You are on page 1of 15

6/9/2019 Disciple v2.

0 | GM Binder

Disciple

A
n elven woman strides calmly through
a forest glade, smirking as she subtly
grips her sheathed blade. She closes
her eyes as brigands leap from the
surrounding brush. Before they can
even shout their demands, the woman's
blade makes a wide arc at the group. Each
brigand manages to barely dodge her preemptive strike,
but their movements suddenly stop as they start to draw
their blades. A large wound appears across each of their
torsos where her blade had grazed them, and then they
slump to the ground.
Atop a grassy plateau, a lone human figure stands in total
focus amidst a swarm of hovering spectral blades. Like a
masterful conductor, the figure directs the blades to fluidly
strike the targets painted on the stones around. With a quiet
whisper of pride, the figure recalls the blades before willing
them to fall to dust and blow away with the wind.
A battle rages upon a blood-soaked field overlooked by a
regal keep. In its center, stands a lone battle-worn tiefling
fighting for his life. A pair of hulking spectral arms sprout
from his back, allowing the tiefling to wield four axes at once.
He charges into a group of soldiers, wreathing himself in
flames as the lone figure carves into the enemy line. Each
step taken could be his last, yet the tiefling fights with the
widest of grins.
Although these warriors fight using a diverse range of
extraordinary methods, they are all disciples. Disciples are
defined by their mystical fighting styles and the
introspective focus that gives purpose to their training. For a
disciple, combat is a conduit of self-improvement, and
battlefields exist to test the strength of ideals.

Masters of Tempo
The key to a disciple's magic prowess is awareness and focus.
Every movement a creature makes causes a small, nearly
imperceptible ripple across elements of the weave of magic.
Using their ideals as an anchor for their focus, disciples
enter a state of utter clarity where they can perceive and
read these ripples, ultimately utilizing the power within
these ripples—called tempo—to fuel their mystical
techniques. As a disciple grows and solidifies their grasp on
their ideals, their ability to maintain this focus increases
drastically, improving their martial abilities.

Forged Ideals
A disciple's ideals are represented in their fighting style by
the sublime disciplines they follow. While some disciples
discover these paths themselves, others learn them from
masters of the art. Each sublime discipline holds one ideal
above all others, and it serves as the anchor for the tempo
techniques of that discipline. As a result, combat using these
disciplines is a form of self expression and an opportunity to
refine one's philosophy. The danger and rigor of the
battlefield provides the perfect situation to test the disciple's
focus, their understanding of themselves, and their values.

1 https://www.gmbinder.com/share/-LJQqmmqoYxbIWEkrumn 1/15
6/9/2019 Disciple v2.0 | GM Binder
. Born Wanderers
Because of this predisposition towards experience and
conflict, it is rare you'll find a disciple that stays in one place
for too long, or subsisting under the yoke of military
regulation. They are natural wanderers, and tend to flock
towards interesting people that may lead them to greater
challenges and adventures. Such people often prove to be
worthy rivals and life-long friends for the wandering
disciple: the perfect sparks to ignite the flames of inspiration.

Eternal Students
To a disciple, survival is often secondary to growth. To that
end, you may yet find disciples working as sellswords or
mercenaries in an attempt to find new conflicts to test
themselves. Each and every fight is an opportunity to push
past one's limits, and test not only ability, but also their
willpower and determination. The path of the disciple is one
filled with decision. Each must decide which disciplines to
pursue and which to discard, as the path to perfection is
littered with broken philosophies and weak hearts.

Creating a Disciple
When you are creating your disciple, the most important
thing to consider is why they fight. For a disciple, fighting is
a means of self-discovery and affirmation. What kind of
lessons have their fights taught them up until this point?
What kind of person or warrior do they strive to be, and how
close to that idealized version of themselves are they? Do
they have a specific person or creature they are trying to
defeat? Or perhaps they are seeking out a new mentor to fill
a gap they feel in their skill or personhood? Consider how
your character would feel when faced with what looks to be
an insurmountable threat, and how they would feel after
losing or defeating it.
Equally important is when your character first began to
notice the flow of tempo around them. Was it something they
always saw, but never realized its significance? Maybe it was
inherited? Or maybe the power was unlocked in a dire
moment of emotional or physical danger? Or did you
eventually come to see the tendrils of tempo through
deliberate training, either alone or under a master or school?
Which discipline did you manifest first, and why? Lastly,
how does your character feel about their power now? How
your character first came upon this magic should influence
how they feel about both it and themselves in relation to it.

Quick Build
You can make a disciple quickly by following these
suggestions. First, make Strength or Dexterity your highest
ability score, depending on whether you want to focus on
weapons that use strength or finesse weapons. Your next-
highest ability score should be Wisdom and then you make
Constitution your third-highest score. Second, choose the
folk hero background.

https://www.gmbinder.com/share/-LJQqmmqoYxbIWEkrumn 2/15 2
6/9/2019 Disciple v2.0 | GM Binder

Awakening Personal Flourish


Tempo is a transient energy, and it takes a very keen sense to Self expression on the battlefield is the lifeblood of disciples,
be able to tap into it. However, how one learns to tap into and as such many disciples develop their own personal
this energy can vary greatly, and the manner in which you touches to combat or personal philosophies of battle.
unlock your power should reflect how you think about your
abilities and their purpose. Personal Flourishes
d6 Flourishes
Awakenings
You call out the names of your signature arts and
d6 Awakenings 1
tempo techniques as you perform them.
You spent a great deal of your life training under a You can spin your weapons absurdly fast, and do
1 2
master of a discipline to gain your sense. so in combat or in anticipation of combat.
One of your loved ones was murdered in cold You have a personal symbol that you place on the
blood in front of your very eyes. In that moment, 3
2 bodies of those who you defeat in combat.
you tapped into that wellspring of anguish, and
your senses flared. You analyze and copy the martial stances of your
4
opponents without thinking.
Ever since you could remember, you could feel
3
the coursing ripples of tempo around you. You try to position yourself in front of your allies
5 whenever possible in order to always be in the
You were an malcontent soldier who awakened action.
4
when you entered a fated duel with a disciple.
You spare enemies you deem fit, in hopes they
Since you were a child, your family groomed you 6
5 will grow and challenge you again.
to be the most adept disciple in the land.
You went on a quest to find purpose, and in your
6 lonesome introspection, you found the calling of Class Features
the disciple.
As a disciple, you gain the following class features

