Aspirant
A half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their weapons aside and sending them reeling, until at last she stands alone.
Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging thug reaches him, he exhales and a blast of fire roars from his mouth, engulfing his foes.
Moving with the silence of the night, a black-clad halfing steps into a shadow beneath an arch and emerges from another inky shadow on the balcony a few feet away. She slides her silenced pistol free from her holster and peers through the window at the corrupt senator, so vulnerable in the grip of sleep.
Whatever their discipline, aspirants are united in their ability to harness arcane power that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtle focus of defensive abilities and speed, this energy infuses all that an aspirant does.
THE POWER OF CHI
Aspirants develop unmatched physical discipline over arcane energy that most aspects call chi. This energy is not channeled from external sources but produced and regulated within the aspirant’s body. Aspirants focus this power to create arcane effects and exceed their bodies normal capabilities, as well as fuel special attacks that hinder and debilitate their opponents. An aspirant also uses their body’s accumulated chi energy to achieve uncanny speed and strength into their unarmed strikes. As they gain experience, their training and mastery of chi gives them more control over their bodies and the bodies of their foes.INDUCTION OF THE ASPIRANT
Small concealed compounds and fortress like temples exist throughout the galaxy, usually separated from the flow of ordinary life, where time seems to stand still. The aspirants who live there, seek personal perfection through meditation and rigorous training. Many entered these sanctuaries as children, sent to live there when their parents died, when colonies had failed, or in return for some deed that the aspirants had performed for their families. Some aspirants live entirely apart from the surrounding populations, secluded from anything that might distract them from their training. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leaders, a noble patron, or some other powerful entity. The majority of aspirants don't shun their neighbors, making frequent visits to nearby settlements, or cities and exchanging services for food and other goods. As versatile warriors, the aspirants often end up protecting their neighbors from monsters or tyrants. For an aspirant, becoming an adventurer means leaving a structured communal lifestyle to become a wanderer. This can be a harsh transition, and most aspirants don’t undertake it lightly. Those who leave their temples take their works seriously, approaching their adventurers as personal tests of their physical, mental, and emotional growth as an aspirant. As a rule, the aspirant cares little for material comforts and is driven by a desire to accomplish a greater mission than merely acquiring wealth or status.ASPECT TEMPLE
An aspirant trains and studies at a temple with other aspirants in preparation for a life of service to their aspect. Most of those who enter a temple make it their home for the rest of their lives, with the exception of adventurers and others who have reason to leave. For those individuals, a temple might serve as a refuge between excursions or missions or as a source of support in times of need. Aspect temples can range from humble shrines secluded in the wilderness or pristine temples rivaling the surrounding architecture of an advanced society. What sort of place was your temple, and where is it located? Did attending it contribute to your experience in an unusual or distinctive way?ASPECT TEMPLE TABLE
| TEMPLE | 1D6 |
|---|---|
| 1 | Your temple is carved out of a mountainside, where it looms over a treacherous pass. |
| 2 | Your temple is deep within the webway. |
| 3 | Your temple was founded long ago by Atoru and is inside an asteroid. |
| 4 | Your temple is built beside a volcanic system of hot springs, geysers, and sulfur pools. |
| 5 | Your temple was founded by gnomes and is an underground labyrinth of tunnels and rooms. |
| 6 | Your temple was carved from an iceberg in the frozen reaches of the ice world. |
ICON
