7th+3724Siverain Combat Style Improvement
8th+3834Ability Score Improvement
9th+4934Control the Flow (Small Creatures)
10th+41034Vitalizing Flow
11th+41146Siverain Path Feature
12th+41246Ability Score Improvement
13th+51346Flow Reflection
14th+51456Siverain Combat Style Improvement
15th+51556Control the Flow (Medium Creatures)
16th+51656Ability Score Improvement
17th+61768Siverain Path Feature
18th+61868One with the Flow
19th+61968Abillity Score Improvement
20th+62068Control the Flow (Large Creatures)

Table of Contents