Big Dipper (5e Class)

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Big Dipper[edit]

The Big Dipper is an ancient martial arts user of the Big Dipper God Fist, dating back 1,800 years. It utilizes the 708 Hidden Channeling Points in the human body to destroy the enemy from within or heal certain physical and psychological wounds. Like other martial arts, there are soft and hard aspects to Big Dipper God Fist. Soft aspects focus on accuracy, fluidity, and directness to properly aim for specific Channeling Points with untold agility. Hard aspects focus on strength, form, and force to deliver powerful and indiscriminate attacks at many Channeling Points on the body. the role of the Big Dipper is duty-bound to protect the innocent, uphold peace, and become the merciless judge and punisher of evil under the skies of the world.


Creating a Big Dipper[edit]

the Big Dipper God Fist is a martial art that uses advanced acupuncture on the human body, targeting specific vital areas or meridian points of the body where ki is to gather. A Big Dipper is known as Assassins, Healers, or Saviors that wander the world in search of great companionship and to rid the world of what they consider evil. As the Big Dipper, you must find out what your fist is meant for. Are they used to unleash the wrath of Justice on evil? Are they used to heal the world of strife? Are they used to protect those who cannot protect themselves? Are they used to rule the world as the strongest?

Quick Build

You can make a Big Dipper quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Dexterity is a good score as well. Second, choose the Folk Hero background. Third, if you can choose a feat choose the piercer feat.

Class Features

As a Big Dipper you gain the following class features.

Hit Points

Hit Dice: 1d10 per Big Dipper level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Big Dipper level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple Weapons
Tools: a herbalism kit
Saving Throws: Strength, Wisdom
Skills: pick 2 from Acrobatics, Athletics, Insight, Perception, Medicine, Survival, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Big Dipper

Level Proficiency
Bonus
Features Pressure Point Strike
Die
Gōken Technique
Modifier
1st +2 Pressure Point, Meridian Strike 1d6 -
2nd +2 Empty Polar Current Dance, Antidote Technique 1d6 -
3rd +2 Fist Styles, Secret Technique 1d6 Half your level
4th +2 Ability Score Improvement 1d6 Half your level
5th +3 Extra Attack (1X), Monstrous Anatomy 1d6 Half your level
6th +3 Heavenly destruction 1d6 Half your level
7th +3 Improved Pressure Points, Styles feature 2d6 Your level
8th +3 Ability Score Improvement 2d6 Your level
9th +4 Vision Of The Seven Stars 2d6 Your level
10th +4 Art of Dragon’s Breathing 2d6 Your level
11th +4 Alien Anatomy 2d6 Your level
12th +4 Ability Score Improvement 2d6 Your level
13th +5 Extra Attack 2d6 Your level
14th +5 Improved Pressure Points, Styles feature 3d6 Twice your level
15th +5 Seven Star Point Spirit 3d6 Twice your level
16th +5 Ability Score Improvement 3d6 Twice your level
17th +6 Improved Pressure Points Styles feature 4d6 Triple your level
18th +6 4d6 Triple your level
19th +6 Ability Score Improvement 3d12 Triple your level
20th +6 Unconscious Transmigration 3d12 Triple your level


Pressure Point[edit]

Beginning at 1st level, You gain knowledge of the human body channel points. These channel points or pressure points must be struck with great strength and accuracy when trying to destroy or manipulate a target. Conversely, to cause a healing effect, the pressure points must be touched with precise gentleness. In either case, an excellent level of skill is required to trigger the desired effects.

You gain proficiency with Medicine, If you're already proficient your proficiency bonus is doubled for any Medicine check you make.

Pressure Point Strike. Whenever you attack a creature within 5 feet of you, you can strike one of the creature's channel points. when doing so you must roll a skill check vs the AC of the creature. Medicine for humanoid and undead creatures, Survival for beasts and monstrosities creatures and Arcana for any other creature type. if you hit, the targeted creature must make a Strength saving throw. the targeted creature takes piercing damage equal to your pressure point strike damage die shown on the Big Dipper table at the beginning of its turn on a failed save, or half on a successful one.

Pressure. Although they didn't feel it, their inside is being strained until the pressure is too much for the creature to handle causing them to explode from within. When a creature fails its pressure point strike Strength saving throw you can choose if they become encumbered or strained.

