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Path to Enlightenment

3rd Level - Samsari Class

At 3rd level, you begin to travel along a path to true enlightenment, in the hopes of bringing about a spiritual awakening in others as well as yourself. Samsari can choose the path of the Boatman, King, or Shepherd. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.   Path of the Boatman

Path of the Boatman

Boatman samsari practice their art in tandem with others. They attempt to lead both by example, and by learning as well. A boatman accepts all teachings, and does what they can to bring others along on their own spiritual journey together, as equals.  

Expanded Spell List

Those who follow the path of the boatman can choose from an expanded list of spells when choosing a chakra spell. The following spells are added to the chakra spell list for you.:
Root
Bless
Sacral
Aid
Navel
Protection From Energy
Heart
Feign Death
Throat
Telepathic Bond
Third Eye
True Seeing
Crown
Foresight
 

Divine Blessing

When you choose this path at 3rd level, you can spend 2 ki points as an action to cast warding bond without needing material components. The duration of the spell lasts until you finish a short or long rest, unless you choose to end it as a bonus action.  

Spiritual Connection

Beginning at 6th level, you can spend 2 additional ki points when you use your Spirit Guide feature to grant all willing allies within 30 feet (including yourself) advantage on their first attack roll against the targeted creature until the beginning of your next turn.  

Aura of Serenity

Starting at 10th level, you can spend Hit Dice to heal creatures which spend at least 30 minutes of a short rest in your presence, and those creatures can spend Hit Dice to heal you.  

Inspiring Presence

Beginning at 14th level, you and any ally that spends the entirity of a long rest within 30 feet of you has its hit point maximum and current hit points increased by an amount equal to 4 times your ki ability modifier for 8 hours.  
 

Path of the King

Path of the King

King samsari seek their own enlightenment before that of others. A king's philosophy is that one cannot truly teach others until one knows the intricacies of life irsthand, and can only then guide others through their example and protect them with their power.  

Expanded Spell List

Those who follow the path of the king can choose from an expanded list of spells when choosing a chakra spell. The following spells are added to the chakra spell list for you:
Root
Bane
Sacral
Darkvision
Navel
Fear
Heart
Spirit Guardians
Throat
Dispell Evil and Good
Third Eye
Eyebite
Crown
Weird
 

Unarmored Defense

Beginning at 3rd level when you choose this path, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modi ier + your ki ability modi ier.  

Strike of the Heavens

Beginning at 6th level, you can spend 1 additional ki point when you use your Spirit Guide feature for yourself to add your ki ability modi ier to the damage roll of the irst successful attack you make before the end of your next turn.  

Aura of Power

Starting at 10th level, you and friendly creatures within 30 feet of you can't be frightened while you are conscious.  

Burst of Power

Beginning at 14th level, you can spend 3 ki points to cast enhance ability on yourself. When you do so, choose two effects of the spell, which you gain simultaneously for the duration of the spell.  
 

Path of the Shepherd

Path of the Shepherd

Shepherd samsari place the needs and spiritual journeys of others before themselves. A shepherd aspires to delay their own enlightenment and acquisition of power until other beings have begun their own spiritual journeys, counseling and protecting those that falter  

Expanded Spell List

Those who follow the path of the shepherd can choose from an expanded list of spells when choosing a chakra spell. The following spells are added to the chakra spell list for you:
Root
Charm Person
Sacral
Calm Emotions
Navel
Magic Circle
Heart
Death Ward
Throat
Legend Lore
Third Eye
Mass Suggestion
Crown
Reincarnate
 

Enhanced Power

Starting when you choose this path at 3rd level, you can take the Ready action to prepare yourself to use your Synergy ability. When you choose a creature's lacing form or spell to enhance, the number of ki points you spend to enhance their ability is reduced by 1.  

Spiritual Guidance

Beginning at 6th level, any time you use your Spirit Guide feature to assist another creature in combat, the creature adds your ki ability modi ier to its AC against the irst attack made against it until the beginning of your next turn.  

Shared Burden

Starting at 10th level, when you turn begins, you can choose to activate this ability. Until the beginning of your next turn, friendly creatures within 60 feet of you make all saving throws with advantage, and you have disadvantage on all saving throws you make.  

Take the Pain

Beginning at 14th level, as a reaction, you can take on one of the following conditions from a friendly creature within 30 feet of you: blinded, deafened, exhausted, paralyzed, or poisoned. The effect ends for the creature, and you are subject to the condition instead. You cannot use this ability if you already have the condition you wish to take on. You can only remove one level of exhaustion at a time with this ability. You cannot increase your exhaustion to sixth level with this ability.  
 


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