Extra Special Training

Each character has a focus die that starts as a d12 that can be used to power the feats granted by the faction training. Each time the die is rolled it is downgraded by one step, d12 into d10, d10 into d8 and so on. When it is used as a d4 it cannot be used again. A long rest resets the die back to a d12 and a short rest upgrades the die by one step.

## Gatekeepers

### Mental Rampart

* At the start of your turn you can begin concentrating as if concentrating on a spell. When you begin, when you receive a new condition and at the start of each of your turns you must succeed on a concentration save where the DC is 10 plus 5 for each condition you currently have. As long as your concentration on this ability lasts you can ignore any conditions affecting you
* You can use your focus die as a bonus to any Intelligence, Wisdom or Charisma saving throw. You can choose to roll the focus die after rolling the d20 but before the results is declared

### Psionic Shield

* At the end of your turn you can use your reaction to gain an AC bonus equal to half your proficiency, or equal to your proficiency if you are currently wielding a shield. Each time you are attacked the bonus is lowered by 1. The bonus lasts until the start of your next turn.
* As a reaction to being targeted by an attack you can increase your AC by an amount equal to a roll of your focus die, possibly causing the attack to miss. The bonus lasts until the start of your next turn. If an enemy hits you with an attack while the bonus lasts they are hit by a shockwave that pushes them 5 feet away for each point of bonus AC you had. The enemy then takes 2 force damage for every 5 feet it was pushed back.

### Redirected Intent

* When a hostile creature within 30 feet misses you with an attack you can cause the creature to take psychic damage equal to your proficiency bonus or your Intelligence modifier, whichever is higher
* When the creature takes damage from this ability you can choose to roll your focus die, increasing the damage inflicted by the amount rolled and imposing disadvantage on attack rolls for the triggering creature until the start of its next turn

### Mystic Armaments

* As a bonus action you can infuse either your weapons or your armor with psionic energy, rolling your focus die for either of them. The effect lasts until it is reduced to 0 or until you finish a short or a long rest
* If you choose armor you gain the rolled amount as damage reduction, reducing any damage you take equal to the roll of the die. Each time you take damage the reduction is lowered by 1. If you would die or drop down to 0 HP while you have any damage reduction remaining from this ability you can choose to roll your focus die, instead dropping to the rolled amount of HP
* If you choose weapons you gain the rolled amount as a damage bonus with attacks using those weapons. Each time you deal damage with the affected weapons the damage bonus is lowered by 1. If you slay a hostile creature while you have a damage bonus from this ability your focus die is upgraded by one step

## Order of the Thrice Broken Blade

### Stalwart Soul

* You automatically succeed on saving throws if you roll a 17 or more on the d20
* On your turn you can begin concentrating as if concentrating on a spell. You can then roll a focus die, giving the rolled amount as a bonus to the saving throws of any friendly creatures nearby. The area equals 10 feet times the bonus gained from this ability, centered on you. At the start of each of your turns the bonus is lowered by 1, also shrinking the area

### Helping hand

* You can use your help action as a bonus action to bolster another creature within 30 feet, granting them a bonus to the next ability check or saving throw they make during their next turn. The bonus increases the closer you are to the target: 1d4 when further than 20 feet, 1d6 when further than 10 feet and 1d8 when at 10 feet or closer
* When you use your help action to bolster another creature you can roll your focus die. The creature can then immediately attempt to make a saving throw against any effect that would normally allow them to reroll the save at the start or end of their turn or when they take damage. Both you and the creature gain the amount rolled on the focus die as a bonus to the next saving throw made within 1 minute

### Sacred rite

* As a bonus action you can become wreathed in holy fire until the start of your next turn. The fire gives you resistance to radiant damage, deals radiant damage equal to your proficiency bonus to any creature that makes the first melee attack against you on a turn and sheds 20 feet bright light and 20 feet of dim light beyond that
* As a bonus action you can roll your focus die and create an area of holy fire on a horizontal surface that you are standing on. The fire is centered on you and has a radius of 10 feet and height of one foot. Any hostile creature that enters the area on a turn or starts their turn inside of it takes the focus die’s roll as radiant damage. Undead and fiends take twice the usual amount of damage from the fire. On subsequent turns if you are within 5 feet of the fire you can use another focus die to increase the radius of the fire by 5 feet and the damage it deals by the roll of the additional focus die. The fire lasts for 1 minute from the moment you last used a focus die on it

