INTRO BLURB
Dedication to Duality
The unity between passion and study, Gakusha is a practice originating from the continent of Kamiashi with a focus on two dualities. Every force in the universe has its antithesis, and where these two meet there is synthesis, balance.
Authors and Philosophers
A wizard's magic is focused primarily on its study and academic practice. A bard's magic comes from their self-expression and weaving magic through their own lens. A Gakusha's magic is simultaneously both and neither of these, coming from a unity of personal philosophy and their dedication and passion to their craft. A primary philosophical question drives Gakusha through their studies and career, observing and studying as much of the world as they can and, in many ways, embodying that information as it informs and inspires their philosophy in their attempt to answer that question. Gakusha are authors, scholars, and philosophers of magic, the world, and the forces of the universe as they act upon one another.
Creating a Gakusha
The first steps onto the path of the gakusha are usually guided by a mentor or temple of fellow scholars and philosophers. Did you decide to join of your own will, becoming a passionate, bright-eyed and curious student? Were you forced into it, obstinate to the texts and teachings you were given before finally reaching a precipice where you either grew to accept them or abandoned them for another path?
While most gakusha learn under a mentor or train within a monastery, there are those who stumble across this path through self-discipline, scraps of research, and a desire for deeper enlightenment into the secrets of the world. How did your character stumble across their practice, and why did they decide to follow it? Through what lens do they look at the world, and what do they wish to obtain from it? What inspires them, and how does that accentuate the brushwork of their magic? What is it that drives your character to reach out to the world in search of answers?
hit dice:
1d6
hit points at 1st level:
6 + your Constitution modifier
hit points at higher levels:
1d6 (or 4) + your constitution modifier after level 1
armor proficiencies:
None
weapon proficiencies:
Simple weapons, Shortswords
tools:
Calligrapher's Supplies
saving throws:
Intelligence, Charisma
skills:
Choose two from Arcana, History, Insight, Medicine, Nature, Religion, and Persuasion
starting equipment:
- (a) A light crossbow and 20 bolts or (b) any simple weapon.
- (a) a scholar’s pack or (b) an explorer’s pack
- 30 sheets of parchment, 4 ounces of ink, and an ink pen
- Calligrapher’s Supplies
- A Master Scroll
spellcasting:
Your Master Scroll
You have a master scroll, the medium through which you record your findings, discoveries, insights into the world around you, and your spellcraft. The spells that you add to your master scroll as you gain levels reflect your discoveries and improvements to your theories and schools of thought. From this master scroll, you use the spells you have recorded to prepare magical talismans during each long rest. You might also find other spells during your adventures that you can add to your master scroll, using them as inspiration to augment or improve your existing studies. Your master scroll also changes appearance and abilities based on your Discipline, reflecting your dedication and embodiment to these theories and ideals.
Copying a Spell
When you find a gakusha spell of 1st level or higher, you can add it to your master scroll if it is of a level for which you can prepare talismans and if you can spare the time to decipher and copy it. Copying a spell into your master scroll involves reproducing the basic form of the spell, deciphering the notation used by the caster who wrote it, and transcribing it into your master scroll using arcane inks.
For each level of the spell, the process takes 1 hour and costs 25gp worth of magical inks. Once a spell is recorded into your master scroll, you can prepare talismans of it just like your other spells. Your master scroll can hold a number of spells equal to 10 + 3 times your level. You can erase a spell of your choice whenever you copy a new spell into your scroll.
Replacing the Scroll
If your scroll is ever lost or destroyed, you can transcribe a new master scroll from a copy you have made. You can make a nonmagical copy of a spell by spending 1 hour and 10gp for each level of the copied spell, and you can spend the same amount of time and gold to copy it into a new master scroll. Filling out the remainder of your master scroll requires you to find new spells to do so, as normal. For this reason, many gakusha keep backup scrolls in a safe place.
Preparing and Casting Talismans
When you prepare a talisman, you choose exactly one gakusha spell that you have in your master scroll to inscribe onto it. The talisman upon which you inscribe a spell must be of the same level as the spell or higher. Preparing a spell of a higher level talisman is equivalent to casting that spell using a higher spell slot. You can prepare a single spell more than once on different spell scrolls. If any individual tries to cast a spell using said talisman other than their creator, the spell fails and the talisman remains unused. Any talismans become inert after you take a long rest and must be prepared once again. If a spell requires a gold cost to cast, the material must be expended when you prepare the talisman.
class features:
Discipline
Starting at 1st level, you dedicate yourself to a discipline that further accentuates and focuses your study and understanding of aspects of the universe. This discipline focuses on the duality of two principles or aspects of the world, the universe, and/or the denizens within it. Choose one of these disciplines: Fire and Ice, Earth and Wind, Heart and Mind, Time and Space, Body and Spirit, Purity and Corruption, Pen and Sword, and Pain and Pleasure. Each discipline's abilities are detailed further below.
Blank Talismans
By 2nd level, not all of your talismans need to be inscribed in advance. With effort, you can cast a gakusha spell recorded in your master scroll by writing it in magical energies on blank parchment while the spell is cast. You have one blank talisman of each level of spell that you can prepare, up to 5th level. For example, at 5th level, you have 3 blank scrolls, 1 of 1st level, 1 of 2nd level, and 1 of 3rd level. A blank scroll can only be used to cast spells of its level.
Once per day, you can recover all expended blank talismans when you finish a short rest. You recover all expended blank talismans when you finish a long rest.
Scholarly Insights
Also at 2nd level, your delvings into various sources of knowledge have begun to reach some fruition, particularly those of the world around you and beyond. You gain proficiency in 2 languages of your choice. You also double your proficiency bonus to any intelligence checks relating to the Inner and Outer Planes.
Eyes of the Archivist
Starting at 3rd level, you understand any written language that you see, provided you touch the surface on which the words are written as you read them. It takes about 1 minute to read one page of text. This ability doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
"Anyone Can Write..."
Starting at 7th level, you have expanded upon the fluidity in which your mind, and as such your magic, can adapt to various circumstances and case studies. When you use a blank talisman to cast a spell, you can change the damage type of the spell to that of another spell you have prepared a talisman for.
In addition, you have begun to make the leap in becoming both teacher and student. You can spend an action to give another creature proficiency in a language you understand for 1 hour. You can use this ability a number of times equal to your Intelligence modifier.
Universal Cipher
Starting at 10th level, you can use your Calligrapher’s Supplies to write magically in a universal script. Any creature that understands a written language can read and understand this script. In addition, you can use your Calligrapher’s Supplies to create a cipher that only you and up to 5 other creatures that understand a written language can understand. This cipher cannot be decoded unless a creature succeeds on an Intelligence check equal to your spell save DC.
"...Good Authors Copy..."
Also at 10th level, your understanding of magic and the universe has developed dramatically, expanding your preview from which you derive inspiration, particularly from the insights of others with different magical persuasions. When copying spells into your master scroll, you can copy spells from any class's spell list. These spells count as gakusha spells for you.
"...But Great Authors Steal."
At 20th level, you have found true understanding in the ebb and flow of magic, and can bend and shape it with ease. As such, your inspiration can be taken not only from written works, but also from the knowledge and experiences of others as a whole. When a creature fails a saving throw from a spell you cast with a talisman of 5th level or higher, you can choose any one spell the creature knows to add to your master scroll. This spell is considered a gakusha spell for you. You can erase one spell of your choice when you use this ability. You cannot use this ability again until you complete a long rest.
subclass options:
Fire and Ice
Heat and Cold, Summer and Winter; some Gakusha gain interest in the study of these extremes, the abundance or lack of energy, and how it affects the environment. The Discipline of Fire and Ice seeks to work with both these extremes in unison, and how drastically they affect the land, the sky, and the world around them. How much do we affect the world around us, and what will fill our absence when we are gone? How does the world adapt and react to change, and what insight can we take from this? Many take to studies of the Elemental Planes and their impact on the Material. Others may take to studying the Feywild to fathom the complexities of the Summer and Winter Courts.
As a proof of trust in one's studies, Gakusha of this discipline incorporate their master scroll into their clothing, typically a cloak or scarf knitted with magical symbols to write their talismans and weather the storms of the world. This protection is both metaphorical and literal. These scrolls are often split in half, one side is written in a script exemplifying fire and the heat of summer, the other script of ice and the chill of winter.
