Way of the Quiet Beacon
Martial Inspiration: Shaolin Kung Fu (禅宗功夫)
Through stillness, harmony. Through posture, power. These martial artists become gravitational centers of grace, temples that walk. Inspired by the teachings of Zinzu, they see conflict as imbalance, and seek to correct it not with fury, but with unshakable form and radiant calm.
(Level 3)
Anchor of the Soul
Martial Arts Weapons:
You are proficient with wooden staff, iron rings, and butterfly swords. These are considered martial arts weapons for you.
Anchor Aura (Focus Feature)
As a bonus action, you can spend 1 Focus Point to activate your Anchor Aura for 1 minute. While active:
- Allies within 10 ft of you gain advantage on saving throws against being charmed or frightened.
- Hostile creatures in the aura have disadvantage on saving throws to resist being grappled, restrained, or shoved by you.
- If a hostile creature willingly moves more than 10 feet away from you, it must make a Wisdom saving throw (DC = 8 + Prof + Wis mod). On a failure, its speed becomes 0 until the start of its next turn.
The aura ends early if you are incapacitated or knocked prone.
At level 11, the radius increases to 20 feet.
(6th Level)
Step Between Thoughts
You can slip between perception and movement through meditative anticipation.
When a creature makes an attack roll against you, you can use your reaction and spend 1 Focus Point to vanish briefly, causing the attack to automatically miss.
You reappear within 5 feet of your original space immediately after.
You may use this a number of times equal to your Wisdom modifier (minimum 1), regaining all uses after a long rest.
(10th Level)
Harmonize the Field
Your trained serenity can restore inner alignment to those around you.
As an action, you can spend 2 Focus Points to choose any number of creatures within 30 feet. Each must make a Charisma saving throw (DC = 8 + Prof + Wis mod). On a failure:
- Any self-affecting magical conditions altering their form or mind (e.g., Polymorph, Dominate Person, Fear) are immediately ended, as if by Dispel Magic.
- They become Centered: For 1 minute, they cannot be moved against their will, and any attempt to teleport, banish, or plane shift them requires a Charisma saving throw. On a fail, the effect does nothing.
You may use this once per long rest without spending Focus. Additional uses require 2 Focus Points.
(14th Level)
Spirit Mandorla
You manifest the sacred ellipse of inner and outer truth.
As a bonus action, you may spend 3 Focus Points to create the Spirit Mandorla, a glowing 15-foot-radius field that lasts 1 minute. While active:
- You and allies inside are immune to being charmed, frightened, or possessed.
- All damage dealt to creatures inside (including you) is reduced by your Wisdom modifier (minimum reduction: 3).
- Hostile creatures that enter or end their turn inside the Mandorla must make a Wisdom saving throw. On a failure, they become Inwardly Stunned until the end of their next turn. While Inwardly Stunned, they may only Dodge or Speak, and cannot take reactions.
Once per long rest, you may activate Spirit Mandorla without spending Focus Points.
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