Discipline

* HD: 1d12
* Bonus Skill Points: None
* Spellcasting: Minor

You gain the following benefits while you are unarmed or wielding a quarterstaff, and you aren't wearing armor or wielding a shield:

* When you make a melee weapon attack or an unarmed attack, you may use your Dexterity modifier instead of your Brawn modifier to hit and deal damage.
* You may change the damage die of your unarmed strike or quarterstaff weapon to a 1d4. This die increases as you pick levels in [*Discipline*], to a 1d6 after 5 level picks, 1d8 after 11 level picks, and a 1d10 after 17 level picks.

* When you attack unarmed or with a quarterstaff, you can make one unarmed strike as a bonus action.

##### **Secondary Selection**

Unarmored defense [***Discipline***]

While you are not wearing any armor or wielding a shield, your armor class equals 10 + your Dexterity modifier + your Composure modifier. The Dexterity and the Composure modifier cannot exceed your proficiency bonus individually.

##### **Primary Selection**

Mastery [***Discipline***]

You have gained a singularly pure connection to your Soul which allows you to draw upon Soul power within to strengthen and empower your body. You gain a number of Mastery points. Your [*Discipline*] level determines the number of points you have. When you pick this ability you gain 2 Mastery points and for every level pick of [*Discipline*] after this one, this increases by 1. Mastery points possess these features:

* ***Abilities***: You can spend Mastery point to fuel certain abilities. When you take this ability you gain five such abilities. You can learn more Mastery abilities as you pick levels in [*Discipline*].
* ***Recover***: You regain all expended Mastery points when you finish a short or long rest. During these rests, you must spend at least 30 minutes meditating to allow your Soul to recover, and in extension regenerate your Mastery points.
* ***Saving Throws***: Some of your Mastery abilities requires your target to make a saving throw to resist the ability's effects. Your Mastery DC equals 8 + your proficiency modifier + your Composure modifier.

You gain these Mastery abilities:

* ***Farseeing***: Until the end of your next turn, by spending 1 Mastery point you may ignore disadvantage imposed when attacking with a ranged weapon at long range.

* ***Greater Aggression***: Immediately after you take the attack action on your turn, you can spend 1 Mastery point to make two unarmed strikes as a bonus action.
* ***Greater Agility***: If you spend 1 Mastery point, your jump distance is doubled for the turn and as a bonus action you can take the disengage or dash action as a bonus action on your turn.
* ***Greater Reflexes***: You can use the dodge action as a bonus action on your turn if you spend 1 Mastery point.
* ***Self-Healing***: As a bonus action, you may spend 2 Mastery points to regain hit points equal to 1d6 + your proficiency modifier.

##### **Secondary Selection**

Unburdened Celerity [***Discipline***]

Your walking speed increases by 2 m if you are not wearing armor or wielding a shield. This bonus increases after a certain amount of [*Discipline*] level picks, to 3 m after 6 level picks, 4 m after 10 level picks, 5 m after 14 level picks, and 6 m after 18 levels.

After 9 level picks of [*Discipline*], you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

##### **Primary Selection**

Mold Soul [***Discipline***]

* ***Embodiment of Enlightenment - Radiant Bolt***: As a ranged spell attack, you can hurl a ball of Soul energy at an enemy. The spell attack has a range of 6 m, you are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Radiant Bolt deals 1d4 radiant damage (plus your Dexterity modifier). The damage of Radiant Bolt increases as you pick levels in [*Discipline*] equal to how your unarmed strikes and quarterstaff gains damage from the Martial Arts ability.

In addition, when you take the attack action on your turn and use this ranged spell attack as part of it, you can spend 1 Mastery point to make the spell attack twice as a bonus action. If you pick the Extra Attack ability, this spell attack can be used for any of the attacks you make as part of the attack action.