Master Scroll: One's Mind on their Sleeve
When you take this Discipline, you gain proficiency in Weaver's Tools if you have not already. If you already have proficiency with Weaver's Tools, you gain proficiency with another set of Artisan's Tools of your choice. During a long rest, when you prepare your talismans, you may choose whether you are preparing them using the script of Fire or Ice. When choosing a script, your magic is bonded to that script until you change it after another long rest. Using these scripts gives the following benefits:
Script of Fire
While concentrating on a spell cast from one of your talismans, you can spend a bonus action to cause a 10 ft. aura of smoldering heat centered on yourself to erupt around you, causing several effects to occur:
- Any creature within this aura takes an amount of fire damage equal to half your gakusha level rounded down to a minimum of 1. In addition, any creature that takes damage due to this effect must succeed a Dexterity saving throw or be set on fire, taking 1d6 fire damage per round until they take an action to put it out.
- Any nonmagical items of your choice within range that aren’t being held, are dry, and are flammable immediately burst into flames.
- A warm updraft begins to form above the area of heat, causing any creature in a 30 ft. cylinder above your aura to make a Strength saving throw equal to your spell save DC. On a failure, the target is pushed 15 ft. upward into the air. Creatures that choose not to resist this effect, as well as objects not being worn or carried, are pushed 30 ft. up into the air.
- While your aura is active, you may burn one of your blank talismans as an action to unleash a wave of flames around you. Until the end of your turn, your aura increases by an additional 10 ft. and deals additional fire damage by a number of d8s equal to the level of talisman used.
Script of Ice
While concentrating on a spell cast from one of your talismans, you can spend a bonus action to cause a 10 ft. aura of chilling air centered on yourself to swirl around you, causing several effects to occur:
- Any creature within this aura takes an amount of cold damage equal to half your gakusha level rounded down to a minimum of 1. In addition, any creature that takes damage due to this effect must succeed a Constitution saving throw or reduce their movement speed by 10 ft. until the start of your next turn.
- Any nonmagical liquids of your choice within range that aren’t held within a container immediately freeze and solidify. Floes of ice made from this aura have an AC of 13 and a number of hit points equal to 5 x your proficiency bonus. The ice is destroyed if you either lose concentration on the spell, the ice leaves the spell's aura, or a creature reduces the object to 0 hit points.
- In addition, any creatures within the aura that are swimming or submerged in liquid must make a Strength saving throw based on your spell save DC. On a success, the creature is shunted to an open space just outside of the aura’s range. On a failure, the target is incased within the ice, taking an additional 1d8 cold damage and becoming restrained.
- While your aura is active, you may freeze and shatter one of your blank talismans as an action to unleash a gust of chilling wind around you. Until the end of your turn, your aura increases by an additional 10 ft. and deals additional ice damage by a number of d8s equal to the level of talisman used.
Sight of Ice and Fire
At 6th level, you can magically alter your vision to see waves of energy instead of light. As an action, you can change your vision to see in a spectrum of heat around your environment. While your vision is altered, you can see perfectly through both fog and non-magical darkness. However, creatures or objects possessing extreme levels of heat or cold while within similar environments are difficult to see, such as a fire elemental in a desert or an ice mephit in a blizzard. Also, objects have little detail other than color and texture while using this ability. You can change between this vision and your regular vision as an action.
Meteorological Insights
Aso at 6th level, your study of fire and ice has revealed a consequence of the duality; the creation of storms. In addition to your Fire and Ice Script, you may also choose the following script when preparing your talismans:
Script of Storms
While concentrating on a spell cast from one of your talismans, you can spend a bonus action to cause a 10 ft. aura of dark clouds and crackling energy centered on yourself to erupt around you, causing several effects to occur:
- Any creature within this aura takes an amount of lightning damage equal to half your gakusha level rounded down to a minimum of 1. In addition, any creature that takes damage due to this effect must succeed a Dexterity saving throw or be unable to take reactions until the start of your next turn. Any creature wielding or wearing metal or is soaked in water also takes double the amount of lightning damage caused by this effect and has disadvantage on the saving throw caused by this aura.
- Any nonmagical metal or conductive items that enter your aura and are not being worn or carried are given a static charge, dealing the same amount of damage as your aura to a creature when they first make contact with it.
- When you are in contact with a body of water, the range that creatures and objects can be affected by your aura doubles so long as they also are in contact with the same body of water.
- A 5 ft layer of condensed fog appears in a cylinder above your aura, heavily obscuring the area above you akin to the spell Fog Cloud.
- While your aura is active, you may vaporize one of your blank talismans as an action to unleash an electrical shockwave around you. Until the end of your turn, your aura increases by an additional 10 ft. and deals additional lightning damage by a number of d8s equal to the level of talisman used.
Elemental Attunement
At 14th Level, your devotion to the elements has garnered the aid of elemental spirits to bolster your magic and control over auras. You no longer suffer the effects of extreme heat or cold, you can protect a number of creatures equal to your Intelligence modifier within your aura to a minimum of 1 from suffering its effects, and the auras exuded by your scripts increase to a range of 30 ft. In addition, each of your scripts gain the following benefits:
Script of Fire
- The heat of your aura is bolstered by a spirit of fire, now powerful enough to cause mirages due to intense heat and panic. Creatures who fail the saving throw against your Script of Fire's aura are assaulted with images of illusory flames across their body, taking an additional 1d6 psychic damage at the start of their next turn. This effect persists until the creature makes a Wisdom saving throw against your Spell Save DC to recognize the hallucination and end the effect.
- Due to the hearty glow of the Script of Fire, you shed bright light up to 30 ft and another 30 ft of dim light. This light may be dowsed as an action.
Script of Ice
- The chill of your aura is bolstered by a cunning spirit of winter. Any creature that fails the saving throw against your Script of Ice's aura is caressed by the winter spirit and lulled by the howling of your icy storm. As such, the creature is more susceptible to the sleep spell, only requiring an amount equal to half their current hit points to be rendered unconscious. Also, any additional cold damage taken by this creature does not awaken them.
- Any flying creature that enters or starts its turn within the Script of Ice's aura that fails the saving throw has its flying speed reduced to 0 until the start of its next turn and immediately begins to fall.
- Budding plants within 30 feet of you close and are covered in a layer of frost and nonmagical flames are doused when within the aura.
Script of Storms
- The strength of your aura is increased by a spirit of lightning and rain. When a creature fails its saving throw against the aura exuded by your Script of Storms, the damage caused by your aura can arc to a second creature within 30 feet that hasn't already taken damage from your Script of Storm's aura this round.
- Howling winds and harsh rains begin to form within your Script of Storm's aura. Your aura is considered difficult terrain for any creature other than yourself and creatures within it have disadvantage on Perception checks based on hearing. In addition, any creature that ends its turn within your aura gets soaked from the water pouring overhead.
So Cold it Burns
Also at 14th level, you can switch out the damage type of the spells cast with your talismans between Fire and Cold damage if the spell does either type. In addition, while your Script's aura is active, any creature that takes damage from a spell cast by you of the corresponding type to your Script (fire for Script of Fire, cold for Script of Ice, and lightning for Script of Storms), that creature must make a saving throw based on your Script's aura or suffer the additional effects caused by your aura that affect creatures if they aren't already within it.
Elemental Archon
At 18th level, you are now the likeness of which you pursue; a writhing storm of unbridled energy. While concentrating on the auras caused by your Scripts, your creature type becomes Elemental if it wasn't so already. In addition, you can choose up to two scripts when preparing your talismans during a long rest and can conjure the aura of both scripts at once as long as you maintain concentration. If you attempt to use this ability more than once before a long rest, the surges of energy begin to wear on your body, gaining a point of exhaustion for each further use.
Earth and Wind
An unstoppable force meeting an immovable object. The unbridled freedom and movement of leaves and feathers upon the wind versus the stability and grounded nature of the earth beneath your feet. Must we venture for complete and total freedom from all that would tie us down, or must we rely on our connections to the world and other people to support us when we fall? While the wind may wish to take you to the skies and get lost in your ambition, the earth will ground you and keep you steady on the path of what is truly important. It is also the study of force and resistance, and how each impacts one another. Much like Fire and Ice, the Discipline of Earth and Wind often takes to studying the elemental planes with the extremes of these two aspects. Others may simply plant themselves like a stone in one place for hours, and observe the intricate balances of these two forces on the Material Plane.
As an embodiment of their dedication to the stability and structure of earth, their master scroll, rather than being inscribed onto paper or silk, is written into something much more rigid, often a tablet of enchanted stone or clay. Realizing that it is through their studies and knowledge that they protect themselves, gakusha of this discipline take this concept one step further, protecting themselves with their Master Scroll in combat.
Master Scroll: Set in Stone
Starting at 1st level, you gain proficiency in Mason's Tools, martial weapons, and shields. In addition, your Master Scroll also behaves as a magical shield, giving a +2 bonus to AC while wielding it in your offhand.
