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Edição das 21h38min de 19 de setembro de 2024

This article complies with version 0.94 of Runarcana RPG

In Runeterra, magic permeates everything, but once manifested, it often ceases to have a magical/spiritual nature and becomes more physical/energetic. Sutras are abilities similar to magic, but are channeled by a combination of physical energy and spiritual force, not by mana or runes. By default, they are not magic, do not cause magical damage, do not normally affect or are not affected by magic, and are not affected by effects that cancel magical effects, but can be canceled by physical devices.

Sutras are actually instructions that teach a technique, these techniques are performed through the combination of 4 components in 5 variations of elements. Usually Sutras are recorded in books, scrolls, objects or can be taught through training. To perform a Sutra it is necessary to know all the elements and components that it requires.

The Sutra

As the practitioner develops his Ki, he can learn techniques that consume his Ki reserve, these are the Sutra, techniques and knowledge that are transmitted both in Doctrines and in Orders. The Doctrines and Orders may have other Sutra within their body of teaching. Every Sutra requires an action to be activated, unless otherwise defined in the description of the same.

General Sutras

Bodhisattva Sutras

Wuju Art Sutras

Blade Dance Sutras

Shojin Monastery Sutras

Hakensai Technique Sutras

Shinobi Way Sutras

Sutras Gerais Shinobi

Spiritual School Sutras

Protection School Sutras

Twilight School Sutras

Dark Schools Sutras

Obscure School Sutras

Umbral School Sutras

Noctigen School Sutras

Sutras in Alphabetical Order

Wind Cultivation

Components: S, R

The Wind Cultivation Sutra studies how to use Ki to manipulate large amounts of air in a short period of time.

  • Air Strike. With a bonus action and 1 Ki point, you build up energy in your fists or weapon, directing air pressure around it, increasing the range of your melee attacks by up to 15 feet. By spending 3 Ki points, this weapon or your fists remain this way until the end of your next turn.
  • Air Cushion. When you are the target of an effect that knocks you down, you can use your reaction and 1 Ki point to redo the saving throw. You can do this only once per effect.

Smoke Shaping

Components: V, S, M, R

The Smoke Shaping Sutra studies how to use a physical object to manifest the Ash element, being able to direct it to the most varied uses.

  • Smoke Screen. As an action, you concentrate and use a Shinpu of the Ash element that is incinerated by spending 2 Ki points, releasing a smoke screen in a 50-foot by 15-foot line anywhere up to 100 feet from you. The curtain lasts for one minute, blocks the vision of those inside it, and you cannot see through it. Creatures inside the curtain cannot see anything beyond 5 feet of them, while creatures outside see only shadows, and have disadvantage on their attacks against a target inside the curtain.
  • Extra Breath. You add half your Wisdom modifier to how long you can hold your breath.

Elemental Creation

Components: V, S, M, R

The Elemental Creation Sutra studies how the transubstantiation of energy into elements takes place.

  • Create Element. As a bonus action, by spending 1 Ki point and consuming 1 Shinpu of a traditional element, you can create 1 liter of water, 1 kg of earth, 1 gust of wind, a blaze of fire or a bolt of lightning that deals 1d4 damage corresponding to the element if the target fails a Dexterity saving throw with a DC equal to your Ki Save DC to a target within 60 feet of you.
  • Empower Element. When you use 1 Shinpu to activate an elemental effect, you can use a second Shinpu to increase the damage of your ability by an amount equal to your Wisdom bonus.

Wolf's Ferocity

Components: V, S, R

The Wolf's Ferocity Sutra studies the movements of dogs and wolves, understanding how to utilize the pack mentality.

  • Knockdown. You know how to strike and exploit your enemies' distraction. If your target is incapacitated, surprised, or another enemy of your target is within 5 feet of it, you can use a bonus action and 1 Ki point on your turn to knock a creature up to one size larger than you or smaller to the ground when you hit it with an unarmed melee attack.
  • Solid Footing. You add half your Wisdom modifier to Saving Throws that prevent falling.

Elemental Manifestation

Components: V, R

The Elemental Manifestation Sutra teaches how to channel Ki by temporarily manifesting elements.

  • Elemental Infusion. By concentrating for 1 turn, you are able to infuse elemental force into your unarmed strikes or your melee weapon with elemental damage. By spending 1 Ki point, you add your martial damage die as elemental damage to your attack for 3 turns. You can spend 1 more Ki point before the effect ends to increase the duration by 5 turns.
  • Infuse Magic. Upon reaching Bodhisattva level 11, by using this Sutra, you can use a Shinpu to make the damage caused by elemental force become magical.

Shimmering Lotus

Components: V, S, M,

The Glittering Lotus Sutra studies the interaction of Ki with flames and their luminescence.

  • Lotus Bloom. As an action, spending 3 Ki points and using a Fire-elemental Shinpu that is incinerated, you unleash a luminous attack that deals 2d8 radiant damage and blinds enemies in a 20-foot cone in front of you. A successful Dexterity saving throw with a Ki save DC prevents the blindness.
  • Hidden Petal. You add half your Wisdom bonus to saving throws to avoid the Blinded condition

Elemental Comprehension

Components: V, S, R

The Sutra of Elemental Comprehension seeks ways to interact with the elements through the use of Ki, being able to manipulate them with greater ease.

  • Control Element. By spending 1 Ki point you can control a traditional element of your choice for one turn, being able to open a hole in the ground or a wall, shape flames, bend lightning or even control up to 1 liter of water in your hand without the need for a container.
  • Inhibit Element. You can use your reaction and 1 Ki point to mitigate elemental damage. When you are targeted by elemental damage, you cancel damage equal to your Martial Dice from an attack with that element, even if it is from a magical source. This feature can be used at the same time as the Repel feature from the Elemental Bite Sutra.

Elemental Bite

Prerequisite: Sutra of Elemental Creation - Sutra of Elemental Understanding

Components: V, S, M, R

The Elemental Bite Sutra studies how to interact with the elements studied by the Elemental Creation Sutra, advancing the understanding of elementalism.

  • Bite.' Using a Shinpu prepared in advance with an inscription of one of the 5 traditional elements, you can spend 1 Ki point to infuse it and create a ranged weapon. This weapon, when thrown or thrown at a target, explodes causing the same type of elemental damage. Make a ranged weapon attack, if it hits the target, it takes 1d8 damage of the chosen element and creatures within 5 feet of the target must make a Dexterity saving throw or take 2d4 of the same type of damage. For each additional Ki point spent, the damage increases by 1 die (1d8 for the primary target and 1d4 for secondary targets).
  • Repel.' When targeted by an attack of an element that you have a Shinpu with, you can as a reaction burn it and reduce the damage of the elemental attack by an amount equal to your Martial Die. This feature can be used at the same time as the Inhibit Element feature of the Elemental Comprehension Sutra.

Concussive Palm

Components: S, R

The Concussive Palm Sutra studies the use of the Ki to expand the physical energy of its practitioner, amplifying the physical capabilities of its practitioner.

  • Bruise. Spending 4 Ki points, you fill your body with energy, increasing the power of your blows. Until the end of your turn, the damage from your unarmed attacks increases by 2 on the damage scale, and creatures hit must make a Constitution saving throw. If they fail, they are stunned until the end of your next turn.
  • Body Defense. When learning this Sutra, you must choose between Dexterity and Wisdom: While unarmored, you receive half your modifier for the chosen attribute as Damage Reduction.

Raptor Steps

Components: V, S, R

The Sutra of the Raptor Steps studies the lightness of the body itself, understanding it through the observation of soaring birds.

  • Take Flight. When in combat, you can, as a bonus action, spend 1 ki point to gain a flying speed equal to your walking speed. This benefit works only like small explosions; you fall if you end your turn in the air and have nothing to grab onto.
  • Soft Fall. When you take falling damage, you reduce your proficiency bonus 5 times in feet of your fall to calculate this damage.

Elemental Breath

Components: V, S, M, R

The Elemental Breath Sutra emerged from studying the breath weapons of various creatures, especially dragons, seeking to understand not only how to reproduce it but also how to mitigate it.

  • Breath. You can use an action and 3 Ki points to exhale destructive energy. Consuming the Shinpu of the chosen traditional element, you exhale a 15-foot cone made of that element, creatures within range must make a Constitution saving throw, on a failed save they take 4d6 damage from the chosen element. On a successful save they take only half that damage.
  • Negate the Breath. When you are targeted by a breath weapon that deals elemental damage equal to that of a Shinpu you carry, you can use your reaction and 1 Ki point to reduce the damage of the breath weapon as a whole for all targets of the same weapon. You burn the Shinpu and roll 2d6 to calculate this damage reduction.

Shadow Clone

Prerequisite: Bodhisattva

Components: V, S, R

The Shadow Clone Sutra studies how to utilize Ki energy to create one's own replica of embodied spiritual energy.

  • Kage bushin. By spending 2 Ki points and an action, you are able to create a Shadow Clone that looks exactly like you naturally and that can carry a non-magical replica of a Bodhisattva weapon that you carry. It has 1/10 of your hit points (minimum of 1) and any resource expenditures such as Ki, Runes, mana points or similar, made by the clone, are reduced from its total. The Clone is weak to radiant damage, lasts for up to half your Wisdom modifier in minutes in combat or in hours out of combat. If the clone's hit points are reduced to 0 or it receives 1 point of exhaustion it is dispelled. While summoned, the clone maintains 1 additional Ki point as inaccessible. Additional clones cost 1 additional cumulative Ki point in addition to the 2 and also maintain 1 Ki point inaccessible. All damage caused by the clone is reduced by half.
  • Accumulating knowledge. When a clone is undone or destroyed, the bodhisattva who created it receives the knowledge acquired by that clone.

Wind

Prerequisite: Bodhisattva, level 1

Components: S, R

The Wind Sutra is an option that involves mobility, dexterity, and agility.

  • Smooth Movement. You can spend 1 Ki point to perform the Dodge action, as a bonus action on your turn.
  • Wind Stronghold. Your agility is not only reflex, but also the result of training in anticipating movements. As long as you are not wearing any armor or wielding a shield, your Armor Class is 10 + your Dexterity modifier + your Wisdom modifier.

Rock

Prerequisite: Bodhisattva, level 1

Components: S, R

The Rock Sutra is an option that involves toughness, strength, and endurance.

  • Rock Toughness. When struck by an attack, you can use your reaction and 1 Ki point to reduce the damage taken by an amount equal to twice your proficiency bonus.
  • Iron Redoubt. The hardening of your muscles is done not only for physical prowess, but also as a byproduct of Ki training. As long as you are not wearing any armor or wielding a shield, your Armor Class is 10 + your Strength modifier + your Wisdom modifier.