  • Encumbered: 15 lbs are applied to the Channel Point of the creature for a minute. after the creature hits Max carry capacity you automatically choose strained instead
  • Strained: The creature takes 1D6 + your Wisdom Force damage at the beginning of it’s turn for every strained pressure point strike. The damage increases by 1d6 for every 30 lbs from Encumbered

Saving Throws. your pressure point strikes require your target to make a saving throw to resist the strikes effects. The saving throw DC is calculated as follows:

Pressure point strikes save DC = 8 + your proficiency bonus + your Wisdom

The weight and damage for pressure increase every time you get an improved pressure point. 20 lbs at 7th Level, 2D6 force damage strand attack and 25 lbs at 14th Level, and 30 lbs at 17th Level.

Meridian Strike[edit]

The true destructive power of this martial art does not simply come from striking pressure points with strength or grace, but instead from the the knowledge of all 708 Hidden Meridian Channel Points.

At 1st level, you learn Strikes that are fueled by special dice called meridian dice.

Strikes. You prepare four techniques, choosing from the pressure points list. Most strikes fall under two categories. Jūken enhances pressure point strikes and hikō non-combative pressure point strikes. Unless stated otherwise, you can only use a strike once per turn. When doing a strike you cannot do pressure. You learn new pressure points and can prepare two additional strikes of your choice at the 7th, 14th, and 17th level. After a long rest, you can replace any one of your prepared pressure points with a different one. Any duplicate pressure points you prepared enhanced the power of the lowest level duplicate.

  • Jūken Strike: Before you hit a creature with a pressure point strike attack, you may spend 1 meridian die and the creature makes a Constitution saving throw instead of a Strength saving throw. The jūken strike effect is applied alongside the damage of the pressure point Strike on a failed save. if the creature succeeds in the saving throw it is unaffected by the jūken strike (Unless stated otherwise). The creature can reroll the saving throw at the beginning of its turn to end any jūken strike effect. A creature automatically fails the saving throw if you critical hit.
  • Hikō Strike: As an action, you can spend 1 meridian die to touch a creature and strike hikō Pressure Points. When you gain the Extra Attack feature, you can do extra hikō strike that recovers hit points without spending a meridian die.

Meridian Die. You have 3 meridian dice, which are d6s. A meridian die is expended when you use it. You regain all of your expended meridian dice when you finish a short or long rest. You can still do strikes even if you don't have any meridian die but you take a level of exhaustion for each strike you do without meridian die. You gain 2 meridians die at the 7th level and 2 at the 14th level.

Empty Polar Current Dance[edit]

Beginning at 2nd level, you can now predict your enemies' moves by reading the currents of the wind made by the movement. You can take the Dodge action as a bonus action on your turn.

As an bonus action, you enter a stance that lets you react to movement easier, be it Invisible or not, and dodge them with ease. While in this stance, you gain the following benefits if you aren't wearing heavy armor:

  • You have blindsight with a range of 15 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Creatures cannot have advantage on their attacks made against you.
  • You get a bonus to your armor class and Dexterity saving throw equal to your Wisdom.
  • If a creature tries to hit you with a melee attack while in this stance and misses, you can do a Pressure Point Strike Attack for free as a reaction, but this ends the stance.

Your stance lasts for 1 minute. It ends early if you are knocked unconscious. You can also end this stance on your turn as a bonus action.

You can use this stance a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Antidote Technique[edit]

Beginning at the 2nd level, You can now suppress mental and physical ailments in your body, be they natural or magical. If you start your turn afflicted by poison or any disease, you can choose to end one of these conditions, If you do so, you may not take your action on this turn.

At the 7th level, you can swap out one of your antidote to either the stunned or the frightened condition.

At the 14th level, you gain access to a 3rd antidote. You can swap out one of your antidote to either the charmed or the paralyzed condition.

You can swap any resists when you finish a long rest.

Fist Discipline[edit]

Beginning at the 3rd level, There are many disciplines of the big dipper god fist when it comes to how one uses the big dipper:

  • A rush of power, attacking without hesitation and thought
  • A graceful and mystic way, reacting to the forces with dignity
  • A manic blaze, that doesn't care about honor but instead winning
  • A soulful heaven, with mastery over body and techniques like no other
  • A ancient demonic method, which collects the essence of its allies
  • A sorrow, greater than all disciplines

You can either choose the Raging River Fist, the Still Pond Fist, the Wicked Inferno Fist, the Blue Sky Fist, the Lost Thunder Fist, or the Sorrowful Storm Fist and you can only choose one Fist Disciplines. Once you choose, you cannot go back.