Cutting Winds
Also at 1st Level, you may spend 1 hour performing a ritual to infuse a melee weapon with the swiftness of the winds you learn to channel. When a weapon is infused in this manner, the weapon becomes magical and you may command the winds to return it to your hand as a bonus action. If you attempt to infuse another weapon while you already have one infused, the infusion on the old weapon is removed.
In addition, as a free action, you may expend one of your blank talismans to bolster the winds at your back to increase the force behind your swings. While you are holding your infused weapon, it now deals an additional amount of damage based on the level of blank talisman used and the amount of movement spent per turn. If you use a 1st level talisman, you add an extra 1d4 die of damage to each attack per 15ft of movement spent that turn. Using a 2nd level talisman adds an extra 1d6 die of damage per 15 ft moved, 3rd level an extra 1d8, 4th level 1d10, and 5th level 1d12. This damage can only apply to one of your attacks per round of combat and you cannot use multiple blank talismans on your weapon at once in this way. The damage dealt by this ability mirrors the damage type of the weapon in question.
Windborne Warrior
At 6th level, with the aid of spirits of the wind, your infused weapon now flies with a more controlled grace. Your infused weapon is given the thrown property if it does not already have it. Light Weapons have a range of 30/120, Heavy weapons have a range of 10/40, and any other weapons have a range of 20/60.
In addition, when you return your weapon to your hand, you may redirect the winds to more directly control its path. When returning your infused weapon to your hand after making a thrown weapon attack, you may make a second attack against another creature within the weapon's throwing range originating from the first creature targeted. The attack is treated as an offhand attack, however it otherwise behaves as if you had made a thrown weapon attack against the creature.
Also, when you make a melee attack on your turn, you may also cast a cantrip as a bonus action even if it has a casting time of one action.
Terran Deflection
Also at 6th level, you have learned from the spirits of the earth to fortify your master scroll further. If an attack against you exceeds your AC by 2 or less, you gain resistance to the damage taken if you do not already. You can only use this ability while wielding your master scroll in your offhand.
Way of the Kamaitachi
At 14th level, you are beginning to embody the winds that you study. Inspired by nimble spirits of the wind, as a free action, you may channel a powerful gale at your feet to become a whirlwind on the battlefield. When doing this, your movement speed is doubled if it hasn't been already by other effects and creatures cannot make attacks of opportunity against you. The increased movement speed from this ability does not stack with other effects that would also multiply your movement speed, such as the spell haste. You cannot use this feature again until you finish a long rest.
Nimbus Stone
Also at 14th level, you have expanded your understanding of force and resistance to allow your master scroll to travel upon a bed of wind. Your Master scroll now hovers in the air, allowing you to utilize its abilities without having to wield it in your offhand. In addition, you can spend half of your movement to ride on top of your master scroll, giving yourself a flying speed equal to your walking speed and the ability to hover.
Shrieking Wind, Roaring Thunder
At 18th level, you have grown to become the embodiment of that which you study; A force of nature moving so rapidly that the air shrieks and cries around you as you run. While using your Way of the Kamaitachi ability, any creature that is within or enters a space within 5 feet of you must make a Constitution saving throw against your spell save DC. On a failure, the creature is deafened until the end of your next turn and takes an amount of thunder damage based on the added damage die of your imbued weapon as though you had already taken your full movement for that round. On a success, the damage is halved and the creature isn't deafened. In addition, you can use this ability a number of times equal to half your proficiency bonus, which replenishes after a long rest.
Time and Space
Morning, midday, evening, midnight. North, south, east, and west. Four times of day, Four cardinal directions. The clock is divided into twenty-four hours, which can be reduced into four sections. The year is divided into four seasons: spring, summer, autumn, and winter. The number four appears commonly while divining Fate, both with the placement of all things in space as well as in time. Understanding the connection between these things, and how they correlate with fate and luck is paramount to many who take the Discipline of Time and Space. Is fate, and as such luck, truly preordained, truly random, or something in between? Are there patterns to these things, and can they be rendered down to an academic study? Many who follow this discipline have taken to researching the Astral Sea and the celestial bodies above, observing their patterns and movements through each of these different lenses. However, nearly all Gakusha of Time and Space at least acknowledge the 4 kami of the cardinal directions: Syante the Onyx Turtle of the North, Chimeegüi the Emerald Serpent of the East, Zi Hao the Phoenix Warlord of the South, and Shinchoku the Metal Tiger of the West. Gakusha of this discipline often decorate their scrolls with some combination of recording both time and space, whether it be a clock or sundial paired with a compass, a map paired with a calendar, or many other combinations thereof. Either way, the tracking of both time and positioning is important to this discipline, and the individual may record this through any method they wish.
Master Scroll: Feng Shui
When taking this discipline at 1st level, you gain proficiency with Cartographer's Tools if you do not already. If you already have proficiency with Cartographer's Tools, you gain proficiency in another set of Artisan's Tools of your choice. In addition, you have started your delve into the study of the dispersal of energy, gaining insights into two schools of thought: San Yuan and San He. Each of these gives you the following abilities:
San Yuan
When casting a spell of 1st level with a casting time of 1 action, you may choose to increase the casting time to the start of your next turn to bolster the effect of the spell. When casting a spell using this method, the damage dice of the spell are doubled and creatures have disadvantage on the saving throw caused by this spell. You cannot use this ability again until you finish a long rest, however you can use this ability on any spell you cast using a blank talisman.
San He
When you take a long rest, if you did not use all of your blank talismans within the last 24 hours, you may salvage one of those blank talismans to apply the effects of your San Yuan method to a prepared talisman of an equal level without increasing the casting time. For example, if you held off against using a 3rd level Blank Talisman within the past 24 hours, you can expend that Blank Talisman during your next long rest to enhance one of your 3rd level prepared talismans.
Cardinal Kami
Also at 1st level, you have begun to delve into understanding the divine, powerful spirits that reside within the 4 cardinal directions themselves. From this understanding and connection, you have begun to sense when they exert greater influence on the material plane. At the dawn of a new day, roll a 1d4, the result of which will determine what spirit is most active today and, as such, what abilities you gain from this influence as per the Cardinal Kami Table below:
1. North |
Syante the Onyx Turtle of Water: The day will hold great opportunity and change, giving you the following effects:
- Your words flow together easier, and they hold water to those who hear them, especially when facing the north. Your charisma skill gains half your proficiency bonus rounded down when used, even to those you are proficient in. In addition, you can cast the spell tongues once per long rest. If you cast a spell in any direction other than north, however, you lose the use of said spell until you finish a long rest.
- By far, the Onyx Turtle's presence bears heavily on your mind. While the day is influenced by the Onyx Turtle, you have disadvantage on concentration checks.
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2. East |
Chimeegüi the Emerald Serpent of Wood: The day will be one of restoration and discovery, giving you the following effects:
- Your aura helps to calm the energies by which you cast your spells. Whenever you cast a spell with a talisman, roll a 1d20. On a 15-20, the talisman is not consumed when casting the spell.
- The calming influence of the Emerald Serpent reduces the aggression of your magic. Any damage dealt by spells that you cast is reduced by 1d4.
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3. South |
Zi Hao the Phoenix Warlord: The day is likely good to your reputation and your passion will illuminate in those around you, granting you the following effects:
- Your passion whips your spells into a state of elated fervor. When casting a spell against a creature south of you, any spells you cast that deal damage deal an additional 1d4 damage and force the creature to make a Strength saving throw against your spell save DC or be pushed 5ft away. Also, any objects not being worn or carried that are in the path the spell travels are pushed 10ft away.
- The unrestrained passion of your magic beats strongly for its release from your body. As long as you have available talismans, the magical energy within your body will beat furiously against you. Every hour, you must make a DC 10 + the level of your highest available talisman Constitution saving throw or take an amount of force damage equal to the level of said talisman. For example, if you have a 5th level prepared or blank talisman that you haven't cast yet, you must succeed a DC 15 Constitution saving throw or take 5 points of force damage. This damage cannot be resisted.
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4. West |
Shinchoku the Mother Tiger of Metal: The day will be an incredibly productive one, done with strong creativity and grace. This grants you the following effects:
- Your flow of creativity finds its way past your adversity. At the dawn of a day influenced by the Metal Tiger, choose a single metamagic from the sorcerer class. You lose this metamagic after the influence of the Metal Tiger passes.
- Your magic feels more complex than usual and sometimes requires more energy to cast. Whenever you cast a spell in a direction other than west, roll a 1d20. On a 1, another talisman of that level is expended at random. If you have no other talismans of that level to expend, a talisman of the next highest level is expended at random instead. If the spell you cast with a talisman also was cast with a metamagic, this effect occurs on a 5 or below.