Tension

Prerequisite: Bodhisattva, level 2

Components: S, R

The Tension Sutra uses Ki as a muscle tension force.

  • Integrity. At any time during combat, you can spend 1 Ki point to gain resistance to the last damage you take until the start of your next turn. You have advantage on rolls that attempt to trip you during this time.
  • Quintessential Strike. Immediately after you take the Attack action on your turn, you can spend 1 Ki point to make two unarmed strikes as a bonus action.

Sublime Sutra

Prerequisite: Bodhisattva, level 2

Components: S

The Sublime Sutra manipulates the flow of Ki in a subtle and agile way.

  • Essential Lightness. You can spend 1 Ki point to perform the Disengage or Dash action as a bonus action on your turn, additionally, your jump distance is doubled until the end of that turn.
  • Ki Blast. You can spend 1 Ki point to channel energy as a ranged attack in place of an unarmed strike. This attack has a range of 30/60 feet. You are proficient with it and can add your Wisdom modifier to the attack and damage rolls, this attack deals 1 damage die of one category below your Martial damage as energy damage. When performing an attack with Ki Blast, you can make an additional unarmed strike as a bonus action.

Exquisite Throw

Prerequisite: Bodhisattva, level 3

Components: S, R

The Sutra of Exquisite Throwing studies how to use thrown weapons more effectively using Ki.

  • Energized Weapons. By spending 1 Ki point, you can energize a thrown weapon in your hands. If it hits the target, it deals your proficiency bonus with d4 additional energy damage. If the weapon does not hit the target, the Ki point spent is recovered at the end of your turn and the weapon is no longer energized.
  • Returnable Weapon. You have received special training that improves the way you throw thrown weapons with your Ki, allowing you to return them to your hands. As a bonus action, you can summon your thrown weapon that has not hit the target to your hands, as long as it is within your line of sight and at a distance equal to 2 times your speed. If it is being held by someone, the target must make a Strength saving throw; on a failure, the weapon is ripped from that creature's hands.

Deflection

Prerequisite: Bodhisattva, level 4

Components: V, S, R

The Deflection Sutra allows the body to react quickly to distant threats.

  • Deflection. When you are the target of a visible spell that requires a saving throw, you can use your reaction and 1 Ki point to add your Wisdom modifier to the saving throw.
  • Redirect Projectiles. When you are the target of a ranged weapon attack, you can use your reaction to deflect or catch the projectile. When you do so, the attack's damage is reduced by 1d10 + your Dexterity modifier + your Bodhisattva level. If the damage is reduced to 0, you can catch the projectile if it is small enough to be held in one hand and you have at least one hand free. If you catch a projectile this way, you can spend 1 Ki point to make a ranged attack with the weapon or ammunition you just picked up as part of the same reaction. You add your proficiency bonus to this attack, and the projectile counts as a Bodhisattva weapon for this attack. The attack range is 20/60 feet.

Ki Theft

Prerequisite: Bodhisattva, level 4

Components: V, S, R

The Ki Theft Sutra allows you to better understand how to channel the Ki around you.

  • Exceed. You are able to exceed your maximum Ki by an amount equal to your proficiency bonus.
  • Ki Theft. When you land an attack against a creature that is not an undead creature or a construct, you can use a bonus action to force it to make a Constitution saving throw. On a failed save, you regain 1 point of Ki.

Feather in the Wind

Prerequisite: Bodhisattva, level 4

Components: S, R

The Feather in the Wind Sutra teaches how to control the flow of the body and its materialization, granting the ability to emanate to it the lightness of the spirit.

  • Reduce Falling. You can use your reaction, when you fall, to reduce the falling damage you take by an amount equal to five times your Bodhisattva level.
  • Ethereality. When you fail a saving throw from an effect or attack that would cause you to perform a forced movement such as falling or being thrown away, you can spend 1 Ki point and negate that effect. You can do this a total of times equal to half your proficiency bonus.

Trick of the Wind

Prerequisite: Bodhisattva, level 4

Components: S, R

The Trick of the Wind Sutra allows you to direct Ki to small, localized controls of wind, expressing tricks of wind manipulation.

  • Hidden Strike. By spending 1 Ki point, your next attack slightly weakens the target. They must succeed on a Dexterity Saving Throw or become weakened until the start of your next turn.
  • Disengage. When you are the target of an effect that causes you to be Grabbed, Restrained, or Paralyzed, as a reaction, you can spend 2 Ki points and take one hit die of damage and instantly cancel the condition. You can use this Sutra a number of times equal to half your Proficiency bonus per long rest.

Ki Reverberation

Prerequisite: Bodhisattva, level 6

Components: V, S

The Ki Reverberation Sutra studies ways to use reverberations to best benefit their use.

  • Reverberate Ki. You can interfere with the flow of Ki in an opponent's body. When you hit another creature with an unarmed strike or a melee weapon, you can spend 1 Ki point to force it to make a Constitution saving throw. On a failed save, the target is Stunned until the end of its next turn.
  • Stabilize Ki. When you hit a creature that is Stunned by an effect for which you have not spent Ki points, you can regain 1 Ki point. This effect can only happen once per round.

Ki Vibration

Prerequisite: Bodhisattva, level 6

Components: V, S, R

The Sutra of Ki Vibration studies the interaction of Ki with other bodies.

  • Ki Vibration. You gain the ability to send lethal vibrations into someone's body. When you hit a creature with an unarmed strike, you can spend any number of Ki to start these vibrations. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be in the same Realm of Existence. When you do so, the creature must make a Constitution saving throw. On a failed save, the target suffers an amount of martial dice equal to the amount of Ki spent as necrotic damage. On a successful save, the target suffers only half the damage. You can have this vibration be considered a nonlethal attack.
  • Vibrant Ki. When you regain Ki points, the base damage of your next attack in the same round increases by one category.

Mental Sanctum

Prerequisite: Bodhisattva, level 8

Components: V

The Mental Sanctum Sutra studies how to use Ki to break mind control effects.

  • Spiritual Eye. Using an action and 1 Ki point, you become immune to illusions created by spells of a level equal to or less than half your Wisdom modifier (minimum of 1). This effect lasts for a number of hours equal to your proficiency bonus. If you are already under the effect of an illusion of a level equal to or less than described above, you can redo the saving throw to end the illusion's effect. On a failed save, you remain affected by the illusion, but are immune to new illusions. On a successful save, you break the illusion and remain immune as normal.
  • Mental Sanctuary. Using an action and 1 Ki point, you can use the Peaceful Mind feature on another creature within range of your touch.

Permeation

Prerequisite: Bodhisattva, level 8

Components: S, R

The Sutra of Permeation studies the channeling of Ki for additional properties of strength.

  • Defense. Using an action and 1 Ki point, you can touch another creature to grant it a bonus to its AC equal to half your Wisdom modifier, this bonus lasts for a number of rounds equal to your proficiency bonus.
  • Ki Infusion. Choose between your unarmed strike or a Bodhisattva Weapon, your choice will define your signature weapon. When making an attack with your signature weapon, you can spend 1 Ki point and add a Martial die to the damage of your attack, if it hits, you recover 1 Ki point.

Ki Tempering

Prerequisite: Bodhisattva, level 8

Components: S, R

The Ki Tempering Sutra allows for violent projection of Ki.

  • Ki Fortification. Spending 1 Ki point, you can empower your unarmed strikes or a Bodhisattva Weapon to deal magical damage. This lasts for a number of rounds equal to twice your Wisdom modifier.
  • Ki Tempering. Your attacks with unarmed strikes, Bodhisattva Weapons, and Ki Blast now have a critical hit range of 19-20. If you score a critical hit with these attacks, you can spend 2 Ki points to triple the damage dice instead of doubling them.

Speed

Prerequisite: Bodhisattva, level 10

Components: S, R

The Speed ​​Sutra studies ways to accelerate the body's movement.

  • Shacklebreaker. Using 1 Ki point, you can suppress any effect that is reducing your movement speed for a number of rounds equal to your Wisdom modifier. If this reduction is part of another effect, only the movement speed reduction is suppressed.
  • Spiritual Acceleration. Using an action and 2 Ki points, you cast the effects of the speed spell on yourself without spending mana points and ignoring any components.

Vitality

Prerequisite: Bodhisattva, level 10

Components: V, S, R

The Vitality Sutra studies how to use Ki for physical recovery.

  • Revitalization. Using an action and 1 Ki point, you can use your hit dice to restore hit points to a target within range of your touch.
  • Purity of the Sanctuary. Using an action and 1 Ki point, you cast the effects of the lesser restoration spell on an ally within range of your touch without spending mana points and ignoring any components.

Discipline

Prerequisite: Bodhisattva, level 10

Components: R

The Discipline Sutra studies how to improve the connection with Ki and its recovery.

  • Ki Vitality. Whenever you recover hit points through a spell, you recover 1 Ki point.
  • Ki Fortune. Once per round, when recovering Ki points, you can choose to recover 1 additional point.

Mist

Prerequisite: Bodhisattva, level 12

Components: S, R

The Mist Sutra studies ways to use the spirit realm as a shortcut to bridge physical distances.

  • Safe Conduct. When you are the target of an attack that would reduce your hit points to 0, you can use your reaction to spend 4 Ki points to negate the damage of the attack and teleport to an unoccupied point that you can see within 60 feet, leaving behind an illusion of yourself that receives the attack (then disappearing).
  • Ki Step. You gain the ability to relocate your being instantly, as a bonus action, you can spend 4 Ki points to teleport up to 60 feet to an unoccupied space that you can see. When you do so, you have advantage on your next melee attack until the end of this turn.

Retribution

Prerequisite: Bodhisattva, level 12

Components: S, R

The Retribution Sutra studies ways to redirect the energy used in attacks against your attackers.

  • Ki Mark. When you take damage from a creature, you can use your reaction and 2 Ki points to mark it. The mark lasts for a number of rounds equal to your Wisdom modifier. For the duration, your attacks against the marked target are made with advantage.
  • Redirect Ki. You learn to take advantage of your enemies' flaws. When a melee attack misses you, you can use your reaction and 2 Ki points to make two unarmed strikes against your attacker.

Sun

Prerequisite: Bodhisattva, level 14

Components: S, R

The Sun Sutra focuses on solar powers through Ki.

  • Solar Strikes. Using your bonus action and 2 Ki points, your unarmed attacks or attacks with bodhisattva weapons now deal Solar damage for a number of rounds equal to half your Wisdom modifier.
  • Quintessential Language. You learn to tap into the Ki of other minds, allowing you to understand all spoken languages. Furthermore, any creature that can understand a language can understand what you say. Using a bonus action and 1 Ki point, you can cause another creature within 60 feet of you to receive the same benefits for a number of hours equal to your Wisdom modifier.