Unforgettable Sight Hit Points


Disciples are natural wanderers, always in search of a new Hit Dice: 1d10 per disciple level
challenge they can use to hone themselves. Almost every Hit Points at 1st Level: 10 + your Constitution modifier
disciple's wanderlust eventually leads them to some place Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
that leaves an incredible impression on them. Whether modifier per disciple level after 1st
negative or positive, this impression will help inform some of
the disciple's goals and world views. Proficiencies
Armor: All armor, shields
Unforgettable Sights Weapons: Simple weapons, martial weapons
d6 Sights Tools: Choose one type of artisan's tools or one musical
instrument
Amidst an ancient ruin, you came upon an ornate
1 fountain. When you looked into its waters, it Saving Throws: Strength, Wisdom
showed you a pivotal moment from your future. Skills: Choose two from Acrobatics, Athletics, History,
Insight, Intimidation, Perception, Performance, Religion,
You decided to climb the highest mountain you
and Sleight of Hand
knew of and witnessed the world sprawled below
2
you at its peak. In that moment of awe, you made Equipment
yourself a vow. You start with the following equipment, in addition to the
You accidentally ventured through a portal to one equipment granted by your background:
of the Inner Planes, and you witnessed its
3 (a) chain mail, (b) scale mail, or (c) leather armor
denizen's defending themselves against a
nightmarish threat. (a) a martial weapon and a shield or (b) two martial
weapons
On a day of clear sky, you bore witness to a (a) two javelins or (b) three daggers
4 swarm of dragons that stretched as far as the eye
(a) a dungeoneer's pack or (b) an explorer's pack
could see.
You stood at the historic site of great tragedy, Alternatively, you can ignore the equipment here and in
5 whether it be the remains of a massacre, the your background, and buy 4d4 × 10gp worth of equipment
felling of a kingdom, or something else entirely. from Chapter 5 of the Player's Handbook.

You slew or bore witness to the slaying of the last Multiclassing


6
remaining member of a type of magical creature. The prerequisites for multiclassing into a disciple are either
a Strength or Dexterity score of 13 and a Wisdom score of 13.
When you multiclass into disciple, you gain proficiency in
light armor, medium armor, shields, simple weapons, and
martial weapons.

3 https://www.gmbinder.com/share/-LJQqmmqoYxbIWEkrumn 3/15
6/9/2019 Disciple v2.0 | GM Binder

The Disciple
Proficiency Tempo Disciplines
Level Bonus Features Points Known
1st +2 Sublime Disciplines, Martial Intuition ─ 1
2nd +2 Fighting Style, Tempo 2 2
3rd +2 Sublime Journey 3 2
4th +2 Ability Score Improvement 3 2
5th +3 Extra Attack, Alacrity 4 3
6th +3 Preternatual Awareness 4 3
7th +3 Sublime Journey feature 5 3
8th +3 Ability Score Improvement 5 3
9th +4 Blindsense 6 4
10th +4 Ability Score Improvement 6 4
11th +4 Sublime Path feature 7 4
12th +4 Ability Score Improvement 7 4
13th +5 Imprinted Growth 8 4
14th +5 Sublime Path feature 8 4
15th +5 Ageless Body 9 4
16th +5 Ability Score Improvement 9 4
17th +6 Tempo Mastery 10 4
18th +6 Sublime Path feature 10 4
19th +6 Ability Score Improvement 10 4
20th +6 Great Master 10 4

Sublime Discipline Tempo Techniques


Each discipline has a list of techniques─its discipline
A disicple's path begins with learning sublime disciplines. A
techniques─that you gain at the disciple levels noted in the
sublime discipline is a kind of mystical martial art. Each
discipline's description. These techniques require you to
discipline is centered on an ideal for the disciple to
spend tempo points to use which you gain at 2nd level.
understand and internalize.
Some techniques modify a specific attack. You can only use
At 1st level, choose one sublime discipline, detailed at the
one such technique per attack.
end of the class description. When you gain certain disciple
levels, you gain knowledge of new disciplines, as shown on Tempo Ability
the Disciplines Known column of the Disciple table. Your ability to utilize tempo is tied your intuition and ability
Additionally, when you gain a level in this class, you can to perceive the ripples of magic around you; as such, Wisdom
choose one of the disciplines you know and replace it with is the key ability for disciples. Some of your discipline
another discipline. features require for your target to make a saving throw to
resist the feature's effects. The saving throw DC is calculated
Signature Art as follows:
Each sublime discipline has an associated Signature Art, the
foundational ability of the discipline. You can use this feature Tempo save DC = 8 + your proficiency bonus +
to invoke the effects of the Signature Art of a discipline you your Wisdom modifier
know. If you use a Signature Art that has a duration while
already under the effects of a Signature Art, the first Spell attack modifer = your proficiency bonus +
Signature Art immediatley ends. your Wisdom modifier
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.

https://www.gmbinder.com/share/-LJQqmmqoYxbIWEkrumn 4/15 4
6/9/2019 Disciple v2.0 | GM Binder