### Divine retribution

* Every time a friendly creature within 5 feet of you is damaged by a hostile creature’s attack you gain a +1 to your next attack roll made within 1 minute. The attack also scores a critical hit if the roll on the d20 is lower than the total bonus from this feature but you would still hit the creature
* When you hit a creature with a melee attack roll you can roll a focus die, adding the roll to the damage of the attack as radiant damage. You can add an additional die equal to the focus die in size for every 20 hit points you are below your hit point maximum

## Rakdaran Circle

### Concentrated Power

* When you are concentrating on a spell or similar effect you gain an AC bonus of half your proficiency bonus
* When you begin to cast a spell and are already concentrating on a spell or similar effect you can choose to end your concentration on that effect. If you do so you can roll your focus die and regain hit points equal to the roll of the focus die plus the total of your Intelligence, Wisdom and Charisma modifiers

### Restoring Energy

* When you restore hit points to another creature with a spell or other magical ability the creature gains resistance to all damage for 1 minute or until it takes damage
* When you use a spell or other magical ability to restore hit points or to end a condition on them you can roll your focus die and the creature becomes under the effects of the Death Ward spell for 1 minute and regains hit points equal to the roll of the focus die. If the affected creature was at 0 hit points it regains additional hit points equal to the total of your Intelligence, Wisdom and Charisma modifiers

### Arcane Resurgence

* When you cast a spell using a spell slot you can regain a spell slot of that level minus 1. Each time this occurs the level of the slot regained is lowered by 1, until a long rest when it resets to the original value
* As an action you can roll your focus die. You then regain a spell slot of level equal to the roll or lower. The maximum level of the spell slot must be equal to your proficiency bonus or Intelligence, Wisdom or Charisma modifier, whichever is highest

### Spellsiphon

* When a hostile creature within 60 feet of you that you can see casts a spell you gain energy points equal to the level of the spell, minimum of 1. When you would gain points you can roll your focus die and increase the amount of points gained by half of the rolled amount. The points last until you finish a long rest
* As a reaction to rolling a saving throw you can expend points to gain a bonus to the saving throw equal to the amount of points used. If the saving throw fails you regain half of the points you used on the reaction
* When you make an attack roll you can expend points and gain a bonus to the attack roll equal to half of the amount of points used. If the attack hits it also deals additional force damage equal to the amount of points used

## Ashen Hands

### Shatter Magic

* Whenever another creature loses their concentration because of you dealing damage to it or inflicting a condition on it, it takes force damage equal to your proficiency bonus when it begins to concentrate again within the next 1 minute
* When another creature attempts a concentration saving throw when you deal damage to it, you can roll your focus die and lower the concentration save by the rolled amount

### Repel magic

* When you succeed on a saving throw against a spell or magical effect the creature that forced the saving throw takes psychic damage equal to your proficiency bonus
* When you fail a saving throw against a spell or magical effect you can roll your focus die. The creature that forced the save takes psychic damage equal to your proficiency bonus plus the roll on the focus die. If the creature was concentrating on the effect that forced this saving throw and it fails the concentration save you suffer no damage or other effects from failing the saving throw against it

### Drain magic

* When you take damage from spell you gain a damage bonus equal to the level of the spell as force damage to your next attack that hits within 1 minute
* As a reaction to creature that you can see casting a spell you can roll your focus die, lowering the level of the spell slot used equal to half of the rolled amount. If the spell slot used on the cast was lowered below the spell’s base level the spell is wasted and does not take effect. If the spell does not take effect you then regain a spell slot of the level you lowered the spell to

### Disrupt magic

* As an action you can begin concentrating and target one creature that you can see within 60 feet of you. While your concentration lasts whenever the creature attempts to cast a spell it must succeed on a concentration saving throw or the spell and the action used to cast it is wasted
* Whenever a creature within 60 feet of you fails a concentration saving throw or is damaged by a spell you can use your reaction to roll your focus die, causing an explosion centered on that creature which damages all hostile creatures in the area. The damage is equal to the level of the spell slot used to damage them multiplied by the roll of the focus die when triggered by a spell’s damage, or equal to the creature’s Constitution modifier multiplied by the roll of the focus die. The radius of the explosion is equal to five times the roll of the focus die in feet