Secret Technique[edit]

Through your mastery of the human body, You learn how to use multiple pressure points at the same time to destroy your opponents more efficiently.

At the 3rd level, you gain gōken techniques that are fueled by meridian dice. You prepare three techniques, choosing from the secret technique list. Unless stated otherwise, you can only use a technique once per turn. When doing a technique you cannot do pressure. You can prepare two additional techniques of your choice at the 7th, 14th, and 17th level.

Gōken Techniques: Before you hit a pressure point strike attack, you can expend one meridian dice to deal extra damage and effects to the target in addition to the pressure point strike damage. If the technique has range, The creature must make a Dexterity saving throw. If they fail the saving throw, they take pressure point strike piercing damage and additional damage from the technique. The creature can reroll the saving throw at the beginning of its turn to end any gōken technique effect

The amount of the extra damage and effect is determine by the secret technique plus your gōken modifier, as shown in the Gōken Technique Modifier column of the Big Dipper table.

You cannot use this feature if you don't have a meridian die

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at the 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 13th level in this class.

Monstrous Anatomy[edit]

At the 5th level, You learn to adapt your knowledge of pressure points to that of animals, making them as susceptible to pressure point strikes as humans.

You gain proficiency with Survival, If you're already proficient your proficiency bonus is doubled for any Survival check you make.

Heavenly destruction[edit]

At the 6th level, as an attack you can expel energy from the fingertips, piercing the opponent's body in the shape of the Big Dipper and erupting every pressure point. You can shoot your energy up to 30 feet away in a 5ft thick line, and it can even pierce through 5 feet thick stone. Each creature in the line must make a Dexterity saving throw. A creature takes a number of d12 equal to half your level force damage and they suffer the effects of Jūken pressure point that you have prepared on a failed save, or half as much damage on a successful one. This move will go 30 feet no matter what. You can spend mantra dice to boost the damage for each meridian die expanded. You need to finish a long rest before you can use this feature again

At 14th level, you add additional damage equal to your level. at 18th level, you hit every Jūken pressure point that you have prepared.

Vision of the Seven Stars[edit]

Beginning at 9th level, The stars have given you the extraordinary ability to see everything before it even happens. You can spend 1 mantra die or after 1 minute of fighting a creature, you can roll a Perception check as a bonus action to predict their movements for the rest of the battle. you have advantage on attack rolls, ability checks, and saving throws against that creature. Additionally, that creature has disadvantage on attack rolls against you for 1 minute.

This lasts for a minute and you need to finish a long rest before you can use this feature again.

Art of Dragon’s Breathing[edit]

Starting at the 10th level, They say that people only use 30% of their power, but you can use the 70% that others can’t. On your turn, you can increase your muscle mass destroying your armor but enter a state of power, surrounding yourself with energy gaining the following benefits for 1 minute:

  • You have Haste casted on you, but does not require concentration

Afterward, you must succeed a Constitution (10+# of attacks done)save or become exhausted, On a failure, roll 1d4+1 and gain levels of exhaustion equal to the number roll. You can end the power state at any time, but you still have to roll the Constitution save. You need to finish a long rest before you can use this feature again

At level 14th The level of exhaustion is cut in half (rounded up) and at level 18th you no longer suffer the penalty.

Alien Anatomy[edit]

At the 11th level, You learn to adapt your knowledge of pressure points to that of creatures making them as susceptible to pressure point strikes as humans.

You gain proficiency with Arcana, If you're already proficient your proficiency bonus is doubled for any Arcana check you make.

Seven Star Point Spirit[edit]

Beginning at the 15th level, A secret technique of the Big Dipper that allows the user to move in a pattern resembling the Big Dipper Constellation. This allows the user to attack their opponent from seven blind spots inherent in a human's field of vision, with each blind spot corresponding to a star in the Big Dipper constellation. you can expand a number of meridian die to do additional pressure point strikes up to 7 additional pressure point strikes.

