Aspect Codex
Discipline
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.
What This Aspect Does
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.
Power Links
Centered Breath
Until the start of your next turn, add your WIS modifier to the next CON or WIS saving throw you make.
Disciplined Strike
Make one weapon attack or unarmed strike. On a hit, the attack deals additional damage equal to your proficiency bonus.
Guarded Stance
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.
Measured Step
Move up to 10 ft. without provoking opportunity attacks. This movement must end on a surface that can support you.
Iron Focus
When you fail a CON or WIS saving throw, roll 1d4 and add it to the result, potentially turning the failure into a success.
Steady Aim
If you have not moved this turn, your next weapon attack or unarmed strike before the start of your next turn has advantage.
Pain Control
When you take damage, reduce the damage by 2d8 + your WIS modifier.
Pressure Point
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.
Unbroken Routine
End one charmed or frightened effect on yourself. If no such effect is active, gain temporary hit points equal to 2d8 + your WIS modifier.
Patient Defense
When you are hit by an attack, add your WIS modifier to your AC against the triggering attack, potentially causing it to miss.
Focused Surge
For the duration, you have advantage on CON and WIS saving throws, and you cannot be frightened.
Disarming Precision
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.
Stamina Reserve
Gain temporary hit points equal to 3d8 + your WIS modifier. These temporary hit points end after 1 minute.
Mental Fortress
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.
Counterstrike
When a creature within melee reach misses you with an attack, make one weapon attack or unarmed strike against it.
Still Mind
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.
Perfect Form
For the duration, your speed increases by 10 ft., you ignore nonmagical difficult terrain, and standing from prone costs no movement.
Pinning Blow
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.
Disciplined Surge
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.
Body Like Stone
When you take bludgeoning, piercing, slashing, force, or psychic damage, reduce the damage to 0.
Commanding Calm
You and allies of your choice in the emanation have advantage on saving throws against being charmed, frightened, stunned, or knocked prone.
Pressure Wave
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.
Master's Rhythm
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.
Perfect Counter
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.
Resilient Core
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.
Immovable Stance
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.
Unfailing Concentration
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.
Stunning Precision
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.
Flow State
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.
Shielded Mind
When you fail an INT, WIS, or CHA saving throw, reroll the save and use the new result.
Diamond Body
You are immune to disease and poison, have resistance to psychic damage, and have advantage on death saving throws.
Moment of Mastery
When you make a d20 roll, replace the d20 result with 15 before modifiers.
Crushing Kata
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.
Aura of Composure
Allies of your choice in the emanation cannot be charmed or frightened, and they have advantage on saving throws against being stunned or incapacitated.
Perfect Discipline
You cannot be charmed or frightened. When you roll initiative, gain temporary hit points equal to 5 times your WIS modifier.
One Breath Between Moments
Take one additional turn immediately after this turn. During the additional turn, you cannot use One Breath Between Moments.
Supreme Counter
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.
Mind Over Death
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.
Ascendant Discipline
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.
Perfect Stillness
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.
Unbreakable Self
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.
Final Kata
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.
Characters With This Aspect
No character is linked to this aspect yet.