Martial Intuition Sublime Journey


Your opponents' blows radiate a certain rhythm that your At 3rd level, you have embarked on a personal journey that
body has learned to read. If a creature attacks you or forces shapes your skills and draws you towards certain innate
you to make a saving throw, your DM tells you one one of the magical talents. Choose to follow the Journey of the Blade
following things about its capabilities (your choice): Dancer, the Journey of the Conjurer, or the Journey of the
War God. Your choice of Sublime Journey grants you features
If one of its ability scores of your choice is higher than, at 3rd level, and again at 7th, 11th, 14th, and 18th levels.
lower than, or equal to your same ability score.
If any of its speeds is higher than, lower than, or equal to Ability Score Improvement
a single speed of yours (your choice).
If their statistics are being altered by a spell or magical When you reach 4th level, and again at 8th, 10th, 12th, 16th,
effect. and 19th level, you can increase one ability score of your
If they are proficient in at least one martial weapon. choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can't increase an ability score
You can use this feature a number of times equal to your above 20 using this feature.
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest. Extra Attack
Tempo Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Starting at 2nd level, you gain the ability to perceive and
utilize the power in ambient ripples of magic, called tempo. Alacrity
Your access to this mystical energy is represented by a
number of tempo points. Your disciple level determines the Also at 5th level, your speed increases by 10 feet.
number of points you have, as shown in the Tempo Points
column of the Disciple table. Preternatural Awareness
You can spend these points to fuel various tempo At 6th level, your body's familiarity with tempo allows it to
techniques granted by your disciplines. When you spend a react to conflict even when your mind lags behind. you can
tempo point, it becomes unavailable. When you take the add your Wisdom modifier to initiative rolls and you can't be
Dodge action, you can use your bonus action to focus and surprised while you are conscious.
regain any expended tempo points.
Blind Sense
Fighting Style At 9th level, you are able to detect the thin ripples of magic
At 2nd level, you adopt a particular style of fighting as your caused by the subtle movements of hidden creatures. You are
specialty. Choose a fighting style from the list of optional aware of the location of any hidden or invisible creature
features. You can't take the same Fighting Style option more within 10 feet of you.
than once, even if you get to choose again.
Imprinted Growth
Dueling
When you are wielding a melee weapon in one hand and no Starting at 13th level, you gain proficiency in either Dexterity
other weapons, you gain a +2 bonus to damage rolls with that or Constitution saving throws (your choice).
weapon.
Timeless Body
Great Weapon Fighting At 15th level, your body has become emboldened against the
When you roll a 1 or 2 on a damage die for an attack you effects of age. You suffer none of the frailty of old age, and
make with a melee weapon that you are wielding with two you can't be aged magically. You can still die of old age,
hands, you can reroll the die and must use the new roll, even however. In addition, you no longer need food or water.
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. Tempo Mastery
Defense At 17th level, you regain all expended uses of your Signature
While you are wearing armor, you gain a +1 bonus to AC. Arts when you finish a short or long rest.

Two-Weapon Fighting Great Master


When you engage in two-weapon fighting, you can add your At 20th level, your growth culminates with you becoming the
ability modifier to the damage of the second Attack. master of a discipline. Choose any one discipline you follow.
Whenever you use a tempo technique from that discipline,
you spend 1 less tempo point than you otherwise would
(minimum of 1).

5 https://www.gmbinder.com/share/-LJQqmmqoYxbIWEkrumn 5/15
6/9/2019 Disciple v2.0 | GM Binder

Evasion
Sublime Journey At 7th level, your instinctive agility lets you dodge out of the
Those who continually practice the use of tempo inevitably way of certain area effects, such as a blue dragon's lightning
find a force pulling on the core of their being. As one uses breath or a fireball spell. When you are subjected to an effect
the transient power of tempo, it gradually changes the that allows you to make a Dexterity saving throw to take only
wielder's mind, body, and soul, eventually culminating in the half damage, you instead take no damage if you succeed on
emergence of a mystical ability that defines their journey as the saving throw, and only half damage if you fail.
a disciple.
As each disciple's path differs, the time which this force Accelerando
manifests varies greatly from disciple to disciple. Some train At 11th level, you add your Wisdom modifier (minimum of +1)
under masters in an attempt to bring out this ability earlier, to the damage of your melee weapon attacks. Additionally,
whereas for others, their ability only emerges when they are you can take the Dash action as a bonus action.
faced with truly insurmountable odds.
Whether you choose your sublime journey, or it chooses
Rushing Agility
you, perfecting all it entails will be one of your greatest At 14th level, your mastery of the weight of your body allows
challenges as a disciple. you to defy natural limitation. You can use your remaining
movement to determine the maximum distance you can jump
(long or high), instead of the normal calculation. You can
Journey of the Blade Dancer jump your full distance with or without a running start.
A single swing of the blade is oft more than it appears, and Additionally, you can move along vertical surfaces and
this is especially true for a disciple that follows the Journey across liquids on your turn without falling during the move.
of the Blade Dancer. Blade Dancers are disciples whose
bodies have all but merged with the ripples around them. Free Stride
Their newfound magical senses drive them to seek out At 18th level, your movements become impossible to stop.
flexibility in the execution of their steps and techniques. Your movement is unaffected by difficult terrain, and spells
Their precise, sweeping motions cut into the fabric of magic and magical effects can't reduce your speed or cause you to
itself, infusing them with supernatural acrobatic ability and be paralyzed or restrained. You can spend 5 feet of
elegance in battle. movement to automatically escape from nonmagical
restraints. Additionally, being underwater imposes no
Blade Dance penalties on your movement or attacks.
When you choose this journey at 3rd level, your strikes are
followed by magical ripples that echo your intent. Whenever
you make a melee weapon attack against a creature and miss,
you can cause the creature to take force damage equal to
your Wisdom modifier.
Additionally, during your turn, if you make a melee attack
against a creature, that creature can't make opportunity
attacks against you for the rest of your turn.