Unconscious Transmigration[edit]

Starting at the 20th level, Unconscious Transmigration allows the user to achieve a state of "nothingness" becoming impervious to attacks and able to commune with the souls of fallen rivals. As a bonus action on your turn, you can enter this state of nothing, during which you gain the following benefits:

  • You can use Attacks and certain features that are considered or use the Attack action (i.e. Flurry of Blows, Divine Smite, Sneak Attack, Etc...) from allies or enemies that have fallen from Battle without spending any resources but if you wish to upgrade features that cost resources (i.e. Divine Smite, Etc.), you need to pay them by spending meridian die
  • As a reaction, when you are targeted by an attack you turn invisible and split into glowing, transparent illusionary duplicates of yourself that spread out equal to half your movement away from you. when doing this you can choose to swap places with one of your duplicates instantly dissipating all duplicates.
  • You gain resistance to all damage and are immune to the grappled, paralyzed, stunned, and restrained conditions.
  • You can move through objects, creatures as if they were difficult terrain, and things can still see and hear you, but they do not smell you, and you don’t leave any trace of your existence while you're in this state. If you end your turn inside a creature, the creature must make a Constitution saving throw. The creature takes 7d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. No matter if the creature succeeds or fails, the creature is shunted into an adjacent space within 15 feet of its original location

This nothingness state lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.

Pressure Points[edit]

