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Criou página com '*'''''Dragon's Tail.''''' While you wield a Shojin Spear, the range of your attacks with it increases by 5 feet and all your successful attacks with it cause 2 points of bleeding.' |
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===Defiant Dance=== | ===Defiant Dance=== | ||
At 6th level, you have a greater affinity with Navori Blades, increasing your control to up to 2 Blades at a time. Additionally, you can direct your Ki to increase your defensive power, using your reaction and 2 Ki, you make your Blades surround you at high speed, defending you from most attacks. | At 6th level, you have a greater affinity with Navori Blades, increasing your control to up to 2 Blades at a time. Additionally, you can direct your Ki to increase your defensive power, using your reaction when receiving an attack and 3 Ki points, or an action and 2 Ki points, you make your Blades surround you at high speed, defending you from most attacks. | ||
You begin a dance in place, causing you to receive twice your Bodhisattva level in temporary hit points and resistance to all types of damage (except true damage) until the start of your next turn. Half the damage taken (rounded down) during this time is returned in 1 extra attack made when starting your next turn (before any action or movement) in a line up to 10 feet from you. Creatures in this line must make a Dexterity saving throw DC equal to their Ki save DC, taking all the damage on a failure and only half on a success. This line increases to 15 feet at 12th level and to 20 feet at 18th level. | |||
===Flawless Duet=== | ===Flawless Duet=== | ||
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===Dragon's Wrath=== | ===Dragon's Wrath=== | ||
Upon reaching 20th level, dragon energy reverberates through you and courses through your veins. Using a free action and 3 Ki points, all of your unarmed attacks for the next minute now deal half your Bodhisattva level as additional vibrational damage. Additionally, all of your unarmed attacks now deal crushing damage instead of blunt damage. | |||
==Hakensai Technique Doctrine== | |||
Hakensai Technique is the name given to several techniques that exist throughout Runeterra and especially in Ionia, where weapons masters learn to channel an element through their Ki through their weapons, usually blades. The two known techniques are the wind sword, which was taught to Yasuo by Elder Souma, the last master of this technique, and the Ice sword, known to Elder Jing. In addition to these, not many masters of the Hakensai Technique are known, and even these, among the few that exist, reserve their training for even fewer apprentices, only after observing their refinement of character and unshakable will. | |||
===Elemental Path=== | |||
When you choose this Doctrine, you begin training to master the use of an element. Choose from the elements in the table below: | |||
When starting your training, you must choose an element and that element can no longer be changed. Each of these elements corresponds to a different school/master and confers a set of skills within that doctrine. Additionally, when using elemental Sutras with the chosen element, you can ignore the material component. | |||
*'''''Zealot Style.''''' Choosing the Water element. You can use your action to heal yourself or an ally within 15 feet of you, for each point of Ki spent, you can heal your martial die hit points. Additionally, if healing restores a creature's maximum health, the excess healing is transformed into temporary hit points, forming a barrier of water around the creature. | |||
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*'''''Sentry Style.''''' Choosing the Earth element, you learn to create a thin but tough layer of rocks around your skin, granting you half your proficiency bonus to your AC if you are not using armor. When you receive any type of damage, this bonus dissipates and you must use a bonus action to rebuild this layer. | |||
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*'''''Doctrinator Style.''''' Choosing the Fire element, you can, as a bonus action, use 1 Ki point to create or stop flames, being able to create bonfires or put them out. Alternatively, for each ki point spent, you can deal your martial die fire damage to an enemy within 15 feet of you or, as a reaction to taking fire damage, decrease the damage of a spell that deals fire damage by the same amount. | |||
*''''' | |||
*'''''Style of the Wanderer.''''' Choosing the Air element, you receive an imperceptible wind shield that grants +1 AC and DR equal to your proficiency bonus. When you receive damage, this shield is activated, mitigating the damage and dissipating. When this happens, you lose your AC and DR bonus, needing to voluntarily move 30 feet to recharge this shield. | |||
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*'''''Arctic Style.''''' Ice is one of the most dangerous elements, and can cause massive damage to both the bearer's enemy and the bearer himself. By choosing this element, you can energize your attacks made with your elemental weapon until the end of the round using 1 Ki point, causing your martial die cold damage. Whenever you spend Ki points beyond the first, you must perform a Constitution saving throw DC 10 + the number of Ki points spent, if you fail you receive your martial die in cold damage that cannot be mitigated for each point spent. | |||
*''''' | |||
*'''''Dynamo Style.''''' Choosing the Lightning element gives you a bonus of 5 times your Proficiency bonus in Foot to your Unarmored Movement. Additionally, you can mark your metallic weapons during your meditation; you can mark a total of weapons equal to your Wisdom modifier. Every 5 thrown weapons counts as 1 weapon. Weapons smaller than a dagger cannot be marked like this. As a bonus action, you can spend 1 Ki point to pull them into your hands if they are within a range of your proficiency bonus times 5 in feet. Creatures in the line must make a Dexterity saving throw DC equal to your Ki save DC or take your martial damage. Creatures that have their backs to the weapons make the save with disadvantage. If your weapon is stuck on a target, it only takes half the damage without the right to a safeguard. | |||
*''''' | |||
===Way of the Hakensai Weapon=== | |||
Additionally, when you choose this Doctrine, your martial arts training leads you to master the use of a certain type of weapon. You gain the following benefits. | |||
*'''''Elemental Weapon.''''' Choose any melee weapon. The weapon can be simple, martial, or a bodhisattva weapon that does not have the heavy and special properties. You gain proficiency with this weapon if you don't already have one. The chosen weapon is a Bodhisattva weapon for you. Many features of this doctrine only work with your Elemental Weapon. | |||
*''''' | |||
*'''''Quick Dodge.''''' If you make an attack with your Elemental Weapon as part of your attack action, you can use it to defend yourself. While the weapon is in your hand and you are not incapacitated, you gain a +1 bonus to AC until the start of your next turn. | |||
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*'''''Patient's Path.''''' You gain proficiency with the Artist's Craft in a discipline of your choice. | |||
*''''' | |||
===Elemental Awakening=== | |||
From 3rd level onwards, spending 1 action and 2 Ki points, you amplify your elemental powers by creating an effect according to your element, channeled through your weapon. Some abilities may require a saving throw, the DC equals your Ki save DC. | |||
*'''''Water Mirror.''''' Choosing the Water element, as long as you have a body of water nearby, you can cast the magic reflections through water. Additionally, for every 2 additional ki points spent, you gain 30 feet of swim movement. | |||
*''''' | |||
*'''''Stone Aegis.''''' Choosing the Earth element, you amplify your Sentry Style to coat your body in rocks, you can perform a Dash action ignoring difficult terrain and if you have moved at least 30 feet straight towards an enemy, you can make a melee attack against an enemy within 5 feet of you with your Elemental Weapon. Additionally, for every additional 2 Ki spent, you gain +1 to your AC until the start of your next turn. | |||
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*'''''Wild Fire.''''' Choosing the Fire element, you can charge your Elemental Weapon with your ki, causing flames to envelop your weapon. For 1 minute, your attacks with your Elemental Weapon deal an additional 1d6 fire damage. Additionally, for every additional 2 Ki spent, your weapon deals an additional 1d6 fire damage. | |||
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*'''''Rising Storm.''''' Choosing the Air element, you conjure a hurricane in a line 15 feet from you. The conjured hurricane deals 1d8 slashing damage. Creatures in the hurricane's line must make a Dexterity saving throw, on a failed save the creatures hit take 1d8 slashing damage and are thrown 10 feet into the air. For every 10 feet you fall, a creature takes 1d6 bashing damage and is knocked prone, unless it can avoid falling damage. For every 2 additional Ki points spent, the hurricane increases its range by 5 feet and deals an additional 1d8 damage. | |||
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*'''''Cold Shard.''''' Choosing the Ice element, you concentrate to form a shard of ice in front of you, being able to make a ranged attack with a range of 20 feet, dealing 1d8 cold damage and slowing the target's movement by 10 feet until the start of your next turn. Alternatively, you can increase your concentration time to increase the size of the shard, for every 2 additional Ki points spent and each turn without taking any attack actions, your shard deals 3d8 additional damage. | |||