* ***Embodiment of Inevitability - Silver Lining***: When you reduce a creature within 1 m of you to 0 hit points, you gain temporary hit points equal to your Composure modifier + your [*Discipline*] level (minimum 1).
* ***Embodiment of Serenity - Channel Soul***: Whenever you hit a creature with one of the attacks granted by your Greater Aggression, you can impose one of the following effects on that target:

* It must succeed on a Dexterity saving throw or be knocked prone.
* It must make a Brawn saving throw or be pushed 3 m away from you.
* It cannot take reactions until the end of your next turn.

* ***Embodiment of Solemnity - Spell Mastery***: You can cast Minor Illusion as Soul Mastery. In addition, you can cast Darkness, Darkvision, Pass Without Trace, and Silence as Soul Mastery by spending 2 Mastery points.

* ***Embodiment of Triumph - Extension of the Soul***: On the path of finding complete harmony with your Soul, you practice your discipline in the heat of battle. You gain the following benefits:
	+ ***Mastery Weapons***: Choose one ranged weapon and one melee weapon to be your Mastery Weapons. Your Mastery Weapons can be any weapon that lacks the heavy and special properties (the longbow is an exception to this rule). You gain proficiency with these weapons if you do not already possess them. Many abilities in the Embodiment of Triumph requires the use of your Mastery Weapons. After you have picked 6 levels, 11 levels, and 17 levels of [*Discipline*], you can choose another ranged or melee weapon to be counted as a Mastery Weapon for you, following the limitations above.
	+ ***Defensive Arms***: If you make an unarmed strike as part of the attack action on your turn and you are wielding a melee Mastery Weapon, you gain a +2 bonus to your AC until the start of your next turn. During this time the weapon must be in your hand and you cannot be incapacitated.
	+ ***Deadly Shot***: As a bonus action, you may increase the damage of your ranged weapon attacks with an extra 1d4 of the weapon’s damage type. You keep this benefit until the end of your current turn.

##### **Secondary Selection**

Deflect Missiles [***Discipline***]

As a reaction, you can reduce the damage of a ranged weapon attack targeting you by 1d10 + Dexterity modifier + your [*Discipline*] level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 Mastery point to make a ranged attack (4/6 m) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, and the missile counts as unarmed for the attack.

#### **Level 4**

Ability Score Improvement or Feat [***Devotion***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 5**

Extra Attack [***Discipline***]

As part of your attack action, you can make two attacks instead of one. You must possess at least 1 level of [*Discipline*] to be eligible for this ability (excluding this level).

Stunning Strike [***Discipline***]

When you hit another creature with a melee weapon attack, you can spend 1 Mastery point to attempt a Stunning Strike. The target must succeed on a Vitality saving throw or be stunned until the end of your next turn.

#### **Level 6**

Soul-Infused Strikes [***Discipline***]

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Mold Soul [***Discipline***]

* ***Embodiment of Enlightenment - Fiery Outburst***: Immediately after you take the attack action on your turn, you can spend 2 Mastery points to cast the *Burning Hands* spell as a bonus action and Soul Mastery.

You can spend additional Mastery points to cast *Burning Hands* as a higher-level spell. Each additional Mastery point you spend increases the spell's level by 1. The maximum number of Mastery points (2 plus any additional points) that you can spend on the spell equals half your [*Discipline*] level.

* ***Embodiment of Inevitability - Face Fate***: As an action, each creature within 6 m of you that can see you must succeed on a Resolve saving throw or be frightened of you until the end of your next turn.
* ***Embodiment of Serenity - Wholeness of Body***: As an action, you can regain hit points equal to three times your [*Discipline*] level. You must finish a long rest before you can use this ability again.
* ***Embodiment of Solemnity - Shadow Step***: You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 12 m to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. You can use this ability a number of times equal to your Composure saving throw (minimum 1) per long rest.
* ***Embodiment of Triumph - Master of Arms***: Your mastery of your Soul and arms deepens, granting you the following benefits.
	+ ***Magic Mastery Weapons***: Your attacks with your Mastery Weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
	+ ***Soul Enchanted***: When you hit a target with a Mastery Weapon, you can spend 1 Mastery point to cause the weapon to deal extra damage to the target equal to the damage die of unarmed strikes and the quarterstaff of your Martial Arts ability. You can use this ability only once on each of your turns.