Elegance
Also at 3rd level, you gain proficiency in the Performance
skill if you don't already have it, and can add your Wisdom
modifier to ability checks that use that proficiency.

https://www.gmbinder.com/share/-LJQqmmqoYxbIWEkrumn 6/15 6
6/9/2019 Disciple v2.0 | GM Binder
Storm. Your arsenal enters a frenzy. The area within 5 feet of
Journey of the Collector you is difficult terrain for creatures of your choice.
Most often the Journey of the Conjurer begins with a Ward. Your weapons form a protective barrier. The first
recurrent dream of an infinite field littered with weaponry time you take damage after the start of each of your turns, it
from across the ages. Within this space you are free to use is reduced by an amount equal to your Wisdom modifier
and manipulate, form and reform the weaponry and (minimum of 1).
landscape as you see fit, perpetually in pursuit of the perfect
arsenal. This dream repeats, becoming more and more lucid Blade Affinity
until you awaken amidst a cloud of flying armaments that At 7th level, you can read into a weapon's history through
flow along to your whims, and from that day each weapon mere touch. Over the course of 1 minute, you can analyze a
you touch, and each alteration you make in your dreams, will weapon you are touching. At the end of the minute, you glean
reflect in your control over your magical arsenal. one of the following things (DM's choice):

Bound Arsenal A clear picture of the weapon's last wielder as it drew the
Starting when you choose this journey at 3rd level, you learn weapon for combat.
to call upon an arsenal of weapons you store within your A glimpse of a magical ability the last wielder used while
mind. You must bind weapons to yourself in order to call wielding the weapon.
upon them. If you hold a weapon and meditate for 1 hour Whether the last wielder used the weapon with malicious,
over the course of a short or long rest, you can bind the honorable, protective, or some other form of intent.
weapon to your arsenal, causing it to disappear. When you A glimpse of the last creature felled by this weapon.
summon your arsenal, this weapon is summoned within it Once you have used this feature, you can't do so again until
while it is bound. you finish a short rest or long rest. This process drains the
You can have a number of weapons bound this way equal magical imprint left on the weapon, so once you have used
to your Wisdom modifier plus your disciple level. A weapon this feature on a given weapon, you can't use it on that
becomes unbound 24 hours after you die or unbind it with an weapon again until it has seen use in combat.
action, causing it to appear within 5 feet of you. Sentient
weapons must agree to be bound, and can choose to unbind Ultimate Arsenal
themselves at any point. At 11th level, both your control and the quality of your
arsenal have heightened, causing your formations to
Conjure Weapons improve:
Starting at 3rd level, you can conjure or dismiss your arsenal Assault. Any attack made with weapons from your arsenal
of bound weapons, which hover in your space, as a bonus deal an additional 1d8 damage.
action. The weapons that are part of this arsenal deal force
Storm. The weapons expand into the area within 15 feet of
damage instead of their normal damage type, and gain the
you instead of 5 feet.
thrown property range (20/60). Any thrown arsenal weapon
Ward. The damage is reduced by twice your Wisdom
immediately returns to your space after the attack.
modifier instead (minimum of 2).
Whenever you can make a weapon attack and are not
wielding any weapons or shields, you can instead mentally Conjured Body
direct any single weapon in this arsenal to attack as if you At 14th level, you have learned how to merge your body with
are wielding it (as if using your choice of one or two hands). your armory, embedding within you its fluid movement.
You can engage in two-weapon fighting using the arsenal, While you have your arsenal conjured, you gain a flying
provided the weapons you use meet its conditions. speed equal to your walking speed, which manifests visually
Additionally, when you conjure these weapons, and as a as wing-like blades, riding a flying sword, or a similar effect.
bonus action on subsequent turns, you can put the weapons
in one of the following formations:
Assault. Your arsenal poises to attack. Ranged attacks
made with your arsenal do not suffer disadvantage due to
attacking at long range or being within 5 feet of a hostile
creature and ignore half cover and three-quarters cover.

7 https://www.gmbinder.com/share/-LJQqmmqoYxbIWEkrumn 7/15
6/9/2019 Disciple v2.0 | GM Binder

Spirit of the War God


When you choose this journey at 3rd level, your passion can
call forth the part of your soul that revels in the glory of
battle. As a bonus action or when you roll initiative, you can
manifest or dismiss two spectral arms that are connected to
your upper body. When summoned, and on each of your
turns thereafter, each arm can perform an object interaction,
such as drawing a weapon. You can control these arms easily,
and they act just like your other arms.
As an action, you can make a single attack with each melee
weapon you and your spectral arms are wielding (up to 4
attacks). You don't add your ability modifier to the damage of
these rolls, unless that modifier is negative. When wielding a
two-handed weapon, your spirit arms must hold the weapon
with both hands at all times.
At 5th level, you add your ability modifier to the damage
rolls of weapons you are wielding with your hands (up to 2
attacks). At 11th level, you also add your ability modifier to
the damage rolls of weapons your spirit arms are wielding.

Cosmic Presence
At 7th level, your connection to your inner self has granted
you greater presence. When you make an Intimidation or
Persuasion check, you can add your Wisdom modifier to the
roll instead of your Charisma modifier.
Additionally, as an action, you can amplify your presence a
hundred fold. Creatures of your choice within 60 feet of you
must succeed on a Charisma saving throw against your
Dream Gate tempo save DC or become aware of your presence. For the
At 18th level, you can bring out the full force of your arsenal next 10 minutes, you have advantage on all Wisdom and
in an instant. As an action, you create a visage of your field Charisma checks made against those creatures.
behind you and conjure 100 weapons all around you. Choose Once you use this action, you must finish a short or long
any number of creatures within 120 feet of you, and divide rest before you can use it again.
100 projectiles among them (a creature can be targeted by up
to 10 projectiles). Each creature must make a Dexterity Encroaching Omniscience
saving throw, taking 1d8 force damage for each projectile At 11th level, your soul becomes your vigil, as the shapes of
launched at it, or half as much on a successful save. These faces can be traced around your head. Whenever you make
weapons disappear at the end of your turn. an attack as a part of a reaction, you can make an additional
Once you use this feature, you can't use it again until you attack with one of your spectral arms.
finish a long rest. Additionally, once on each of your turns when you miss
with a weapon attack, you can make an additional weapon
Journey of the War God attack with a weapon being wielded by your spectral arms as
part of the same action.
A disciple who follows the Journey of the War God is
unmistakable on the battlefield by the manifestation of their
soul fighting alongside them, often taking the form of
Lens of Truth
At 14th level, your sight ascend towards the sight of gods.
spectral arms or a looming figure at their back.
You can see clearly in normal and magical darkness out to
The influence of tempo can reach further than most would
120 feet, as well as into the Ethereal Plane. You can see the
think; after all everything moves, even your own spirit.
true form of any shapechanger or creature concealed by
Disciples that define themselves by intense emotions, or a
illusion or transmutation magic while the creature is within
need to prove their own self worth, can develop a sensitivity
this range and within line of sight.
to the movements of their soul. After enough time, the
disciple gains the ability to summon and wield this element
Shard of Divinity
of their soul in combat. Legends speak of disciples that attain
At 18th level, you have fully reconnected with your soul,
definite control, and ultimately learn harness the divine
unlocking the divine power within it. You have resistance to
spark that resides within them.
damage from weapon attacks, and any damage you deal with
a weapon attack or tempo technique ignores resistance and
bypasses immunities.
You can no longer die from old age, and your soul cannot
be stolen, trapped or destroyed, nor can you be unwillingly
raised as an undead, except by divine intervention.