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Insights of the Golden Ki-rin
At 6th level, you've grown more in attunement of the discipline you study and have grown to acknowledge Lao Shi, Golden Kirin of the Earth, the center of the four cardinal directions. Gaining its insight into the dispersal of energy in the world, your practices of San Yuan and San He have improved.
San Yuan
With the influence of the Golden Kirin at your back, the divine spirits of the cardinal directions begin to acknowledge your presence and vie for your attention. When you roll on the Cardinal Kami table at every dawn, the boons you receive from the cardinal kami increase, and you gain new abilities from each of them as follows:
1. North |
Syante the Onyx Turtle of Water: The subtle protection of the Onyx Turtle and its teachings emboldens your tongue and shields you from any who would try to deceive you and, as such, the Onyx Turtle themself. This gives you the following benefits:
- While influenced by the Onyx Turtle, you gain proficiency in Charisma-based skill checks if you are not already, and gain Expertise if you are proficient with them already. In addition, you now know the spell tongues for the purposes of preparing talismans for the day, which doesn't count against the number of gakusha spells on your master scroll.
- Appraiser of Truth: The senses of the Onyx Turtle are trained to see the true nature behind a person's words and actions, and so bestows this power to you. When activating this ability, your Insight checks are done with advantage, and when you succeed, you learn the ideals, bonds, flaws, and class level if they have any for one minute. You can use this a number of times equal to half your proficiency bonus rounded down.
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2. East |
Chimeegüi the Emerald Serpent of Wood: The silent, but powerful presence of the Emerald Serpent sends a chilling, but welcoming energy down your spine and through your body, giving you the following benefits:
- You now prevent your talisman from being consumed on a 12 or higher when rolling a 1d20 after casting a spell.
- Warden of the Tranquil Wood: Drawing inspiration from the aura of forced tranquility within the Emerald Serpent's domain, you have been blessed with the ability to create an aura of eerie, unsettling silence around you. As an action, you can now exude a magical aura with a range of 40 ft centered on yourself that behaved akin to the silence spell. You are not affected by the silence of this aura and you may also give this effect to any creature or object you touch within 5ft of you. You also have advantage on Intimidation checks while in this aura. You can use this aura a number of times equal to half your proficiency bonus rounded down.
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3. South |
Zi Hao the Phoenix Warlord: With a fraction of the honor and prestige bound within the Phoenix Warlord, the passion you gain in his wake gives you the following benefits:
- The surging strength of your spells tear the ground asunder and overpower your enemies. When you cast a spell targeting a single enemy creature south of you, both you, the target, and any creature within the path the spell travels must succeed on a Strength saving throw against on your spell save DC. Should you or any creature caught in the path fail the saving throw, the creature is pushed backward 5ft. Should the target of the spell fail, the creature is blown back 20ft and is knocked prone. Any objects not worn or held fail the save automatically. This effect also triggers in any direction when casting a spell that does Fire or Thunder Damage or generates a strong wind.
- Warmage of the Phoenix: The reputation you must uphold under the gaze of the Phoenix has bolstered your skills, ensuring you do not show weakness to your fellow soldiers in the face of combat. If you miss on an attack roll or fail a saving throw against a magical effect, you can gain a bonus to the roll equal to the number of allies within 30ft of you that you can see to a maximum of 5. Once you use this, you can't use it again until you finish a short or long rest.
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4. West |
Shinchoku the Mother Tiger of Metal: With the maternal gaze of the Metal Tiger at your back, her drive for your success gives you the following benefits:
- When choosing a Metamagic from the Sorcerer Class's list, you may now pick two rather than one. In addition, you only expend a second talisman on a 1 when using a metamagic and you no longer suffer the negative effects of casting a spell in any direction other than west.
- Child of Progress: You now understand that the spells you have are not erratic like children, but like workers who wait for your command. When you cast a spell, rather than immediately producing the spell's effect, you can place your talisman in a spot within 5ft of you. Casting it in this method causes it to behave as if you were readying an action casting the spell. The talisman remains floating in mid-air for the trigger and lasts an hour until the trigger is activated. Within this time, you can give it a new trigger as a free action on your turn. You can use this a number of times equal to half your proficiency bonus rounded down.
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San He
While the cardinal kami may be squabbling more for your attention, the divine presence of the Golden Ki-rin will cause them to follow your beck and call. At the dawn of a new day, you may perform a 10 minute ritual to incur the favor of one of the four cardinal spirits throughout the period. The boons and other abilities of the kami you choose are gained as well as those from whichever kami is dominant that day when you roll on the Cardinal Kami table. You must decide which kami you are calling before you roll on the Cardinal Kami table for that day. Should the Kami rolled be the same as the one you chose before for this day, you do not suffer the negative effects of the Cardinal Kami's abilities and the number of uses of each gained ability is doubled.
Seat of the Mountain Throne
With your ever-increasing bond to the Golden Ki-Rin of the central peak, you have gained the respect and authority to call him from his seat upon the throne of the world, if even for a moment. When you call upon one of the four cardinal kami for the day before rolling on the Cardinal Kami table, you may choose to call upon the Golden Ki-Rin instead, giving you the following abilities:
- The earth beneath you and the heavens above are both sacred and guarded over by the Golden Ki-Rin, and so his disciple may not be impeded by such things to safeguard it. You are no longer impeded by magical or nonmagical difficult terrain and you gain a burrowing, climbing, and flying speed equal to your walking speed if you do not already. If you already had any of these movement options, you gain a bonus to them equal to your walking speed.
- Watcher of the Sun and Moon: As the Golden Ki-Rin watches over the land, so does he monitor the stars and celestial bodies above to ensure their balance. For a brief period, the Golden Ki-Rin can give you domain over these bodies as well in a localized area. For 5 minutes, you can change the sky from day to night or night to day in a one mile radius, the sun and moon in the sky perceived as if it were midnight or noon respectively. Should you change the sky from night to day, you may cast the spell Sunbeam once without using a spell talisman. Should you change the sky from day to night, you may cast the spell Moonbeam once without using a talisman as though you had cast it as a 6th level spell. Once you use this ability, you can't use it again until you finish a long rest.
Emissary of the Four Realms
You have now become the likeness of which you pursue: a being in tandem with the earth below, the heavens above, and the spirits that lie in between. As an emissary of four cardinal kami, you may place a small portion of their realm at your very feet in front of you whenever they are active on the current day. When you use this feature, choose a space within 5ft. of you that you can see. If there is a creature currently in the space of your choosing, make a melee spell attack against the creature. Whether the attack hits or misses the creature, an ear-splitting crack echoes out from a magical rift as you generate a 15ft. sphere centered on the place you strike. The sphere only lasts for a minute or until dispelled as a bonus action. That sphere becomes influenced by a cardinal kami of your choosing that is currently active during this day, causing different effects to occur:
- North: Creatures entering or ending their turn in the sphere of your choosing suffer 6d10 cold damage. If the melee spell attack you make hits when activating this ability, each creature in a 120 foot radius can hear its thoughts as though it were under the Detect Thoughts spell. If Syante is the only kami active for that day, the creature is not aware it is affected in this way, and the sphere is invisible.
- East: When creating the sphere, there is no incredible shattering sound, and the space within the sphere is quiet enough to hear the workings of one’s innards. In addition to being under the effects of the Silence spell while within, any creatures of your choice within the sphere must make a Wisdom saving throw against your spell save DC or become frightened of you. If the melee spell attack you make hits when activating this ability, the creature’s field of vision is reduced to 5 feet, and must use the dash action if they are frightened by you. Creatures frightened of you in this way are able to make a Wisdom Saving Throw on the end of their turn to resist this effect. If Chimeegüi is your only kami present during that day, the size of the sphere doubles, and deals 4d10 psychic damage.
- South: The sphere you create causes the earth to crack and ooze powerful, fiery magic that licks at the boots of your enemies' feet. Creatures entering or ending their turn in the sphere suffer 5d10 fire damage. If the melee spell attack you make hits when activating this ability, and overbearing weight of force barrels down on your opponent, reducing their movement speed by half for as long as the sphere remains active. If Zi Hao is the only kami present during that day, the sphere deals an additional 5d10 bludgeoning damage and the ground within the aura becomes difficult terrain due to the increased might of the winds and forces acting upon the sphere.
- West: The sphere seethes with arcane magic as well as a protective aura. While within the sphere, you may choose from any of the metamagics in the sorcerer class, and your Sorcery points do not deplete. If the melee spell attack you make hits when activating this ability, any spell cast against that creature benefits from any metamagic of the caster’s choice. If Shinchoku is your kami present during that day, your spell attacks also dispel any magic on a hit.