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*'''''Electrical Voltage.''''' Choosing the Lightning element, you can energize your Elemental Weapon with electricity, being able to perform an attack action with your Elemental Weapon. On hit, this attack deals an additional 1d8 electrical damage, and for every additional 2 Ki spent, this attack deals an additional 1d8 damage. Additionally, whenever you roll initiative, add your Wisdom modifier to the roll. | |||
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===Hakensai Weapon Improvement=== | |||
At 6th level you imbue your Ki into your Elemental Weapons, granting the following benefits. | |||
*'''''Skillful Strike.''''' When you hit a target with your Elemental Weapon, you can spend 1 Ki point for it to deal additional damage equal to your Martial Arts die of the same type as your chosen element (piercing for zealot, bludgeoning for sentry, fire for doctrinator, slashing for wanderer, ice for arctic and electric for dynamo). You can use this feature only once on each of your turns. | |||
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*'''''Sharpen Weapon.''''' As a bonus action you can spend up to 3 Ki points to add, while wielding your Elemental Weapon, a bonus to attack and damage rolls. The bonus is equal to the number of Ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on magical weapons that already have bonuses to attack and damage rolls. | |||
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*'''''Elemental Aptitude.''''' When using elemental Sutras of your element, the Ki cost is reduced by 1 (minimum of 1). If a Sutra costs 1 Ki point but has some improvement with the consumption of 1 additional Ki point, you can choose to use 1 Ki to use that Sutra with this improvement. | |||
*''''' | |||
===Elemental Infusion=== | |||
At 11th level, you improve your elemental capacity, being able to create previously unimaginable effects. The skills described below are channeled through your Elemental Weapon and require the expenditure of 4 Ki points and your bonus action (unless the skill states otherwise). Some abilities may require a saving throw, the DC equals your Ki save DC. | |||
*'''''Vital Steal.''''' By choosing the Water element, you can suck part of an enemy's vital energy. You can target a single enemy within the range of your Elemental Weapon, they must make a Constitution saving throw, if they fail they will receive 2d10 necrotic damage, and you receive healing equal to the damage caused and can apply the Zealot's Style effects. For every additional 3 Ki points spent, you increase the damage of this ability by 1d10. | |||
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*'''''Wall of Rocks.''''' Choosing the Earth element, you can cast the stone wall spell for 1 hour, without the need for material components and concentration. You can undo this ability at any time. | |||
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*'''''Flaming Retribution.''''' By choosing the Fire element, if you are not wearing armor, you can manipulate the energy of your spirit to grant you armor made of flames, which grants you resistance to fire damage and freezing for the next minute. Additionally, if an enemy hits you with an unarmed attack, they take 2d8 fire damage. For every 3 additional Ki points spent, you increase the duration of this ability by 1 minute. | |||
*''''' | |||
*'''''Wall of Wind.''''' Choosing the Air element, you can manipulate the wind around you to cast the wall of wind spell without the need for material components, spending 3 Ki points. For every additional 3 Ki points spent, you increase the length of the spell by 10 feet and increase the height of the spell by 5 feet. | |||
*''''' | |||
*'''''Glacial Lethargy.''''' By choosing the Ice element, you can lower the temperature around a creature within a distance of up to 5* your Wisdom modifier, causing it to make a Saving Throw of Constitution, if it fails, its movement will be reduced by 20 feet for the next minute, and the save can be repeated at the end of each of the creature's turns. For every 3 additional Ki points you spend, you can affect one additional creature up to a number equal to your Wisdom modifier. | |||
*''''' | |||
*'''''Shining Current.''''' Choosing the Lightning element, you can energize your attacks with your elemental weapon with an electrical current, attacks made with this weapon for the next minute take an additional 2d8 electrical damage. For every 3 additional Ki points spent, you increase the damage of this ability by 1d8. | |||
*''''' | |||
===Elements Strength=== | |||
{| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; margin: auto; float:right; | {| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; margin: auto; float:right; | ||
|- style="font-weight:bold; text-align:center;" | |- style="font-weight:bold; text-align:center;" | ||
! colspan="2" | | ! colspan="2" | Elements Strength | ||
|- style="font-weight:bold;" | |- style="font-weight:bold;" | ||
| | | Element | ||
| | | Damage Type | ||
|- style="vertical-align:middle; background-color:#d9d2e9;" | |- style="vertical-align:middle; background-color:#d9d2e9;" | ||
| | | Water | ||
| | | Intoxicating | ||
|- style="vertical-align:middle;" | |- style="vertical-align:middle;" | ||
| | | Earth | ||
| | | Vibrational | ||
|- style="vertical-align:middle; background-color:#d9d2e9;" | |- style="vertical-align:middle; background-color:#d9d2e9;" | ||
| | | Fire | ||
| | | Incinerating | ||
|- style="vertical-align:middle;" | |- style="vertical-align:middle;" | ||
| | | Air | ||
| | | Antimonic | ||
|- style="vertical-align:middle; background-color:#d9d2e9;" | |- style="vertical-align:middle; background-color:#d9d2e9;" | ||
| | | Ice | ||
| Glacial | | Glacial | ||
|- style="vertical-align:middle;" | |- style="vertical-align:middle;" | ||
| | | Lightning | ||
| | | Plasma | ||
|} | |} | ||
Starting at 15th level, you gain resistance to elemental damage of the type dealt by your Elemental Weapon. If you use the Ki Tempering Sutra to give your weapon magical damage, for the duration of the Sutra, you become resistant to the same type of magical damage. | |||
===One with the Elements=== | |||
=== | |||
At level 17, you can channel absurd amounts of energy from your element through your Elemental Weapon. Some abilities may require a saving throw, the DC equals your Ki save DC. Using your action and 5 Ki points, you can use your element's ability described below. | |||
*'''''Liquid Effigy.''''' By choosing the Water element, you can transform into a liquid form for 1 hour, along with everything you are wearing and carrying. This ability ends prematurely if you drop to 0 health. While in this form, you can enter and occupy another creature's space, you have resistance to nonmagical damage and have advantage on Strength, Dexterity, and Constitution saving throws, and you can pass through small holes, narrow openings, and even, mere cracks. While in liquid form, you cannot attack, cast spells, speak, or manipulate objects, and any objects you were carrying or holding cannot be dropped, used, or otherwise interacted with. You can end this ability at any time. | |||
*''''' | |||
*'''''Heart of Stone.''''' Choosing the Earth element, you can amplify your layer of protective rocks, spending your bonus action and 3 Ki points, granting you resistance to all physical damage for the next minute. For every 3 additional Ki points spent, you increase the duration of this ability by 1 minute. | |||
*''''' | |||
*'''''Flash of Flame.''''' Choosing the Fire element, you can plant your weapon in the ground at your feet to conjure a pillar of flame in a cylinder 10 feet in radius and 40 feet in height. within 30 feet of you. Creatures in the area of this pillar must make a Dexterity saving throw, on a fail they take 5d8 fire damage, and on a success they take only half the damage. | |||
*''''' | |||
*'''''Steel Storm.''''' Choosing the Air element, when hitting creatures with your Rising Storm ability, you can use your bonus action and 5 Ki points to advance to one of the creatures in the air to target it inflicting 3 extra attacks with your Elemental Weapon. | |||
*''''' | |||
*'''''Ice Sarcophagus.''''' By choosing the Ice element, you can lower the temperature of the entire environment around you. Creatures within 20 feet of you, including you, must make a Constitution saving throw; on a failure, its movement drops by 10 feet for 1 minute. Additionally, you can choose up to 5 enemies and force them to perform another Constitution saving throw, on a failure these enemies take 3d8 glacial damage and are petrified in Ice for 1 hour, upon doing so you receive a point of exhaustion. You can use your bonus action to unfreeze an enemy. | |||
*''''' | |||
*'''''Electric Storm.''''' Choosing the Lightning element, you conjure an electrical blast from your Elemental Weapon, creatures within 15 feet of you must make a Dexterity saving throw, on a failure They take 3d8 plasma damage and only half as much on a success. If a creature is wearing metallic armor, it will have disadvantage on the saving throw and will take double the damage. On a success, the creature hit takes half damage. | |||
*''''' | |||
===Elemental Fullness=== | |||
Upon reaching 20th level, you become immune to the damage type of your element according to the Strength of the Elements table. Additionally whenever a target is immune to your elemental damage type, your attacks ignore that immunity and are treated as just resistance. | |||