https://www.gmbinder.com/share/-LJQqmmqoYxbIWEkrumn 8/15 8
6/9/2019 Disciple v2.0 | GM Binder
Fury of the Fallen (17th Level). Whenever you see a
Sublime Disciplines creature reduce an allied creature to 0 hit points, you can use
your reaction and spend 4 tempo points to move up to your
Ardent Lion speed and make an attack against the attacking creature. On
a hit, the attack deals damage as normal and the allied
No true warrior fights in isolation; their friends, family, and
creature regains hit points equal to your level.
all their allies follow them into every fight. Ardent Lion
disciples fight using rallying cries and by utilizing the
strength of their bonds to perform superhuman feats in
Coursing Ember
combat. To live life on the sidelines, bored and discontent, is to not
Ideal: Camaraderie. Your allies are your family, and those really live life at all. Disciples of the Coursing Ember
bonds are more precious than anything the world can discipline are fiery individuals who follow their whims and
muster. Cherish them and look out for them, for they will passions to the ends of the earth. Coursing Ember techniques
make you your best self. involve spreading radiant flames and gliding through the
Signature Art: Rally. As an action, you let out a riveting battlefield.
war cry that sends jolts through the bodies of your allies. Ideal: Passion. Your heart must burn like the desert sun.
Any allied creature within 30 feet can use their reaction to Do not live idly and let opportunities pass you by. Be
move up to their speed without provoking opportunity invested in every action you choose to take, and use the fire
attacks. in your eyes to guide you into the future.
This ability's range increases by 30 feet when you reach Signature Art: Salamander Charge. As an action, you
5th level (60 feet), 11th level (90 feet), at 17th level (120 feet). move up to your speed without provoking opportunity
attacks, leaving behind a wall of fire that is 10 feet high and 1
Techniques foot thick along your path, lasting for 1 minute or until you
Warding Strike (2nd Level). When you hit a creature with a lose your concentration (as if you were concentrating on a
melee weapon attack, you can use your bonus action and spell). You can move through creature's spaces for this
spend 1 tempo point to instill hesitation within them. The movement, but you can't end your turn there. The wall lightly
next attack it makes before the start of your next turn has obscures vision. Any creature in the wall when it first
disadvantage if it is against someone other than you. appears, and whenever a creature enters the wall for the first
time on a turn or ends its turn there, it must succeed on a
Bolstering Bond (5th Level). As an action, you can spend up Dexterity saving throw or take 1d8 fire damage.
to 5 tempo points to bolster yourself and an ally. You and an This damage increases to by 1d8 at 5th level (2d8), and
ally of your choice within 30 feet of you gain 1d8 temporary again at 11th, (3d8) and 17th levels (4d8).
hit points for each tempo point you spent. These temporary
hit points last 1 minute, until you use this technique again, or Techniques
until you focus to regain your tempo. Searing Lashes (2nd Level). You coat your weapons in
searing flames. When you take the Attack action, you can
Unified Assault (11th Level). Whenever you hit a creature
spend 1 tempo to increase your reach by 10 feet until the end
with a melee weapon attack, you can use your bonus action
of your turn. Your attacks deal fire damage instead of their
and spend 3 tempo points to call in an assault. A single allied
normal damage type for the duration, and deal an additional
creature of your choice within 30 feet of you can use their
1d4 damage.
reaction to make a weapon attack against that same creature.
Leaping Flame (5th Level). Whenever you are damaged by a
hostile creature within 60 feet of you that you can see, you
can use your reaction and spend 2 tempo to briefly turn into
a wisp of flame and fly to an unoccupied space within 5 feet
of them without provoking opportunity attacks.

Flame's Blessing Stance (11th Level). At the start of your


turn, you can spend 2 tempo points to engulf yourself in
beautiful flames. Until the start of your next turn, you are
immune to fire damage, and creatures take 1d8 fire damage
any time they make a melee attack against you.

Bursting Sunspot (17th Level). When you hit a creature


with a melee weapon attack, you can use your bonus action
and spend 3 to 5 tempo points to cause the target of your
attack to explode in a blaze of glory. Every creature in a 10-
foot radius, increased by 10 feet for every tempo point spent
above 3, must succeed on a Dexterity saving throw or take
6d6 fire damage. You are immune to this damage.

9 https://www.gmbinder.com/share/-LJQqmmqoYxbIWEkrumn 9/15
6/9/2019 Disciple v2.0 | GM Binder

