Munimasa
2016-08-18, 07:23 AM
Okay so I always like to multiclass Monk/Rogue but had an annoying progression so I made this to try and balance a permanent mix between the two, It has nothing really to do with either and the flavor text is still gibberish, but the class it self is good and done.
It is originally made to work with a Homebrew Race of melancholic anthromorphic rabbits but it works on its own.
the race(Taoshu) is heavily inspired by the asian culture and uses some none standard weapons which is also listed.
first some new Properties -
Keen: Weapons with this property has its Threat Range increased by 1(score a critical hit on a roll of 19 or 20). Note: if you gain increased Threat Range from another source this stacks with it.
Variable: Weapons with this property can be used to deal different type of damage. A damage type in a parentheses with this property - the damage type may be used to inflict damage instead of the listed damage type.
1-H: Weapons with this property behave differently while wielded in one hand. The properties in the parentheses is active while the weapon is wielded in one hand.(1-H and 2-H nearly exclusively exist on weapons with Versatile)
2-H: Weapons with this property behave differently while wielded with two hands. The properties in the parentheses is active while the weapon is wielded with two hands.
Exotic: Weapons with this property gives the user Disadvantage when used without Proficiency.
The weapons themselves are pretty much re-skins of existing weapons and will be listed as such with their adjust
Nodachi: Greatsword, Keen, Exotic
Katana: LongSword, Keen, 2-H(Finesse), Exotic
Wakizashi: Shortsword, Keen, Variable(Slashing), Exotic
Tanto: Dagger, Keen, Variable(Slashing), Exotic
The body of a Disciple easily turn the enemy weapon away or even resists the blow from a weapon that reaches it, all before the Disciple lunges forward and strike the target,all at a supernatural speed. Obstacles such as walls, difficult terrain or even being knocked down is mere inconveniences and even the mind of others can be infiltrated and in the most extreme cases, controlled.
The Half-elf stands atop a balcony of the night-lit castle, draped in a full length cloak, scouting the hall below. In a fractionated instant she steps through the shadow to the lower level and lightly taps the guard only to disappear back to the balcony, now she sees with the guard’s eyes and only have to wait for a clear path to be revealed and then her debt to the Network will be paid, though the blackmail she had gained was definitely worth a small task such as this one.
A Dragon-Born in full plate armor climbs up from the sheer cliff wall without a pearl of sweat, swipes the cloak away with one hand and commands a variety of swords and knives to hover and then disperse with the other, all before drawing a massive curved blade. As the fighting progress the enemy realizes their attacks hardly scratches the slight layer of Chakra covering the Dragon-Born and is met with an attack no matter where they run as the weapons move with the slightest wave of the hand of the plated disciple.
The robe clad human rises from the seat she have had occupied for the last 200 years, having been sitting quietly meditating, to send an externalized wave of Chakra from her hands to the massive stone door, shattering it to to pebbles, the snarl of the rightly surprised Gnoll party doesn't make her flinch the least, though the weapon that appears in her hand does makes the Gnoll tilt their head with a concerned grunt.
Hit Dice: 1d8 per Disciple level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Disciple level after 1st
Armor: none
Weapon: Simple Weapons, All Taoshu Weapons
Tools: none
Saving Throws: Dexterity/Wisdom
Skills: Choose two from: Athletics, Acrobatics, Investigation, Insight, Medicine, Perception
A) Katana & Wakizashi. B) Nodachi & Tanto. C) Any one Taoshu Weapon
A) Explorer's Pack. B) Dungeoneer's Pack
Chakra:
At 1st level your training allows you to harness the mystic energy of Chakra.
Your access to this energy is represented by a Chakra Die.
At 1st level you have 1d4, at 6th it becomes 2d6, at 11th 3d8, at 16th 4d10.
You can spend these Chakra Dice on various effects and when the effect resolves the spent Chakra Dice returns. For effects that last for an undetermined amount of time you can choose to end the effect at will and the Chakra returns immediately.
You may not activate the same effect twice in the same instance.
when you spend a Chakra Die on Unerring Strike the Chakra Die returns when the attack resolves, When you spend it on an effect Eight Spider Walk the effect ends when you choose to end it and then immediately returns the Chakra Die.