Even in aspirant lifestyles, which eschew materialistic personal possessions, symbolism plays an important part in defining the identity of an aspect. Some aspects treat certain creatures with special regard, either because the creature is tied to the aspect’s history or because it serves as an example of quality the aspirants might know how to interpret. If your character's aspect had a special icon, you might wear a crude image of the entity somewhere inconspicuous on your cloth to serve as an identifying mark. Or perhaps your aspect's icon does not have a physical form but is represented through a gesture, posture, or phrase that you adopted, and which other aspirants might know to interpret.ICON TABLE
| ICON | 1D6 |
|---|---|
| 1 | Wild Kuuite. Quick reflexes and the ability to travel through the treetops are two of the reasons your order admires them. |
| 2 | Dragon Turtle. The Aspirants of your seaside temple venerate the dragon turtle, reciting ancient prayers and offering garlands of flowers to honor this living spirit of the sea. |
ICON TABLE (CONTINUED)
| ICON | 1D6 |
|---|---|
| 3 | Banshee. Your Aspect of female warrior elves makes up a critical role in the elven warhost. |
| 4 | Rift Bison. The master of your webway temple, reveres a herd of rift bison and have coexisted with them for generations. |
| 5 | Hydra. Your order singles out the hydra for its’ ability to unleash several attacks simultaneously. |
| 6 | Dragon. A dragon once layered within your aspect’s temple. Its influence remains long after its departure. |
MASTER
During your studies, you were likely under the tutelage of a master who imparted to you the precepts of the Aspect. Your master was the one responsible for shaping your understanding of chi energy and your attitude towards the universe. What sort of person was your master, and how did your relationship with your master affect you?MASTER TABLE
| MASTER | 1D6 |
|---|---|
| 1 | Your master was a tyrant whom you had to defeat in a single combat to complete your instruction. |
| 2 | Your master was kind and taught you to pursue the cause of peace. |
| 3 | Your master was merciless in pushing you to your limits. You nearly lost an eye during one especially brutal practice session. |
| 4 | Your master seemed goodhearted while tutoring you, but betrayed your aspect in the end. |
| 5 | Your master was cold and distant. You expect that the two of you might be related. |
| 6 | Your master was kind and generous, never critical of your progress. Nevertheless, you feel you never fully lived up to the expectations placed upon you. |
CREATING AN ASPIRANT
As you make an aspirant character, think about your connection to the temple where you learned your skills and spent your formative years. Were you an orphan or a child left on the temple’s threshold? Did your parents promise you to the Aspect out of gratitude for a service performed by the aspirants?ABILITY SCORES
Dexterity should be your primary ability score followed by wisdom. Strength could be useful for weapons.ASPIRANT TABLE
| LEVEL | PROFICIENCY BONUS | MARTIAL ARTS | CHI POINTS | UNARMORED MOVEMENT | FEATURES |
|---|---|---|---|---|---|
| 1st | 2 | 1d4 | – | - | Unarmored Defense, Martial Arts |
| 2nd | 2 | 1d4 | 2 | +10ft | Chi, Unarmored Movement, Dedicated Weapon |
| 3rd | 2 | 1d4 | 3 | +10ft | Aspect, Deflect Energy, Chi-Empowered Attack |
| 4th | 2 | 1d4 | 4 | +10ft | Ability Score Improvement, Improvised Landing, Quickened Healing |
| 5th | 3 | 1d6 | 5 | +10ft | Extra Attack, Stunning Strike, Focused Aim |
| 6th | 3 | 1d6 | 6 | +15ft | Chi Empowered Strikes, Aspect feature |
| 7th | 3 | 1d6 | 7 | +15ft | Evasion, Stillness of Mind |
| 8th | 3 | 1d6 | 8 | +15ft | Ability Score Improvement |
| 9th | 4 | 1d6 | 9 | +15ft | Unarmored Movement improvement |
| 10th | 4 | 1d6 | 10 | +20ft | Purity of Body |
| 11th | 4 | 1d8 | 11 | +20ft | Aspect feature |
| 12th | 4 | 1d8 | 12 | +20ft | Ability Score Improvement |
| 13th | 5 | 1d8 | 13 | +20ft | Universal Understanding |
| 14th | 5 | 1d8 | 14 | +25ft | Omniscient Chi |
| 15th | 5 | 1d8 | 15 | +25ft | Timeless Body |
| 16th | 5 | 1d8 | 16 | +25ft | Ability Score Improvement |
| 17th | 6 | 1d10 | 17 | +25ft | Aspect feature |
| 18th | 6 | 1d10 | 18 | +25ft | Chi Veil |
| 19th | 6 | 1d10 | 19 | +30ft | Ability Score Improvement |
| 20th | 6 | 1d10 | 20 | +30ft | Renewed Spirit |
CLASS FEATURES
As an aspirant you gain the following class features.HIT POINTS
-
Hit Dice: 1d8 per aspirant level Hit Points at 1st level: 8 + your constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per aspirant level after 1st
PROFICIENCIES
-
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Lore, Insight, Computers, and Stealth
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background.-
(a) a shortsword, or (b) any simple weapon.