Diamond Mind Hero's Charge


The world is full of monsters and those that would exploit
Students of the Diamond Mind discipline are renowned for
the weak. Hero's Charge disciples take it upon themselves to
their ability to remain calm in even the most dire of
become symbols of hope by bringing down great threats for
situations. Combat is an equation to be solved, and it is the
all to see. The techniques of this discipline focus on refining
practice of the Diamond Mind to understand all of its
an indomitable will and bringing the mighty down.
elements. This view lends itself to a prescient combat style,
where the practioner appears able to act in impossibly short Ideal: Heroism. People deserve peace and happiness, and
spans of time. so you take it upon yourself to be a tool for their delivery.
Overwhelming odds are a welcome challenge, for you must
Ideal: Order. Everything has a cause and an effect. The
be a beacon of inspiration for as long as there is a soul left to
world may appear chaotic, but a clean layer of order
be saved.
underlies it all. The more you discover and understand this
order, the greater a warrior and the more fulfilled an Signature Art: Symbol of Hope. While you can see at
individual you will become. least one ally, and you are reduced to 0 hit points but not
killed outright, you can drop to 1 hit point instead.
Signature Art: Quick Draw. If you are not surprised,
immediately after initiative is rolled, but before anyone acts, Each time you use this feature beyond the first after a long
you can move up half your your speed and make a single rest, you gain a level of exhaustion. When you finish a long
weapon attack. This attack deals double damage to objects rest, all exhaustion levels gained this way go away.
and structures.
If you are surprised, you can instead use this signature art
Techniques
Topple (2nd level). You can forgo a weapon attack on your
to no longer be surprised.
turn and spend at least 1 tempo point to attempt to topple a
creature within reach. The target must make a Strength
Techniques
saving throw. On a failure, the target falls prone and takes
Prescient Counter (2nd Level). When you are hit by an
1d8 bludgeoning damage for each tempo point spent. If the
attack, you can use your reaction and spend 2 tempo points
target is Large or larger, it has disadvantage on this saving
to gain an AC bonus equal to your Wisdom modifier against
throw and instead takes 1d10 bludgeoning damage for each
that attack, potentially causing it to miss.
tempo point spent.
Flicker Step (5th Level). As an action, you can spend 3
Blinding Courage (5th Level). Whenever a creature
tempo points and pick a hostile creature within 20 feet of
attempts to frighten you or a non-hostile creature within 10
you. You can teleport to an unoccupied space within 5 feet of
feet of you, you can use your reaction and spend 3 tempo
that creature, and make a melee weapon attack against any
points to make it so every non-hostile creature within 10 feet
creature in a 5-foot wide line from your original location to
of you can't be frightened until the start of your next turn.
your new location.
If a creature damaged by this technique has an amount of Revolution (11th Level). As an action, you can spend 3
hit points less than or equal to your disciple level at the end tempo points and make a melee attack against every creature
of your turn, it drops to 0 hit points. within 5 feet of you. If any of these creatures is Large or
larger, it takes additional damage equal to your weapon's
Ruby Storm Stance (11th Level). When you take the Dodge
damage die.
action, you can immediately use your bonus action and spend
1 tempo point to enter a time-slowing stance. Until the start Tyrant's Downfall (17th Level). As an action, you can spend
of your next turn, you can't be knocked prone or moved, and 5 tempo points to cause a giant glowing weapon to appear.
whenever a creature within 5 feet of you makes an attack, This weapon crashes down in a 60 foot-tall, 10 foot radius
you can instantly make a melee attack against it. cylinder centered on a point you can see within 60 feet of
you. Any creature in the area must make a Charisma saving
Trace (17th Level). As an action, you can spend 4 tempo
throw or take 5d12 radiant damage, or half of that damage on
points to teleport up to 60 feet to an unoccupied space within
a success. If a creature is Large or larger, it takes an
reach of a target and make a single melee weapon attack
additional 2d12 damage. You must concentrate on this effect
against it. On a hit, this attack deals an additional 2d8 force
damage. You can do this up to 5 additional times as a part of
the same action, so long as each target you attack
is different.

https://www.gmbinder.com/share/-LJQqmmqoYxbIWEkrumn 10/15 10
6/9/2019 Disciple v2.0 | GM Binder

Howling Gale Mercurial Wolf


It is too often that people chain themselves to the earth and How can one truly claim to be living when they adhere to the
become prisoners of a life they never really enjoyed. constraining lines of conventional thought? Disciples of the
Disciples of the Howling Gale put above all else the ability to Mercurial Wolf discipline value spontaneity and change, and
decide for themselves their next path. Techniques of this as such their techniques involve creating complicated and
discipline focus on being hard to reach and pushing back chaotic situations on the battlefield through illusions and
oppressive advances. trickery.
Ideal: Freedom. Life is but a small breeze, fleeting upon Ideal: Chaos. Stagnation is the enemy of growth, so it is up
the chaotic winds of the universe. Do not waste it carrying to you to make sure that the world is constantly changing.
undue burdens that leave you crushed. Lift these burdens Adapt to the situations you bring about, and through that act
from yourself and those around you, and reflect on how you will find completeness.
much more joyous it is to live free. Signature Art: Quicksilver Pack. As an action, you create
Signature Art: Gale Surge. As a bonus action, you whip a an illusory duplicate of yourself. This effect lasts 1 minute
wild gust around your body and briefly become as the wind. and requires you maintain concentration as if concentrating
This effect lasts 1 minute, or until you lose concentration (as on a spell. The illusion appears in an unoccupied space
if concentrating on a spell). For the duration, you have within 10 feet of you that you can see. A duplicate has the
advantage on Dexterity saving throws, and whenever a same AC as you and disappears whenever it takes any
creature misses you with an attack, you can move 5 feet damage from an attack, spell or magical effect. As a bonus
without provoking opportunity attacks. action on your turn, you can move any one duplicate created
by this art up to 30 feet to a space you can see. A duplicate
Techniques can only fly this way if you also have a fly speed.
Driving Wind (2nd Level). You can use your action and Alternatively, you can use your bonus action to destroy a
spend up to 5 tempo points to unleash a cone of rushing air duplicate and teleport to its space, provided you can see the
from your weapon. The size of the cone is an amount of feet duplicate.
equal to 10 times the amount of tempo points you spent. The amount of duplicates you can make with this ability
Creatures of your choice in the cone must make a Strength increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level.
saving throw or be pushed backwards until they reach an
unoccupied space at the end of the cone. A creature can Technique
choose to fail this saving throw. Mirror Step (2nd Level). You twirl the world about a
creature, disorienting its perception of your position. When a
Wind Scar (5th Level). You can use your action and spend creature moves within 5 feet of you, you can use your
any amount of tempo points to swing your weapon and reaction and spend 1 tempo point to force that creature to
unleash a blade of air forward. Pick up to 3 creatures you can make an Intelligence saving throw. On a failure, you can
see within 60 feet of you. If you target more than one teleport to any space within 5 feet of the creature, and the
creature, each target must be within 5 feet of at least one next attack it makes against you before the end of the turn is
other target, and none of them can have cover from you. made at disadvantage.
Each of these targets must succeed on a Dexterity saving
throw. On a failure, a creature takes 1d8 magical slashing Inversion (5th Level). As an action, you can spend 3 tempo
damage for each point of tempo you spend, or half as much points to force a creature you can see within 30 feet of you to
on a success. make a Charisma saving throw. On a failure, you teleport into
a space that creature occupies and cause that creature to
The Wind That Walks (11th Level). As a bonus action, you teleport into your space. If there is no room for the you or
can spend 3 tempo points to become invisible and able to the creature where the other stands, this technique fails.
move through the space of any creature, as well as through
spaces as small as 1 inch gaps without expending additional Altered Perspective (11th Level). When a hostile creature
movement until the start of your next turn, or until you misses you with a melee attack, you can use your reaction
attack a creature or force it to make a saving throw. and spend 3 tempo points to force that creature to repeat the
same attack against a creature of your choice within range of
Tranquil Windstorm (17th Level). As a bonus action, you the attack (other than itself).
can spend 3 tempo points to create a 10 foot radius sphere of
whirling air that follows you, which lasts until the end of Shifting Sides (17th level). As a bonus action, you can spend
your next turn. While within the sphere, creatures of your 4 tempo points and attempt to alter a creature's perception of
choice can ignore difficult terrain, and you can impose the battlefield. A creature of your choice within 30 feet of
disadvantage on any ranged attack that targets a creature your must make an Intelligence saving throw to see through
inside of the sphere. Additionally, if a creature starts its turn the illusion you foist on it. On a failed saving throw, the
inside the sphere, you can increase its speed by 10 feet until creature can't make reactions until the start of its next turn,
the end of its turn. and immediately makes a melee weapon attack against a
creature of your choice within its reach.