==Doctrine of the Shinobi Way== | |||
Especially in Ionia there are warriors who deal with unorthodox wars such as the balance between the material world and the spiritual world, espionage, sabotage, infiltration among other functions, the Shinobi. The organizations to which Shinobi belong can be extremely varied, but the most well-known and traditional is the Kinkou Order, which, although it has the majority of Shinobi, is not made up only of them. | |||
===Orders=== | |||
It is possible that there are numerous orders spread across Runeterra, but the two presented here are the only ones known to date: | |||
<div style="margin-left:20px;"> | <div style="margin-left:20px;"> | ||
==== | ====Kinkou Order==== | ||
The order of Kinkou was founded a few centuries ago, at a time when spirits were out of control and humans could not understand the reason for this unrest. | |||
====Order of Shadows==== | |||
= | The Order of Shadows was by Zed as a derivation of the Order of Kinkou. The Order of Shadows is more focused on the political structures of Ionia and protecting the material world. </div> | ||
</div> | |||
===Neio and Neiyar=== | |||
===Neio | The first training of this doctrine that will accompany you throughout your journey is the double principle of Neio and Neiyar, through which Shinobi teach Meditative experience (Neio) and Combat Practice (Neiyar). With this teaching, you learn to become a master of self-control and your weapon as you dedicate yourself to the teachings of this class. With each new lesson from Neio and Neiyar, the Shinobi receives two characteristics, each linked to one of the principles. | ||
<div style="margin-left:20px;"> | <div style="margin-left:20px;"> | ||
*'''Neio.''' | *'''Neio.''' The principle of Neio understands how to use your own natural energy to focus your concentration when performing tasks. You are able to add half your Wisdom modifier to any roll made a number of times equal to your proficiency bonus per full rest. You must announce this addition before rolling. The value of this bonus increases to your Wisdom modifier at 9th Bodhisattva level, and at 15th Bodhisattva level you can add this bonus to a roll already made but before knowing whether it was successful or not. | ||
*'''Neiyar.''' The principle of Neiyar studies how to improve combat, enhancing the synergy of the body's own energy with the form of a weapon. Choose a Bodhisattva weapon with which you are proficient so that it becomes your primary focus of Neio and Neiyar, using that weapon's maximum accuracy and lethality, your attacks with that weapon deal 1 additional die of damage (a weapon that deals 2d6 , now deals 3d6). | |||
*'''Neiyar.''' | |||
Upon achieving weapon mastery, you can set an additional focus of your Neiyar at Bodhisattva levels 9 and 15. | |||
</div> | </div> | ||
===School=== | |||
At level 3, you must choose a Shinobi school. Each order teaches certain schools, for example, although you can learn about virtually all schools in the Order of Shadows, some schools are not taught within the Order of Kinkou. This school grants you some characteristics and gives you access to Sutras exclusive to that school. When you choose your school, you receive a Sutra from it. | |||
*Traditional Schools | |||
* | |||
**Spiritual School | |||
** | |||
**School of Protection | |||
** | |||
**Twilight School | |||
** | |||
*Dark Schools | |||
* | |||
**Obscure School | |||
** | |||
**Umbral School | |||
** | |||
**Noctigen School | |||
** | |||
===Improved Edge=== | |||
=== | |||
At 6th level, the critical range of your Neiyar focus weapon is reduced by 1. Additionally, you gain access to a Shinobi or School Sutra. | |||
===Irregular Movement=== | |||
Starting at level 11, a creature's first successful attack against you has its damage reduced by an amount equal to your Proficiency bonus. This effect only happens once per round. Additionally, you receive access to a new School and a Shinobi Sutra or one of your Schools. | |||
===Bodily Fullness=== | |||
At level 15, the natural protection of spiritual energy emanations gives your body exceptional resistance. With a reaction to taking damage (except true damage), you can receive resistance to the same type of damage until the end of the next round. You can do this a number of times equal to half your full rest proficiency bonus. Additionally, your attacks with a Neiyar focus weapon have their critical multiplier increased by 1. | |||
===Observer=== | |||
At level 17, you are able to accurately observe enemy attacks and find more effective ways to defend yourself or counterattack. During combat, when you are targeted by an attack, ability, sutra, or spell, a second time, if the first is successful, you may add half of your Wisdom modifier to your AC or to the necessary saving throw against that attack. You are able to maintain this bonus until the end of combat. Additionally, once per round, when an enemy makes a melee attack against you and misses, you can make an attack of opportunity against the target. You receive access to a Shinobi Sutra or one of its Schools. | |||
===Onimusha=== | ===Onimusha=== | ||
When you reach 20th level you become a different creature, permeated by physical manifestations of your ki and your sutras. You receive +2 in Strength, Dexterity and Wisdom up to a limit of 24. Additionally, the sutras used by you have their cost reduced by 1 (a sutra cannot have its cost reduced to 0 in this way). You receive access to a General Sutra, Bodhisattva, Shinobi or one of their Schools. | |||
Edição atual tal como às 19h59min de 28 de outubro de 2023
Instead of delivering a direct punch, the woman swung her arms in the air, describing a circle with them, as her assailant charged forward, seeing an opening to strike her once and for all and put an end to the charade. However, after taking the first step, he felt something in his stomach, akin to a punch delivered directly to a completely unprotected area. He fell to the ground, emptied his lunch, and felt his strength draining away, weakness washing over his body in waves, sapping all the power from his muscles. As he stared at the feathers seemingly growing behind the woman's ear, he wondered how that had happened.
The Vastayan approached the man, took back his purse, tossing it in the air and feeling its weight, making sure everything was there. Without uttering a single word, she continued on her way while the thief feared he was nearing death. Overwhelmed by fear, he tried to scream but had no voice. Slowly, he saw everything growing dark and thought it would be his last sight in life.
After a few hours, he woke up in the same place where he was, with a crowd of onlookers surrounding him, seeming surprised to see him getting up. A child who had been watching everything while eating an apple approached him and said something about him having promised to change his life, that this was what a Bodhisattva caused in people's lives, a rebalancing of their priorities.
"Irritated, he reached out his hand to push her, only to realize that his hand passed through a spirit that vanished afterward. He knew about Bodhisattvas from the fame of Lee Sin, the Blind Monk and vessel of the Dragon, but he never thought he would encounter one and foolishly attempt to steal from her. He reflected on his luck for being alive, and that thought marked the beginning of his honest life that lasted until the end of his days. From that moment on, he expressed gratitude to the Vastayan Bodhisattva at every opportunity, even when his eyes closed for the last time."
Just as the magic of Runeterra can structurally alter a simple flower that grows in soil rich in mystical energy, the same occurs with certain peoples who have discovered within themselves a source of energy that resonates with the magic of the world and the spiritual realm—the Ki.
The Bodhisattva enhances themselves, gradually transcending mortal limitations and connecting with a spiritual essence in the pursuit of the wholeness of being and self-understanding. They merge the magic that permeates Runeterra with their skin, flesh, and bones, encompassing their entire body through Ki, achieving feats that are not merely magical.
The notion that the Bodhisattva is merely a conduit that transforms magic into Ki is commonly held, although it has not been studied sufficiently yet. Perhaps there are deeper connections than initially imagined, especially when analyzed from the perspective of the three sources.
Ki
Those who strive for excellence in their bodies often do so in order to allow the Ki that flows within them to move without any hindrance, in a continuous and harmonious flow. This gradual mastery has given the Ki scholars the insight that this energy is not exclusive to Bodhisattvas but is instead something common to all beings, even the inanimate.
Through careful studies conducted in the temples, they not only learned to manipulate the Ki within their own bodies but also acquired the ability to interact with the Ki of other beings.
One of the risks of using Ki is the feeling of excessive power and vanity, which has victimized many Bodhisattvas who either considered themselves superior or perhaps fell victim to carelessness and forgetting the basic principles of self-understanding necessary for the proper utilization of this power.
Those who walk the path of the Bodhisattvas are in constant battle with their fears and inner demons, and any defeat in this daily struggle can often cost them their equilibrium, leading the Bodhisattva away from fulfillment and towards a path of fear and pettiness, driven by a desire to become something beyond mere mortals.