If you become Unconscious or if you sleep all Chakra Dice are returned and their effects end.
For any effect in Divine Arts or Chakra Strike, the save DC is: 8 + Proficiency Bonus + Wisdom Modifier
Chakra Arts:
These abilities cannot be used while wearing Armor or Shield.
Second Strike: You may Spend a Chakra Die to be able to make an attack as a Bonus Action.
Superior Mobility: At the start of your Turn you may spend a Chakra Die to gain +20 ft. movement until the end of your Turn.
Unerring Strike: When you make an Attack you may Spend a Chakra Die to add your Dexterity Modifier(min. 1) to the attack roll on the attack.
Steel Body: When you are attacked, you can spend a Chakra Die to gain Resistance to either Slashing, Piercing or Bludgeoning against the attack.
Superior Deflection: When you are attacked, you may spend a Chakra Die gain a bonus to AC equal to your Dexterity Modifier against the attack.
Rejecting Attunement: When you are attacked, you may Spend a Chakra Die to gain Advantage on any roll made to resist an effect caused by the attack.
(also applies to spells and similar abilities)
Divine Arts:
Starting at 1st level, you gain access to a Divine Arts. To use these Arts you must complete a Short rest.
When you begin a Long or Short Rest, fall unconscious, fall asleep or at your will, your active Divine Art ends.
You may only activate one Divine Art when you finish the Short Rest.
Heavenly Recursion Method: You have an Additional Chakra Die while this is Active.
Kaleidoscopic Life Extension: You do not need to eat, drink,sleep and breath while this is active. You don’t age either. (all of those needs are suspended)
Banishing Spirit Ward: You may spend an Action to cure yourself of one Poison, Disease, Blinded or Deafened effect while this is active.
Wingless Flight Release: Your High Jump and Long Jump distance is Tripled and always count as having a running start while this is active.
Heavenly Rejuvenation Method: at the start of your Turn you may use one Hit Dice as though you had completed a Short Rest.
Insightful Mind Extension: you may gain Proficiency with any one Skill or Tool while this is active.
(you choose the Proficiency when you activate this Divine Art)
Evil Ghost Ward: You may become immune to Frightened,Charmed and have resistance to Psychic damage while this is active.
Ghostly Body Release: You may attempt to Hide while only in Lightly Obscured or in Dim Light and you double your Proficiency Bonus to Dexterity(Stealth) checks while this is active.
Eight Spider Walk:
Beginning at 2nd level, you may spend a Chakra Die as an Action or Bonus Action or Reaction to gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving no more than one hand free.
Disciple Path:
When you reach 3rd level, you commit yourself to a disciple path: Infiltrator, Swordsman or Mystic. All detailed at the end of the class description. Your path grants you features at 3rd level and again at 6th, 11th and 17th level.
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.
Striking Flow:
Beginning at 5th level, you can at the Start of your Turn spend up to 4 Chakra Dice, until the End of your Turn you may make a number of additional Attacks when taking the Attack Action equal to the number of Chakra Dice Spend for this effect.
All Chakra Dice returns at the end of your Turn
Mystic Parkour:
At 5th Level, you may spend a Chakra Die as an Action or Bonus Action or Reaction to ignore the effects of moving through non magical difficult terrain and treat your Speed as though it is Ground, Crawl and Climb speed. while this is in effect you may also stand up from prone and mount a creature by spending 5 ft. speed instead of the normal cost.
Whispering Echo:
At 7th level, you may spend a Chakra Die as an Action to touch a willing target. If you do you and the target may communicate telepathically at will.
you may end any number of this effect at will. If your target becomes unconscious, incapacitated or dies the effect automatically ends.
You cannot use this to communicate with creatures that doesn’t have a language even if they are willing.
Chakra Conversion:
At 9th level when you finish a Short Rest you may spend up to 4 Hit-Dice to have an additional Chakra Die per Hit-Dice spent until you begin a Short or Long Rest. Unlike normal Chakra Dice these do not return when there effect ends.
If these Chakra Dice are not spent before you begin a Short or Long Rest, they disappear.
