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.

DisciplineNon-spellcastingChargesInsight

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

42 separate powersReusable by characters, items, curses, and locations
Tier 0Bonus ActionAt-Will

Centered Breath

Until the start of your next turn, add your WIS modifier to the next CON or WIS saving throw you make.

Tier 0ActionAt-Will

Disciplined Strike

Make one weapon attack or unarmed strike. On a hit, the attack deals additional damage equal to your proficiency bonus.

Tier 1Bonus ActionAt-Will

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.

Tier 1Bonus ActionAt-Will

Measured Step

Move up to 10 ft. without provoking opportunity attacks. This movement must end on a surface that can support you.

Tier 1ReactionAt-Will

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.

Tier 1Bonus ActionAt-Will

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.

Tier 2ReactionAt-Will

Pain Control

When you take damage, reduce the damage by 2d8 + your WIS modifier.

Tier 2ActionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 2ReactionAt-Will

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.

Tier 3Bonus ActionAt-Will

Focused Surge

For the duration, you have advantage on CON and WIS saving throws, and you cannot be frightened.

Tier 3ActionAt-Will

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.

Tier 3Bonus ActionAt-Will

Stamina Reserve

Gain temporary hit points equal to 3d8 + your WIS modifier. These temporary hit points end after 1 minute.

Tier 3PassiveAt-Will

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.

Tier 4ReactionAt-Will

Counterstrike

When a creature within melee reach misses you with an attack, make one weapon attack or unarmed strike against it.

Tier 4ActionAt-Will

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.

Tier 4Bonus ActionAt-Will

Perfect Form

For the duration, your speed increases by 10 ft., you ignore nonmagical difficult terrain, and standing from prone costs no movement.

Tier 4ActionAt-Will

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.

Tier 5Bonus ActionAt-Will

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.

Tier 5ReactionAt-Will

Body Like Stone

When you take bludgeoning, piercing, slashing, force, or psychic damage, reduce the damage to 0.

Tier 5ActionAt-Will

Commanding Calm

You and allies of your choice in the emanation have advantage on saving throws against being charmed, frightened, stunned, or knocked prone.

Tier 5ActionAt-Will

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.

Tier 6PassiveAt-Will

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.

Tier 6ReactionAt-Will

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.

Tier 6Bonus ActionAt-Will

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.

Tier 6ActionAt-Will

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.

Tier 7PassiveAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 7Bonus ActionAt-Will

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.

Tier 7ReactionAt-Will

Shielded Mind

When you fail an INT, WIS, or CHA saving throw, reroll the save and use the new result.

Tier 8PassiveAt-Will

Diamond Body

You are immune to disease and poison, have resistance to psychic damage, and have advantage on death saving throws.

Tier 8ReactionAt-Will

Moment of Mastery

When you make a d20 roll, replace the d20 result with 15 before modifiers.

Tier 8ActionAt-Will

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.

Tier 8ActionAt-Will

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.

Tier 9PassiveAt-Will

Perfect Discipline

You cannot be charmed or frightened. When you roll initiative, gain temporary hit points equal to 5 times your WIS modifier.

Tier 9Bonus ActionAt-Will

One Breath Between Moments

Take one additional turn immediately after this turn. During the additional turn, you cannot use One Breath Between Moments.

Tier 9ReactionAt-Will

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.

Tier 9ReactionAt-Will

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.

Tier 10Bonus ActionAt-Will

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.

Tier 10ActionAt-Will

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.

Tier 10ReactionAt-Will

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.

Tier 10ActionAt-Will

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.