Disciplined Focus
When you choose this archetype at 3rd level, you begin to
uncover truths within the multiverse that grant you power in
combat. These disciplines are fueled by special dice called
focus dice.
Discipline Maneuvers. You learn three discipline
maneuvers of your choice which are detailed under
"Discipline Maneuvers" below. Many maneuvers enhance an
attack in some way. You can use only one maneuver per turn.
You learn two additional discipline maneuvers of your
choice at 7th, 10th, and 15th level. Each time you learn new
maneuvers, you can also replace one maneuver you know
with a different one.
Focus Dice. You have four focus dice, which are d8s. A
focus die is expended when you use it. You regain all of your
expended focus dice when you finish a short or long rest.
You gain another focus die at 7th level and one more at
15th level.
Casting Spells. Some discipline maneuvers grant you the
ability to cast spells. When you use a discipline maneuver to
cast a spell, you cast the spell at its lowest level.
Saving Throws. Some of your discipline maneuvers
require your target to make a saving throw to resist the
maneuver's effects. The saving throw DC is calculated as
follows:
Discipline Maneuver save DC = 8 + your proficiency bonus + your Wisdom modifier
Sense Magic
Starting at 3rd level, you can innately sense the presence of
magic. You know the detect magic spell, but when you cast it
using this class feature, you can only cast it as a ritual.
Quick Thinking
At 7th level, your wits and your mind keep you one step ahead
in battle. You gain a bonus to initiative rolls equal to your
Wisdom modifier
In addition, you gain proficiency in Wisdom saving throws.
If you already have this proficiency, you instead gain
proficiency in Intelligence or Charisma saving throws (your
choice).
Improved Focus
At 10th level, your focus dice turn into d10s. At 18th level,
they turn into d12s.
Relentless
Starting at 15th level, when you roll initiative and have no
focus dice remaining, you regain one focus die.
Discipline Maneuvers
The discipline maneuvers are presented in alphabetical
order.
Absorb Elements. You can use your reaction and expend a
focus die to cast the absorb elements spell.
Blade Tempest. When you take the Attack action on your
turn and make a weapon attack, you can expend one focus
die to make an additional weapon attack using the same
weapon as a bonus action. If the attack hits, you add the focus
die to the damage roll.
Blinding Flourish. When you hit a creature with a weapon
attack, you can expend one focus die to attempt to blind the
target as your weapon emits a flash of brilliant light. You add
the focus die to the attack's damage roll, and the target must
make a Constitution saving throw. On a failed save, it is
blinded until the start of your next turn.
Burning Blade. At the start of your turn, you can use a
bonus action and expend a focus die to make a weapon you
are holding burst into flame, which stays lit until the end of
the current turn. Whenever you hit with a melee weapon
attack using the flaming weapon, it deals extra fire damage
equal to the result of the focus die. If you make multiple
attacks, roll the focus die separately for each damage roll.
Evasion. When you are subjected to an effect that allows
you to make a Dexterity saving throw to take only half
damage, you can expend a focus die to instead take no
damage if you succeed on the saving throw, and only half
damage if you fail.
Flame Riposte. When a creature misses you with a melee
attack, you can use your reaction and expend one focus die to
make a melee weapon attack against the creature. If the
attack hits, instead of dealing the weapon's normal damage, it
deals fire damage equal to the focus die roll + your Wisdom
modifier.
Flame Thrust. When you take the Attack action on your
turn and are wielding a melee weapon, you can expend a
focus die to make one of your attacks as a flame thrust. For
that attack, choose a creature within 30 feet of you. That
creature must make a Dexterity saving throw as a white-hot
ball of flame streaks from your weapon toward it. On a failed
save, the target takes fire damage equal to 1d8 + the focus die
roll.
Ghost Blade. When you take the Attack action on your
turn and are wielding a melee weapon, you can expend a
focus die to create an illusion of your attack, masking your
true strike. You add the focus die to the next melee attack roll
you make.
Hidden Stance. You can use a bonus action and expend a
focus die to take the Hide action. When you take the Hide
action in this way, you can attempt to hide even while you are
only lightly obscured, and you add the focus die roll to your
Dexterity (Stealth) check.
Magic Athleticism. As an action, you can expend a focus
die to cast the jump spell.
Alternatively, whenever you make a Strength (Athletics) or
Dexterity (Acrobatics) check, you can expend a focus die,
adding the focus die roll to your check total.
Moment of Alacrity. When you roll initiative, you can
expend a focus die and add the focus die roll to your initiative
roll.
Redirection Parry. When a creature misses you with a
melee weapon attack, you can use your reaction and expend
a focus die to redirect the blow at another creature. Choose a
creature adjacent to you and within the attacker's reach. The
attack targets that creature, and the new target takes damage
equal to the focus die roll + your Wisdom modifier.
Rising Phoenix. You can use a bonus action and expend a
focus die to give yourself a flying speed equal to your
movement speed on foot. This speed only lasts until the end
of your current turn. If you end your turn in the air and
nothing else is holding you aloft, you fall.
Step of the Wind. You can use a bonus action and expend
a focus die to take the Dash action. When you take the Dash
action in this way, for the rest of the current turn you ignore
difficult terrain, and swimming and climbing don't cost you
extra movement.
Swordsage's Defense. When another creature hits you
with an attack, you can use your reaction and expend a focus
die to make a Wisdom (Insight) check, adding the focus die
roll to your check. If your check total is higher than the
creature's attack roll, the attack misses.
Teleporting Target. You can use a bonus action and
expend a focus die to cast misty step.
Alternatively, when you are hit by an attack, you can use
your reaction and expend a focus die to cast misty step. The
triggering attack still hits, and you teleport after you take the
damage, even if it reduces you to 0 hit points.
Wind Stride. You can use an action and expend a focus die
to cast the longstrider spell on yourself.
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