Moon

Prerequisite: Bodhisattva, level 14

Components: S, R

The Moon Sutra focuses on the lunar potencies through Ki.

  • Lunar Strikes. Using your bonus action and 2 Ki points, your unarmed attacks or attacks with bodhisattva weapons now deal Lunar damage, for a number of rounds equal to half your Wisdom modifier.
  • Adamantine Redoubt. When choosing this sutra you must choose a saving throw, you gain proficiency with it. Additionally, when you make a roll with a saving throw with which you are proficient and fail, you can spend 1 Ki point to redo the saving throw, you can do this only once per turn.

Oscillation

Prerequisite: Bodhisattva, level 16

Components: V, S, R

The Oscillation Sutra focuses on small manifestations of Ki, enhancing its use.

  • Prana Manipulation. When you hit an attack with an unarmed strike, Bodhisattva weapon, a Ki Blast, you can spend 1 Ki point and roll your martial die, subtracting the number obtained in mana points from the target (if they have any). If you subtract any mana points, you recover half of that value in Ki points.
  • Ki Pulse. Your ability to manipulate Ki extends to others, when you hit a critical strike with an unarmed strike, Bodhisattva weapon, a Ki Blast, you can declare it as a stunning attack without spending Ki points. The target must make a Constitution saving throw. On a failed save, the target is Stunned for 1 minute, and can repeat the saving throw at the end of each of its turns to end this effect. You can choose to spend 1 Ki point to have the target make the Constitution saving throw with disadvantage.

Rediscovery

Prerequisite: Bodhisattva, level 16

Components: V, S, R

The Sutra of Rediscovery finds innovative ways to utilize Ki.

  • Ki Contour. Once per round, when you are the target of an attack that misses, you may spend 1 Ki point to deal your martial die as energy damage to the attacker.
  • Ki Gift. You become a master of the flow of Ki. When you miss with an unarmed attack, you may spend 1 Ki point to attack the same target again. Each attack may be rerolled with this sutra only once.

Change

Prerequisite: Bodhisattva, level 18

Components: V, S, R

The Sutra of Change studies how Ki can transform within a target.

  • Soul Blade. When you score a critical hit, you can spend 4 Ki points to inflict 1 level of Exhaustion on your target. A target that receives this level of Exhaustion becomes immune to this sutra's effect for 24 hours.
  • Ki Bloom. Once per round, when you use an action that has spent at least 1 Ki point and caused damage to a target, you can choose to recover 2d10 hit points and reverse aging effects up to a number of years equal to your Bodhisattva level. This Sutra can be used a number of times equal to your Wisdom modifier per long rest.

Bloom

Prerequisite: Bodhisattva, level 18

Components: V, S, R

The Bloom Sutra studies how to use Ki to create effects that transcend the body's natural capabilities.

  • Helping Hand. When an ally within 60 feet of you drops to 0 hit points, you can use your reaction and 1 Ki point to have that ally regain 2d10 hit points. You can spend an additional 2 Ki points to have the ally regain 2d10 additional hit points; you can spend an additional Ki points in this manner equal to your Wisdom modifier.
  • Ki Form. Using an action and 4 Ki points, you can become invisible for 1 minute. During this time, you also have resistance to all damage except force damage and true damage. In addition, you can spend 8 Ki points to cast the astral projection spell, expending no mana points and ignoring any components. When you do so, you cannot take any other creature with you.

Touch of Sand

Prerequisite: Bodhisattva, level 18

Components: V, S, R The Sand Touch Sutra teaches about the transience of things, how nothing is eternal.

  • Eternal Transit. When you are the target of an attack or spell that deals magical damage, you gain 1 Ki point. This effect cannot occur more than once per round.
  • Dismantle. When you hit a target with an unarmed strike, you can spend 3 Ki points, imposing vulnerability on the creature to a damage type of your choice for 1 minute or until it takes damage of the chosen type. A creature affected by this sutra gains immunity to it for the next 24 hours.

Overcoming

Prerequisite: Bodhisattva, level 20

Components: V, S, R

The Sutra of Overcoming studies how to persevere even in the face of adversity.

  • Skin of Steel. When you take damage from an attack, you can use your reaction and 2 Ki points to reduce the attack's damage by half.
  • Overcome the Path. When you roll initiative and your hit points are below half your maximum hit points, you regain 4d10 hit points. You also remove 1 level of Exhaustion.

Plenitude

Prerequisite: Bodhisattva, level 20

Components: V, S, R The Plenitude Sutra studies how to find peace and balance.

  • Soul of Rock. When you hit with an attack, you can use your reaction and 2 Ki points to ignore a resistance from the target until the start of your next turn. If it is an immunity, it is considered a resistance.
  • Self Improvement. When you roll initiative and have no Ki points remaining, you recover 4 Ki points.

Martial Cunning

Prerequisite: Wuju Art, 4th level

Components: V, S, R

The Martial Cunning Sutra uses battle knowledge to channel Ki in order to create favorable conditions for battle.

  • Rogue Warrior. With your action you can spend 1 Ki point to create a clone of yourself replacing you, when you are replaced, you become invisible until the start of your next turn when the clone then disappears. You can spend 2 additional Ki points for your clone to perform an attack.
  • Trickster Strikes. Your attacks with martial or simple blunt weapons have their damage increased by one category.

Circular Motion

Prerequisite: Wuju Art, level 9 and a polearm

Components: V, S, R

The Circular Movement Sutra studies how to use Ki to create efficient and fast circular movements.

  • Cyclone Strike. If you are using a polearm, you can spend an action and 3 Ki points to create a powerful windstorm in a 10-foot area around you, which follows you as you move until the end of your turn, causing no attacks of opportunity. Enemies in this area must make a Dexterity saving throw, and on a failed save they are thrown 15 feet into the air and take normal damage from your weapon. On a successful save they take no damage and are not thrown into the air.
  • Cyclone Movement. When you use half your speed to rise from a prone condition, you can make a melee attack against a target within range of your weapon.

Spearhead

Prerequisite: Blade Dance, level 2

Components: S, R

The Spearhead Sutra studies the synergy of the navori blades with the Bodhisattva's body, managing to extend their extension.

  • Spirit Extension. You can spend 2 Ki points to increase the range of your Navori Blades attack by 20 feet until the end of your next turn.
  • Proper Stance. For every two blades in defensive stance, you add 1 to your Damage Reduction

Perseverance

Prerequisite: Blade Dance, level 3

Components: S, R

The Perseverance Sutra studies the permanence of Ki as part of the cycle of life.

  • Excitement. When you spend at least 1 Ki point on an effect with your Navori Blades or Spectral Blades, your attacks are made with advantage until the start of your next turn. This effect can only occur once per round.
  • Graze. Spending 1 Ki point, until the start of your next turn, your attacks with Navori blades or Spectral blades cause 1 point of bleeding if they hit a target.

Harmony

Prerequisite: Blade Dance, level 3

Components: S, R

The Harmony Sutra studies the interactions of Ki with the very flow of living things.

  • Harmonize. Each attack made with your Navori Blades or Spectral Blade that uses at least 1 Ki point restores you an amount of hit points equal to your martial damage die. This effect can only occur once per round.
  • Unbalance. Spending 1 Ki point, your next attack causes the creature hit to have disadvantage on its attack rolls until the start of your own turn.

Red Blade

Prerequisite: Blade Dance, level 6

Components: V, S, R

The Red Blade Sutra studies the deep connection that exists between the navori blades and the bodhisattva spirit.

  • Thirsty Blades. Spending 4 Ki points, for the next 2 turns your attacks restore your life for half the damage caused.
  • Intuitive Strikes. You add half your proficiency bonus to the damage of your Navori Blade attacks.

Leaf

Prerequisite: Blade Dance, level 11

Components: S, R

The Leaf Sutra studies the cutting and piercing properties of navori blades, improving their spiritual edge.

  • Leaf Blade. For the expenditure of 1 Ki point, for the next minute your attacks with your Navori and Spectral blades cause 1 point of bleeding.
  • Shadow of the Leaf. By spending 3 Ki points, as part of the Attack action, you can make an attack with a spectral blade against a target within 240 feet of you that you can see. This attack deals your martial damage die as additional disruptive damage.

Grass

Prerequisite: Blade Dance, level 11

Components: S, R

The Grass Sutra studies the manipulation of Ki in conjunction with the natural energy emanating from the soil.

  • Light Steps. For the cost of 1 Ki point, you disregard difficult terrain for one hour.
  • Earth Teeth. Using an action and 3 Ki points, you cause spectral blades to emerge from the ground in a 20-foot line in front of you. Creatures in that area must make a Dexterity saving throw. On a failed save, they take 6d8 piercing damage and the weakened condition until the start of their next turn. On a successful save, they take only half of the damage.

Rain

Prerequisite: Blade Dance, level 17

Components: S, R

The Navori Rain Sutra studies the cycle of water becoming rain and nourishing the earth.

  • Navori Rain. Using an action and 5 Ki points, you launch two blade specters into the air. On the following round, hundreds of spectral blades fall in a 10-foot circle +5 feet per additional Ki point centered on a point within 120 feet that you can see, for two rounds. Each creature in the area must make a Dexterity saving throw. On a failed save, they take 12d6 bludgeoning damage each round. On a successful save, only half as much. Each additional Ki point spent increases the damage by 2d6 and increases the duration by 1 turn.
  • Scent of the Morning. Your Navori blades' damage increases by 1 rank.

Spiral

Prerequisite: Blade Dance, level 17

Components: S, R

The Spiral Sutra studies how to utilize the Navori blades through the spiral flow of Ki.

  • Spiral Strike. Using an action and 3 Ki points, you unleash a line attack made up of your blades and several spectral blades. Creatures in a 20-foot line from you must make a Dexterity saving throw. On a failed save, they take 8d12 slashing damage and 2d12 bleed damage. On a successful save, only half the slashing and bleed damage. For each additional Ki point, the line lengthens by 5 feet and the damage increases by 2d12 slashing and 1d12 bleed damage.
  • Spiral Slash. Your Navori blades' critical range is decreased by 1 and their critical rate multiplier is increased by 1.

Agitation

Prerequisite: Shojin Monastery, Level 3

Components: S, R

The Agitation Sutra studies how Ki can be made to vibrate in bodies.

  • Stir the Ki. By spending 1 Ki point, you can energize your next unarmed strike to deal your martial die's worth of additional energy damage.
  • Direct Agitation. By spending 1 Ki point, for the next minute, your unarmed attacks can deal piercing or slashing damage.

Empty Hand

Prerequisite: Shojin Monastery, Level 3

Components: S, R

The Empty Hand Sutra studies the fullness of the body using Ki without weapons being wielded.