(b) An agent’s pack or (b) an explorer’s Pack.
10 darts.
UNARMORED DEFENSE
Beginning at 1st level, while you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Wisdom modifier. You can equip a flight suit, reinforced clothing, armor jacket or a shield (but not both) and still gain this benefit.MARTIAL ARTS
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and aspirant weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only aspirant weapons and you aren't wearing armor or wielding a shield:- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and aspirant weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or aspirant weapon. This die changes as you gain aspirant levels, as shown in the Martial Arts column of the Aspirant table.
- When you use the Attack action with an unarmed strike or an aspirant weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
POWER OF CHI
Starting at 2nd level, your training allows you to harness a unique arcane energy called chi. Your access to this energy is represented by a number of chi points. Your aspirant level determines the number of points you have, as shown in the chi points column of the aspirant table. You can spend these points to fuel various chi features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more chi features as you gain levels in this class. When you spend a chi point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended chi points back into yourself. You must spend at least 30 minutes of the rest meditating to regain your chi points. Some of your chi features require your target to make a saving throw to resist the chi's effects. The saving throw DC is calculated as follows:-
Chi save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 chi point to make two unarmed strikes as a bonus action.
Patient Defense. You can spend 1 chi point to take the Dodge action as a bonus action on your turn.
Step of the Wind. You can spend 1 chi point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
UNARMORED MOVEMENT
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor. This bonus increases when you reach certain aspirant levels, as shown in the aspirant table. You can equip a flight suit, reinforced clothing, armor jacket or a shield (but not both) and still gain this benefit. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. Your Dexterity checks (Acrobatics) automatically succeed while moving in low gravity or zero gravity.DEDICATED WEAPON
Also at 2nd level, you train yourself to use a variety of weapons as aspirant weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your chi energy into it, and then count that weapon as an aspirant weapon until you use this feature again. The chosen weapon must meet these criteria:- The weapon must be a simple or martial weapon.
- You must be proficient with it.
- It must lack the heavy and special properties.
ASPECT
When you reach 3rd level, you commit yourself to an aspect. Your aspect grants you features at 3rd level and again at 6th, 11th, and 17th level.DEFLECT ENERGY
Starting at 3rd level, you can use your reaction to deflect or reflect energy weapons when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your aspirant level. If you reduce the damage to 0, you can reflect the energy if you have at least one hand free. If you reflect energy in this way, you can spend 1 chi point to make a ranged attack with a range of 20/60 using the energy you just reflected, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the energy counts as an aspirant weapon for the attack.CHI-EMPOWERED ATTACK
Also at 3rd level, if you spend 1 chi point or more as part of your action on your turn, you can make one attack with an unarmed strike or an aspirant weapon as a bonus action before the end of the turn.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.IMPROVISED LANDING
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your aspirant level.QUICKENED HEALING
Also at 4th level, as an action, you can spend 2 chi points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.STUNNING STRIKE
Starting at 5th level, you can interfere with the flow of energy in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 chi point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.FOCUSED AIM
Also at 5th level, when you miss with an attack roll, you can spend 1 to 3 chi points to increase your attack roll by 2 for each of these chi points you spend, potentially turning the miss into a hit.CHI EMPOWERED STRIKES
Starting at 6th level, your unarmed strikes count as arcane for the purpose of overcoming resistance and immunity to non arcane attacks and damage.EVASION
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a sand drake's fire breath or a singularity. 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
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.PURITY OF BODY
At 10th level, your mastery of the arcane energy flowing through you makes you immune to disease and poison.UNIVERSAL UNDERSTANDING
Starting at 13th level, you learn to trace the energy paths of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.OMNISCIENT CHI
Beginning at 14th level, your mastery over your chi energy grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 chi point to reroll it and take the second result.TIMELESS BODY
At 15th level, your chi sustains you so that you suffer none of the frailty of old age, and you can't be arcanely aged. You can still die of old age, however. In addition, you no longer need food or water.CHI VEIL
Beginning at 18th level, you can use your action to spend 4 chi points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 chi points to activate the Space Fold talent. When you do so, you can't take any other creatures with you.RENEWED SPIRIT