Mind Sensory:
At 10th level, spend a Chakra Die as an Action to touch a target, if the target is unwilling or unknowing about you attempting this they must make a Wisdom save. if the target is willing or fails its saving throw you always know their general attitude towards their current focus, a person having a drink while enjoying the mellow mood is likely to feel “content” or “happy”, while a person that is deeply conflicted about his economics will feel “anxious” or “desperate”, a sleeping person also emits a feeling but a dead person does not, regardless of their condition you know the state while this effect is active. you may end any number of these effects at free will.
Vitality Boost:
Beginning at 13th level, at the start of your Turn you may spend any number of Chakra Die to gain 2 Chakra dice worth of Temporary HP per spent Chakra Die. Your Chakra Dice returns when your Temporary HP is gone or when you forgo the HP at will.
Counter Strike:
Beginning at 14th level, when you are attacked, you may Spend a Chakra Die to use your Reaction to make a melee attack against the attacker.
this attack happens simultaneously with the attackers and the attack must be within the reach of your weapon.
Hunter Sensory:
At 15th level, you may spend a Chakra Die as an Action to touch a target, if the target is unwilling or unknowing about you attempting this they must make a Wisdom save. If the target is willing or fails its saving throw you always know the direction of the location towards the affected target as long as the target is on the same plane of existence, you also know when the target is within 30 ft. of you.
You may end any number of these effects at will, and the effect ends when the target is dead or enters another plane of existence.
Chakra Sensory:
At 18th level, you may Spend a Chakra Die as an Action, Bonus Action or Reaction to gain Blindsight(60 ft.). You may end this effect at will.
Possession:
At 20th level, you may spend a Chakra Die as an Action to touch a target, if the target is unwilling or unknowing about you attempting this they must make a Wisdom save. if the target is willing or fails the saving throw you can control their actions for the round this is done as an Action which directs all of their activity during the round. At the end of each turn you took control of the target they may repeat the saving throw.
You may not have more than one target affected by this ability and can end its effect at will.
The target is very much aware that an outside force had controlled them and what they have done and will to an extent attempt to seek revenge.
A target that succeeds the initial saving throw is immune to this ability until you have completed a Long Rest.[/SIZE]
Chakra Strike:
Beginning at 3rd level, when you make an attack you may up to 5 Chakra Dice to deal 2d6 additional damage of the same type as your weapon per Chakra Die Spent. you may only use a melee weapon or a thrown weapon to make this attack.
Shadow Walk:
At 6th level, you gain the ability to step from one shadow into another.
When you are in Dim Light or Darkness, you may spend a Chakra Die as a Bonus Action to 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.
Third Eye Sensory:
Beginning at 11th level you may touch an individual as an Action and spend a Chakra Die, if the target is unwilling it must succeed a Wisdom saving Throw to resist this ability. if the target is willing or fails the saving throw you can see whatever the affected individual sees. if you have this effect active during combat you have Disadvantage on attacks and takes -4 to your AC. You can end this effect at will.
Since you can see through the target's eyes you may teleport to a location your target sees, if it is within 60 ft. of you.
Shadow Network:
Beginning at 17th level, you gain access to a dark network hidden in the disciple orders and holdings.
This network specialize in less reputable activities and can be helpful while in their good graces.
You may spend an Inspiration Point to gain one of the following benefits:
- One piece of significant Blackmail information on a publicly known member of a Society, this is always convincing enough for the target to perform favors that would risk the life of those near the target or cost him/her at least 50% of his/her wealth.
- Up to 50 GP worth of readily available Items, these items is loaned and must be returned unless they are consumables.
- One set of perfectly forged documents, this can withstand all but the most persistent scrutiny.
Location of one individual or group, this location is always true but the located target or group may have moved on since.
- A fence that can move up to 200 GP worth of stolen goods with no trace to you.
If the GM decides you cannot use the Inspiration Point for the effect chosen and if he/she does, your Inspiration Point is not spent.
If the GM wishes he/she can require you to succeed a DC 15 Wisdom(Investigation) roll to locate a member or location while in a metropolitan area.