Sutras and Doctrines
The temples that were formed in ancient times by individuals interested in working together gradually became the greatest reference for Bodhisattvas. However, attaining fulfillment is not just about reaching a destination; it encompasses an infinity of paths.
Many paths have already been taken by Bodhisattvas scattered throughout the world, whether through their connection with the spiritual magic of animals, the elemental forces of nature, or even the celestial realms through an understanding of celestial movements.
In their quest for this knowledge, some have left scattered records on how to activate certain aspects of the powers of Ki. Most of these records are found in sutras, physical units of knowledge that often transmit this knowledge in a cryptic manner, understandable only by those who have attained a certain degree of fulfillment.
Still, just as there are many paths, some have left their records not in temples or schools but in objects that were part of their lives or in places where they found the perception of leaving a legacy.
The additional sutras are often absorbed by the body of the Bodhisattva and encoded into their Ki through manipulations of the flow. For this reason, there is a limit to the number of sutras that a body can maintain simultaneously and in harmony. However, there are rumors of artifacts and pacts with spiritual entities that can enable the breaking of these limits. The veracity and cost of these rumors differ in each source. While some claim that it can cost one's own fulfillment, others say that this is the only way to truly be complete.
Creating a Bodhisattva
As you create your Bodhisattva character, consider your connections with the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left at the monastery's doorstep? Did your parents offer you to the monastery as a gesture of gratitude for services rendered by Bodhisattvas? Did you enter this reclusive life to hide from a crime you committed? Or did you choose the monastic life of your own accord?
Consider the reason for your departure. Did the leader of your monastery choose you for a particularly important mission beyond the monastery? Perhaps you were expelled for violating one of the community's rules. Were you devastated when you left, or were you happy to depart? Was there something you hoped to accomplish outside the monastery? Were you eager to return home?
Quick Build
You can quickly build a Bodhisattva by following these suggestions. First, place your highest ability score in Strength, followed by Wisdom. Second, choose the Wanderer background.
The Bodhisattva | ||||
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Level | Features | Martial Dice | Ki | Vel |
1 | Ki, Sutra, Doctrine | 1d6 | 2 | 1 |
2 | Unarmored Movement, Combat Style | 1d6 | 3 | 1 |
3 | Doctrine Feature | 1d6 | 4 | 2 |
4 | Enhancement, Combat Intuition | 1d6 | 5 | 2 |
5 | Extra Attack | 1d6 | 7 | 3 |
6 | Doctrine Feature | 1d6 | 8 | 3 |
7 | Evasion, Peaceful Mind | 1d8 | 9 | 4 |
8 | Enhancement | 1d8 | 10 | 4 |
9 | - | 1d8 | 11 | 5 |
10 | Purity of Body | 1d8 | 12 | 5 |
11 | Doctrine Feature | 1d10 | 13 | 6 |
12 | Enhancement | 1d10 | 14 | 6 |
13 | Fullness | 1d10 | 15 | 7 |
14 | - | 1d10 | 17 | 7 |
15 | Doctrine Feature | 1d10 | 18 | 8 |
16 | Enhancement | 1d10 | 19 | 8 |
17 | Doctrine Feature | 1d12 | 21 | 9 |
18 | - | 1d12 | 22 | 9 |
19 | Enhancement | 1d12 | 24 | 10 |
20 | Doctrine Feature | 1d12 | 25 | 10 |
Class Features
As a Boddhistava, you gain the following Class Features.
Hit Points
Hit Dice: 1d10 per Boddhisattva level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Ponts at Higher Levels: 1d10 (or 6) + your Constitution modifier per Boddhisattva level beyond 1st
Proficiencies
Armor: None
Weapons: Simple and bosshisattva weapons
Crafts: Choose a Minor Craft
Saving Throws: Strength or Dexterity, Wisdom
Skills: Choose three from Acrobatics, Athletics, Stealth, History, Intimidation, Insight, Medicine, Nature, Perception, Persuasion, Sleight of Hand, Religion, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your Past:
- (a) a shortsword or (b) any simple weapon or (c) a navori blade.
- (a) a Bodhisattva weapon.
- (a) dungeon delver's pack or (b) explorer's pack or (c) priest's pack.
- 10 darts
Ki
Ki is the core principle of the Bodhisattva, representing the understanding of internal and external energy and its relationship with the true self that transcends the mundane. Ki is a universal principle present in all forms of existence, whether physical or ethereal, living or dead. Plants possess Ki and flourish with greater vitality when surrounded by its flow, and even the deceased or decomposing bodies retain it.
Starting at 1st level, your training allows you to harness the mystical energy of Ki. Your access to this energy is represented by a number of Ki points. Your bodhisattva level determines the number of points you have, as shown in the Ki column of The Bodhisattva table.
You can spend these points to fuel various Ki features. When you spend a Ki point, it becomes unavailable until you finish a long or full rest, at which point all expended Ki points are regained. You must spend at least 30 minutes of the rest meditating to regain your Ki points.
Some of the Ki features require your target to make a saving throw to resist the effect of the feature. The saving throw DC is calculated as follows:
Furthermore, the Bodisatva's contact with Ki eventually awakens hidden abilities of the body that can be studied and intensified, including:
Ki Refinement
The Bodhisattva understands his own body and is therefore able to improve it with Vigor, but in addition, Vigor itself can be studied through techniques aimed at combat, martial arts, thus, at the 1st level, its practice in martial arts grants you mastery in combat styles that utilize unarmed strikes and Bodhisattva weapons.
You gain the following benefits while unarmed or wielding a Bodhisattva weapon and not wearing any armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and your Bodhisattva weapons.
- You may roll a d6 in place of the normal damage from your unarmed strikes and Bodhisattva weapons. This die changes as you gain Bodhisattva levels, as shown in the Martial column of The Bodhisattva table.
- When you use the Attack action with an unarmed strike or a Bodhisattva weapon on your turn, you can perform an unarmed strike as a bonus action. For example, if you take the Attack action with a staff, you can also take an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Certain Doctrines use specialized forms of Bodhisattva weapons. For example, you can use a club made from two pieces of wood connected by a small chain (called a nunchaku) or a scythe with a strange thin blade (called a kama). Whatever name you use for a Bodhisattva weapon, you can use the game statistics shown for the weapons.
Sutra
The cultivation of discipline between body and spirit allows Ki to be used and developed, the practitioner begins to receive characteristics inherent to this development that can often be used by consuming their Ki reserve, these are the Sutras, techniques and knowledge common to those who follow the path of the Bodhisattva. The Sutras are typically divided into Class Sutras, Subclass Sutras, and General Sutras. The Sutras and their rules can be found in Chapter 5: Personalization - Sutras and Vel.
Class Sutras
At 1st level, a Bodhisattva can choose a Class Sutra, all sutras are described in Chapter 5: Sutras and Vel. These Sutras learned through the class represent natural developments of the Bodhisattva. When you reach 2nd level, you can choose an additional Class Sutra and again at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th levels.
Subclass Sutra
Each doctrine is a way of expressing a Bodhisattva's direction in accordance with the traditions and customs that are taught in his doctrine. Normally these Sutras are certain specialties of what is taught within the Doctrine. Each Doctrine has its respective Sutras and they are accessible differently for each one.
General Sutra
In addition to the Class and Subclass Sutras, the Bodhisattva on his path is always learning, especially when he observes the world around him, so he can learn new Sutras by having access to masters, ancient manuscripts or even entities with whom he can interact. become favorable, all of these can be found in your adventures. For more details, see Chapter 5: Sutras and Vel.
Vel-Sutras
Also called simply “Vel”, Vel-Sutras are techniques that are assimilated by a Ki user, just like the General Sutras, they refer to these additional capabilities that can be learned during the campaign. For more details, check out Chapter 5: Personalization - Sutras and Vel.
Bodhisattva Weapons
Although they can use any weapon they have training in, Bodhisattva Weapons are weapons with which the class's skills have better synergy, reflecting the weapons that are normally trained in the doctrines. These weapons are: the dagger (kunai), the javelin (Goad), whip (kawanaga), javelin (shuriken), short sword (wakizashi), long sword (katana), sickle (kama), spear (yari), war gauntlet (tekko), any simple melee weapons that do not have the two-handed or heavy property, or weapons from your Doctrine.