  • Unbalance. When you hit an opponent up to 1 size larger than you with an unarmed attack, you can spend 1 Ki point and impose a Dexterity saving throw, if it fail, the target will be knocked prone.
  • Push. When you hit an opponent up to 1 size larger than you with an unarmed strike, you can spend 1 Ki point and impose a Strength saving throw; if you fail, the target can be pushed up to 15 feet.

Protection

Prerequisite: Shojin Monastery, Level 6

Components: S, R

The Protection Sutra studies how to use Ki to protect the body.

  • Protect. As a reaction to an ally receiving an attack, by spending 2 Ki points, you can use your movement to launch yourself in front of that ally if they are within 10 feet of you, creating an energy shield that increases your AC and that of your ally by +2 until the end of your next turn. This increase is applied to the attack received by the ally, but before knowing whether or not it hits.
  • Harden. As an action and by spending 2 Ki points, you can harden your body, gaining resistance to simple physical damage for a number of rounds equal to your Wisdom modifier.

Dragon's Challenge

Prerequisite: Shojin Monastery, Level 6

Components: S, R

The Dragon's Challenge Sutra is a riddle about how to enter the Dragon's mouth and survive its prey.

  • Bite. Your attacks with the naginata have their damage increased by 1 category.
  • Challenge. By spending 2 Ki points, you can challenge a target within 120 feet of you that you can see. All attacks by that target that are not made against you are made with disadvantage for a number of rounds equal to your Wisdom modifier.

Thundering Dragon

Prerequisite: Shojin Monastery Bodhisattva, Sublime Sutra, level 6

Components: V, S, R

The Thundering Dragon Sutra studies the principles behind sound, vibrations and the use of Ki to manifest them.

  • Sonic Wave. By spending 2 Ki points, you amplify your Ki Blast by giving it the element of sound. It can pass through objects and walls less than 5 feet thick and strikes the first enemy in line, dealing 1 die of damage above your Martial die in thunder damage and marking them with a Resonance mark that lasts until the end of your turn.
  • Resonant Strike. As a bonus action, you can dash toward a target that has a Resonance mark and make an attack with advantage, but you cannot pass through solid objects.

Dragon Protection

Prerequisite: Shojin Monastery Bodhisattva, level 9

Components: V, S, R

The Dragon Protection Sutra studies how to utilize the primal energy of the dragon by converting it into a form of protective energy.

  • Protect. By spending 3 Ki points and taking a bonus action, you embody the protective energy of the Dragon, providing temporary protection to an ally. You move to an unoccupied space next to an ally you can see within 15 feet. You and that ally each gain half your Wisdom modifier as Damage Reduction for a number of rounds equal to your Proficiency bonus, and the ally gains a mark of protection that lasts until the end of your turn.
  • Iron Will. When you approach an ally with a mark of protection, you can use your reaction and spend 2 Ki points to amplify your Protect effect on yourself for a number of turns equal to your Proficiency bonus.

Will Barrier

Prerequisite: Shojin Monastery level, 15

Components: R

The Will Barrier Sutra studies how to use Ki to overcome difficulties by energizing one's will.

  • Unstoppable Will. By spending 2 Ki points, you can reroll a failed roll. Each roll can be rerolled in this way only once. You can do this a number of times equal to half your Wisdom modifier per short rest.
  • Wall of Will. During meditation, you can summon upon yourself a Ki effect that allows you to negate an attack you have received but do not yet know the damage. When you use this effect, the attack is canceled and you lose the effect until you summon it again.

Storm

Prerequisite: Shojin Monastery, level 15

Components: V, S, R The Storm Sutra studies the use of a destructive power of the Dragon capable of causing great damage.

  • Storm Slash. Spending 1 Ki point, you use your action to unleash a circular attack at the maximum extension of your naginata. All enemies in that area must make a Dexterity saving throw or take an additional 4d6 force damage from your attack.
  • Crippling Storm. Spending 1 Ki point, you use your action to hurl energy at all creatures within 15 feet of you, revealing all invisible creatures, and as a bonus action, you can spend 2 Ki points and deal 8d6 energy damage to a number of creatures equal to your Wisdom modifier. Creatures hit must make a Wisdom saving throw DC equal to your Bodhisattva DC; on a success they take only half the damage.

Dragon's Fang

Prerequisite: Shojin Monastery, level 17

Components: S, R

The Dragon's Fang Sutra studies the ways of this spiritual entity, understanding its strengths.

  • Secret of the Prey. Your naginata attacks now deal magic damage.
  • Shojin's Fury. By spending 3 Ki points, your naginata attacks deal additional disruptive damage equal to half your Bodhisattva level for a number of rounds equal to your Wisdom modifier. When using this ability, you must make a Constitution saving throw against your Bodhisattva DC; on a failed save, you gain 1 level of Exhaustion.

Dragon's Will

Prerequisite: Shojin Monastery, level 17

Components: S, R

The Dragon's Will Sutra studies the ways of this spiritual entity, understanding its strengths.

  • “There can be only one.” Upon learning this Sutra, your attacks against dragons have their damage category, critical hit range, and critical hit multiplier increased by 1.
  • Hekau. When you perform an attack, spending 3 Ki points, you perform a powerful spinning kick, throwing your target backwards. Your target must make a Strength saving throw DC equal to your Bodhisattva DC. On a failed save, the target is thrown back up to 20 feet and takes 10d8 crushing damage. On a successful save, the target takes half the damage. If there is a creature in the line, it must make a Strength saving throw DC 18 or be thrown 10 feet to the ground and take 5d8 crushing damage.

Death's Palm

Prerequisite: Shojin Monastery, level 17

Components: S, R

The Death's Palm Sutra studies the deadly vibrations caused by forced Ki infusion.

  • Vibrating Palm. When you hit an opponent with an unarmed strike, once per round, you can spend 3 Ki points and direct a special Ki vibration. This vibration can last for a number of days equal to your level in this Class. The vibrations are harmless until you use your action to interrupt them. To do so, the target must be on the same plane as you, it must succeed on a Constitution saving throw; on a failed save, its hit points are reduced to 0. On a successful save, it takes 10d10 necrotic damage and becomes immune to this effect for the next 48 hours. Only one creature can be under this feat at a time; you can choose to interrupt the vibrations harmlessly without using an action.
  • Fists of Death. By spending 2 Ki points, for the next minute your unarmed strikes deal your martial die in additional disruptive damage.

Ki Vibration

Prerequisite: Hakensai Technique

Components: V, R

The Ki Vibration Sutra studies how to utilize Ki by channeling it through a weapon to create a destabilizing vibration.

  • Stunning Blow. When you land a blow with your weapon on a target, you can, as a bonus action, spend 1 Ki point to reverberate the damage caused by your opponent's body. He must make a Constitution saving throw, if he fails, the target loses its next action.
  • Stunning Blow. When you land a blow with your weapon on a target, you can, as a bonus action, spend 1 Ki point to reverberate the damage caused by your opponent's body. He must make a Constitution saving throw, if he fails, the target loses its next action.

Agile Weapon

Prerequisite: Hakensai Technique, level 5

Components: V, S, R

The Agile Weapon Sutra studies the rapid interaction of attacks against the same target, managing to create defense gaps.

  • Agile Weapon. As part of the attack action, you can spend 1 Ki point to slide through an enemy and make an attack with your melee weapon. When you do so, you move up to 10 feet without expending your movement toward an enemy. Additionally, you can spend an additional 2 Ki points to make a circular attack, dealing damage to all adjacent creatures. Those creatures must make a Dexterity saving throw equal to your Ki save DC. On a failed save, they take the damage from your attack, and on a successful one, they take no damage.
  • Quick Attacks. When you attack the same target a second time in a row, you gain +1 to your attack rolls and damage on your second attack roll. This can only happen once per turn.

Comprehension

Prerequisite: Hakensai, level 6

Components: S, R

The Hakensai Sutra of Comprehension studies the base element of the hakensai, making one understand how to use his vital energy to manifest that element.

  • Understand Element. When you are the target of a 1st-level or higher spell, or an attack from a creature that deals elemental damage equal to yours, you gain 1 Ki point. This effect can only occur once per round.
  • Manifest Element. By spending 2 Ki points and taking a bonus action, you can fire a 15-foot line of elemental energy from your elemental weapon. Enemies in the area must make a Dexterity saving throw; on a failed save, they take 5d4 damage from the hakensai's element and are vulnerable to that damage for a number of rounds equal to half your Wisdom modifier; on a successful save, only half that damage. Enemies in the area suffer elemental effects as noted in the Spell Effects by Damage Type table in Chapter 10: Magic.

Assimilation

Prerequisite: Hakensai, level 6

Components: S, R

The Hakensai Assimilation Sutra studies how to interact with elemental energy when generated through the mana or Ki of other creatures.

  • Elemental Investiture. By spending 1 Ki point and 1 action, you can grant resistance to your element to a number of creatures equal to half your Wisdom modifier for up to 1 hour. A target that gains this resistance can't be targeted by this sutra again until it completes a long rest.
  • Reconduct Element. As a reaction to being the target of an attack or spell that deals elemental damage to you or within 5 times half your Proficiency bonus, feet, of you, you can spend 2 Ki points and reduce the damage by an amount equal to your Proficiency bonus times your Wisdom modifier. If you successfully negate all the damage dealt, you gain 1 Ki point.

Elemental Potency

Prerequisite: Hakensai, level 15

Components: S, R

The Hakensai Sutra of Elemental Potency seeks to extract greater synergy with the element.

  • Elemental Remnant. Whenever you spend at least 1 Ki point, until the start of your next turn your attacks take additional damage equal to half your Proficiency bonus. This effect stacks only with new expenditures, not with greater expenditures.
  • Elemental Shard. Every time you spend at least 1 Ki point, until the start of your next turn your critical multiplier with your elemental weapon increases by 1. This effect can only occur once per turn.

Elemental Bloom

Prerequisite: Hakensai, level 15

Components: R

The Hakensai Sutra of Elemental Bloom studies ways to channel elemental energies more deeply.

  • Elemental Attunement. All skills performed with your element while wielding your elemental weapon have their damage category increased by 1 (the same goes for heals).
  • Elemental Lust. Whenever you spend at least 1 Ki point, you gain half your proficiency bonus as temporary hit points. This effect is self-cumulative and lasts for a number of rounds equal to twice your Wisdom modifier or until spent.

Path of Mist

Prerequisite: Shinobi, level 3

Components: S, R

The Sutra of the Path of Mist teaches not only how to manifest mist, but also how to utilize it to protect oneself.

  • Tactical Fog. By spending 1 Ki point as an action, you can conjure a fog of dense darkness in a 20-foot radius area around you for 1 minute. You can choose a number of creatures equal to your proficiency bonus within this fog to receive 1d6 healing at the start of each of their turns, and all other creatures within this area must make a Constitution saving throw. On a failed save, the enemy is Blinded for the duration of the fog and receives it, and can retry the saving throw at the start of each of its turns.
  • Protection from the Mist. You gain advantage on saving throws against effects that cause the Blinded condition.