## Ozor

### Burn

* On your turn you can roll one of your hit dice without expending it. You then take the rolled amount plus your Constitution modifier as necrotic damage that cannot be resisted or lessened in any way. You then gain advantage on attack rolls and ability checks until start of your next turn
* On your turn you can roll your focus die. If the focus die rolls an odd number you gain an additional focus action on this turn. If the focus die rolls an even number you gain an additional action on this turn. You then lose unused hit dice equal to half of the amount rolled. You cannot use this feature if you have no expendable hit dice remaining

### Fury

* At the start of each of your turns you gain 5 temporary hit points for every round of combat that have occurred eg. 5 on your first turn and 10 on your second turn
* On your turn you can roll your focus die. You can then roll an amount of dice equal to the number rolled on the focus die, and that are equal to the spend focus die in size. The total of these dice are added as a bonus to your movement speed until the end of your turn and as damage bonus to the first weapon or unarmed attack you hit with during this turn

### Curse

* As a reaction to another creature rolling a saving throw within 30 feet of you you can impose disadvantage on the saving throw. You then gain disadvantage on the first saving throw or ability check you make within 1 minute
* When another creature that you can see rolls a saving throw or an ability check within 60 feet of you, you can roll your focus die and lower that creature’s roll by that amount. If the creature fails the saving throw or ability check you gain advantage on the first saving throw or ability check you make within 1 minute. If the creature succeeds on the saving throw or ability check you gain the amount rolled on the focus die as a bonus to your next attack roll against that creature

### Purity

* As a bonus action you can either raise one of you ability scores that has currently been lowered by a spell or other magical ability by 1 or to raise your maximum hit points that have been currently lowered by a spell or magical ability by an amount equal to your proficiency bonus. Neither of these values can exceed their original maximum
* On your turn you can begin concentrating as if concentrating on a spell and roll a focus die. You then gain the rolled amount as a bonus to one ability score of your choice, which can exceed 20 for the duration of this bonus. The bonus is lowered by 1 at the end of each of your subsequent turns and lost when it becomes 0 or you lose your concentration. You can concentrate on this ability even if you are raging or if you are already concentrating on something else, making separate concentration saving throws for each separate source of concentration.

## Shared

### Advanced Stance

* At the start of your turn you can choose to prioritize your stance for either offense or defense
* Offense gives you advantage on attack rolls, +10 to your speed and disadvantage on saving throws. While in this stance you can use your focus die as a bonus to your next attack roll and to the damage of the attack
* Defense gives you advantage on saving throws, halves your speed and gives disadvantage on attack rolls for both you and any creature attacking you. While in this stance you can use your focus die as a penalty to any attack roll made against you, also lowering the attack’s damage the rolled amount if the attack still hits you

### Renewed Spirit

* Whenever you roll on a saving throw you gain some vitality.
* On a success you gain hit points equal to your proficiency bonus plus your Constitution modifier. You can roll your focus die to increase the healing received by the rolled amount
* If you fail the saving throw you instead gain half of that amount as temporary hit points

### Anathema

* You gain resistance to damage and advantage on saving throws against any hostile creature’s Legendary Actions
* Whenever a hostile creature within 120 feet uses their Legendary Resistance feature they also take force damage equal to your proficiency bonus and you can roll your focus die to increase the damage. The damage is doubled if you are within 60 feet of the creature.

### Broad Focus

* You gain a bonus to all skills you are not proficient in. The bonus equals the difference between your focus die’ maximum size and current size, eg. +3 when the die is a d6
* You can use your focus die to gain a bonus to any attack roll, saving throw or ability check. The bonus is doubled for any skill check where you have a doubled proficiency bonus in

### Perseverance

* You gain extra hit dice equal to your proficiency bonus. The size of the dice is determined by the class in which you have the highest level, or in case of a tie the largest hit dice gained from a class
* When you would take damage you can use your focus die to reduce the damage equal to the amount rolled plus your Constitution modifier. You then gain the same amount as temporary hit points

### Deep Arcana

* You gain extra spell slots that have a maximum level equal to your proficiency bonus. For each level of spell slot you have you gain one additional one
* When you cast a spell you can use your focus die to increase the damage the spell deals to one creature or to increase the amount of hit points the spell restores to one creature