Discipline
Discipline shapes a character's supernatural focus, training, and power set.
Power index
Discipline Powers
42 powers, grouped by tier. The rules needed for quick reference are shown directly in each row.
Tier 0
2
Until the start of your next turn, add your WIS modifier to the next CON or WIS saving throw you make.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Round
- Effect
- WIS

Make one weapon attack or unarmed strike. On a hit, the attack deals additional damage equal to your proficiency bonus.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- Instant
- Effect
- PB
- Type
- Attack Type
- Roll
- Attack
Tier 1
4
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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Round

When you fail a CON or WIS saving throw, roll 1d4 and add it to the result, potentially turning the failure into a success.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 1d4

Move up to 10 ft. without provoking opportunity attacks. This movement must end on a surface that can support you.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Type
- Movement

If you have not moved this turn, your next weapon attack or unarmed strike before the start of your next turn has advantage.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Round
- Roll
- Attack
Tier 2
4
When you take damage, reduce the damage by 2d8 + your WIS modifier.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 2d8 + WIS
- Type
- Reduction

When you are hit by an attack, add your WIS modifier to your AC against the triggering attack, potentially causing it to miss.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- WIS

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.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- Instant
- Type
- Attack Type
- Roll
- Attack
- Save
- CON

End one charmed or frightened effect on yourself. If no such effect is active, gain temporary hit points equal to 2d8 + your WIS modifier.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 2d8 + WIS
- Type
- Temp HP
Tier 3
4
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.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- Instant
- Type
- Attack Type
- Roll
- Attack
- Save
- STR

For the duration, you have advantage on CON and WIS saving throws, and you cannot be frightened.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 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.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent

Gain temporary hit points equal to 3d8 + your WIS modifier. These temporary hit points end after 1 minute.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 3d8 + WIS
- Type
- Temp HP
Tier 4
4
When a creature within melee reach misses you with an attack, make one weapon attack or unarmed strike against it.
- Action
- Reaction
- Use
- At-Will
- Range
- Melee
- Duration
- Instant
- Type
- Attack Type
- Roll
- Attack

For the duration, your speed increases by 10 ft., you ignore nonmagical difficult terrain, and standing from prone costs no movement.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Type
- 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.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- 1 Round
- Type
- Attack Type
- Roll
- Attack
- Save
- STR

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.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- WIS
- Type
- Temp HP
Tier 5
4
When you take bludgeoning, piercing, slashing, force, or psychic damage, reduce the damage to 0.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Type
- Reduction

You and allies of your choice in the emanation have advantage on saving throws against being charmed, frightened, stunned, or knocked prone.
- Action
- Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- 1 Minute

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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Roll
- Attack

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (15 ft.)
- Duration
- Instant
- Effect
- 4d8
- Type
- Psychic
- Save
- WIS
Tier 6
4
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.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Type
- Resistance

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.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- WIS
- Roll
- Attack

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.
- Action
- Reaction
- Use
- At-Will
- Range
- Melee
- Duration
- Instant
- Effect
- WIS
- Type
- Attack Type
- Roll
- Attack

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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 6d8 + WIS
- Type
- Healing
Tier 7
4
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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Roll
- Attack

When you fail an INT, WIS, or CHA saving throw, reroll the save and use the new result.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- Reroll

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.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- 1 Round
- Type
- Attack Type
- Roll
- Attack
- Save
- CON

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.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- WIS
- Type
- Reduction
Tier 8
4
Allies of your choice in the emanation cannot be charmed or frightened, and they have advantage on saving throws against being stunned or incapacitated.
- Action
- Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- 1 Minute

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (20 ft.)
- Duration
- Instant
- Effect
- 10d10
- Type
- Force
- Save
- DEX

You are immune to disease and poison, have resistance to psychic damage, and have advantage on death saving throws.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Resistance

When you make a d20 roll, replace the d20 result with 15 before modifiers.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 15
Tier 9
4
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.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Type
- Protection

Take one additional turn immediately after this turn. During the additional turn, you cannot use One Breath Between Moments.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant

You cannot be charmed or frightened. When you roll initiative, gain temporary hit points equal to 5 times your WIS modifier.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- 5×WIS
- Type
- Temp HP

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.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Type
- Protection
- Roll
- Attack
Tier 10
4
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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Roll
- Attack

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- Instant
- Effect
- 16d10
- Type
- Force
- Save
- WIS

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- 1 Minute
- Save
- WIS

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.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Type
- Protection