Ethereal Hand

Prerequisite: Shinobi, level 8

Components: S, R

The Ethereal Hand Sutra understands how to strike at another target's energy field, ignoring physical resistances and protections.

  • Aether Strike. By spending 3 Ki points and taking a bonus action, you can strike a blow at a target within 60 feet of you that ignores the target's Armor AC and Damage Resistance. On a hit, the damage dealt is equal to your proficiency bonus in d4 energy damage.
  • Ethereal Touch. When confronting a creature that does not have a physical body, your unarmed and weapon strikes are imbued with spiritual energy, giving you the ability to harm incorporeal creatures or spirits. Melee attacks against such creatures deal half your proficiency bonus plus d8 additional radiant damage.

Spirit Silver

Prerequisite: Shinobi, level 11

Components: V, S, R

The Spirit Silver Sutra seeks to understand an alchemical transformation of a material substance into a spiritual one.

  • Silver Pulse. By spending 4 Ki points and taking a bonus action, you can unleash a pulse of silver energy around you. Enemies within 60 feet of you must make a Wisdom saving throw. On a failed save, they take your proficiency bonus on d8 runic damage and are knocked back 5 feet for each point of difference between the roll and the success number. On a successful save, they take only half the damage.
  • Ethereal Touch. Using seven days, and paying the expenses of his lifestyle for those days, the Shinobi can make one of his weapons become a magical weapon. It starts to cause magical damage instead of simple damage, its damage category increases by 1, its critical range of this weapon is reduced by 1 and its attack and damage rolls have a bonus of +1. The Shinobi can only have one weapon with this ability, and outside of his hands, it does not receive this bonus. He can only make another weapon when his previous weapon is destroyed or until he uses 1 minute of concentration to dissipate this energy.

Spiritual Interaction

Prerequisite: Spiritual School, level 3

Componentes: S, R

The Spiritual Interaction Sutra begins the process of connecting and interacting with the world and spiritual energies, making the practitioner more capable of dealing with these energies.

  • Spirit Communication. You learn to communicate with spirits to better understand local events and to calm troubled spirits, thus learning the Spirit language. Additionally, you can touch a target by spending 1 Ki point and grant them the ability to understand and speak the Spirit language for 1 hour.
  • Protection of Spirits. You can absorb spiritual energy once per long rest to heal your wounds, regaining half your maximum hit points, rounded down. Additionally, you can add your Wisdom modifier to your maximum AC; this bonus counts as Improved Defense.

Spiritual Link

Prerequisite: Spiritual School, level 6

Components: V, S, R

The Spiritual Link Sutra studies how to convert vital energy (Ki) into spiritual energy and thus manifest it.

  • Spiritual Sword. Spending 1 Ki point you form a Bodhisattva weapon of your choice in a spiritual energy version, the weapon is manifested in your hands. Attacking with this weapon causes the same damage as the original weapon, but as energy damage. You can, with a bonus action, leave the weapon floating in the air up to 60 feet from you. The weapon always moves if you exceed this limit to stay within it. With a bonus action, you can undo this weapon and create a new weapon by spending 1 Ki point again. You can move this weapon with a bonus action up to 30 feet, creatures that are in the area of ​​the movement line must make a Dexterity saving throw, on a failure they receive their proficiency bonus in d8 energy damage. On a success they receive nothing.
  • Spiritual Link. By spending an attack action and 1 ki point, you can command your spiritual weapon to make an attack within range. The attack roll is made using your Wisdom modifier + your proficiency bonus, dealing force damage equal to the weapon's damage + your Wisdom modifier if it hits. On a success, you regain hit points equal to your proficiency bonus and regain 1 ki point.

Spiritual Transition

Prerequisite: Spiritual School, level 6

Components: V, S, R

The Spiritual Transition Sutra utilizes the slightest perceptions of spiritual energy fluctuations to find cracks as its practitioner hones their senses for spiritual energy.

  • Spirit Leap. You can spend 3 Ki points to open a rift to the Spirit Realm through which you can pass and emerge at another nearby location. When you pass through this rift, you can emerge at an unoccupied location within 120 feet of your starting location. For every additional 3 Ki points you spend, you can pass through this rift with one additional creature.
  • Spiritual Perception. You are able to perceive the presence of spirits in a location, even without seeing them. You can also sense whether a certain area you are in has had the presence of spirits recently.

Ki Guardian

Prerequisite: Spiritual School, Spiritual Link - level 8

Components: S, R

The Ki Guardian Sutra studies how to use the Spiritual Weapon to create more favorable conditions for protection.

  • Spiritual Refuge. By spending 1 Ki point and using a bonus action, your Spiritual Weapon creates a 15-foot area of ​​protection that lasts for 1 minute. You and your allies gain resistance to non-magical weapon attacks, and weapon attacks have disadvantage for those protected by the area.
  • Spiritual Protection. While you are within 15 feet of your spiritual weapon, you gain resistance to spiritual damage.

Harmonization

Prerequisite: Spiritual School, level 14

Components: S, R

The Harmonization Sutra studies the natural movements and regular flow of Ki, understanding how to realign it when necessary.

  • Harmonize. By spending 2 Ki points and using an action, you can touch a creature to remove a curse that is afflicting it. For 4 Ki points, you can use the calm emotions spell. The saving throw DC for this spell is your Bodhisattva DC.
  • Purify. Your attacks against creatures not native to the Material Realm gain your proficiency bonus as force damage.

Spiritual Perception

Prerequisite: Spiritual School, level 17

Components: S, R

The Spiritual Perception Sutra is used to train the eyes and ears so that they become able to see the true form of things.

  • Perceive. By spending 3 Ki points and using an action, you receive the effects of the true seeing spell without the need for any material components.
  • Elucidate. When using this sutra, with the expenditure of 1 additional Ki point, you can touch a creature and grant it the same effects, however, if it moves away from your touch, the effects on the creature are nullified.

Spiritual Vision

Prerequisite: Spiritual School, level 20

Components: S, R

The Spiritual Vision Sutra brings the highest teachings on interaction with what derives from the spiritual world, making its practitioner a master of these relationships.

  • Twilight Vision. By spending 1 Ki point as an action, you concentrate to become one with the spiritual magic of the location. Within a 200-foot radius, you know the location of all creatures in that area, as long as they are not obstructed by obstacles that stand between your vision and the creature. You can tell if someone is invisible or if something is an illusion, as well as the condition of the creatures, whether they are injured, sick, or poisoned. You also know whether or not the creature is hostile to you. This ability lasts for 10 minutes, and when hit, you must make a DC 10 Constitution saving throw to maintain concentration. You can do this once per long rest.
  • Spiritual Perception. Creatures not native to the Material Realm cannot surprise you.

Spiritual Defense

Prerequisite: School of Protection

Components: V, S, R

The Spiritual Defense Sutra studies the use of Ki and extrasensory perception to create rapid forms of protection.

  • Spiritual Shield. You can, as a reaction and by spending 1 Ki point, create an invisible barrier of Ki that protects you until the start of your next turn. You gain +5 shield AC, including against the attack that triggered the Sutra, and you take no damage from projectiles.
  • Spiritual Protection. You add half your proficiency bonus to your AC against attacks made by creatures not native to the Material Realm.

Armor

Prerequisite: School of Protection, level 3

Components: V, S, R

The Armor Sutra gives the bodhisattva an understanding of how to come into greater harmony with armor that normally hinders his movements, also giving him a way to protect allies, also becoming the armor of those he protects.

  • Summon Barrier. By spending 1 ki point, as a bonus action, you can create a 5-foot protective bubble at a point up to 15 feet away from you. This bubble lasts until the end of your next turn, and a creature friendly to you that is inside it gains damage reduction equal to your proficiency bonus.
  • Body Protection. You gain proficiency with light and medium armor. While wearing light or medium armor, you can use Ki Refinement normally, and your Unarmored Movement benefit is halved while wearing such armor. You add your Wisdom modifier to your AC while wearing such armor, up to a maximum equal to your Dexterity bonus for the armor.

Astral Protection

Prerequisite: School of Protection, level 6

Components: S, R

The Astral Protection Sutra studies effective ways to protect oneself from attacks using Ki to create innate and active shields.

  • Astral Barrier. When targeted by an attack roll, you can use your reaction and 3 Ki points to create a shield. This shield has a temporary hit point value equal to half your hit points + your Wisdom modifier, half of all damage you take (except true damage) is directed toward the shield, and it can last up to 1 minute, dissipating at the end of the duration or when it is destroyed.
  • Innate Protection. You gain Damage Reduction equal to half your Wisdom modifier.

Immediate Aid

Prerequisite: School of Protection, Astral Protection Sutra, Level 8

Components: S, R

The Sutra of Immediate Aid studies ways to extend the protections provided by the School of Protection to allies, bringing interesting ways to act as a team with a great reduction in potential damage.

  • Share Protection. By spending 4 Ki points and your reaction, you can protect a target within 30 feet of you with your Astral Barrier shield. The shield follows the same statistics as the Astral Barrier, being based on the bodhisattva's hit points and not the target's, and half of the unmitigated damage is taken by the bodhisattva who used the Sutra (this damage cannot be mitigated). This shield can be used even while you are under the effect of an Astral Barrier. If the target moves more than 120 feet away from you, the shield dissolves.
  • Precise Distraction. When you use the Help action to assist an ally in attacking another creature, that target gains half your Wisdom bonus on its attack roll and damage roll.

Harmonization

Prerequisite: School of Protection, level 9

Components: V, S, R

The Harmonization Sutra studies how to infuse Ki to reestablish an organism, whether material or spiritual.

  • Harmonize. With an action spending 2 Ki points, you are able to restore harmony to any organism, be it material or spiritual, healing the target in 3d8 + 3 times your Wisdom modifier. If the target is charmed, the effect dissipates and calms creatures that are enraged.
  • Full Harmony. Its healing effects that use Ki can normally affect creatures that would receive only half the healing as Constructs.

Guard Advance

Prerequisite: Protection School, level 14

Components: S, R

The Sutra of Guard Advance studies how to manipulate Ki to create mental impulses capable of creating moments of temporary loss of control in enemies and how to maintain control even under attempts at mental domination.

  • Shadow Run. By spending 3 Ki points, you can advance a distance equal to your proficiency bonus times 5 in feet in a straight line, and can pass through solid objects (if you end your movement inside a solid object or a creature, you take 3d6 force damage and are expelled to the nearest unoccupied space). During the course of this movement, all creatures hit must make a Wisdom saving throw; on a failed save, they are Taunted by you for a number of rounds equal to half your proficiency bonus + half your Wisdom modifier. Taunted creatures can make a new saving throw at the start of their own turns to cancel the condition. This extra movement can provoke attacks of opportunity.
  • Clear Mind. You gain advantage on any saving throw that involves an illusion or that would leave you Charmed.