Heart and Mind
Passion against logic; empathy against apathy; ideals against truth; chaos against order. These two forces have conflicted against one another for as long as mortalkind has existed. The study of the self and its conflicting facets is a complicated subject for many to understand, many considering it to be an entire world within itself to explore. Which facet of the self truly takes precedence, our emotion or our reason? Which should we fall back upon when forced to make a decision? The whimsical, ever-transitive minds of the Fey are a common study for the extremes of emotion, however many are content with spending years studying the decisions and reactions of mortalkind upon the material plane. There are even those bold enough to have taken to studies of the Border Ethereal and its supposed connections to dreams, as well as how Demiplanes maybe subconsciously influenced in ways their creator didn’t intend.
Gakusha of this discipline will often coat or enchant the opposite side of the Master Scroll with a reflective sheen, allowing it to behave as a mirror to reflect the heart and soul of the viewer into the scroll as long as they stare deeply into it for a period of time. Others may simply take the time to draw or paint an image of their current muse onto their scroll, allowing them to be influenced by their magic.
Master Scroll: Gateway to the Soul
Starting at 1st level, you can enter the thoughts and dreams of other creatures to empathize and understand them better. You can spend a minute of time temporarily tethering the essence of a creature within 30ft. of you that you can see to your master scroll. This process could involve staring into their reflection, drawing their face onto the scroll, or other means that you designate. After doing so, you may attempt to enter the mind of said creature as an action. If the creature is unwilling, they must make a Wisdom saving throw based on your spell save DC. Unconscious creatures have disadvantage on this saving throw. If they fail, you enter the mind of the creature, and any items you are holding or carrying come with you. If they succeed, you do not enter the mind of the creature and they are aware that you attempted to enter their mind.
While within another creature’s mind, you are no longer able to attack, cast spells, use items, or otherwise perform any actions that would affect or alter the creature in question, nor affect the world outside of the creature. However, you can see through all of the creature’s senses and can sense surface-level thoughts of the creature akin to the spell detect thoughts. This effect lasts for an hour and you cannot use this ability again until you finish a long rest. If the creature's current hit points are reduced to 0 while you are still within its mind, you are immediately jettisoned out into an open space within 5 feet of the creature's body.
If a creature can see into the eyes of the target of your Gateway to the Soul Ability while you are inhabiting their mind, the creature may make an Insight check against your spell save DC. On a success, the creature can now see that the pupils of the target are pearlescent and reflective like a mirror and that something is currently affecting the target's mind.
In addition, you may expend a blank talisman to enter a creature's mind again. When entering the creature's mind through these means, the duration increases by a number of hours and you gain a number of charges equal to the level of blank talisman used. These charges are lost the moment you leave the creature's mind. When you expend one of these charges, you may spend an action to attempt probing further into the creature’s thoughts. The creature must make another wisdom saving throw against your Spell Save DC to resist this ability.
Imposed Conscience
Your study in the inner workings of the self have expanded, giving you increased influence on the psyche of others. At 6th level, when you enter a creature's mind using your Gateway to the Soul ability, you may speak telepathically to them. When speaking telepathically to the creature in this manner, you may change how the creature perceives your voice, allowing it to resemble another creature of your choosing. A creature may make an insight check against your Spell Save DC to perceive the true nature of your voice. In addition, while within a creature's mind, you may expend 2 charges you gain from your Gateway to the Soul ability to cast suggestion on the creature whose mind you are inhabiting. If you speak in the voice of a creature that is friendly to the one you are inhabiting, the Wisdom saving throw against the creature is imposed at disadvantage. If you speak in the voice of a creature that is hostile to the one you are inhabiting, the Wisdom saving throw is imposed at advantage. If the creature is unconscious while you are within its mind, you may expend 3 charges to cast dream on the creature you are inhabiting. When choosing to become monstrous and terrifying to the target, you have no word limit to what you are capable of speaking before imposing the Wisdom Saving throw.
Scopaesthesia
At 14th level, you begin to further embed yourself with the consciences of those you interact with. When you bind a creature's essence to your master scroll, you may choose to spend at least 10 minutes instead drawing the eyes of another creature onto it. The number of creatures you can bind to your master scroll in this way is equal to your Intelligence modifier. After you have recorded the eyes of a creature on your master scroll, you may perform the following abilities:
- As an action, you may perceive through the senses of any creature whose eyes are recorded onto your master scroll that is on the same plane as you.
- You may spend a minute concentrating in order to enter the mind of any creature whose eyes are recorded onto your master scroll that is on the same plane as you. When exiting the mind of a creature through these means, you may choose to appear in an open space 5ft. from the creature or back in the place you originally entered its mind from.
- If a creature fails its saving throw when probing its mind for deeper thoughts, you may copy a spell the creature knows into your master scroll of 1st level. However, when deciding to probe deeper into the creature's thoughts, you may increase the number of charges used for this ability to increase the level of spell you can copy per charge.
- If the creature has created a Demiplane or other similar extradimensional space, you may expend 5 charges gained from your Gateway to the Soul ability to enter said space. If you run out of time on your Gateway to the Soul ability or the creature dies, you are immediately transported back to the location from which you first entered the creature's mind.
Collective Subconscious
At 18th level, you have become the embodiment of which you pursue and your consciousness has expanded beyond the normal limits of mortalkind. You have made connections with the border ethereal and its connections to dreams and the subconscious of others around you. You may enter the mind of another creature you can see as an action and can probe the inner thoughts of a creature without expending any charges. While within the mind of a creature, you may also expend one charge granted from your Gateway to the Soul to transfer into the mind of another creature within 30ft. of the creature you are inhabiting that you can see. In addition, you may cast spells from other creatures whose eyes you have drawn on your scroll a number of times equal to the level of blank talisman used.
Body and Spirit
Wealth is considered to be both a blessing and a curse to many who walk the material plane. Luxury and poverty; avarice and altruism; both are two sides of the same coin. The drive for wealth and its usage has driven mortalkind to commit beautiful and horrible acts alike. Can wealth and fortune truly buy happiness? Should we enjoy all of life’s pleasures to the fullest before we can no longer do so, or must we abhor such things and turn to a life of spiritual fulfillment and enlightenment above all else? The Discipline of Body and Spirit ventures to find that fine line of balance between the two, and guide those who are in danger of falling to either side. These Gakusha may punish one who delves into greed and gluttony while they give charity to another who fasts and punishes themself to the brink of death. While the discipline of Body and Spirit commonly concerns themselves with the whims of mortal kind, there are many others whose studies purvey the spirits and supernatural abroad, relinquishing the material burdens of mortalkind and giving their wealth unto the ancestors and spirits of the land to aid them in the realms beyond. Those who follow this discipline write the spells of their master scroll out as a rosary of coins, gems, baubles, or other materials of physical value. This tool of their studies is used both to aid in their meditation, communing with the spirits and pondering the questions placed upon them in their daily lives as well as using it as a weapon, lashing it like a weapon to defend themselves and enact retribution on those who cling too heavily to material things and connections.
Master Scroll: Rosary of Reprisal
When taking this discipline at 1st level, you gain proficiency in Jeweler's Tools as well as whips if you are not already. If you are already proficient with Jeweler's Tools, you may gain proficiency in another set of Artisan's Tools of your choice. In addition, your Master Scroll now has the same statistics of a whip, however it is considered a magical weapon and it also gains a number of charges equal to your proficiency bonus plus your intelligence modifier. These charges replenish every dawn, however you may spend a blank talisman whenever you prepare your talismans during a long rest to increase the maximum number of charges on your master scroll by an amount equal to the blank talisman used. This effect remains until you take another long rest.
When you successfully hit a creature with your Master Scroll, you may expend a charge to invoke the Wealth's Bane effect onto it. While alive, the creature's burdens bare heavy upon its back, causing the creature to suffer 1d4 necrotic damage per charge of Wealth's Bane placed upon it whenever it makes an attack or casts a spell on any creature other than yourself. The damage caused by this effect is doubled for Fiends and Celestials and cannot be resisted by creatures of those types. The creature can make a Wisdom saving throw against your spell save DC and the end of each of its turns to remove one charge of Wealth's Bane upon it. In addition, when a creature's current hit points drop to 0 while under the effects of Wealth's Bane, its spirit is pulled from its body and contained within your Master Scroll. This effect does not work on constructs or other creatures that otherwise do not have a soul. While contained in this manner, you may ask the spirit a number of questions equal to the number of charges of Wealth's Bane the creature possessed before it was trapped. The charges originally placed upon this creature do not replenish within your Master Scroll until the creature's spirit is dismissed as an action.
Asceticism
Also at 1st Level, you may sacrifice a portion of your material wealth to lighten the burdens upon your body, temporarily bolstering your spirit. As a bonus action, you may consume an amount of gold equal to a fourth of the total amount of gold you own, rounded up. This gold does not need to be on your person as long as it is still within your possession. This release of earthly desire empowers your bond with the spiritual realm, and thus the rosary through which you channel it, giving you several blessings:
- If you are below the maximum number of charges on your Master Scroll, you regain up to four charges. You cannot gain any charges past your maximum through this method.