The GM can waive the Inspiration Point cost and make the ability unusable until a favor have been repaid to the Network.
Swordman's Proficiency:
Beginning at 3rd level you gain Proficiency with all Armors and you may use Chakra Arts while wearing Armor.
Dancing Swords:
Beginning at 6th level, you may imbue a weapon you are wielding with Chakra as an Action. While the weapon is imbued it becomes alive and can be used to attack.The weapon may occupy the same space as another creature unless the creature is 2 sizes larger than you. You can make it attack a target within the reach of the weapons position as a replacement for one of your own attacks, and you may move the weapon by spending your own movement, though the weapon ignores difficult terrain. you may have up to 4 weapons imbued at a time and may end any number of imbuements at will. each weapon must be one-handed or be held one handed if it is versatile.
Rushing Armaments:
Beginning at 11th level, you may, as an Action, move each imbued weapon up to number of feet equal your own speed.
In addition, at all times when an ally or yourself, occupies a space with an imbued weapon you and/or an ally gain +2 to the AC.
this bonus AC cannot stack with itself.
Violent Blade Storm:
Beginning at 17th level, as an Action you may make each imbued weapon attack every enemy within the individual weapons reach, you only roll once per weapon for the attack and can only make melee attacks. [/SIZE]
Chakra Weaponry:
Beginning at 3rd level, you may spend a Chakra Die as an Action, to create a melee weapon made of Chakra.
The weapon acts for all intents and purpose the same way as it's crafted counterpart, but you can dismiss any weapon at will.
Chakra Wave:
Beginning at 6th level, you may spend up to 4 Chakra Dice as an Action to create a wave of energy.
every target in a 50 ft. line takes 1 Chakra Dies worth of Force damage per Chakra Die spent, those who succeed a Dexterity save takes half.
Greater Divine Arts:
Beginning at 11th level, While you have a Divine Art active, you may spend a Chakra Die and touch a willing target to grant the target the the effect of your active Divine Art. the target is affected by the Divine Art as though they had activated it themselves.
You may end the effect on any target at will.
Superior Divine Arts:
Beginning at 17th level, when you complete a Short Rest you may activate two different Divine Arts.
That is it, hope you all like it, any feedback is welcome.
It is originally made to work with a Homebrew Race of melancholic anthromorphic rabbits but it works on its own.
the race(Taoshu) is heavily inspired by the asian culture and uses some none standard weapons which is also listed.
first some new Properties -
Keen: Weapons with this property has its Threat Range increased by 1(score a critical hit on a roll of 19 or 20). Note: if you gain increased Threat Range from another source this stacks with it.
Variable: Weapons with this property can be used to deal different type of damage. A damage type in a parentheses with this property - the damage type may be used to inflict damage instead of the listed damage type.
1-H: Weapons with this property behave differently while wielded in one hand. The properties in the parentheses is active while the weapon is wielded in one hand.(1-H and 2-H nearly exclusively exist on weapons with Versatile)
2-H: Weapons with this property behave differently while wielded with two hands. The properties in the parentheses is active while the weapon is wielded with two hands.
Exotic: Weapons with this property gives the user Disadvantage when used without Proficiency.
The weapons themselves are pretty much re-skins of existing weapons and will be listed as such with their adjust
Nodachi: Greatsword, Keen, Exotic
Katana: LongSword, Keen, 2-H(Finesse), Exotic
Wakizashi: Shortsword, Keen, Variable(Slashing), Exotic
Tanto: Dagger, Keen, Variable(Slashing), Exotic
The body of a Disciple easily turn the enemy weapon away or even resists the blow from a weapon that reaches it, all before the Disciple lunges forward and strike the target,all at a supernatural speed. Obstacles such as walls, difficult terrain or even being knocked down is mere inconveniences and even the mind of others can be infiltrated and in the most extreme cases, controlled.
The Half-elf stands atop a balcony of the night-lit castle, draped in a full length cloak, scouting the hall below. In a fractionated instant she steps through the shadow to the lower level and lightly taps the guard only to disappear back to the balcony, now she sees with the guard’s eyes and only have to wait for a clear path to be revealed and then her debt to the Network will be paid, though the blackmail she had gained was definitely worth a small task such as this one.