11https://www.gmbinder.com/share/-LJQqmmqoYxbIWEkrumn 11/15
6/9/2019 Disciple v2.0 | GM Binder
Ideal: Stoicism. Expression is a powerful thing that is best
Raven's Gaze not used frivolously. Speak and act when your words and
An eye for an eye leaves the world blind, but no wrong ever actions further your path, and make sure each word strikes
truly escapes the raven's gaze. Disciples of the Raven's Gaze with the impact of a falling boulder.
discipline allow no slight against them or their compatriots Signature Art: Dragon Sentinel. As a bonus action, you
to go unpunished. Techniques of the Raven's Gaze revolve cause a Medium dragon statue to emerge in an unoccupied
around instilling fear in your assailants before bringing space within 30 feet of you, lasting for 1 minute or until you
them down. lose concentration (as if you were concentrating on a spell).
Ideal: Revenge. You have been wronged. If you haven't The dragon statue is a magical object that occupies its
been, you will be. It is your charge to turn your ire upon space. It has an AC of 13 + your Wisdom modifier, and a
those who sought to bring you down, and take from them number of hit points equal to twices your disciple level. It is
that which you are owed. They tried to bring you to your immune to poison damage, psychic damage, and all
knees, but now you are hoisted up by the black wings of conditions. If it is forced to make an ability check or a saving
vengeance. throw, treat all its ability scores as 10 (+0). The area within 10
Signature Art: Will of the Conspiracy. As a bonus action, feet of the dragon is considered difficult terrain. As a bonus
you can force a creature you can see to make a Wisdom action on subsequent turns, you can make the dragon move
saving throw. On a failure, the target's vision and hearing is up to 15 feet.
overtaken by a swarm of ravens. Until the end of your next If you summon the dragon within 5 feet of a creature, and
turn, it is deafened and perceives the area beyond a 10 foot as a reaction whenever a creature moves within 5 feet of it,
radius around it to be magical darkness. If you start your you can cause the dragon to make a melee spell attack
turn outside of this radius, you can use your bonus action to against that creature. On a hit, it deals an amount magical
teleport into an unoccupied space inside of it. If a target piercing damage equal to 1d8 + your Wisdom modifier, and
succeeds on its saving throw, the target has no hint that you their speed is halved until the end of the turn.
tried to use this art on it.
Techniques
Techniques Roots of the Earth (2nd Level). When an effect would
Gaze of the Flock (2nd Level). When a creature you can see knock you prone or move you against your will, you can
within 30 feet of you damages you or forces you to make a spend 1 tempo point to hook into the earth. Until the end of
saving throw, you can use your reaction and spend 2 tempo your next turn, you can't be be knocked prone or moved
points to force it to make a Wisdom saving throw. On a against your will, including against the original effect.
failure, it is frightened of you until the end of your next turn.
At the end of each of your turns while a creature is Mountain Hammer (5th Level). When you hit a creature
frightened of you in this way, you can spend 1 tempo point to with a melee weapon attack, you can spend 2 tempo points to
force the creature to make another Wisdom saving throw. On embed it into a fissure below it. The target must make a
a failure, the creature remains frightened of you until the Strength saving throw. On a failure, the target is knocked
end of your next turn. prone. If the target is already prone, it is instead restrained
until the end of its next turn.
Unkindness In Turn (5th Level). You can spend your bonus
action and 2 tempo points to teleport to a creature within 30 Earthbound (11th Level). As an action, you can spend 3
feet of you that is frightened of you. That creature must tempo points to petrify yourself until the start of your next
make a Wisdom saving throw. On a failure, it becomes turn. While petrified in this way, any damage you take is
paralyzed with fear until the start of their turn. halved, and your form can't be changed.
Additionally, the earth around your feet attempts to encase
Futility (11th Level). Once on each of your turns when you those around you. Each creature within 15 feet of you must
hit a creature with a melee weapon attack, you can spend 1 make a Dexterity saving throw. On a failure, that creature is
tempo point and have it make a Wisdom saving throw. On a restrained until the end of your next turn.
failure, its speed is halved, and it has disadvantage on saves
against becoming frightened until the end of their next turn. Breath of Ages (17th Level). As an action, you can spend 5
tempo points to exhale an eroding mist that originates from
Vengeance of the Swarm (17th Level). A black mist of either you or your Dragon Sentinel. All creatures in a 60-foot
ethereal ravens surges from you to enact your revenge. cone, which spreads around corners, must make a
When a creature damages you, you can use your reaction Constitution saving throw. On a failure, the creature's body
and spend 4 tempo points to cause that creature to lose hit becomes heavy and sluggish until the end of your next turn.
points equal to the amount of damage you took (maximum of For the duration, the creature's speed is halved, and it can't
40 damage). use reactions. On its turn, it can use either an action or a
bonus action, not both. Regardless of the creature's abilities
Stone Dragon or magic items, it can't make more than one melee or ranged
attack during its turn.
Like the plates that shift about the world's surface, you leave
Once per turn, when you hit a sluggish creature with a
a lasting impact on every person you encounter. Followers of
melee weapon attack, you can force it to make a Constitution
the Stone Dragon discipline put great thought that each
saving throw. On a failure, the target becomes petrified until
spoken word and each action belonging to them is not glib.
the end of your next turn.
Techniques of the Stone Dragon disciple focus on using the
earth to keep you centered, and landing decisive blows.