Doctrine
At 1st level you must choose a Doctrine from: Doctrine of the Wuju Art, Doctrine of Blade Dance, Doctrine of the Shojin Monastery, Doctrine of the Hakensai Technique or Doctrine of the Shinobi Way, all detailed at the end of the description for this class. Your doctrine grants you features at 1st level and again at 3rd, 6th, 11th, 15th, 17th, and 20th level.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases by 5 feet when you reach Bodhisattva levels 6, 10, 14, and 18.
Styles
The Bodhisattva is always studying and improving his combat method through study, contemplation and training. At level 2 you can adopt two fighting styles from the following styles, you can choose one style again at level 11. You cannot choose the same style more than once and only one of the styles can be active at a time, you can switch between Fighting styles as a bonus action or as a reaction to landing an attack.
Throw
You have improved your aim and your ability to use thrown weapons. When using this style you receive the following benefits using thrown weapons:
- Your thrown weapon attacks ignore half cover.
- You gain +1 to your attack and damage rolls with thrown weapons, this bonus increases by +1 at Bodhisattva levels 8 and 16.
- You can use Strength or Dexterity (whichever is higher) as an attribute for attack and damage rolls with thrown weapons.
Archery
Your focus on your skill with the bow is exceptional, you constantly find yourself practicing shots trying to hit one arrow with another. When using this style you receive the following benefits using bow and arrow:
- You gain half your proficiency bonus on attack rolls made with a simple or ranged martial weapon.
- When you shoot an arrow that misses the target, you can retrieve it later.
- Once per turn, you can make a ranged attack of opportunity.
Two-Handed Weapon Combat
Two hands propel a weapon better, two hands allow a longer weapon to be used. You are comfortable with these advantages. By using this style you receive the following benefits:
- When you use a two-handed (or versatile, two-handed) weapon you can add double your Strength modifier to the weapon's damage rolls instead of just once.
- You gain +1 to your attack and damage rolls with this weapon. This bonus increases by +1 at Bodhisattva levels 8 and 16.
Two-Weapon Fighting
Symmetry can be a very important factor for you, therefore, two hands, two weapons. By using this style you receive the following benefits:
- You receive a rank in Two-Weapon Fighting
- When you gain the Extra Attack trait, once per turn, you can make an additional attack with your secondary weapon.
Duelism
Using only one weapon in one hand gives you greater freedom to use your skill. When using this style, when you wield a melee weapon in one hand and no other weapons, you receive the following benefits:
- You gain +1 to your attack rolls with this weapon. This bonus increases by +1 at Bodhisattva levels 8 and 16.
- You gain +2 to your damage rolls with this weapon. This bonus increases by +2 at Bodhisattva levels 8 and 16.
Enhancement
When you reach 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one Ability score of your choice by 2, or you can increase two Ability scores of your choice by 1. By default , you cannot raise an Attribute score above 20 with this feature. Alternatively you can choose one of the General Enhancements from Chapter 5: Customization - Enhancements. Additionally, you gain access to a new Sutra every time you receive an Enhancement in that class.
Combat Intuition
Starting at 4th level, you develop your sensitivity to combat, managing to enter a transcendental state. You gain blindsight out to 10 feet. Within this range, you can effectively see anything that is not behind total cover, even if you are Blinded or in darkness. Additionally, you can notice Invisible creatures within this range, unless the creature is stealthy. If you already have or receive this feature, you add 10 feet to its range. This bonus increases by 5 feet at levels 8, 12, 16, and 20 of this class.
Additionally, as a bonus action, you can add half your Wisdom modifier to your hit rolls for a number of rounds equal to your proficiency bonus. You can do this a number of times equal to your Wisdom modifier per full rest.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Evasion
Starting at 7th level, you can nimbly dodge certain area effects, such as a cloud dragon's electric breath or a fireball spell. When you are targeted by an effect that requires a Dexterity saving throw to take half damage, you take no damage if you succeed, and only half damage if you fail.
Peaceful Mind
Starting at 7th level, you can use your action to end an effect on yourself that is bewitching or frightening you.
Bodily Purity
At 10th level, your mastery of Ki flows through you, making you immune to natural diseases and the Poisoned and Intoxicated conditions. Additionally, you have advantage on saving throws against magical diseases. Also from this level, you ignore any material components of a Sutra, as long as they are not consumed by it.
Fullness
At 13th level, your body has already received sufficient emanations of spiritual energy that grant you natural protection through the perception of your surroundings. You are no longer surprised in combat. Additionally, during the first round of combat, you have advantage on all attacks against creatures that have not yet acted.
Doctrines
The Doctrines especially represent where the Bodhisattva learns to channel his Ki and the ways in which he does this. They are usually monasteries or temples where they train for years until they reach a state in which they can consider themselves capable of experiencing the world and improving themselves through the impact of the outside world.
Doctrine of the Art of Wuju
Practitioners of the art of Wuju learn the basic forms of meditation and swordsmanship. This doctrine teaches the philosophy of bloodless combat, and only those who truly understand it have the privilege of carrying sharp blades. Through meditation and proprioception, a practitioner of the Wuju art is able to channel the energy of the Spiritual Realm through his body into his weapon. Through heightened contact with the spiritual world and the energies coming from it, the Wuju practitioner learns to channel certain magic through his Ki. Whenever a spell requires a saving throw, the DC is based on the Bodhisattva DC.
Wuju Meditation
By adhering to this Doctrine at 1st level, you learned how to enter a state between consciousness and mindfulness. You can use your action and 1 Ki point to enter this meditative state until the start of your next turn, you can spend 1 additional Ki point to increase the duration of this meditation by 1 turn. While meditating you gain resistance to simple physical damage and at the start of your next turn you regain a number of hit points equal to the dice in the Martial column of the Bodhisattva table.
Outside of combat, you can enter this meditative state for the next minute using 1 Ki point, by doing this you become more sensitive to the spirits and spiritual energies of the place, being able to have a basic notion of your surroundings in the spiritual world. Furthermore, if a spirit is there and wants to communicate with you, it can give you past or present information about that region.
Spiritual Attack
Starting at 3rd level, you learn the basics of how to channel spiritual energy through your body to strengthen your Bodhisattva weapon.
You can use a free action and 2 Ki points, the damage of your attacks made with a Bodhisattva weapon, until the start of your next turn, increases by 1 die from the Martial column on the Bodhisattva table. You can spend Ki points to add effects to your Bodhisattva weapon for the duration of this ability:
- 1 Ki point. The range of your attacks increases by 5 feet
- 1 Ki point. The damage of your attacks increases by 1 on the damage scale
- 1 Ki point. The additional damage type from your attacks granted by this ability becomes energy.
- 4 Ki points. The duration of this ability increases to 1 minute.
Additionally, you can cast the following spells, aid, mental devastation, fiery devastation, thundering devastation, detect good and evil, without the need for material components using an action and 2 Ki points.
Extra Attack
At 6th level, you can attack once more when you use the Attack action during your turn.
Unstoppable
At 11th level, you learn how to use spiritual energy to improve your movement. When using a bonus action and 3 Ki points, you double your speed, in addition, when you are the target of an ability, spell or rune that would prevent you from moving, you can use your reaction and 2 Ki points to ignore this effect. This ability lasts for up to 1 minute or until you end it prematurely.
Additionally, you can cast the following spells mark of punishment, luminary devastation, without the need for material components using an action and 4 Ki points.
Alpha Strike
At level 15, you use spiritual energy to alter your form, either creating ephemeral copies of yourself or becoming an incorporeal mass of spiritual energy capable of piercing your enemies. Using an action and 3 Ki points, you can attack an enemy that is within 10 feet of you; for every 1 additional Ki point, you can attack an additional target that is within 10 feet of your primary target, all Enemies affected by this ability must make a Wisdom saving throw DC equal to your Ki save DC. On a failure they take you weapon damage + your martial die, times your proficiency bonus, in runic damage. On a success, creatures hit take only half as much damage. When this attack ends, you return to a free space adjacent to your primary target. Additionally, you can now spend 4 Ki points to make an additional attack in your attack action.
You can cast one of the following spells banishment, planar devastation, psychic devastation, without the need for material components using an action and 7 Ki points.