#### **Level 7**

Evasion [***Discipline***]

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.

Stillness of Mind [***Discipline***]

As an action, you can end one effect on yourself that causes you to be charmed or frightened.

#### **Level 8**

Ability Score Improvement or Feat [***Discipline***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 9**

Slow-Fall [***Discipline***]

As a reaction, you can reduce the damage you take from falling by an amount equal to five times your [*Discipline*] level.

#### **Level 10**

Purity of Body [***Discipline***]

You become immune to disease and poison.

#### **Level 11**

Tradition [***Discipline***]

* ***Embodiment of Enlightenment - Soul Bomb***: As an action, you can create an orb and hurl it at a point you choose within 30 m, where it erupts into a sphere of radiant light. Each creature in a 4 m radius sphere must succeed on a Vitality saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending Mastery points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

* ***Embodiment of Inevitability - Vigor of the Soul***: When you are reduced to 0 hit points, you can expend 1 Mastery point to have 1 hit point instead.
* ***Embodiment of Serenity - Tranquility***: At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next Long Rest (the spell can end early as normal).
* ***Embodiment of Solemnity - Soul Obscurity***: When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
* ***Embodiment of Triumph - Greater Mastery Weapon***: As a bonus action, you can expend up to 3 Mastery points to grant one Mastery Weapon you touch a bonus to attack and damage rolls equal to the number of Mastery points you spent. This bonus lasts for 10 rounds or until you use this ability again. This ability has no effect on a magic weapon that already has a bonus to attack and damage rolls.

#### **Level 12**

Ability Score Improvement or Feat [***Discipline***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 13**

True Understanding [***Discipline***]

You understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

#### **Level 14**

Incorruptible Purity [***Discipline***]

You are proficient in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 Mastery point to reroll it, but you must use the new result.

#### **Level 15**

Supreme Spirit [***Discipline***]

You suffer no penalties of old age and you cannot be aged magically, but you can still die of old age. In addition, you no longer need food or water.

#### **Level 16**

Ability Score Improvement or Feat [***Discipline***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 17**

Tradition [***Discipline***]

* ***Embodiment of Enlightenment - Shield of Brilliance***: You shed bright light in a 6 m radius and dim light for an additional 6 m. You can extinguish or restore the light as a bonus action. If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Composure modifier.

* ***Embodiment of Inevitability - Touch of Atrophy***: As an action, you can touch a creature within 1 m of you and attempt to wither their body and soul with necrotic damage by spending Mastery points. The creature must make a Vitality saving throw. On a failed save, it takes necrotic damage equal to 2d10 per Mastery point spent. You can spend 1 to 10 Mastery points. On a successful save, the creature suffers half of the damage.
* ***Embodiment of Serenity - Soul Infection***: When you hit a creature with an unarmed strike, you can spend 3 Mastery points to leave this Soul power hidden in the creature’s body. The Soul power persists in the creature for a number of days equal to your [*Discipline*] level. As an action, you may explode the Soul power within the creature's body. When you use this action, the creature must make a Vitality saving throw. If it fails, it takes 10d10 necrotic damage. If it succeeds, it takes half damage.

You can have only one creature under the effect of this ability at a time. You can choose to release the Soul power harmlessly without using an action. To use this ability, you and the creature must be within the same Realm.

* ***Embodiment of Solemnity - Patient Opportunist***: Whenever a creature within 1 m of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
* ***Embodiment of Triumph - Superb Accuracy***: Once per turn, you may reroll one missed attack made with a Mastery Weapon.

#### **Level 18**

Formless Spirit [***Discipline***]

You can use your action to spend 4 Mastery points to become invisible for 10 rounds. During that time, you also have resistance to all damage but force damage.

#### **Level 19**

Ability Score Improvement or Feat [***Discipline***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 20**

Nirvana **[*Discipline*]**

When you roll for initiative and have no Mastery points remaining, you regain 4 Mastery points.