Refuge

Prerequisite: Protection School, Astral Protection Sutra, level 17

Components: S, R

The Refuge Sutra studies how the practitioner can become his own refuge of protection, extending this capacity of protection to other people or places;

  • Maintain Unity. By spending 1 Ki point and taking a bonus action, you establish a bond with a place or creature friendly to you, this bond lasting until your next long rest or until you make a new bond. While this bond exists, you can use an action and spend 4 Ki points to teleport to that place or creature that is up to 1 mile away. If you teleport to a creature, you and that creature gain an Astral Barrier that lasts until the end of your next turns.
  • Improved Innate Protection. The Damage Reduction value of Innate Protection becomes your Wisdom modifier instead of just half that value.

Adamantine Sutra

Prerequisite: School of Protection, Sutra of Refuge, level 20

Components: V, S, R

The Adamantine Sutra studies how to raise a body's resistance to its limits, managing to transform its practitioner's defense into something impenetrable.

  • Absolute Protection. By spending 6 Ki points and your reaction to being attacked or being the target of an attack, magic or sutra, you can negate it.
  • Unstoppable. Once per combat, when you become the target of a spell, effect, or ability that causes a condition, you can negate its effect regardless of the saving throw.

Twilight Strike

Prerequisite: Twilight School, level 3

Components: S, R

The Twilight Strike Sutra studies how to use the Kit effectively against an enemy by creating attack gaps and weaknesses in the most powerful defenses.

  • Twilight Mark. By spending 1 Ki point, for a number of rounds equal to half your Wisdom modifier, you imbue your melee attacks with a special energy. For the duration, the first time you deal damage to a target, that target gains the Mark of Twilight. When you apply this mark, it manifests in a 10-foot-radius circle visible only to you around that enemy for a number of rounds equal to half your Wisdom modifier. Leaving this area while the circle is active energizes your next attack against that target for a number of rounds equal to half your Wisdom bonus. For the duration, when you land a melee attack on that enemy, that enemy must make a Dexterity saving throw, taking 3d8 force damage on a failed save. Targets marked by your Mark of Twilight can't make attacks of opportunity against you while they are marked.
  • First Slash. If you have not taken damage from a target, your first successful attack against that target deals additional damage equal to half your proficiency bonus in d6 force damage.

Autumn Leaves

Prerequisite: Twilight School, level 6

Components: S, R

The Autumn Leaves Sutra studies the falling of dead leaves, understanding their function in natural cycles. This study delves into the movement of leaves, which, when blown by the wind, find the path of least resistance.

  • Five-Point Strike. By spending 2 Ki points and taking an action, you can throw up to 5 light or thrown weapons (that you carry) in a 15-foot cone. Enemies in that area must make a Dexterity saving throw with a DC equal to your Bodhisattva DC. On a failed save, the creature hit gains your proficiency bonus on d8 piercing damage and its movement is reduced by 5 feet for 1 minute; on a successful save, the creature takes only half the damage. A creature that has its movement reduced in this way can make the saving throw again at the start of its turn, ending the reduction on a successful save.
  • Precise Throw. Your attacks with thrown weapons have their damage increased by one category.

Ghost Strike

Prerequisite: Twilight School, level 6

Components: V, S, R

The Ghost Strike Sutra explores the use of the Ki to create momentary illusions to fool your enemy's vision and defense.

  • Twilight Feint. By spending 2 Ki points, you can as a bonus action project an illusion of an attack against a target, reducing that target's guard, causing your attack against it to have +2 on hit and a reduced critical chance margin of 2. This illusion disappears when you make a successful attack roll or at the end of your turn.
  • Phantom Pulse. Your first melee attack roll of a turn against a target that hasn't acted yet causes an additional 1d8 force damage.

Twilight Cloak

Prerequisite: Twilight School, level 8

Components: S, R, M

The Twilight Robe Sutra studies the use of hearing and Ki perception to better orient oneself and silence movements in the darkness.

  • Twilight Protection. By spending 1 Ki point and 1 shinpu with the smoke element, during a long rest you can imbue up to 5 smoke bombs with spiritual energy. When throwing a bomb, you create an area of ​​magical darkness in which only you and other Shinobi who know this Sutra can see, the smoke dissipates after 10 minutes. This area works like the darkness spell, but strong wind effects such as the gust of wind spell or similar effects can dissipate the smoke. Bombs created in this way last until the next long rest, when they lose their spiritual charge and need to have this charge renewed.
  • Silent Footsteps. While in dimly lit areas, you have 15 feet of additional movement and make no sounds.

Twilight Step

Prerequisite: Twilight School, level 9

Components: V, S, R

The Twilight Step Sutra studies the use of Ki to enhance the body and personal movement to bypass obstacles against difficult-to-reach targets.

  • Battle Preparation. When in combat, you can, as a bonus action, spend 2 Ki points to gain a movement speed increase of 15 feet until the end of your next turn, during which time you can ignore solid objects and difficult terrain. Your movement when done in this way does not provoke an attack of opportunity.
  • Twilight Movement. You can move over vertical surfaces, liquids, and delicate surfaces (such as leaves or snow) by treating them as solid without falling during the movement. If you end your movement on top of a liquid or vertical surface, you will sink or fall normally.

Impulse

Prerequisite: Twilight School, Twilight Cloak Sutra, Level 14

Components: S, R

The Impulse Sutra studies the use of ki through the concepts of twilight to create fast and almost instantaneous movements capable of escaping the eyes of even the most attentive.

  • Twilight Charge. Spending 2 ki points, as part of an action, you leap backward up to 10 feet, throwing a thrown weapon imbued with energy, making a ranged weapon attack at a target up to 15 feet away. If it hits an enemy, you can move toward the marked target, stopping 5 feet away from it and making a melee weapon attack with advantage as part of a bonus action.
  • Deadly Rush. When you enter or start your turn within the area of ​​Twilight Ward, you can move toward a target marked by Twilight Rush, stopping within 5 feet of it as part of a reaction. Moving this way does not provoke attacks of opportunity.

Pecability

Prerequisite: Twilight School, level 17

Components: S, R

The Pecability Sutra studies the energy lines of the bodies, understanding how this flow occurs and being able to use it to create devastating attacks based on the weakest points of each one.

  • Vital Points. By spending 2 Ki points and using a bonus action to concentrate, for 1 hour you can see the vital points of any creature up to 15 feet away from you, as long as you maintain concentration. For the duration, you can use a bonus action and focus on an enemy up to 15 feet away from you, being able to see their vital points. Your attacks against this enemy are made with advantage and cause an additional 3d8 force damage and, on a critical hit, the damage multiplier is increased by 1.
  • Precise Strikes. Your Ki attacks ignore an amount equal to your Damage Resistance proficiency bonus from your targets.

Life's Sunset

Prerequisite: Twilight School, level 20

Components: S, R

The Life's Sunset Sutra studies that just as the sun has its sunset, life also finds its final moment. Using this sutra moves violent amounts of energy and imbues your attacks with unparalleled destructive power.

  • Perfect Execution. By spending 5 Ki points, as an action you can imbue your body attacks with energy, marking you and the target of your next attack. Your next successful melee attack passes through the target in a chosen direction and creates a temporary bond between you and the target for 1 round. You can activate this bond at the end of this turn or at the start of your next turn as a free action. When you do so, you advance in a 20-foot line toward the target. All enemies in that line must make a Dexterity saving throw, taking 10d8 force damage on a failed save, or half as much on a successful one.
  • Twilight Weapon. You understand how to use Neio and Neiyar in a precise and fatal way. Your damage to Neiyar increases by 1 die and his critical hit range is reduced by 1.

Light Shift

Prerequisite: Dark School, Yanlei

Components: V, S, R

The Light Shift Sutra studies how to use Ki to create shadow fields that are particularly resistant to light.

  • Deflect Light. By spending 2 Ki points you can create an area of ​​dim light with a radius of 10 feet from you, this area deflects much of the light directed at you, thus gaining resistance to radiant damage for the duration of the dim light. It lasts a total of turns equal to twice your Wisdom modifier.
  • Improve Deflection. At 12th level, resistance to radiant damage becomes resistance to magical radiant damage.

Shadow Weaving

Prerequisite: Dark School, Yanlei, Level 6

Components: S, R, M

The Shadow Weaving Sutra studies how to use shadow as a combative element.

  • Blade Weave. Using your action, 1 Ki point and a Shinpu, you can create a blade of solid shadows in your hand for the next minute, you cannot be disarmed while using this blade, it is considered a melee weapon, causing 2d8 shadow damage. If you attack with this blade in darkness or dim light, you make the attack roll with advantage.
  • Shadow Ward. You add half your Wisdom modifier to your AC as Improved Defense, as long as you are not wearing medium or heavy armor.

Dark Ascension

Prerequisite: Dark School, Yanlei, level 6

Components: V, S, R

The Dark Ascension Sutra studies interactions and integrations of the organism with the Dark element.

  • Shadow Arms. As an action, you can concentrate for one turn to spend 5 Ki points and summon a pair of shadowy arms that emerge from your back. These limbs can be used normally as functional arms and can be used for two additional attacks as a bonus action. These arms deal unarmed strike damage for 1 die of damage in addition to your Martial Die. The arms last for a total of turns equal to 2 times your Wisdom modifier, and during that time you must have 2 Ki points inactive.
  • Shadow Food. When you deal dark damage to a target, as a reaction, you can spend 1 Ki point and regain your Martial Die in hit points.

Obscure Combat

Prerequisite: Obscure School, level 3

Components: S, R

The Obscure Combat Sutra studies how to use shadow as an element to enhance the capabilities of those who use it, whether through the emanation of dark energy in weapons or through understanding how to use armor effectively.

  • Shadow Slash. By spending 1 Ki point as a bonus action, you can imbue a weapon you are wielding with shadow energy for 1 minute, during which time your attacks made with that weapon deal half your proficiency bonus in d8 additional shadow damage. If you choose to use thrown weapons, each weapon used during that minute deals this additional damage when used by you. You can only hold one weapon under the effect of this sutra.
  • Body Protection. You gain proficiency with light and medium armor. While wearing light or medium armor, you can use Ki Refinement normally, and your Unarmored Movement benefit is halved while wearing such armor. You add your Wisdom modifier to your AC while wearing such armor, up to a maximum equal to your Dexterity bonus for the armor.

Shadows of Contempt

Prerequisite: Obscure School, level 6

Components: S, R

The Contempt Sutra seeks to understand what exactly “contempt” is and the reasons why it happens, understanding that purposeless contempt becomes arrogance and a trap.