Spiritual Vision
From the 17th level onwards, you have the ability to see the spirit of all beings, living or not, you normally see the invisible and cannot be deceived by illusions related to vision. Furthermore, you are able to see their weak points in their spiritual bodies and with that, you can target them. Using a bonus action and 5 Ki points, you have advantage on your attacks for the next minute and the damage dealt by your Bodhisattva weapon takes damage from the Martial column of The Bodhisattva table, multiplied by half your Bodhisattva level, as energy damage.
Transcendence
Upon reaching the 20th level, the power of the spiritual realm flows through your body naturally like a river flows through its bed. When using your Wuju skills, you spend 1 less Ki point (the expenditure cannot become 0 in this way, with a minimum of 1 Ki point being kept). Additionally, you can cast the following spells without the need for material components, using an action and their level in Ki points: shapechange , extraplanar contact, etherealness, greater restoration (in itself), devastating wave and true seeing.
Doctrine of Blade Dance
An almost lost art, the Doctrine of the Dance of the Blades was forgotten thanks to the peace of Ionia, becoming a simple cultural dance of silks and fabrics. Recently rescued, it uses Ki to manipulate special sharp blades throughout their entire length, without any grip.
The moment you choose this doctrine you have proficiency with Navori Blades. Navori Blades have unique properties and are controlled by the use of Ki. Initially you can only control 1 blade, starting to control additional blades at levels 6, 11 and 17. When used by Ki, you ignore the characteristics of that weapon in the Exotic Weapons table in Chapter 6: Equipment and they gain the Extension property.
Each Navori Blade fluctuates by your Ki control, for each additional blade in action (whether in defense or attack stance), your Ki reserve is reduced by 1 point which can be restored by breaking the blade's control. To use any blade other than the first, you must necessarily have 1 Ki point available for each additional blade. If you want to use the Ki point allocated to a blade, you can choose to drop it or resheath it.
Blades in action float up to 5 feet around you as they become attached to your spirit, meaning you don't need to carry them. If you become unconscious, stunned or paralyzed, your blades fall to the ground.
The blades can be used in both an attack and defense stance. For every two blades in an attack stance, you receive +1 to your Hit Rolls, while for every two blades in a defense stance, you receive +1 AC.
Hit Rolls made by Navori Blades through the Doctrine of the Blade Dance use your Wisdom or Dexterity modifier as the weapon's hit modifier (whichever is higher), attacks made with more than one blade deal 1 additional point of damage per blade. When declaring one or more blades to be in an attack or defense stance, they can only change stance at the start of your turns.
For example, at level 17, you can use 4 blades to attack, gaining +2 on hit rolls and +3 additional damage on attacks and 2 to defend yourself, gaining +1 to your AC. If you want to change this, you must declare this action at the start of your turn.
Blade Surge
At level 3, you learn to work better together with your blades. At the cost of 1 Ki point, you can as an action or bonus action, or for 2 points as an attack action, charge at an enemy within 20 feet of you; the enemy must make a Dexterity saving throw, on a failed save it takes your martial die + your Bodhisattva level of damage. By advancing like this and attacking the enemy, if the target dies or you get a critical in one of your attacks that round you recover the Ki points spent.
Defiant Dance
At 6th level, you have a greater affinity with Navori Blades, increasing your control to up to 2 Blades at a time. Additionally, you can direct your Ki to increase your defensive power, using your reaction when receiving an attack and 3 Ki points, or an action and 2 Ki points, you make your Blades surround you at high speed, defending you from most attacks.
You begin a dance in place, causing you to receive twice your Bodhisattva level in temporary hit points and resistance to all types of damage (except true damage) until the start of your next turn. Half the damage taken (rounded down) during this time is returned in 1 extra attack made when starting your next turn (before any action or movement) in a line up to 10 feet from you. Creatures in this line must make a Dexterity saving throw DC equal to their Ki save DC, taking all the damage on a failure and only half on a success. This line increases to 15 feet at 12th level and to 20 feet at 18th level.
Flawless Duet
From level 11 onwards, you are considered a master of Blade Dance, being able to control up to 4 Blades at a time.
Additionally, you can use your action and 2 Ki points to throw 2 blades at empty locations within 15 feet of you, imbuing them with spiritual energy. These blades cannot occupy the same space and can be launched separately at any time until the end of your turn without requiring another action, the blades remain in the defined space until the end of your next turn. While positioned in this way, they cannot be used to attack or defend, and at the end of the duration, they return to you.
You can, as a bonus action, activate your Ki in your weapons to create a line of energy between the two positioned blades; when you do so, enemies within that line must make a Wisdom saving throw DC equal to your Ki save DC, on a failed save the creature takes half your proficiency bonus + half your Wisdom modifier in d10 psychic damage and the creature is stunned. On a success, the enemy takes only half damage. When you activate your ki in these blades, they return to you.
Vanguard's Edge
At level 15, you can spend your action and 2 Ki points to create a 15-foot inverted cone made of Spiritual Blades, these blades are created through your control of spiritual energy and do not count as Navori Blades. Creatures in the area at the time this ability was cast must make a Dexterity saving throw DC equal to their Ki save DC, on a failure they take 8d6 slashing damage, on a success they take half as much damage. The cone of Blades remains in the area until the end of your next turn (dissipating at that time), if enemies cross this area, they receive a reduction of half their movement and 2d6 slashing damage. You can use this ability a number of times up to your Wisdom modifier per full rest. If you want to use this ability again in the same fight, you must spend 7 Ki instead of 2.
Grand Master of Blades
At level 17, you have mastered the art of Navori Blades, being able to control up to 6 blades at a time. Additionally, you have an extra attack.
Upon reaching 20th level, when using at least 4 blades in an attack stance, the damage of your attacks with the blades increases by one category, your critical margin decreases by 2 and your critical damage multiplier increases by 2. When using At least 4 blades in a defensive stance, physical attacks made against you are made with disadvantage. Additionally, you can now carry up to 8 blades instead of 6.
Shojin Monastery Doctrine
The Shojin monastery indoctrinates the body, mind and spirit of its followers, enabling them to reach the fullness of their physical abilities in communion with the connection with the spiritual world. A few adepts find a particular connection with weapons and choose to use them, achieving a mastery that is equivalent to that of their own bodies.
Teachings of the Dragon
When you choose this Doctrine, you learn the Draconic language. While not wearing armor, your AC increases by +1 and the damage from your unarmed attacks increases by 1 on the damage scale.
Dragon Claw
At level 3, you studied the ways of the Dragon Claw, the most efficient way to make your unarmed strikes become as deadly as weapons and the use of the Shojin spear. You can use the Glaive (Naginata) as a Bodhisattva weapon and your unarmed attacks, or with bodhisattva weapons, have their critical range increased by 1. Additionally, you gain access to a Shojin Sutra.
Dragon's Malice
At 6th level, you understand that the Dragon is a capricious entity and proud of its power. Your unarmed or bodhisattva weapon attacks have their critical multiplier increased by 1. This bonus repeats upon reaching 18th level. Additionally, you gain access to a Shojin Sutra.
Extra Attack
At 11th level, you can attack once more when you use the Attack action during your turn. The number of attacks increases to 4 at 20th level.
Dragon Strength
At level 15, your studies of the ways of the Dragon show you the destructive power of this entity. The damage of your unarmed attacks increases by 1 category and when using the Shojin Spear, you add your martial damage to the damage caused by it. Additionally, you gain access to a Shojin Sutra.
Dragon's Choice
At level 17, you choose one of the two styles below as your signature path of the Dragon. Additionally, you gain access to a Shojin Sutra.
- Dragon Claw. While you are not wielding weapons (gauntlets do not count as weapons for this purpose), your unarmed attacks increase by one category.
- Dragon's Tail. While you wield a Shojin Spear, the range of your attacks with it increases by 5 feet and all your successful attacks with it cause 2 points of bleeding.
Dragon's Wrath
Upon reaching 20th level, dragon energy reverberates through you and courses through your veins. Using a free action and 3 Ki points, all of your unarmed attacks for the next minute now deal half your Bodhisattva level as additional vibrational damage. Additionally, all of your unarmed attacks now deal crushing damage instead of blunt damage.
