Shaolin

Lv6:Gain access to Shaolin Techniques--You can grant Shaolin Techniques to allies that are near you
Lv7:You can use mana to up the damage die*¹ --You can apply up to your casting level at the start of your turn for your next spell
Lv8:While you are wearing no armor and not wielding a shield, gain Unarmored Guard*² --Subtract your DEX modifier from damage that hits your Guarded AC
Lv9:Upon landing an Attack you can follow up*3 with an Unarmed Attack on a Free Action--You can follow up with a Melee Attack
Lv10:On a Reaction, when you take damage you can activate Divine Haste*4 once per Long Rest--If you ever take more than half your remaining health while Lethargic you reenter Divine Haste
Lv11:You can make Wisdom or Intelligence Saving Throws from Magical Attacks become Dexterity Saving Throws--All attacks
Lv12:On a Reaction you can move up to 30 feet to land an Unarmed Attack on a Target-- Can also be done on a Bonus Action
Lv13: When succeeding a Dexterity Saving Throw against a Magical Effect*5 you avoid the effect entirely--any Effect
Lv14:When landing an Unarmed Attack on a target lower the number required for you to land a Critical Hit by one this round-- Any Attack
Lv15:Amplifiy all Shaolin abilities
Lv16:Gain an Epic Boon
Lv17:
Lv18:
Lv19:
Lv20:

Shaolin Techniques

By fusing mana with disciplined movement, you forge ancient monastic techniques into a powerful martial art.

  • When you attack on a Bonus Action for 2 additional mana you can add an additional melee attack. You can use additional mana to increase the attack roll, 1 per mana
  • On your action you can expend 2 mana to channel Infused Sidestep, while concentrating you can, on a reaction avoid any attack fully by making a Dexterity Saving Throw against the attack. On a success you move to a new square out of the damage range of the attack. This effect can apply to any attack that forces a Dexterity Saving Throw for an additional 2 mana
  • Gain Safety Step as a passive, when stepping over dangerous terrain you can expend one mana per 5 feet to be unaffected
 
 

*¹Uping the damage die refers to changing the dice you are rolling to deal damage. The upping effect is proportional to the dices total d4->d6 cost 2 mana, d12->d20 costs 8 mana
  *²Unarmored Guard give you an additional Guarding AC equal to your level, if someone passes your AC but not your Guarding AC you receive half damage
  *3You must have an open hand to follow up an attack. If you have no open hands upon landing an attack this ability does not trigger
*4 Divine Haste gives the following benefits for 3 turns- +3 Ac, an additional full action, +1 casting level and double movement speed. After the effect is lost become lethargic for 2 turns. *5 A magical effect is anything magical, trap, attack, AoE, etc. If it uses mana and has a Dexterity Save attached to it you can fully avoid it.

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