A Dragon-Born in full plate armor climbs up from the sheer cliff wall without a pearl of sweat, swipes the cloak away with one hand and commands a variety of swords and knives to hover and then disperse with the other, all before drawing a massive curved blade. As the fighting progress the enemy realizes their attacks hardly scratches the slight layer of Chakra covering the Dragon-Born and is met with an attack no matter where they run as the weapons move with the slightest wave of the hand of the plated disciple.
The robe clad human rises from the seat she have had occupied for the last 200 years, having been sitting quietly meditating, to send an externalized wave of Chakra from her hands to the massive stone door, shattering it to to pebbles, the snarl of the rightly surprised Gnoll party doesn't make her flinch the least, though the weapon that appears in her hand does makes the Gnoll tilt their head with a concerned grunt.
Hit Dice: 1d8 per Disciple level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Disciple level after 1st
Armor: none
Weapon: Simple Weapons, All Taoshu Weapons
Tools: none
Saving Throws: Dexterity/Wisdom
Skills: Choose two from: Athletics, Acrobatics, Investigation, Insight, Medicine, Perception
A) Katana & Wakizashi. B) Nodachi & Tanto. C) Any one Taoshu Weapon
A) Explorer's Pack. B) Dungeoneer's Pack
Chakra:
At 1st level your training allows you to harness the mystic energy of Chakra.
Your access to this energy is represented by a Chakra Die.
At 1st level you have 1d4, at 6th it becomes 2d6, at 11th 3d8, at 16th 4d10.
You can spend these Chakra Dice on various effects and when the effect resolves the spent Chakra Dice returns. For effects that last for an undetermined amount of time you can choose to end the effect at will and the Chakra returns immediately.
You may not activate the same effect twice in the same instance.
when you spend a Chakra Die on Unerring Strike the Chakra Die returns when the attack resolves, When you spend it on an effect Eight Spider Walk the effect ends when you choose to end it and then immediately returns the Chakra Die.
If you become Unconscious or if you sleep all Chakra Dice are returned and their effects end.
For any effect in Divine Arts or Chakra Strike, the save DC is: 8 + Proficiency Bonus + Wisdom Modifier
Chakra Arts:
These abilities cannot be used while wearing Armor or Shield.
Second Strike: You may Spend a Chakra Die to be able to make an attack as a Bonus Action.
Superior Mobility: At the start of your Turn you may spend a Chakra Die to gain +20 ft. movement until the end of your Turn.
Unerring Strike: When you make an Attack you may Spend a Chakra Die to add your Dexterity Modifier(min. 1) to the attack roll on the attack.
Steel Body: When you are attacked, you can spend a Chakra Die to gain Resistance to either Slashing, Piercing or Bludgeoning against the attack.
Superior Deflection: When you are attacked, you may spend a Chakra Die gain a bonus to AC equal to your Dexterity Modifier against the attack.
Rejecting Attunement: When you are attacked, you may Spend a Chakra Die to gain Advantage on any roll made to resist an effect caused by the attack.
(also applies to spells and similar abilities)
Divine Arts:
Starting at 1st level, you gain access to a Divine Arts. To use these Arts you must complete a Short rest.
When you begin a Long or Short Rest, fall unconscious, fall asleep or at your will, your active Divine Art ends.
You may only activate one Divine Art when you finish the Short Rest.
Heavenly Recursion Method: You have an Additional Chakra Die while this is Active.
Kaleidoscopic Life Extension: You do not need to eat, drink,sleep and breath while this is active. You don’t age either. (all of those needs are suspended)
Banishing Spirit Ward: You may spend an Action to cure yourself of one Poison, Disease, Blinded or Deafened effect while this is active.
Wingless Flight Release: Your High Jump and Long Jump distance is Tripled and always count as having a running start while this is active.
Heavenly Rejuvenation Method: at the start of your Turn you may use one Hit Dice as though you had completed a Short Rest.
Insightful Mind Extension: you may gain Proficiency with any one Skill or Tool while this is active.