Hakensai Technique Doctrine
Hakensai Technique is the name given to several techniques that exist throughout Runeterra and especially in Ionia, where weapons masters learn to channel an element through their Ki through their weapons, usually blades. The two known techniques are the wind sword, which was taught to Yasuo by Elder Souma, the last master of this technique, and the Ice sword, known to Elder Jing. In addition to these, not many masters of the Hakensai Technique are known, and even these, among the few that exist, reserve their training for even fewer apprentices, only after observing their refinement of character and unshakable will.
Elemental Path
When you choose this Doctrine, you begin training to master the use of an element. Choose from the elements in the table below:
When starting your training, you must choose an element and that element can no longer be changed. Each of these elements corresponds to a different school/master and confers a set of skills within that doctrine. Additionally, when using elemental Sutras with the chosen element, you can ignore the material component.
- Zealot Style. Choosing the Water element. You can use your action to heal yourself or an ally within 15 feet of you, for each point of Ki spent, you can heal your martial die hit points. Additionally, if healing restores a creature's maximum health, the excess healing is transformed into temporary hit points, forming a barrier of water around the creature.
- Sentry Style. Choosing the Earth element, you learn to create a thin but tough layer of rocks around your skin, granting you half your proficiency bonus to your AC if you are not using armor. When you receive any type of damage, this bonus dissipates and you must use a bonus action to rebuild this layer.
- Doctrinator Style. Choosing the Fire element, you can, as a bonus action, use 1 Ki point to create or stop flames, being able to create bonfires or put them out. Alternatively, for each ki point spent, you can deal your martial die fire damage to an enemy within 15 feet of you or, as a reaction to taking fire damage, decrease the damage of a spell that deals fire damage by the same amount.
- Style of the Wanderer. Choosing the Air element, you receive an imperceptible wind shield that grants +1 AC and DR equal to your proficiency bonus. When you receive damage, this shield is activated, mitigating the damage and dissipating. When this happens, you lose your AC and DR bonus, needing to voluntarily move 30 feet to recharge this shield.
- Arctic Style. Ice is one of the most dangerous elements, and can cause massive damage to both the bearer's enemy and the bearer himself. By choosing this element, you can energize your attacks made with your elemental weapon until the end of the round using 1 Ki point, causing your martial die cold damage. Whenever you spend Ki points beyond the first, you must perform a Constitution saving throw DC 10 + the number of Ki points spent, if you fail you receive your martial die in cold damage that cannot be mitigated for each point spent.
- Dynamo Style. Choosing the Lightning element gives you a bonus of 5 times your Proficiency bonus in Foot to your Unarmored Movement. Additionally, you can mark your metallic weapons during your meditation; you can mark a total of weapons equal to your Wisdom modifier. Every 5 thrown weapons counts as 1 weapon. Weapons smaller than a dagger cannot be marked like this. As a bonus action, you can spend 1 Ki point to pull them into your hands if they are within a range of your proficiency bonus times 5 in feet. Creatures in the line must make a Dexterity saving throw DC equal to your Ki save DC or take your martial damage. Creatures that have their backs to the weapons make the save with disadvantage. If your weapon is stuck on a target, it only takes half the damage without the right to a safeguard.
Way of the Hakensai Weapon
Additionally, when you choose this Doctrine, your martial arts training leads you to master the use of a certain type of weapon. You gain the following benefits.
- Elemental Weapon. Choose any melee weapon. The weapon can be simple, martial, or a bodhisattva weapon that does not have the heavy and special properties. You gain proficiency with this weapon if you don't already have one. The chosen weapon is a Bodhisattva weapon for you. Many features of this doctrine only work with your Elemental Weapon.
- Quick Dodge. If you make an attack with your Elemental Weapon as part of your attack action, you can use it to defend yourself. While the weapon is in your hand and you are not incapacitated, you gain a +1 bonus to AC until the start of your next turn.
- Patient's Path. You gain proficiency with the Artist's Craft in a discipline of your choice.
Elemental Awakening
From 3rd level onwards, spending 1 action and 2 Ki points, you amplify your elemental powers by creating an effect according to your element, channeled through your weapon. Some abilities may require a saving throw, the DC equals your Ki save DC.
- Water Mirror. Choosing the Water element, as long as you have a body of water nearby, you can cast the magic reflections through water. Additionally, for every 2 additional ki points spent, you gain 30 feet of swim movement.
- Stone Aegis. Choosing the Earth element, you amplify your Sentry Style to coat your body in rocks, you can perform a Dash action ignoring difficult terrain and if you have moved at least 30 feet straight towards an enemy, you can make a melee attack against an enemy within 5 feet of you with your Elemental Weapon. Additionally, for every additional 2 Ki spent, you gain +1 to your AC until the start of your next turn.
- Wild Fire. Choosing the Fire element, you can charge your Elemental Weapon with your ki, causing flames to envelop your weapon. For 1 minute, your attacks with your Elemental Weapon deal an additional 1d6 fire damage. Additionally, for every additional 2 Ki spent, your weapon deals an additional 1d6 fire damage.
- Rising Storm. Choosing the Air element, you conjure a hurricane in a line 15 feet from you. The conjured hurricane deals 1d8 slashing damage. Creatures in the hurricane's line must make a Dexterity saving throw, on a failed save the creatures hit take 1d8 slashing damage and are thrown 10 feet into the air. For every 10 feet you fall, a creature takes 1d6 bashing damage and is knocked prone, unless it can avoid falling damage. For every 2 additional Ki points spent, the hurricane increases its range by 5 feet and deals an additional 1d8 damage.
- Cold Shard. Choosing the Ice element, you concentrate to form a shard of ice in front of you, being able to make a ranged attack with a range of 20 feet, dealing 1d8 cold damage and slowing the target's movement by 10 feet until the start of your next turn. Alternatively, you can increase your concentration time to increase the size of the shard, for every 2 additional Ki points spent and each turn without taking any attack actions, your shard deals 3d8 additional damage.
- Electrical Voltage. Choosing the Lightning element, you can energize your Elemental Weapon with electricity, being able to perform an attack action with your Elemental Weapon. On hit, this attack deals an additional 1d8 electrical damage, and for every additional 2 Ki spent, this attack deals an additional 1d8 damage. Additionally, whenever you roll initiative, add your Wisdom modifier to the roll.
Hakensai Weapon Improvement
At 6th level you imbue your Ki into your Elemental Weapons, granting the following benefits.
- Skillful Strike. When you hit a target with your Elemental Weapon, you can spend 1 Ki point for it to deal additional damage equal to your Martial Arts die of the same type as your chosen element (piercing for zealot, bludgeoning for sentry, fire for doctrinator, slashing for wanderer, ice for arctic and electric for dynamo). You can use this feature only once on each of your turns.
- Sharpen Weapon. As a bonus action you can spend up to 3 Ki points to add, while wielding your Elemental Weapon, a bonus to attack and damage rolls. The bonus is equal to the number of Ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on magical weapons that already have bonuses to attack and damage rolls.
- Elemental Aptitude. When using elemental Sutras of your element, the Ki cost is reduced by 1 (minimum of 1). If a Sutra costs 1 Ki point but has some improvement with the consumption of 1 additional Ki point, you can choose to use 1 Ki to use that Sutra with this improvement.
Elemental Infusion
At 11th level, you improve your elemental capacity, being able to create previously unimaginable effects. The skills described below are channeled through your Elemental Weapon and require the expenditure of 4 Ki points and your bonus action (unless the skill states otherwise). Some abilities may require a saving throw, the DC equals your Ki save DC.
- Vital Steal. By choosing the Water element, you can suck part of an enemy's vital energy. You can target a single enemy within the range of your Elemental Weapon, they must make a Constitution saving throw, if they fail they will receive 2d10 necrotic damage, and you receive healing equal to the damage caused and can apply the Zealot's Style effects. For every additional 3 Ki points spent, you increase the damage of this ability by 1d10.
- Wall of Rocks. Choosing the Earth element, you can cast the stone wall spell for 1 hour, without the need for material components and concentration. You can undo this ability at any time.
- Flaming Retribution. By choosing the Fire element, if you are not wearing armor, you can manipulate the energy of your spirit to grant you armor made of flames, which grants you resistance to fire damage and freezing for the next minute. Additionally, if an enemy hits you with an unarmed attack, they take 2d8 fire damage. For every 3 additional Ki points spent, you increase the duration of this ability by 1 minute.