At 20th level, when you roll for initiative and have no chi points remaining, you regain 4 chi points.ASPIRANT ASPECTS
Aspirants are classified into subgroups known as Aspects. At 3rd level you begin to develop the unique skills of the aspect you have trained under.ARCANE DUELIST
As an Arcane Duelist aspirant, you are trained to channel an impressive repertoire of arcane talents while manifesting the sacred weapon of your aspect, the Dawn Sabre. Many aspirants of the Arcane Duelist aspect accompany righteous templars or become reclusive members of organizations such as the Solari Order, seeking worthy pursuits to hone their craft.ARCANE ATTUNEMENT
When you choose this aspect at 3rd level, you learn the Tricky Fingers prime talent and it does not count against the number of prime talents you know.REVERED WEAPON
At 3rd level your aspect training grants you proficiency with the sabre and the ability to infuse it with your chi.DAWN SABRE
At 3rd level you have learned to extend your chi into the sabre you are wielding, turning it into an arcane weapon and altering the blade's damage type. As a bonus action, expend 1 chi point or two talent points to change your sabre into an arcane weapon with one of the following damage types: fire (Red), lightning (Blue), necrotic (Purple), or radiant (Yellow). Your dawn sabre is ignited with energy that casts a 20 foot radius of bright light and an additional 20 foot radius of dim light in the color of your associated damage type. When you activate your dawn sabre you can choose to suppress its light or use a bonus action to suppress it later. The effect ends after 10 minutes. The effect also ends if your sabre leaves your hand or you become incapacitated.ASPECT OF THE ARCANE DUELIST TALENTS
The Talents Known column of the Arcane Duelist Aspirant Talents table shows when you learn more envoy talents. Each of these talents must be of a rank equal to or less than your maximum talent rank. For instance, when you reach 7th level in this class, you can learn one new rank 1 or rank 2 talent. Whenever you gain a level in this class, you can replace one of the talents you know with another talent of your choice from the envoy powers list. The new talent must be of a rank equal to or less than your maximum talent rank.-
Channeling Ability. Wisdom is your channeling ability for your envoy talents. You use your Wisdom whenever a talent refers to your channeling ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an envoy talent you use and when making an attack roll with one.
Channeling Save DC = 8 + your proficiency bonus + your wisdom modifier
Channeling attack modifier = your proficiency bonus + your Wisdom modifier
TALENTS KNOWN OF RANK 1 AND HIGHER
You know three prime talents and three rank 1 envoy talents of your choice.| LEVEL | PRIME TALENTS | TALENTS KNOWN | TALENT POINTS | MAX TALENT RANKS |
|---|---|---|---|---|
| 3rd | 3 | 3 | 4 | 1 |
| 4th-6th | 3 | 4 | 6 | 1 |
| 7th | 3 | 5 | 14 | 2 |
| 8th-9th | 3 | 6 | 14 | 2 |
| 10th | 4 | 7 | 17 | 2 |
| 11th-12th | 4 | 8 | 17 | 2 |
| 13th | 4 | 9 | 27 | 2 |
| 14th | 4 | 10 | 27 | 2 |
| 15th | 4 | 10 | 27 | 3 |
| 16th-18th | 4 | 11 | 32 | 3 |
| 19th | 4 | 12 | 38 | 4 |
| 20th | 4 | 13 | 38 | 4 |
DUAL DAWN SABRES
At 6th level, you have trained enough to wield a sabre in each hand. As a single bonus action, you can draw and wield a sabre in each hand and expend 2 chi points or 4 talent points to convert both of your sabres into dawn sabres of matching or different damage types in the same bonus action. While wielding both sabres you can continue to activate talents.COMBAT MEDITATION
At 11th level, you have perfected your focus, even in the most extreme situations. When wielding one or both of your dawn sabres, you gain advantage on your Constitution saving throws whenever attempting to maintain concentration on your powers. Additionally, when you are dual wielding dawn sabres you can expend 1 chi point to make the Deflect Energy Weapons feature a free action and you are not required to have one hand free to reflect energy weapons.ENERGY CONVERSION
At 17th level, your chi and channeling energies seamlessly flow together. As a free action, you can convert a number of your chi points to talent points or a number of your talent points to chi points. One chi point for two talent points or two talent points for one chi point. Additionally, during a short rest, you can use your recovery dice to regain up to half your talent points instead of hp. You can only use this feature on one short rest before taking a long rest.BLADESCRIBE
Bladescribe aspirants train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons. A Bladescribe sees a weapon much in the same way a calligrapher or a painter regards a pen or brush. Whatever the weapon, the bladescribe views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a bladescribe a peerless warrior is but a side effect of intense devotion, practice, and study.TEACHINGS OF THE BLADESCRIBE
When you choose this aspect at 3rd level, your special martial arts training leads you to master the use of certain weapons. This aspect also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:- Bladescribe Weapons. Choose two types of weapons to be your bladescribe weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The Compound Bow is also a valid choice. You gain proficiency with these weapons if you don't already have them. Weapons of the chosen types are aspirant weapons for you. Many of these aspect’s features work only with your bladescribe weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a bladescribe weapon for you, following the criteria above.
- Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a bladescribe weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
- Bladescribe’s Shot. You can use a bonus action on your turn to make your ranged attacks with a bladescribe weapon more deadly. When you do so, any target you hit with a ranged attack using a bladescribe weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
- Strokes of the Bladescribe. You gain proficiency with your choice of Writer's Implements or Artist’s implements.
ONE WITH THE BLADE
At 6th level, you extend your chi into your bladescribe weapons, granting you the following benefits.- Arcane Bladescribe Weapons. Your attacks with your bladescribe weapons count as arcane for the purpose of overcoming resistance and immunity to non-arcane attacks and damage.
- Deft Strike. When you hit a target with a bladescribe weapon, you can spend 1 chi point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
SHARPEN THE BLADE
At 11th level, you gain the ability to augment your weapons further with your chi. As a bonus action, you can expend up to 3 chi points to grant one bladescribe weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of chi points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on an arcane weapon that already has a bonus to attack and damage rolls.UNERRING ACCURACY
At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using an aspirant weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.DRAGON
The fundamental teaching of this aspect holds that by emulating dragons, an aspirant becomes a more integrated part of the universe and its arcane energy. By altering their chi to resonate with draconic might, aspirants who train under this aspect, augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving greater unity with the essence of the universe. As a follower of this aspect, you decide how you unlocked the power of dragons through your chi. The Aspect Dragon Origin table offers some possibilities.ASPECT OF THE DRAGON ORIGIN
| D6 | ORIGIN |
|---|---|
| 1 | Honed your abilities by observing a dragon and aligning your chi with their power. |
| 2 | A dragon personally shaped your inner energy. |
| 3 | Studied at a temple tracing its teachings to a dragon's instruction. |
| 4 | Meditated near an ancient dragon’s lair, absorbing its arcane energy. |
| 5 | Found a Draconic scroll or data chip with new techniques. |
| 6 | Had a dream of being consumed by a dragon, awakening with altered chi. |
DRACONIC DISCIPLE
At 3rd level, you can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:- Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
- Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
- Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
BREATH OF THE DRAGON
At 3rd level you can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic chi energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your chi save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. At 11th level, the damage of this feature increases to three rolls of your Martial Arts die. 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. While you have no uses available, you can spend 2 chi points to use this feature again.WINGS UNFURLED
At 6th level when you use the dash or disengage action, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed. 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.WYRM WARD
At 11th level, your draconic chi now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. You can expend additional chi points to expand your Wyrm Ward, 1 chi point for every additional 5 feet to a max radius of 30 feet. For the duration, you gain one of the following effects of your choice:- Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your chi save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
- Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage. Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 chi points to create it again.
DRACONIC ASCENSION
At 17th level, your draconic chi reaches its peak. You gain the following benefits:- Augment Breath. When you use your Breath of the Dragon, you can spend 1 chi point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
- Blindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Explosive Fury. When you activate your Wyrm Ward, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your chi save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).
DRUNK
The Aspect of the Drunk teaches its aspirants to move with the jerky, unpredictable movements of a drunkard. A drunk aspirant sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunk aspirant’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. A drunk aspirant often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunk aspirant can be a maddening, masterful foe.BONUS PROFICIENCIES
When you choose this aspect at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's kit if you don't already have it.DRUNKEN TECHNIQUE
At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.TIPSY SWAY
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.- Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
- Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 chi 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.