- For 1 minute, your Master Scroll is imbued with spiritual energy, allowing its attacks to reach around corners, deal an additional 1d4 radiant damage on a hit, and be able to hit creatures within the ethereal plane. In addition, when you invoke a charge of Wealth's Bane on a creature, you may also choose to grapple said creature with your Master Scroll.
- Your senses begin to expand beyond what your physical eyes can perceive, allowing you to see creatures and objects within 5 feet of you for 1 minute that are within the Ethereal Plane.
Journey to Enlightenment
You are now further embodying that which you study, and your understanding of the world beyond the physical has influenced your magic. Starting at 6th level, whenever you use your Asceticism ability, you now gain the following benefits alongside those before:
- You now can make a second attack with your Master Scroll when you take the Attack action using your Master Scroll on your turn. In addition, when you invoke a charge of Wealth's Bane on a creature that currently is in the Ethereal Plane, you may choose for the creature to make a Wisdom saving throw against your spell save DC or else be pulled back into the original plane they walked into the Ethereal Plane from.
- If you bind a soul to your master scroll with four charges or more, the maximum number of charges on your Master Scroll is not reduced.
- You can expend 3 charges from your Master Scroll to pass into the Ethereal Plane as an action until the end of your next turn, after which you return to the plane you originally used this ability from in the nearest unoccupied spot you are currently located. While on the Ethereal Plane, you can see and hear the plane you originally used this ability from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you unless they have the ability to do so.
Deliverance from Suffering
The souls of the living quickly burn themselves out when burdened with greed, sickness, and the fear of death. You have grown to become a teacher, relieving others of these burdens, enemies and allies alike. At 14th level, when you hit a creature with a melee attack from your Master Scroll, as a bonus action you may unleash all the charges that weigh upon a spirit within your Master Scroll, dealing a number of d8s worth of necrotic damage equal to the number of charges of Wealth's Bane the creature had when it was trapped. In addition, when a spirit who was inflicted with 4 or more charges is dismissed, you can choose for it to be reincarnated into a new life elsewhere on the material plane. They are born again as an infant, unaware of the experiences of their past life.
Spiritual Awakening
At 18th level, you have begun to embody the discipline of which you study: A being free from the bonds of the material world and only a few steps away from enlightenment. When preparing your talismans, you no longer require material components that list a gold cost to create them. When activating your Asceticism ability, you gain the following benefits along with those stated previously:
- You regain all charges on your Master Scroll rather than just four.
- You gain Truesight out to a range of 30 feet.
- You now may pass into the Ethereal Plane at will as an action. You remain in the Ethereal Plane until you drop to 0 hit points or you return to the plane you originally used this ability from as an action. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you unless a special ability or magic has given them the ability to do so. In addition, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.
- If you drop to 0 hit points while this ability is active, you may expend all the gold you currently own to cast the spell Reincarnate on yourself as a reaction. When doing so through this method, your hit points are replenished to their current maximum.
Purity and Corruption
Desire and mortalkind's interactions with it have been a contentious topic for as long as the sapient races have comprehended their own existence. From that desire and the restrictions we put on ourselves, morality is born. What form that morality takes, and what values are expounded upon vary drastically from person to person; culture to culture from across the globe. While there are scholars that expound upon and debate what is needed to become the most morally 'good' person they can be, others delve deeper beyond that question and challenge what morality is and why we follow it. What is it about mortalkind that causes us to view the world through these lenses? Gakusha of the discipline of Purity and Corruption delve deeper into the intricacies of that question, studying both the identity and morality of the self and how they interact with one another. As such, the first step for most gakusha of this discipline is to look inward at their own self, separating the positive and negative, the 'pure' and the 'corrupt' as they view it in their minds. These two aspects diverge into their own separate entities, taking a variety of forms based on the Gakusha's own perception of these two extremes. Reflecting these two lenses, a Gakusha's Master Scroll is split in half, taking the form of two masks that the corresponding beings inhabit, looking through either lens and influencing your magic as you let this portion of yourself take over.
Master Scroll: Battle for Control
Drawing two different entities from your mind to collaborate your thoughts and research with, your master scroll is divided into two masks, each possessed by the exemplary beings of Purity and Corruption respectively that you have conjured. What form each of these masks takes as well as the beings behind them is established by the DM and the player when creating this Gakusha. When you take this subclass at 1st level, you gain proficiency in Woodcarver's Tools if you are not already. If you are already proficient with Woodcarver's Tools, you may gain proficiency in another set of Artisan's Tools of your choice. In addition, you may write a spell on both sides of your talismans when preparing from your master scrolls during each long rest, each side being written while wearing the mask of Purity or Corruption respectively. The script written on these talismans is invisible to any creature that looks at them unless it has truesight, can see into the ethereal plane, or is wearing the corresponding mask that was worn when the inscription was made on the talisman. When preparing spells on your talismans, you must decide if they are written with the spirit of Purity or Corruption, using the following rules:
Purity:
When preparing your talismans on the side of Purity, you may only prepare spells that do not cause a saving throw on a creature or inflict damage. You may only cast the spells on this side of your talismans while wearing your Purity mask, which you may don or switch from your Corruption mask as a bonus action.
While you are wearing this mask, your gender, ideals, bonds, and flaws become the same as the entity residing within the mask. You also gain one language that the spirit of purity knows, and you may now cast the thaumaturgy cantrip. In addition, if you or a friendly creature within 5 feet of you is hit with an attack, as an action you may force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the creature takes 1d6 radiant damage and is blinded until its next turn. You may not use this ability again until you finish a short rest or use a blank talisman, which changes the damage to a number of d6s equal to the level of blank talisman used. When the mask is taken off, these abilities are lost until the mask is worn again.
Corruption:
When preparing your talismans on the side of Corruption, you may only prepare spells that cause a saving throw on a creature or inflict damage. You may only cast the spells on this side of your talismans while wearing your Corruption mask, which you may don or switch from your purity mask as a bonus action.
While you are wearing this mask, your gender, ideals, bonds, and flaws become the same as the entity residing within the mask. You also gain one language that the spirit of corruption knows, and you now may cast the toll the dead cantrip. In addition, if you or a friendly creature within 5 feet of you is hit with an attack, as an action you may force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the creature takes 1d6 necrotic damage and is frightened of you until its next turn. You may not use this ability again until you finish a short rest or use a blank talisman, which changes the damage to a number of d6s equal to the level of blank talisman used. When the mask is taken off, these abilities are lost until the mask is worn again.
Disembodied Voices:
While not being worn, the spirits within your masks were still conscious. However, now that your power and understanding of your magic has grown, they have gained greater autonomy of the masks they possess. At 6th level. you may command a mask you are not wearing to come alive and hover in a space within 5 ft. of you as an action.
Your masks have an AC of 10 + your proficiency bonus, a number of hit points equal to 5 x your proficiency bonus, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. The masks take their turn right after you in initiative. Each mask has a flying (hover) speed of 30 ft, however, if a mask is ever more than 30 feet from you at the end of your turn, it will fall to the ground as an item and become inert. You may pick up and spend an action to activate the mask once again. The masks can be targeted by healing spells, however they can only do so when they are activated. If a mask drops to 0 hit points, it is rendered inert and cannot be activated until the next long rest or if a blank talisman is used to heal it. Healing a mask using a blank talisman causes the mask regains a number of d4s equal to the level of blank talisman used in hit points. If you drop to 0 hit points, all activated masks are rendered inert and fall to the ground.
A mask, when activated, can only cast 2 talismans on its corresponding side that you have prepared, after which it will then return to you and must be activated again before it can cast any more talismans. While active, a mask can also use its corresponding abilities from Vie for Control, expending a blank talisman to do so at the permission of the caster. This doesn't count against the number of talismans cast.
Relinquish Control
At 14th level, as you delve deeper into your studies, you realize that morality is a manner of perspective of the beholder and that you do not have a proper lens into either of your spirit's desires. Through this, you are now able to cast spells from either side of the talisman without wearing the corresponding mask. In addition, to further understand your spirit's perspectives, you may now allow your masks to control your body. As an action, your facial features lift off your face, becoming a mask of its own as you replace your face with that of one of your other masks. When either mask other than your own is equipped in this manner, you gain the following effects:
- Your body is controlled by the mask of its corresponding type, however on its turn you may still issue a command for the mask to follow. Doing so requires you to make a charisma check against your spell save DC. On a success, the mask will follow the command to the best of its ability. On a failure, the mask acts of its own accord as per the DM's discretion.