(you choose the Proficiency when you activate this Divine Art)
Evil Ghost Ward: You may become immune to Frightened,Charmed and have resistance to Psychic damage while this is active.
Ghostly Body Release: You may attempt to Hide while only in Lightly Obscured or in Dim Light and you double your Proficiency Bonus to Dexterity(Stealth) checks while this is active.
Eight Spider Walk:
Beginning at 2nd level, you may spend a Chakra Die as an Action or Bonus Action or Reaction to gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving no more than one hand free.
Disciple Path:
When you reach 3rd level, you commit yourself to a disciple path: Infiltrator, Swordsman or Mystic. All detailed at the end of the class description. Your path grants you features at 3rd level and again at 6th, 11th and 17th level.
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.
Striking Flow:
Beginning at 5th level, you can at the Start of your Turn spend up to 4 Chakra Dice, until the End of your Turn you may make a number of additional Attacks when taking the Attack Action equal to the number of Chakra Dice Spend for this effect.
All Chakra Dice returns at the end of your Turn
Mystic Parkour:
At 5th Level, you may spend a Chakra Die as an Action or Bonus Action or Reaction to ignore the effects of moving through non magical difficult terrain and treat your Speed as though it is Ground, Crawl and Climb speed. while this is in effect you may also stand up from prone and mount a creature by spending 5 ft. speed instead of the normal cost.
Whispering Echo:
At 7th level, you may spend a Chakra Die as an Action to touch a willing target. If you do you and the target may communicate telepathically at will.
you may end any number of this effect at will. If your target becomes unconscious, incapacitated or dies the effect automatically ends.
You cannot use this to communicate with creatures that doesn’t have a language even if they are willing.
Chakra Conversion:
At 9th level when you finish a Short Rest you may spend up to 4 Hit-Dice to have an additional Chakra Die per Hit-Dice spent until you begin a Short or Long Rest. Unlike normal Chakra Dice these do not return when there effect ends.
If these Chakra Dice are not spent before you begin a Short or Long Rest, they disappear.
Mind Sensory:
At 10th level, spend a Chakra Die as an Action to touch a target, if the target is unwilling or unknowing about you attempting this they must make a Wisdom save. if the target is willing or fails its saving throw you always know their general attitude towards their current focus, a person having a drink while enjoying the mellow mood is likely to feel “content” or “happy”, while a person that is deeply conflicted about his economics will feel “anxious” or “desperate”, a sleeping person also emits a feeling but a dead person does not, regardless of their condition you know the state while this effect is active. you may end any number of these effects at free will.
Vitality Boost:
Beginning at 13th level, at the start of your Turn you may spend any number of Chakra Die to gain 2 Chakra dice worth of Temporary HP per spent Chakra Die. Your Chakra Dice returns when your Temporary HP is gone or when you forgo the HP at will.
Counter Strike:
Beginning at 14th level, when you are attacked, you may Spend a Chakra Die to use your Reaction to make a melee attack against the attacker.
this attack happens simultaneously with the attackers and the attack must be within the reach of your weapon.
Hunter Sensory:
At 15th level, you may spend a Chakra Die as an Action to touch a target, if the target is unwilling or unknowing about you attempting this they must make a Wisdom save. If the target is willing or fails its saving throw you always know the direction of the location towards the affected target as long as the target is on the same plane of existence, you also know when the target is within 30 ft. of you.
You may end any number of these effects at will, and the effect ends when the target is dead or enters another plane of existence.
Chakra Sensory:
At 18th level, you may Spend a Chakra Die as an Action, Bonus Action or Reaction to gain Blindsight(60 ft.). You may end this effect at will.
Possession:
At 20th level, you may spend a Chakra Die as an Action to touch a target, if the target is unwilling or unknowing about you attempting this they must make a Wisdom save. if the target is willing or fails the saving throw you can control their actions for the round this is done as an Action which directs all of their activity during the round. At the end of each turn you took control of the target they may repeat the saving throw.
You may not have more than one target affected by this ability and can end its effect at will.
The target is very much aware that an outside force had controlled them and what they have done and will to an extent attempt to seek revenge.