DRUNKARD'S LUCK
Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 chi points to cancel the disadvantage for that roll.INTOXICATED FRENZY
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.MERCY
Aspirants of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy. Aspirants of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. Mercy aspirants usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.IMPLEMENTS OF MERCY
When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the Bioanalysis kit. You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Mask of Mercy table.| D6 | MASK OF MERCY APPEARANCE |
|---|---|
| 1 | Raven |
| 2 | Blank and white |
| 3 | Weeping visage |
| 4 | Owl |
| 5 | Skull |
| 6 | Butterfly |
HANDS OF HEALING
At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 chi point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a chi point for the healing.HANDS OF HARM
At 3rd level, you use your chi to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 chi point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.PHYSICIAN'S TOUCH
Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm. When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.FLURRY OF HEALING AND HARM
Starting at 11th level, you can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending chi points for the healing. In addition, when you make an unarmed strike with Flurry of Blows, you can use Hands of Harm with that strike without spending the chi point for Hands of Harm. You can still use Hands of Harm only once per turn.HAND OF ULTIMATE MERCY
By 17th level, your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 chi points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.Once you use this feature, you can't use it again until you finish a long rest.NOVA
Nova Aspirants learn to channel cosmic elements into potent bursts of arcane power. They achieve a level of meditation that allows them to create, unleash, and resist the powerful effects of the stars and space. They utilize their chi to further refine the effects of their cosmic energy.ELEMENTAL PULSE
Starting when you choose this aspect at 3rd level, you can hurl bolts of elemental energy. You gain a new attack option that you can use with the Attack action. This special attack is a ranged arcane attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Choose between cold, fire, lightning, necrotic, or radiant damage, its damage die is a d4. This die changes as you gain aspirant levels, as shown in the Martial Arts column of the aspirant table. When you take the Attack action on your turn and use this special attack as part of it, you can make this special attack once as a bonus action. Once on each of your turns when you hit a target with this special attack you can spend 1 chi to increase the damage of the attack by one martial arts die plus your dexterity modifier.COSMIC ELEMENTS
At 6th level, you gain the ability to channel your chi into devastating waves of energy. You can spend 1 chi point to activate Flaming Discs. Wisdom is your channeling attack modifier and you can add your wisdom modifier to the damage of each ray. For each additional chi point you can increase the talent rank by one. The maximum chi you can spend to activate this talent is half your proficiency bonus (rounded down). Additionally you can change the damage type of Flaming Discs for one additional chi point. Choose between cold, lightning, necrotic, or radiant damage.NOVA FLARE
At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you arcanely create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.- Each creature in that 20-foot-radius sphere must succeed on a Constitution 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 chi points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.
- You can also expend 1 chi point to change the damage type of Nova Flare. Choose between cold, fire, lightning, or necrotic damage.
- Additionally you can spend 2 chi points to activate the Survival Suit talent on yourself.
SUPERNOVA
At 17th level, you become wreathed in a luminous, arcane aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. While this feature is active you can spend 2 chi points as a bonus action (or as a part of the same bonus action used to restore the light) to gain the following benefits for one minute:- You are immune to radiant damage.
- You are so bright to look at, that attack rolls against you that require an opponent to see you have disadvantage.
- When a creature enters the bright light for the first time on a turn or starts its turn there it takes radiant damage equal to 5 + your wisdom modifier.
- As a bonus action, you can expend 3 chi points to change the damage type or damage immunity.
- You can use this feature once and regain the use after a short or long rest.
RESONANCE
Resonance aspirants are the ultimate acoustic masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, using chi empowered infrasonic sound waves to heal damage to their bodies, and practice advanced meditation that can protect them from harm. The guiding principles of their techniques reside in their love of fluid rhythm in sound and motion. Aspirants of Resonance believe that the universe and all living things are part of a grand orchestra of which they are composers.SONANCY
You have been trained to compliment and comprehend the great symphony of the cosmos. You gain proficiency with one musical instrument and gain tremorsense out to a range of 5 feet.DISCORDANCE
Starting when you choose this tradition at 3rd level, you can manipulate your enemy's chi when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, 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 Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can't take reactions until the end of your next turn.