https://www.gmbinder.com/share/-LJQqmmqoYxbIWEkrumn 12/15 12
6/9/2019 Disciple v2.0 | GM Binder

Titan Fury
The path of the warrior is full of rivals and obstacles.
Followers of the Titan Fury discipline make it their goal to
shatter the competition and make it clear that their power is
absolute. Techniques of the Titan Fury discipline focus on
demolishing the weak and cowardly and ripping through
attempts at stopping your advance.
Ideal: Power. It is not enough to merely defeat your
enemies; you must overcome them and demonstrate the gap
in your abilities. You must prove to yourself and to the world
that your might is unrivaled.
Signature Art: Blood of the Ancients. As a bonus action,
you can bolster your form. You gain temporary hit points
equal to your Wisdom modifier + half your disciple level,
which last for 1 minute (rounded up, minimum 1).
For as long as you have these temporary hit points,
whenever you make a Strength check or saving throw and
you roll a number below half your Wisdom score on a d20,
you can treat the roll as half your Wisdom score.
Starting at 5th level, for as long as you have these
temporary hit points, your size increases to Large if you are
Credits
not already Large or bigger. This means that your size The Disciple class is made by Izzy#9070 (/u/InfKore). This
doubles in all dimensions, and your weight is multiplied by class would not be possible without the assistance, input, and
eight. Your equipment grows to match your new size. If there support from the people of the Discord of Many Things, the
isn't enough room for you to double your size, you attain the official discord for /r/UnearthedArcana. I want to offer
maximum possible size in the space available. special thanks to Caim, Jay, Jaek, GenuineBeliever, Layhnet,
Moddy, Marceline, QalarValar SwordMeow, BladeBotEU, 3A,
Technique and all the other countless wonderful people who helped me
Power Overwhelming (2nd Level). When you hit a target along the way.
with a melee weapon attack, you can use your bonus action The “Disciple” is unofficial Fan Content permitted under
and spend up to 5 tempo points. The target is pushed the Fan Content Policy. Not approved/endorsed by Wizards.
backwards 5 feet for every point of tempo you spent. Portions of the materials used are property of Wizards of the
If this movement would force the target to impact a Coast. ©Wizards of the Coast LLC.
creature, object, or structure, then it and whatever it collided This document was made and formatted using GMBinder,
with take 1d6 bludgeoning damage for every 5 feet of forced and the artwork was edited in photoshop, with the
movement remaining (minimum of no damage). watercolor effects courtesty of Brusheezy's "Free Hi-Res
Watercolor Photoshop Brushes."
Cull the Meek (5th level). Those who seek to mar you
without facing you deserve a swift punishment. When a
creature you cannot see hits you or a creature hits you with Art Credits
a ranged attack, you can use your reaction and spend 3
The Disciple Class Symbol, by /u/Modstin
tempo points to reduce that damage by 1d10 + your Wisdom
modifier, and then force that creature to succeed on a
Mauve, by Camila Vielmond
Wisdom saving throw or take psychic damage equal to the Last Woman Standing, by Jarreau Wimberly
amount you reduced. Waterfall and Floating Island, by Nathaneal M
Silveria pose, by Angelica Alieva
Titan's Will (11th Level). At the start of your turn, you can
spend 4 tempo points to remove one of the following
Fisherman's Village
conditions from yourself: blinded, charmed, deafened, Official Fate/Stay Night Artwork, by Type-Moon
frightened, incapacitated, paralyzed, poisoned, or stunned. Indian Dancer, by LifelessMech
Free Sword Clipart
Arduous Wrath (17th Level). As an action, you can spend 4
tempo points and slam your weapon into the earth. Every Amevius Fiscaro, by Phong Anh
creature in a 15-foot cone in front of you must make a Irelia, by Jessica Oynheart
Constitution saving throw or be stunned until the end of Fairy Tale (Беларуская казка), by Viktor Apanasovič
your next turn. Footer, by Kamidio on the Discord of Many Things

13https://www.gmbinder.com/share/-LJQqmmqoYxbIWEkrumn 13/15
6/9/2019 Disciple v2.0 | GM Binder

Changelog for v2.1


Hit dice increased to 1d10
Protection Fighting Style was dropped in favor of Defense
The Wisdom bonus to Initiative was moved to 6th level
Stone Dragon's Signature Art was buffed
Coursing Ember's Signature Art, 1st-level, 5th-level and
17th-level techniques have been redone.
Howling Gale's Gale Surge has been made concentration.
Howling Gale's Driving Wind is now ally-friendly, and
you can choose to fail the saving throw.
Titan's Fury's Arduous Wrath was redone.

https://www.gmbinder.com/share/-LJQqmmqoYxbIWEkrumn 14/15
  6/9/2019 Disciple v2.0 | GM BinderThis document was lovingly created
using GM Binder.

If you would like to support the GM Binder developers,


consider joining our Patreon community.
WWW.GMBINDER.COM

https://www.gmbinder.com/share/-LJQqmmqoYxbIWEkrumn 15/15

You might also like