- Your body's creature type changes to that of the mask when activated and may only use talismans of the mask's corresponding side.
- Your body may use your Vie for Control abilities at the will of the corresponding mask without expending a blank talisman.
- If your body takes damage while wearing a mask, the hit points are instead deducted from the mask as if it were activated. Should the mask drop to 0 hit points, it is removed from control and your body is considered unconscious until another mask takes its place as an action.
If you should decide to activate your mask to animate, your mask's stats are identical to that of the other masks. However, you may cast up to 2 talismans from either side, you can use either Vie for Control ability only through blank talismans, and should your mask take damage, it is taken from your hit points. Should your hit points fall to 0 while your body is wearing a mask, the body is still rendered unconscious and your face remains a mask until it is reequipped to your body.
Elegy in Gray
After countless hours of studying your passion in attempt to sharpen it to a point, you have finally concluded that there is no absolute truth in morality. Having seen the gray void of the border ethereal, you have perfected the spinning of its twine. Starting at 18th level, as an action you can spend a blank talisman to create a 30 foot aura of cold, monochrome space capable of manipulating and removing the self for a brief period of time. The aura lasts for a number of rounds equal to the level of blank talisman used. The aura has the following effects:
- Your purity and corruption masks can cast spells from either side of your talismans and have resistance to all damage while within the aura. In addition, all charisma checks made to command your masks on their turn automatically succeed.
- Any creature that starts its turn or enters the aura for the first time must make a Wisdom or Intelligence saving throw of the caster's choosing against their spell save DC. Should the creature succeed, they resist either effect caused by this ability and can no longer be affected by it for its duration A creature immune to being charmed cannot be affected by this ability, and creatures with advantage against being charmed have advantage on either saving throw if they did not have advantage already.
- Should a creature fail an Intelligence save against this ability, the creature takes 4d6 psychic damage and is given the additional effects of the Feeblemind spell along with their alignment changing to unaligned. This effect lasts for the duration of this ability or until the creature succeeds on a Wisdom saving throw, which it can make at the end of each of its turns. After the creature succeeds or the effect ends, their ability scores and alignment return to normal.
- Should a creature fail a Wisdom saving throw against this ability, the creature's face removes itself from the body, becoming a mask of its own. The mask has the same stats as your mask does when activated, however, its pool of hit points is still connected to the creature's body. The mask otherwise treats you as an ally for the duration of this ability and will protect you to the best of its ability. The body continues to act as if it were under the effects of the Confusion spell. This continues until the duration ends or the creature succeeds on a Wisdom saving throw, which the body can make at the end of each of its turns. If the mask or body of the creature take any damage while in this state, they can repeat the saving throw against your spell save DC. On a success, the mask immediately returns to the face of the afflicted creature and the effect ends.
- If the original creature knew any spells, the mask created by this ability can spend any spell slots the creature had or a blank talisman with the caster's permission to cast any spell of appropriate level that the caster knew. After casting 2 spells of 1st level or higher, the mask will not return to their body, however they cannot cast any more spells of 1st level or higher for the duration.
- If a creature's face is removed due to this ability, an activated mask can force the body to make another Wisdom save to resist being equipped and taking control. On a failed save, the body of the creature is possessed by the mask for the duration of this ability or until the body makes a Wisdom saving throw at the end of each of the possessed creature's turns.
Pen and Sword
To some, War is a travesty that must be avoided at all costs, leaving naught but death and destruction in its wake. To others, it is a place of honor and righteousness, proving your worth to gain wealth, power, and success in what you believe to be right. Is there truly honor to be found in war? Should peace be strived for above all else, no matter the means or consequences? Scholars have studied and pondered not only the tactics and how to achieve victory in war, but also when you should strive for war rather than peace and vice versa. For those studying the Discipline of the Pen and Sword, war and peace are simply two paints upon their palette; tools through which people and nations paint their borders upon the canvas of the world. Gakusha of this discipline have learned to be truly versatile in their usage of magic, letting the powers unleashed from their talismans to flow like brushwork on the field of battle. To exemplify this, the Master Scrolls of these gakusha are often created in the form of paintings, sketchbooks, and other art mediums, interweaving the magical symbols of their spellwork into one magnum opus embodying their life's studies.
Master Scroll: The Art of War and Peace
Understanding that your magic must flow like ink, you have learned the technique of drawing the magical inks from your talismans and onto the battlefield. When taking this discipline at 1st level, you gain proficiency in Painter's Supplies if you are not already. If you are already proficient with Painter's Supplies, you may gain proficiency in another set of Artisan's Tools of your choice. In addition, whenever you are casting a spell, you may decide to instead convert the talisman into either a weapon or protective effigy made of ink. When converting a talisman into either of these items, they can now be picked up and utilized by any creature that can activate them. After the item is activated and the spell on said item is cast, the item disappears into a puddle of ink. You can do this to any prepared talisman of 5th level or lower once per long rest as well as casting spells through any blank talisman. Each item behaves as follows:
Ink Weapons
You may expend one of your talismans to create a simple melee weapon of your choice made of pure ink. These weapons behave the same as their regular counterparts, however these weapons are considered magical. When a creature successfully hits with a melee attack using this weapon, the creature may cast the spell that was on the talisman you expended. The spell otherwise behaves as if it was you casting it.
Ink Effigies
You may expend one of your talismans that do not cause a creature to roll a saving throw or deal damage to create a protective effigy made of ink. When a creature carrying the effigy is targeted by an attack or forced to make a saving throw, the creature may spend a reaction to activate the ink effigy, casting the spell. The spell otherwise behaves as if it was you casting it.
Flow of Battle:
At 6th level, your understanding of the ebb and flow of the battlefield has further inspired the execution of your ink creations. As such, your ink items now have the following abilities on top of those already listed:
Ink Weapons
You have learned to imbue the energies of spirits of war into your ink weapons, allowing them to respond somewhat to the will of their wielder. As a bonus action, a creature may choose another simple melee weapon for the ink weapon to take the form of in battle. In addition, a creature holding an ink weapon may add one of the following properties to it as a bonus action; Finesse, Light, Reach, Thrown (30/120), and Versatile. Adding a second property to an ink weapon that it normally wouldn't possess will remove the first property that was added to it through this method.
Ink Effigies
You have learned to channel the energies of guardian spirits into the ink effigies you create. Creatures that carry any of your ink effigies may spend an action to create a 10-foot aura that assists any allies of them. This aura lasts for a minute or until the spell on the effigy is cast, after which the effigy disappears. A creature holding an ink effigy may also change the effects of the aura as an action. While under the effect of an aura, creatures may not benefit from two auras of the same type, though they may benefit from two different types of auras at the same time. The auras a creature may choose from are listed below:
- The bearer and friendly creatures within the aura gain a +2 to their AC.
- The bearer and friendly creatures within the aura gain resistance to a damage type of your choice.
- The bearer and friendly creatures within the aura have advantage on checks to remove a condition.
- The bearer and friendly creatures within the aura add half your proficiency bonus to their skills of a type chosen by you.
The Art of Sacrifice
At 14th level, your understanding of the churning energies of the battlefield have begun to greatly influence your magic, to the point where you have learned to use even the blood spilled upon it into your craft. If you or another creature within 60 feet of you is below half of their maximum hit points, you may spend an action to shatter an ink weapon or effigy into the ground at your feet. This will draw the blood spilled upon the battlefield into a well of black ink, covering any surface within 60 feet of you connected to the surface you are standing on for 1 minute. This causes the following effects:
- Any surface covered in ink created from this ability is considered difficult terrain, however you and any allies that walk through the ink are not affected by this difficult terrain. In addition, any vertical surfaces covered in ink created from this ability give you and any allies who touch it a climbing speed equal to their walking speed until the start of their turn.
- The battlefield now responds to your beck and call, infused with the energies harbored within the ink item you used to create this. While touching any surface covered in ink created from this ability, you may spend an action to make a melee spell attack against a target to strike them with a tendril of ink. If an ink weapon was used to create this well, the melee spell attack deals half the amount of damage of the original spell on the weapon. If an effigy was used to create this well, on a hit, the target is restrained and the creature is forced to make a Dexterity saving throw against your Spell Save DC. On a failure, the creature's face is covered in ink and is blinded until they spend an action to remove the ink. You can make a number of attacks equal the spell level stored on the original ink item.
River of Blood and Ink:
At 18th level, you are inextricably linked to the field of which you study, able to turn the tides of war with the stroke of a brush or the flick of a pen. When touching a surface covered in ink conjured from a well you've created, you may cast a spell from any surface also covered in this ink as though you were casting from that location. In addition, as an action you may convert any number of prepared talismans into weapons or effigies, storing them within the well beneath you. Any ally touching a surface covered in ink can summon an ink weapon or effigy from the well as a bonus action. Any ink weapons or effigies still stored within the well can be activated by you, casting the spell within them through the same method described before.