CHORDS OF LIFE
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your aspirant level. You must finish a long rest before you can use this feature again.SOUND OF SERENITY
Beginning at 11th level, a peaceful, persistent harmony flows through your mind, inspiring you to enter a special trance that surrounds you with an aura of serenity that discourages creatures from targeting you. At the end of a long rest, you gain the effect of the Sensory Jammer technique that lasts until the start of your next long rest (the effect can end early as normal). The saving throw DC for the technique equals 8 + your Wisdom modifier + your proficiency bonus.CHORDS OF DEATH
At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 chi points to start these imperceptible vibrations, which last for a number of days equal to your aspirant level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.SHADOW
Aspirants of the Shadow are committed to a life of stealth and subterfuge. These aspirants might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a Shadow aspect are family members, forming a clan sworn to secrecy about their arts and missions. Other Shadow aspects are more like thieves' guilds, hiring out their services to megacorps, politicians, nobles, or anyone else who can pay their fees. Regardless of their methods, the heads of Shadow aspects demand nothing less than unquestioning obedience from their students.SHADOW ARTS
Starting when you choose this aspect at 3rd level, you gain the ability to see normally in darkness, both mundane and starborn created, to a distance of 120 feet. Additionally, you can use your chi to duplicate the effects of certain arcane powers. As an action, you can spend 2 chi points to activate eclipse, security scanner, pass without trace, or sound dampener. Additionally, you learn the illusory point prime talent if you don't already know it.SHADOW STEP
At 6th level, 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 60 feet 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.CLOAK OF SHADOWS
By 11th level, you have learned to become one with the shadows. 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, activate a talent, or are in an area of bright light.OPPORTUNIST
At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet 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.UMBRA
The Umbra aspirant perceives their physical body merely as an anchor to their umbral form in which they manifest their chi energy. They see their umbral form as a truer representation of themselves than their physical body. The Umbra Aspirant has the capacity to be a force of order or disorder, with some temples training students to use their power to protect the weak and others instructing aspirants in how to manifest their umbral form in service to the mighty.UMBRAL LIMBS
At 3rd level, your mastery of your chi allows you to manifest spectral limbs. As a bonus action, you can spend 1 chi point to summon the limbs of your umbral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die. For 10 minutes, these spectral limbs hover near your shoulders or surround your arms (your choice). You determine the limbs' appearance, and they vanish if you are incapacitated. While the your umbral limbs are present, you gain the following benefits:- You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
- You can use your umbral limbs to make unarmed strikes.
- When you make an unarmed strike with the limbs on your turn, your reach for it is 5 feet greater than normal.
UMBRAL VISAGE
When you reach 6th level, you can summon the visage of your umbral self. As a bonus action, or as part of the bonus action you take to activate Umbral Limbs, you can spend 1 chi point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die. The umbral visage covers your face like a helmet or mask. You determine its appearance. While your Umbral visage is present, you gain the following benefits.- Umbral Sight. You can see normally in darkness, both arcane and non-arcane, to a distance of 120 feet.
- Umbral Wisdom. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
- Umbral Voice. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
UMBRAL PHYSIQUE
Starting at 11th level, when you have both umbral limbs and visage summoned, you can cause the body of your umbral self to appear (no action required). This umbral physique covers your physical form like a suit of armor, connecting with the limbs and visage. You determine its appearance. While your umbral physique is present, you gain the following benefits.- Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).
- Empowered limbs. Once on each of your turns when you hit a target with your umbral limbs feature, you can deal extra damage to the target equal to your Martial Arts die.
AWAKENED UMBRAL SELF
Starting at 17th level, your connection to your umbral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 4 chi points to summon the limbs, visage, and physique of your umbral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated.-
While your umbral self is awakened, you gain the following benefits.
- Umbral Armor. You gain a +2 bonus to Armor Class.
- Umbral Wrath. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your umbral limbs.
UNDERTAKER
Undertaker aspirants are obsessed with the meaning and mechanics of death and redistribution of life energy. They have been known to capture creatures and prepare elaborate experiments to record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.GIFT OF DEATH
Starting when you choose this aspect at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your aspirant level (minimum of 1 temporary hit point).HOUR OF REAPING
At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your very presence can be felt as a hungering void. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.MASTERY OF DEATH
Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 chi point (no action required) to have 1 hit point instead.TOUCH OF THE UNDERTAKER
Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 chi points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per chi point spent on a failed save, or half as much damage on a successful one.Remove these ads. Join the Worldbuilders Guild