A target that succeeds the initial saving throw is immune to this ability until you have completed a Long Rest.[/SIZE]
Chakra Strike:
Beginning at 3rd level, when you make an attack you may up to 5 Chakra Dice to deal 2d6 additional damage of the same type as your weapon per Chakra Die Spent. you may only use a melee weapon or a thrown weapon to make this attack.
Shadow Walk:
At 6th level, you gain the ability to step from one shadow into another.
When you are in Dim Light or Darkness, you may spend a Chakra Die as a Bonus Action to 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.
Third Eye Sensory:
Beginning at 11th level you may touch an individual as an Action and spend a Chakra Die, if the target is unwilling it must succeed a Wisdom saving Throw to resist this ability. if the target is willing or fails the saving throw you can see whatever the affected individual sees. if you have this effect active during combat you have Disadvantage on attacks and takes -4 to your AC. You can end this effect at will.
Since you can see through the target's eyes you may teleport to a location your target sees, if it is within 60 ft. of you.
Shadow Network:
Beginning at 17th level, you gain access to a dark network hidden in the disciple orders and holdings.
This network specialize in less reputable activities and can be helpful while in their good graces.
You may spend an Inspiration Point to gain one of the following benefits:
- One piece of significant Blackmail information on a publicly known member of a Society, this is always convincing enough for the target to perform favors that would risk the life of those near the target or cost him/her at least 50% of his/her wealth.
- Up to 50 GP worth of readily available Items, these items is loaned and must be returned unless they are consumables.
- One set of perfectly forged documents, this can withstand all but the most persistent scrutiny.
Location of one individual or group, this location is always true but the located target or group may have moved on since.
- A fence that can move up to 200 GP worth of stolen goods with no trace to you.
If the GM decides you cannot use the Inspiration Point for the effect chosen and if he/she does, your Inspiration Point is not spent.
If the GM wishes he/she can require you to succeed a DC 15 Wisdom(Investigation) roll to locate a member or location while in a metropolitan area.
The GM can waive the Inspiration Point cost and make the ability unusable until a favor have been repaid to the Network.
Swordman's Proficiency:
Beginning at 3rd level you gain Proficiency with all Armors and you may use Chakra Arts while wearing Armor.
Dancing Swords:
Beginning at 6th level, you may imbue a weapon you are wielding with Chakra as an Action. While the weapon is imbued it becomes alive and can be used to attack.The weapon may occupy the same space as another creature unless the creature is 2 sizes larger than you. You can make it attack a target within the reach of the weapons position as a replacement for one of your own attacks, and you may move the weapon by spending your own movement, though the weapon ignores difficult terrain. you may have up to 4 weapons imbued at a time and may end any number of imbuements at will. each weapon must be one-handed or be held one handed if it is versatile.
Rushing Armaments:
Beginning at 11th level, you may, as an Action, move each imbued weapon up to number of feet equal your own speed.
In addition, at all times when an ally or yourself, occupies a space with an imbued weapon you and/or an ally gain +2 to the AC.
this bonus AC cannot stack with itself.
Violent Blade Storm:
Beginning at 17th level, as an Action you may make each imbued weapon attack every enemy within the individual weapons reach, you only roll once per weapon for the attack and can only make melee attacks. [/SIZE]
Chakra Weaponry:
Beginning at 3rd level, you may spend a Chakra Die as an Action, to create a melee weapon made of Chakra.
The weapon acts for all intents and purpose the same way as it's crafted counterpart, but you can dismiss any weapon at will.
Chakra Wave:
Beginning at 6th level, you may spend up to 4 Chakra Dice as an Action to create a wave of energy.
every target in a 50 ft. line takes 1 Chakra Dies worth of Force damage per Chakra Die spent, those who succeed a Dexterity save takes half.
Greater Divine Arts:
Beginning at 11th level, While you have a Divine Art active, you may spend a Chakra Die and touch a willing target to grant the target the the effect of your active Divine Art. the target is affected by the Divine Art as though they had activated it themselves.
You may end the effect on any target at will.
Superior Divine Arts:
Beginning at 17th level, when you complete a Short Rest you may activate two different Divine Arts.
That is it, hope you all like it, any feedback is welcome.