Pain and Pleasure
After mortalkind had surpassed the struggle for basic necessities; food, water, shelter, and safety; the question of what we should strive for came into question. Some turned to religion and philosophy to satisfy their need for understanding and bring solace in their eventual death. Others turned to their community and, later, ideology, finding fulfillment in supporting their community in the way they felt was right and would progress their people further towards utopia. Whether these acts were done selflessly or selfishly, these actions were mainly done to do one thing: reduce the amount of toil and strife in one's life. There is an argument to be made that civilization should strive to remove any and all pain, strife, and that which does not give us joy from our lives and devote ourselves to that which does. Others argue that it is the rain that reminds us to enjoy the sunshine; that it is only with sorrow, strife, and struggle that we can truly appreciate those moments of joy and pleasure within our life. Gakusha following the discipline of Pain and Pleasure take these two questions a step further. Taken to study the body, medicine, and its interactions with the mind, these gakusha seek to understand why we feel pleasure and pain in the first place as living creatures, whether physically or emotionally, and why certain experiences give one or the other. Do all creatures feel pleasure or pain from the same stimuli, and if not, why not? Can we invoke feelings of pain or pleasure in ourselves and make us only feel what we must to balance the emotions in our life?
Master Scroll: Tantric Acupuncture
With the study of the body and its link to both the mind and soul, Pain and Pleasure gakusha's master scrolls have their spells written among anatomical drawings, medical diagrams, and charts outlining nodes of magical and spiritual energy in the body. When taking this discipline at 1st level, you gain proficiency with either healer's kit or poisoner's kit of your choice if you are not already. If you are already proficient with both, you may gain proficiency in another set of Artisan's Tools of your choice. In addition, your studies of medicine and magic have revealed a technique of weaving your talismans through the eye of a needle while still invoking their effect upon contact. Talismans you cast with a range of Self or Touch now have a range of 30 ft., however the direction and execution of the spell is determined by the target of the talisman. Also, as an action, you can throw a magically soothing needle to remove a level of exhaustion to a creature within 30 ft. of you. Once you have used this ability you cannot do so again until you finish a Long Rest or if you spend a blank talisman to do so.
Arcane Provocation
Through your further studies of magic's influence on the body, you have the ability to manipulate the nerves and spiritual centers of the body to incite particular emotions into the target. At 6th level, as an action you may use a blank talisman to throw a magical needle at any creature within 30 ft., of you, forcing them to make a Wisdom saving throw against your spell save DC. On a failure, you may induce one of the followings effects onto the creature:
- Joy: You invoke sensations of pure elation and excitement into the target, causing them to be incredibly trusting and impressionable of you. The creature is charmed by you and refers to any allies of you as their allies as well. In addition, all charisma checks made against this creature by you and your allies are at advantage. The creature also has advantage on saving throws made against being frightened. The creature can make another Wisdom saving throw to remove the effect early at the end of each of its turns during combat or when it takes damage caused by either you or your allies. This effect lasts a number of minutes equal to 5 x the level of blank talisman used.
- Fear: You invoke sensations of pure terror and anxiety into the target, causing them immense emotional stress. The target is frightened of you and its movement speed is reduced to 0 as long as this effect persists. The target also has advantage on saving throws against being charmed. The target makes a Wisdom saving throw at the end of each of its turns to end the effect, however, every failed save physically ages the creature by 1 year. This effect lasts a number of rounds equal to the level of blank talisman used.
- Anger: You invoke sensations of pure fury and frustration in the target, causing it to enter an enraged state. The target has resistance to nonmagical bludgeoning, piercing, and slashing damage and they gain a bonus to weapon attacks made using strength equal to the Gakusha's intelligence level. However, they must then spend their turn moving to the nearest creature and making a melee weapon attack against them. If there are no creatures in range of attack after movement, the creature must take the Dash action to move closer to the nearest creature. The target makes a Wisdom saving throw at the end of each of its turns to end this effect early. This effect lasts for a number of rounds equal to the level of blank talisman used.
If a creature already affected by Arcane Provocation has a second effect placed upon it from this ability, the first effect will be replaced by the second one.
Emotional Severance
After a great tragedy or traumatic event, some individuals enter a dissociative, unfeeling state lacking empathy or emotion for themself or the world around them. Although such a state is difficult and taboo to invoke in someone, understanding the self when we are void of emotion may further unlock the answer to your study of it. At 14th level, as an action, you may expend a blank talisman of 4th level or higher to force a creature within 30 ft. of you to make a Wisdom saving throw against your Spell Save DC. On a failure, the target enters a magically-induced trance, causing the following effects to occur:
The target considers all creatures it is aware of to be hostile.
The target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
The eyes of the target turn a stark, pale white and an unsettling aura radiates from them, causing any creature entering or starting its turn within 5 ft., of them to make a Wisdom saving throw against the Gakusha's spell save DC. On a failure, the creature is affected by the Fear condition as per the Gakusha's Arcane Provocation ability as though it were induced by the target of Emotional Severance.
The target has immunity to being charmed or frightened, and they cannot be affected by Arcane Provocation.
When the target makes a successful weapon or spell attack against a creature under the effects of the Fear condition, the target can make the attack a critical hit as a free action. This effect only occurs once per usage of Emotional Severance.
The creature can make a Wisdom saving throw at the end of each of its turns to end the effect early, though the creature can choose to willingly fail. Otherwise, the effect lasts a number of rounds equal to the level of blank talisman used.
Arcane Overstimulation
At 18th level, after studying both the presence and lack of emotion in one's life, you have discovered the ability to finally experience emotions to their fullest potential as well as spread this experience to others for better or worse. Whenever a creature fails a saving throw against your Arcane Provocation ability, you can induce the following effects alongside those already listed:
Euphoria: All of the effects of the Joy condition are induced along with the following:
- The creature is so enraptured in sheer pleasure and joy, the concept of fear or pain is lost to them. The creature is immune to being frightened and taking damage no longer allows the charmed creature to make a Wisdom save to end the effect.
Hysteria: All of the effects of the Fear condition are induced along with the following:
- The creature is so lost in their own anxiety and paranoia that their mind becomes fragile and broken. The creature is immune to being charmed, however it now has weakness to psychic damage and makes all wisdom, intelligence, and charisma saves at disadvantage.
Fury: All of the effects of the Anger condition are induced along with the following:
- The creature is so enveloped and rage and reckless bloodlust that the world is deemed to deserve nothing but destruction and screams. All melee attacks made by the creature are done at advantage, however all attacks made against the creature are also at advantage.
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
---|
1 | +2 | Discipline, Master Scroll | 4 | 2 | - | - | - | - | - | - | - | - |
2 | +2 | Blank Talismans, Scholarly Insights | 4 | 2 | - | - | - | - | - | - | - | - |
3 | +2 | Eyes of the Archivist | 4 | 3 | 1 | - | - | - | - | - | - | - |
4 | +2 | Ability Score Improvement | 5 | 3 | 2 | - | - | - | - | - | - | - |
5 | +3 | - | 5 | 3 | 2 | 1 | - | - | - | - | - | - |
6 | +3 | Discipline Ability | 5 | 3 | 2 | 2 | - | - | - | - | - | - |
7 | +3 | "Anyone can Write..." | 5 | 3 | 2 | 2 | 1 | - | - | - | - | - |
8 | +3 | Ability Score Improvement | 5 | 3 | 2 | 2 | 1 | - | - | - | - | - |
9 | +4 | - | 5 | 3 | 2 | 2 | 2 | 1 | - | - | - | - |
10 | +4 | Universal Cypher, "...Good Authors Copy..." | 6 | 3 | 2 | 2 | 2 | 1 | - | - | - | - |
11 | +4 | - | 6 | 3 | 2 | 2 | 2 | 1 | 1 | - | - | - |
12 | +4 | Ability Score Improvement | 6 | 3 | 2 | 2 | 2 | 1 | 1 | - | - | - |
13 | +5 | - | 6 | 3 | 2 | 2 | 2 | 1 | 1 | 1 | - | - |
14 | +5 | Discipline Ability | 6 | 3 | 2 | 2 | 2 | 1 | 1 | 1 | - | - |
15 | +5 | - | 6 | 3 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | - |
16 | +5 | Ability Score Improvement | 6 | 3 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | - |
17 | +6 | - | 6 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Discipline Ability | 6 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
19 | +6 | Ability Score Improvement | 6 | 3 | 2 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |
20 | +6 | "...But Great Authors Steal." | 6 | 3 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | 1 |