  • Contempt for Balance. By spending 3 Ki points and an action, you can energize a weapon with dark energy for 1 minute. Damage from attacks made with this weapon ignores an amount of Damage Reduction equal to twice your proficiency bonus.
  • Contempt for the Weak. You have advantage on attacks against creatures with less than half health; if you hit the target, your attacks deal half your proficiency bonus plus d8 additional necrotic damage.

Shadow Step

Prerequisite: Obscure School, level 6

Components: V, S, R

The Shadow Step Sutra seeks to understand the shadow as a means of transportation and to improve the way the body moves through shadow space.

  • Shadow Feet. Using 2 Ki points you can hide in your own shadow and reappear in another one up to 30 feet away from you, if you reappear behind a creature up to 5 feet away from you, you can use your reaction to make an unarmed attack or melee weapon attack with advantage on that creature.
  • Night Run. When you are in an area with no light you gain 15 feet of additional movement.

Obscure Manipulation

Prerequisite: Obscure School, level 8

Components: S, R

The Obscure Manipulation Sutra studies the projection of the Shinobi himself through the shadow element, creating a bond of strengthening these manifestations through the elemental power provided by Yanlei.

  • Living Shadow. By spending 3 Ki points as an action, you can create a Living Shadow within 15 feet of you for 1 minute or until it is dispelled. The shadow has half your walking speed, an AC equal to yours, but only half your hit points. This shadow has resistance to all non-magical physical damage, and the Living Shadow creates a copy of your worn equipment. The shadow will be dispelled prematurely if it takes radiant damage. When you use the Attack action, your Living Shadow can use its reaction to make a melee weapon attack on a creature within its reach. The damage dealt by your shadow will always be half the damage of your attack in shadow damage. The maximum number of active Living Shadows you can have is equal to half your proficiency bonus rounded down. By spending 1 Ki point, you can use your bonus action to switch places with a Living Shadow of your choice if it is within 50 feet of you.
  • Distorted Shadow. When you have a living shadow within 15 feet of you, your attacks made by it against a target that has received an attack made by you are made with advantage.

Ephemeral Essence

Prerequisite: Obscure School, level 9

Components: V, S

The Ephemeral Essence Sutra studies the characteristic of the impermanence of shadows in the presence of light, but the absolute presence in its absence, understanding how it is tenuous and is potentially everywhere.

  • Shadow Illusion. When you receive an attack, you can use your reaction and spend 4 Ki points to switch places with your shadow, thus avoiding the damage it deals. For each additional Ki point you spend, up to a maximum of 4, a new shadow appears. These shadows last 1 round for each Ki point spent beyond the first and can move independently at your command. Each of them looks exactly like you. Each time a creature targets you with an attack while your shadows last, roll a d20 to determine if the attack targets one of your duplicates instead. If you have four duplicates, you must roll a 4 or higher to change the target of the attack to a duplicate. With three duplicates, you must roll a 6 or higher. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. Duplicates vanish when they take any type of damage.
  • Ephemeral Synergy. For each shadow you summon that is dissolved with an attack, you roll your martial die + your Wisdom bonus and regain hit points.

Shroud Mastery

Prerequisite: Obscure School, Obscure Manipulation Sutra, level 14

Components: S, R

The Shroud Mastery Sutra studies how to use the yanlei's connection with dark manifestations, granting them greater autonomy, connecting to the mind through the dark element shared by the techniques of the Dark School.

  • Shadow Control. By spending 2 Ki points on a bonus action, or increasing your Ki by 2 points when using Create Living Shadow, you can give mental instructions to this shadow so that it can act on its own and not just with reactions. The shadow now has its own initiative, its speed becomes equal to yours, and it can perform one action on its turn. If it is a combat action, the shadow has only one attack. When you use the attack action, the living Shadow can still use its reaction to perform an attack. It can move up to one mile away from you without being dispelled. With a bonus action, you can switch to the shadow's senses or your own. While in the shadow's senses, you are unaware of your surroundings. The shadow is unable to speak or use abilities, and can only perform, in addition to the attack action, minor actions such as picking up or interacting with small objects.
  • Shadows of the Past. Your Living Shadow duration increases by a number of minutes equal to your Wisdom modifier

Obscure Technique

Prerequisite: Obscure School, level 17

Components: S, R

The Obscure Technique Sutra studies the most advanced techniques of interaction with the yanlei, making your understanding and learning enhance all the teachings of the Obscure School.

  • Death Mark. Spending 8 Ki points, you use your action to hide in the shadow of an enemy within 15 feet until the end of your next turn, leaving behind a Living Shadow, it does not count towards the maximum number of shadows you can create. When hiding in the shadow of your enemy you can make an attack action with advantage, leaving the creature's shadow when making this attack, if it hits, you leave a mark on your enemy. You can use a bonus action to return to the Living Shadow you left behind. At the end of your next turn, the mark left explodes causing half of all damage dealt by you and your living shadows again as necrotic damage against that target.
  • Nocturnal Secret. When you or one of your shadows deals shadow (or noctiferous) damage to a target, that target becomes marked for a number of turns equal to your Wisdom modifier. When you or your shadows deal shadow damage to a target marked by Nocturnal Secret, the damage dealt increases by an amount equal to your Wisdom modifier and becomes noctiferous.

Twin Shadows

Prerequisite: Obscure School, level 20

The Twin Shadows Sutra studies the essential transference into a Shadow manifestation.

  • One with the Shadow. By spending 5 Ki points, you can use your reaction when targeted by an attack or use your bonus action to become one with your shadow, becoming invisible, invulnerable, and incorporeal for up to 5 minutes, and you can pass through solid objects and creatures. During this time, your walking speed and travel rate are doubled, your darkvision is doubled, and you can see and hear normally but cannot make physical attacks. You can use a bonus action to end this effect prematurely. At the end of this time or if you end this ability, your next melee attack has advantage and will deal an additional 5d12 necrotic damage. This effect is considered a concentration effect if you take radiant or magical radiant damage. Although you are invulnerable and the damage is not reduced from your hit points, the damage value is used for your concentration roll.
  • Shadow in the Dark. You share the sight and hearing of your shadows while a shadow is within 100 feet of you. This ability is considered a concentration effect, you cannot cast spells that require concentration or similar effects and if you take damage you must make a constitution saving throw applying the concentration rule on magic.

Umbral Trap

Prerequisite: Umbral School

Components: V, S, R

The Umbral Trap Sutra studies the shadow manifested on the material plane as an access portal for small quantities of the shadow element.

  • Umbral Binding. By spending 2 Ki points, you can use your action to force the shadow of the terrain around you, within 30 feet of you, to attack an enemy from several different directions. The target must make a Dexterity saving throw, and if it fails, it receives your proficiency bonus on d8 shadow damage and is restrained until the end of your next turn. For every additional 2 Ki points, the target takes 2 additional damage dice and its duration increases by 1 turn.
  • Umbral Opportunity. Your first attack of the round against a creature under a debilitating condition deals bonus damage equal to your proficiency bonus.

Umbral Suffocation

Prerequisite: Umbral School

Components: V, S, R

The Umbral Suffocation Sutra studies the limits of one's own body and the reactions of targets under asphyxiation, managing to increase the destructive power of its practitioner.

  • Suffocate. You can spend 2 Ki points to extend your shadow to an enemy within 30 feet of you. When you do so, your enemy must make a Constitution saving throw. On a failed save, the target is unable to breathe until the start of your next turn, taking 2d8 necrotic damage. For every additional 2 Ki points spent, you can extend the suffocation by 1 turn. For each additional turn, the creature must make a new saving throw. If it reaches 5 turns in duration, the target falls unconscious.
  • Opportunism. Your melee attacks against creatures that are in Asphyxiation deal additional necrotic damage equal to half your Wisdom bonus.

Reaper's Road

Prerequisite: Umbral School, level 3

Components: S, R

The Reaper's Road Sutra studies the threshold of life and death as well as the use of tools (or instruments) for greater effectiveness on this path.

  • Reaping Slash. By spending 1 Ki point, you can use your Attack action to move 10 feet in a line, creatures in that line must make a Dexterity saving throw. Additionally, when you finish this movement you can make a 10-foot circular attack around you, forcing creatures to make a Dexterity saving throw. Each creature that fails this saving throw takes your weapon damage + your Wisdom modifier.
  • Instruments of the Harvest. You gain proficiency with a melee martial weapon of your choice that deals slashing damage (that does not have the improper property), and it becomes a Bodhisattva weapon for you.

Umbral Blade

Prerequisite: Umbral School, level 6

Components: S, R

The Umbral Blade Sutra studies the secrets of cutting weapons, understanding how to use their energy to make them even sharper.

  • Blade's Reach. Spending 2 Ki points, you can use your attack action to conjure shadow energy in a 20-foot line. Creatures in that line must make a Dexterity saving throw. If their movement is impaired (speed reduction or some other debilitating condition), they make this saving throw at disadvantage. On a failed save, a creature hit takes 3d6 + your proficiency bonus in d6 shadow damage and their movement is slowed by 10 feet until the end of their next turn, while on a successful save only their movement is slowed.
  • Extended Edge. Your attack rolls with slashing weapons gain a 5-foot reach bonus.

Umbral Step

Prerequisite: Umbral School, level 8

Componentes: S, R

O Sutra do Passo Umbral estuda a manipulação da energia sombria para aprimorar os movimentos tornando-se incorpóreo e até mesmo potencializando seus ataques por utilizar essa energia para concentrar a força no ponto de corte mais eficiente de sua arma.

  • Fantasma Umbral. Gastando 3 ponto de Ki e utilizando uma ação, pelo próximo minuto ou até que seja atingido você se transforma temporariamente em uma forma incorpórea capaz de atravessar objetos e paredes maciças, caso seja atingido ou termine esse tempo e você esteja dentro de um objeto você é automaticamente expelido para fora no ponto mais próximo desocupado. Adicionalmente, nessa forma você pode gastar 1 ponto de Ki e utilizar sua ação para se esconder na própria sombra e reaparecer em outra a até 30 pés de você, caso reapareça atrás de uma criatura a até 5 pés de você, você pode utilizar sua reação para realizar uma ataque desarmado ou com arma corpo a corpo com vantagem nessa criatura.
  • Fio Umbral. Suas armas que causem dano cortante tem sua margem de crítico diminuída em 1.

Umbral Tênue

Pré-requisito: Escola Umbral, nível 14

Componentes: S, R

O Sutra do Umbral Tênue estuda a transubstanciação do corpo em elemento sombrio, conseguindo utilizar de forma eficiente sua movimentação.