- Wall of Wind. Choosing the Air element, you can manipulate the wind around you to cast the wall of wind spell without the need for material components, spending 3 Ki points. For every additional 3 Ki points spent, you increase the length of the spell by 10 feet and increase the height of the spell by 5 feet.
- Glacial Lethargy. By choosing the Ice element, you can lower the temperature around a creature within a distance of up to 5* your Wisdom modifier, causing it to make a Saving Throw of Constitution, if it fails, its movement will be reduced by 20 feet for the next minute, and the save can be repeated at the end of each of the creature's turns. For every 3 additional Ki points you spend, you can affect one additional creature up to a number equal to your Wisdom modifier.
- Shining Current. Choosing the Lightning element, you can energize your attacks with your elemental weapon with an electrical current, attacks made with this weapon for the next minute take an additional 2d8 electrical damage. For every 3 additional Ki points spent, you increase the damage of this ability by 1d8.
Elements Strength
Elements Strength | |
---|---|
Element | Damage Type |
Water | Intoxicating |
Earth | Vibrational |
Fire | Incinerating |
Air | Antimonic |
Ice | Glacial |
Lightning | Plasma |
Starting at 15th level, you gain resistance to elemental damage of the type dealt by your Elemental Weapon. If you use the Ki Tempering Sutra to give your weapon magical damage, for the duration of the Sutra, you become resistant to the same type of magical damage.
One with the Elements
At level 17, you can channel absurd amounts of energy from your element through your Elemental Weapon. Some abilities may require a saving throw, the DC equals your Ki save DC. Using your action and 5 Ki points, you can use your element's ability described below.
- Liquid Effigy. By choosing the Water element, you can transform into a liquid form for 1 hour, along with everything you are wearing and carrying. This ability ends prematurely if you drop to 0 health. While in this form, you can enter and occupy another creature's space, you have resistance to nonmagical damage and have advantage on Strength, Dexterity, and Constitution saving throws, and you can pass through small holes, narrow openings, and even, mere cracks. While in liquid form, you cannot attack, cast spells, speak, or manipulate objects, and any objects you were carrying or holding cannot be dropped, used, or otherwise interacted with. You can end this ability at any time.
- Heart of Stone. Choosing the Earth element, you can amplify your layer of protective rocks, spending your bonus action and 3 Ki points, granting you resistance to all physical damage for the next minute. For every 3 additional Ki points spent, you increase the duration of this ability by 1 minute.
- Flash of Flame. Choosing the Fire element, you can plant your weapon in the ground at your feet to conjure a pillar of flame in a cylinder 10 feet in radius and 40 feet in height. within 30 feet of you. Creatures in the area of this pillar must make a Dexterity saving throw, on a fail they take 5d8 fire damage, and on a success they take only half the damage.
- Steel Storm. Choosing the Air element, when hitting creatures with your Rising Storm ability, you can use your bonus action and 5 Ki points to advance to one of the creatures in the air to target it inflicting 3 extra attacks with your Elemental Weapon.
- Ice Sarcophagus. By choosing the Ice element, you can lower the temperature of the entire environment around you. Creatures within 20 feet of you, including you, must make a Constitution saving throw; on a failure, its movement drops by 10 feet for 1 minute. Additionally, you can choose up to 5 enemies and force them to perform another Constitution saving throw, on a failure these enemies take 3d8 glacial damage and are petrified in Ice for 1 hour, upon doing so you receive a point of exhaustion. You can use your bonus action to unfreeze an enemy.
- Electric Storm. Choosing the Lightning element, you conjure an electrical blast from your Elemental Weapon, creatures within 15 feet of you must make a Dexterity saving throw, on a failure They take 3d8 plasma damage and only half as much on a success. If a creature is wearing metallic armor, it will have disadvantage on the saving throw and will take double the damage. On a success, the creature hit takes half damage.
Elemental Fullness
Upon reaching 20th level, you become immune to the damage type of your element according to the Strength of the Elements table. Additionally whenever a target is immune to your elemental damage type, your attacks ignore that immunity and are treated as just resistance.
Doctrine of the Shinobi Way
Especially in Ionia there are warriors who deal with unorthodox wars such as the balance between the material world and the spiritual world, espionage, sabotage, infiltration among other functions, the Shinobi. The organizations to which Shinobi belong can be extremely varied, but the most well-known and traditional is the Kinkou Order, which, although it has the majority of Shinobi, is not made up only of them.
Orders
It is possible that there are numerous orders spread across Runeterra, but the two presented here are the only ones known to date:
Kinkou Order
The order of Kinkou was founded a few centuries ago, at a time when spirits were out of control and humans could not understand the reason for this unrest.
Order of Shadows
The Order of Shadows was by Zed as a derivation of the Order of Kinkou. The Order of Shadows is more focused on the political structures of Ionia and protecting the material world.Neio and Neiyar
The first training of this doctrine that will accompany you throughout your journey is the double principle of Neio and Neiyar, through which Shinobi teach Meditative experience (Neio) and Combat Practice (Neiyar). With this teaching, you learn to become a master of self-control and your weapon as you dedicate yourself to the teachings of this class. With each new lesson from Neio and Neiyar, the Shinobi receives two characteristics, each linked to one of the principles.
- Neio. The principle of Neio understands how to use your own natural energy to focus your concentration when performing tasks. You are able to add half your Wisdom modifier to any roll made a number of times equal to your proficiency bonus per full rest. You must announce this addition before rolling. The value of this bonus increases to your Wisdom modifier at 9th Bodhisattva level, and at 15th Bodhisattva level you can add this bonus to a roll already made but before knowing whether it was successful or not.
- Neiyar. The principle of Neiyar studies how to improve combat, enhancing the synergy of the body's own energy with the form of a weapon. Choose a Bodhisattva weapon with which you are proficient so that it becomes your primary focus of Neio and Neiyar, using that weapon's maximum accuracy and lethality, your attacks with that weapon deal 1 additional die of damage (a weapon that deals 2d6 , now deals 3d6).
Upon achieving weapon mastery, you can set an additional focus of your Neiyar at Bodhisattva levels 9 and 15.
School
At level 3, you must choose a Shinobi school. Each order teaches certain schools, for example, although you can learn about virtually all schools in the Order of Shadows, some schools are not taught within the Order of Kinkou. This school grants you some characteristics and gives you access to Sutras exclusive to that school. When you choose your school, you receive a Sutra from it.
- Traditional Schools
- Spiritual School
- School of Protection
- Twilight School
- Dark Schools
- Obscure School
- Umbral School
- Noctigen School
Improved Edge
At 6th level, the critical range of your Neiyar focus weapon is reduced by 1. Additionally, you gain access to a Shinobi or School Sutra.
Irregular Movement
Starting at level 11, a creature's first successful attack against you has its damage reduced by an amount equal to your Proficiency bonus. This effect only happens once per round. Additionally, you receive access to a new School and a Shinobi Sutra or one of your Schools.
Bodily Fullness
At level 15, the natural protection of spiritual energy emanations gives your body exceptional resistance. With a reaction to taking damage (except true damage), you can receive resistance to the same type of damage until the end of the next round. You can do this a number of times equal to half your full rest proficiency bonus. Additionally, your attacks with a Neiyar focus weapon have their critical multiplier increased by 1.
Observer
At level 17, you are able to accurately observe enemy attacks and find more effective ways to defend yourself or counterattack. During combat, when you are targeted by an attack, ability, sutra, or spell, a second time, if the first is successful, you may add half of your Wisdom modifier to your AC or to the necessary saving throw against that attack. You are able to maintain this bonus until the end of combat. Additionally, once per round, when an enemy makes a melee attack against you and misses, you can make an attack of opportunity against the target. You receive access to a Shinobi Sutra or one of its Schools.
Onimusha
When you reach 20th level you become a different creature, permeated by physical manifestations of your ki and your sutras. You receive +2 in Strength, Dexterity and Wisdom up to a limit of 24. Additionally, the sutras used by you have their cost reduced by 1 (a sutra cannot have its cost reduced to 0 in this way). You receive access to a General Sutra, Bodhisattva, Shinobi or one of their Schools.