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Aspect Codex
Discipline is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Discipline has 42 powers ready for character sheets, including 37 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
37 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Discipline has 42 powers ready for character sheets, including 37 with VTT hooks.
Discipline defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Until the start of your next turn, add your WIS modifier to the next CON or WIS saving throw you make.
Make one weapon attack or unarmed strike. On a hit, the attack deals additional damage equal to your proficiency bonus.
Until the start of your next turn, you gain +1 AC and have advantage on checks and saves made to resist being shoved, grappled, or knocked prone.
Move up to 10 ft. without provoking opportunity attacks. This movement must end on a surface that can support you.
When you fail a CON or WIS saving throw, roll 1d4 and add it to the result, potentially turning the failure into a success.
If you have not moved this turn, your next weapon attack or unarmed strike before the start of your next turn has advantage.
When you take damage, reduce the damage by 2d8 + your WIS modifier.
Make one unarmed strike or melee weapon attack. On a hit, the target must make a CON save or be unable to take reactions until the start of your next turn.
End one charmed or frightened effect on yourself. If no such effect is active, gain temporary hit points equal to 2d8 + your WIS modifier.
When you are hit by an attack, add your WIS modifier to your AC against the triggering attack, potentially causing it to miss.
For the duration, you have advantage on CON and WIS saving throws, and you cannot be frightened.
Make one weapon attack or unarmed strike. On a hit, the target takes normal damage and must make a STR save or drop one item of your choice that it is holding.
Gain temporary hit points equal to 3d8 + your WIS modifier. These temporary hit points end after 1 minute.
You have advantage on saving throws against being charmed or frightened. When you succeed on such a save, you may move 10 ft. without provoking opportunity attacks.
When a creature within melee reach misses you with an attack, make one weapon attack or unarmed strike against it.
End one charmed, frightened, or stunned effect on yourself if the effect is Tier 4 or lower. Gain temporary hit points equal to your WIS modifier.
For the duration, your speed increases by 10 ft., you ignore nonmagical difficult terrain, and standing from prone costs no movement.
Make one weapon attack or unarmed strike. On a hit, the target must make a STR save or its speed becomes 0 until the start of your next turn.
Take one additional action this turn. This action can be used only to Dash, Disengage, Dodge, Help, Search, Use an Object, make one weapon attack, make one unarmed strike, or use a Tier 0–1 Discipline power.
When you take bludgeoning, piercing, slashing, force, or psychic damage, reduce the damage to 0.
You and allies of your choice in the emanation have advantage on saving throws against being charmed, frightened, stunned, or knocked prone.
Creatures of your choice in the emanation must make a WIS save, taking 18 (4d8) psychic damage on a failed save, or half as much on a success. On a failed save, a creature cannot take reactions until the start of your next turn.
Once per turn after you use a Discipline power, add your WIS modifier to the next weapon attack, unarmed strike, ability check, or saving throw you make before the end of the turn.
When a creature within melee reach misses you with an attack, make one weapon attack or unarmed strike against it. On a hit, add your WIS modifier to the damage roll.
Regain 27 (6d8 + your WIS modifier) hit points and end one charmed, frightened, poisoned, or stunned effect on yourself if the effect is Tier 6 or lower.
For the duration, you cannot be knocked prone or moved against your will while conscious, and you have resistance to bludgeoning, piercing, and slashing damage.
You have advantage on CON saving throws. When you take damage, you may reduce that damage by your WIS modifier before making any concentration or condition-ending save triggered by the damage.
Make one weapon attack or unarmed strike. On a hit, the target must make a CON save or be stunned until the start of your next turn.
For the duration, you gain +2 AC, your speed increases by 10 ft., and you gain one additional reaction each round. The additional reaction can be used only for a Discipline power or opportunity attack.
When you fail an INT, WIS, or CHA saving throw, reroll the save and use the new result.
You are immune to disease and poison, have resistance to psychic damage, and have advantage on death saving throws.
When you make a d20 roll, replace the d20 result with 15 before modifiers.
Creatures of your choice in the emanation must make a DEX save, taking 55 (10d10) force damage on a failed save, or half as much on a success. On a failed save, a creature is knocked prone.
Allies of your choice in the emanation cannot be charmed or frightened, and they have advantage on saving throws against being stunned or incapacitated.
You cannot be charmed or frightened. When you roll initiative, gain temporary hit points equal to 5 times your WIS modifier.
Take one additional turn immediately after this turn. During the additional turn, you cannot use One Breath Between Moments.
When you are hit by an attack or fail a saving throw, the attack misses or the saving throw succeeds. You may then move up to half your speed and make one weapon attack or unarmed strike.
When you would drop to 0 hit points or die outright, drop to 1 hit point instead and end one charmed, frightened, paralyzed, poisoned, or stunned effect on yourself.
For the duration, you gain +2 AC, have advantage on ability checks and saving throws, and once on each of your turns you may take one additional action that can be used only to Dash, Disengage, Dodge, Help, make one weapon attack, make one unarmed strike, or use a Tier 0–5 Discipline power.
Hostile creatures of your choice in the emanation must make a WIS save. On a failed save, a creature is incapacitated, has speed 0, and cannot take reactions. The target repeats the save at the end of each of its turns, ending the effect on a success.
When you take damage, fail a saving throw, or gain a condition, reduce the damage to 0, turn the failed save into a success, or ignore the condition.
Creatures of your choice in the emanation must make a WIS save, taking 88 (16d10) force damage on a failed save, or half as much on a success. On a failed save, a creature is knocked prone and cannot take reactions until the end of its next turn.
D.C. - Donnie Cello Lawman
The Lawful / Discipline
D. C. Lawman has spent enough years in Stormcall investigations to know the difference between a mistake, a pattern, and a cover-up. A veteran detective tied to The Lawful and the city itself, he works with quiet authority, patient deduction, and a talent for making suspects underestimate him.
Sergeant - Tira Volne
Point Pringle Watch / Centrum Lawful Officer (Former) / Discipline
Tira Volne, known as Sergeant, is a mountain dwarf watch captain who keeps Red Parade Square functioning through grit, habit, and a tolerance for Point Pringle’s chaos worn thin by years of service.