  • Transgressão do Umbral. Gastando 5 pontos de Ki, utilizando sua ação, você pode tomar a forma de um ser incorpóreo feito de sombras e disparar em direção a um inimigo a até 30 pés de você que tenha sofrido dano de você nos últimos 2 turnos, se mover dessa forma não causa ataque de oportunidade. Ao realizar essa ação, você passa a ocupar o mesmo espaço do alvo. No início de seu turno, o alvo precisa passar em uma salvaguarda de Sabedoria, ou recebe 10d10 de dano sombrio, apenas metade em um sucesso. Você é expelido no início de seu turno, podendo agir normalmente.
  • Transgressor. Causar dano em uma criatura te permite ocupar o mesmo espaço que ela para fins de movimentação.

Superioridade Umbral

Pré-requisito: Escola Umbral, Caminho Invasivo, nível 17

Componentes: S, R

O Sutra da Superioridade Umbral estuda formas de elevar ainda mais a capacidade de ceifar vidas daqueles que o estudam e praticam.

  • Golpe Umbral. Como parte de um acerto em uma jogada de ataque você pode gastar 5 pontos de Ki, se você fizer isso você pode declará-lo como um acerto crítico. Essa declaração deve ser feita antes de saber se o ataque acertou ou não.
  • Artimanha Umbral. Seus ataques com armas cortantes tem sua categoria de dano aumentada em 1.

Mestre Umbral

Pré-requisito: Escola Umbral, nível 20

Componentes: S, R

O Sutra do Mestre Umbral contém os segredos mais complexos sobre como utilizar toda força das sombras de forma eficaz.

  • Letalidade. Ao atacar com uma arma cortante uma criatura que esteja surpresa ou, ao atingir uma criatura com um Sutra da Escola Umbral que force o alvo a realizar uma salvaguarda, você pode gastar 5 pontos de Ki para forçar que essa criatura faça uma salvaguarda de Constituição. Em uma falha, o dano causado pelo seu ataque ou sutra é dobrado.
  • Marca Mortal. Suas habilidades e sutras que forcem um alvo a fazer uma Salvaguarda, passam a causar 2d10 sombrio de dano sombrio adicional nas falhas. Em caso de sucesso as criaturas não recebem esse dano adicional. Adicionalmente, seus ataques com armas cortantes passam a causar 1d10 de dano noctífero adicional.

Percepção Noctígena

Pré-requisito: Escola Noctígena, nível 3

Componentes: S, R

O Sutra da Percepção Noctígena estuda a forma como a sombra enquanto matéria e elemento se comporta, compreendendo dessa forma como a sombra projetada se comporta ou mesmo a própria ausência da luz.

  • Sombra Tangível. Gastando 1 ponto de Ki e utilizando uma ação bônus, você pode moldar e estender sombras já existentes para criar uma barreira protetora para si, recebendo seu modificador de Sabedoria como Redução de Dano por um número de rodadas igual ao seu bônus de proficiência.
  • Enxergar Sombras. Você ganha 30 pés de visão no escuro pela duração, caso já tenha, você recebe 30 pés de visão no escuro adicional.

Compreensão Noctígena

Pré-requisito: Escola Noctígena, Sutra da Percepção Noctígena, nível 6

Componentes: S, R

O Sutra da Compreensão Noctígena estuda a substância elemental da sombra, encontrando formas mais eficientes de utilizá-la.

  • Mortalha Sombria. Gastando 3 pontos de Ki, com uma ação, você cria um círculo de 15 pés de raio centrado em você com 2 turnos de duração máxima. A luz não pode atravessar essa área, e magias e sutras que possuam componente verbal, requerem que conjurador desses sutras e magias realize uma salvaguarda de Constituição CD igual a sua CD de Bodisatva, em uma falha o sutra ou a magia falha automaticamente. Essa habilidade funciona como a magia escuridão.
  • Iluminação pelas Sombras. O dano sombrio causado por você aumenta em uma categoria. Adicionalmente, sua visão no escuro aumenta em 30 pés.

Luminescência Noctígena

Pré-Requisito: Escola Noctígena, nível 6

Componentes: V, M, R

O Sutra da Luminescência Noctígena estuda a manipulação do Ki para manifestar as sombras em um processo semelhante a raios de luzes e como usar esse fenômeno ao seu favor.

  • Jato de Luz Negra. Utilizando um Shinpu com o elemento Sombra e com o gasto de 1 ponto de Ki, você emite um jato de luz sombria que atinge um alvo a até 30 pés causando 1d6 de dano sombrio caso o alvo falhe em uma salvaguarda de Destreza. Para cada ponto de Ki adicional, o dano aumenta em uma categoria (até d12), você recebe 1 dado de dano adicional e o alcance desse Sutra aumenta em 5 pés.
  • Percepção Sombria. Sua percepção passiva aumenta em metade do seu modificador de Sabedoria quando na penumbra ou escuridão.

Mão Noturna

Pré-requisito: Escola Noctígena, nível 8

Componentes: S, R, M

O Sutra da Mão Noturna estuda a utilização da percepção noctígena do elemento sombra para manifestar formas físicas capazes de

  • Tentáculo Sombrio. Gastando 3 pontos de Ki, usando um Shinpu e utilizando uma ação, você pode criar um tentáculo a até 60 pés de você, esse tentáculo dura por 1 até minuto e sempre que um inimigo estiver adjacente à ele o tentáculo tentará agarrá-lo, a criatura em foco deve realizar uma salvaguarda de Destreza CD igual à sua CD de Bodisatva, em uma falha ela estará agarrada. O tentáculo tem CA igual à sua, metade dos seus pontos de vida, resistência a todos os tipos de dano (exceto verdadeiros) e fraqueza a dano luminar. Um tentáculo só pode prender uma criatura por vez, você pode ordenar que ele largue uma criatura a qualquer momento como uma ação livre, uma criatura presa pelo tentáculo pode realizar um teste de Atletismo com o mesmo CD para tentar se soltar no final de cada um dos turnos dela.
  • Transferência Noctígena. Quando você causa dano sombrio com um Sutra, você recupera 1 dado de vida. Esse efeito pode acontecer apenas uma vez por rodada.

Lança Sombria

Pré-Requisito: Escola Noctígena, nível 9

Componentes: V, S, R

O Sutra da Lança Sombria estuda como manipular o Ki para interagir como algo palpável e ao mesmo tempo como usar as sombras como elementos nocivos ao corpo e mente inimigos.

  • Perfuração Noturna. Com o gasto de 3 pontos de Ki, você pode usar sua ação para arremessar uma lança sombria contra um alvo. Caso ele falhe em uma salvaguarda de Destreza, recebe 5d8 de dano sombrio, a lança fica presa no corpo da criatura reduzindo seu deslocamento em 10 pés, fazendo com que o alvo considere todo terreno como terreno difícil e receba a condição Intoxicado enquanto estiver com a lança presa. Em um sucesso o alvo não recebe dano algum. Para retirar a lança, o alvo deve utilizar uma ação e fazer uma salvaguarda de Força contra a CD de Bodisatva do arremessador. Caso outra criatura queira retirar a lança, o alvo deve usar uma ação e fazer um teste de Atletismo contra a mesma CD. A lança desaparece em caso de sucesso na salvaguarda ou ao ser retirada.
  • Retorne à Escuridão. Caso uma criatura seja bem sucedida na salvaguarda de Destreza da Perfuração Noturna você pode usar sua reação para recuperar 1 ponto de Ki.

Extensão Tentacular

Pré-requisito: Escola Noctígena, Sutra da Mão Noturna, nível 14

Componentes: S, R

O Sutra das Extensão Tentacular estuda como aprimorar o uso dos Tentáculos Sombrios, trazendo um maior poder de controle e versatilidade para o mesmo.

  • Extensão Noctígena. Gastando 3 pontos de Ki e utilizando sua ação bônus, ou uma reação ao ser atacado, você pode trocar de lugar com um tentáculo sombrio. Ao fazer isso, caso o tentáculo esteja agarrando alguém, você mantém o alvo agarrado, mas segue as regras de Agarrar como descritas no capítulo 9 - Combate. Caso você faça isso como uma reação ao ser atacado, o tentáculo recebe o ataque em seu lugar.
  • Tentáculos Farpados. Ao invocar tentáculos sombrios, você pode gastar 2 pontos de Ki adicionais para invocar mais de um tentáculo. O número de tentáculos que você pode invocar por vez é igual a metade do seu bônus de proficiência. Criaturas que sejam capturadas pelo seu Tentáculo Sombrio recebem seu bônus de proficiência em d6 de dano Sombrio por turno enquanto estiverem agarradas. A duração do tentáculo aumenta para 2 minutos, o alcance para 90 pés e você pode movê-lo com um deslocamento igual a metade do seu.

Torrente Noctígena

Pré-requisito: Escola Noctígena, nível 17

Componentes: V, S, M, R

O Sutra da Torrente Noctígena estuda como canalizar e direcionar uma quantidade imensa de energia sombria contra vários alvos de forma assustadora.

  • Tormento Noctígeno. Com o gasto de 6, ou mais, pontos de Ki, um Shinpu de Sombra e utilizando uma ação, você pode desferir um gigantesco feixe de luz sombria em uma linha de 60 pés a partir de você. Criaturas nessa área devem fazer uma salvaguarda de Destreza, em uma falha recebem 12d6 de dano noctífero e ficam Cegas, com uma gosma sombria que cobre seus olhos. Para retirar essa gosma é necessário usar uma ação. Em um sucesso, recebem apenas metade do dano e não ficam cegas. Para cada ponto de Ki adicional gasto além dos 6, o alcance do tormento aumenta em 10 pés.
  • Olhos da Escuridão. Você recebe 30 pés de visão no escuro adicional e passa a distinguir cores no escuro.

Shugenja da Escuridão

Pré-requisito: Escola Noctígena, nível 20

Componentes: S, R

O Sutra do Shugenja da Escuridão estuda a plenitude do controle das energias noctígenas, conseguindo canalizar tais energias com imensa maestria.

  • Corpo de Sombras. Gastando 5 Pontos de Ki e utilizando sua ação, você pode modificar seu próprio corpo para que você se torne um ponto de escuridão pela próxima hora, enquanto desta forma você pode atravessar rachaduras e fendas. Além disso, enquanto desta forma, você se torna imune à ataques físicos não mágicos e recebe resistência a danos físicos mágicos e elementais mágicos, possui 30 pés de movimento adicional e você possui visão plena na escuridão, porém não pode realizar nenhum ataque, usar sutras ou magias. Nessa forma, você recebe vulnerabilidade à dano radiante. Você pode utilizar de sua ação bônus para voltar à sua forma normal antes que o tempo acabe.
  • Alma das Sombras. Todo dano sombrio causado por você se torna dano noctífero. Adicionalmente, sua visão no escuro aumenta em 30 pés.