PRESSURE POINT INFO LEVEL
Hikō Aketsushū The creature you touch regains a number of hit points equal to Meridian Die. 1st
Hikō Anbakukō You give a creature resistance to poison damage and immunity to the poison condition for a Wisdom number of rounds. 1st
Jūken Dōmei The creature on a fail is blinded. Any duplicates increase the difficulty of the DC by +3 1st
Jūken Daishi Kōkon On a fail if The creature tries to speak causes them to take Meridian Die worth of damage. 1st
Hikō Jōkai Cures the blinded condition. 1st
Jūken Jōketsukai The creature on a fail its movement speed is half. 1st
Jūken Keisetsu The creature on a fail is unable to blink. 1st
Jūken Kyōsei The creature on a fail is unable to use that arm. 1st
Jūken Shidōketsu The creature on a fail The creatures paralyzed for 1 round. Any similar abilities that you have learned increase the duration of the paralyzed by 1 additional round 1st
Jūken Shin-ichi The creature on a fail is forced to talk until the pressure point is released. 1st
Jūken Teishin The creature on a fail The creature is unconscious. 1st
Jūken Zenchi The creature on a fail must do an action chosen by the user. Any duplicates increase the difficulty of the DC by +3. 1st
Hikō Zenkyakukō Increase movement speed by 10ft 1st
Hikō Shihōrin Allows you to read ancient and religious writing. 1st
Jūken Kishō The creature on a fail The creature's teeth fall out. 1st
Jūken Kensei Contorts bodies with pleasure before death. Still Pond
Hikō Bōshin Restore a creature's memories. 7th
Jūken Daikyōkin Can hit this pressure point even if The creature is immune to piercing The creature just don't take piercing damage with it. A creature on a fail that would normally be immune to bludgeoning, slashing, and piercing now has resistance. furthermore, if something has resistance it takes normal damage and etcetera. 7th
Jūken Dōmeiha Another use of Dōmei. 7th
Jūken Fūgan The creature on a fail they are charmed. 7th
Jūken Gekishinkō The creature on a fail suffers a heart attack. 7th
Jūken Dakkenha The creature on a fail Strength is reduced to 1. 7th
Jūken Gusoku On a fail The creature must use its movement to walk in the direction that the user chooses. 7th
Hikō Heiketsushū allows the user to stop their own heart. 7th
Jūken Jōgaku The creature on a fail is forced to tell the truth and has disadvantage on Deception checks and other creatures has advantage on Insight if they are telling a lie. 7th
Jūken Kaketsu The creature On a fail The creature takes an extra 1D6 (D12 at 18th level). 7th
Jūken Kafutō The creature on a fail They suffer from an effect similar to power word pain. Can only be removed by hitting the pressure point again. Any duplicates increase the difficulty of the DC by +3 7th
Hikō Kenmei Similar to Jōkai but now you can heal physical blinded. 7th
Jūken Kyōnai The creature on a fail cannot close its mouth. 7th
Jūken Kyosetsu The creature on a fail turns any weapon held in the affected hand towards the attacker and prevents the attacker from opening the affected hand. 7th
Jūken Meiken Another use of Zenchi. 7th
Jūken Senwankō restore function in a creature afflicted by the effects of paralyzed. this also negates the effects of Kyōsei and Kyosetsu. 7th
Jūken Shintanchū Another use of Shidōketsu. 7th
Jūken Tōmonketsu Hashisō The creature on a fail is stunned. 7th
Jūken Tsuishin On a fail reduces The creature's movement to 0. 7th
Jūken Zenha The creature on a fail is unable to breathe. 7th
Jūken Kentō Shadan The creature on a fail has disadvantage on attacks 7th
Hikō Fukugenkō The creature you touch regains a number of hit points equal to Meridian Die + gōken technique modifier. 7th
Hikō Tōshūkō Gave The creature resistance to bludgeoning, piercing, and slashing. 7th
Jūken Ōgi Messatsu Ken On a fail converts The creature's resources (i.e. KI, Spell slots, ETC...) into Meridian Die. 7th
Jūken Channel Point of Penitence The creature on a fail take 2 Pressure Point Strike Die worth of damage. Their head explodes if they die. Any duplicates add an extra 1D6 to the Pressure Point Strike Die damage 14th
Jūken Gakuchū Another use of Channel Point of Penitence. 14th
Jūken Kyakusuiha On a fail reduces The creature's movement to 0 and The creature has disadvantage on Melee attacks. 14th
Jūken Hyakkai Another use of Channel Point of Penitence. 14th
Jūken Kaiamon Tenchō Similar to Jūken Jōgaku but causes Meridian Die worth of damage every time they lie. Any duplicates cause an extra Meridian Die to damage. 14th
Jūken Keichū Another use of Kafutō. 14th
Jūken Kofu The creature on a fail Attacks the nearest creature excluding you. 14th
Jūken Kokketsu Another use of Kaiamon Tenchō. 14th
Jūken Kushin Datsumei The creature on a fail they are temporarily under your control. 14th
Jūken Kyōmei The creature on a fail take Pressure Point Strike Die worth of damage and their hands are destroyed. 14th
Jūken Meimon The creature on a fail The creature against its own will snap its spine In half. 14th
Hikō Ōchū The creature you touch regains a number of hit points equal to pressure point die plus medicine modifier. 14th
Jūken Ringa The creature on a fail finds a way to kill itself. 14th
Jūken Ryūgan The creature on a fail becomes vulnerable to all damage. 14th
Hikō Sekkatsukō Grants one greater strength at the expense of a shorter lifespan. WIP 14th
Jūken Sen-yō Another use of Shidōketsu. 14th
Jūken Shinfukumen The creature on a fail they cannot use any of their movement And if they do a similar effect to Channel Point of Penitence Happens. 14th
Jūken Shinkesshū The creature on a fail will take 3 Pressure Point Strike Die worth of damage in three days but they can try to extend their lifespan. For every duplicate of Channel Point of Penitence, another 2 Pressure Point Strike Die will be added 14th
Jūken Shitsugen Another use of Channel Point of Penitence. 14th
Jūken Tōa Another use of Zenchi. 14th
Jūken Tōshinmei Similar to Kofu but if they don't attack someone excluding you a similar effect to Channel Point of Penitence happens. 14th
Jūken Zenchō Similar to the Zenha but the creature is prevented from exhaling instead of breathing. 14th
Jūken Zusetsu The creature on a fail memory is erased. 14th
Jūken Daikyōha The creature on a fail causes it to be hit with advantage. 14th
Hikō Zenkyakuha Increase has movement speed by 40ft. 14th
Jūken Jinchūkyoku The creature must make a Constitution saving throw on a fail they explode on a success they take 3 pressure point strike dies worth of damage. Any duplicates add an extra 2D12 to the Pressure Point Strike Die damage 18th
Jūken Dankyochūketsu Another use of Jinchūkyoku. 18th
Jūken Kisha Another use of Shidōketsu. 18th
Jūken Suishō Another use of Shidōketsu and Jinchūkyoku. 18th
Jūken Teikaku Another use of Shidōketsu. 18th
Hikō Sosei Shichisei Kō The creature returns to life with 1 hit point 18th
Hikō Sekkakō The creature you touch regains a number of hit points equal to pressure point strike die plus medicine modifier + gōken technique modifier. 18th
Hikō Shinreidai A hidden point that extended the lifespan for a day after enduring great pain. This pressure point is used in Gentle Awakening. Still Pond


Universal Secret Technique[edit]

Secret Techniques INFO Big dipper level
Big Dipper Arhat Attack Assumes a squatting position and thrusts their palms out before charging at the enemy with a series of rapid-fire strikes. On a fail, the creature takes 1d6 + 3. 3rd
Big Dipper Mountain Splitting Slash It's an open-handed chop to the top of the foe's head, caving in their skull. On a fail, the creature takes 2d6 + gōken technique modifier. 3rd
Big Dipper Two-Finger Interception Catch an Object fired at you in mid-flight and toss it back at the shooter. As a reaction, you negate the damage of a ranged attack and you throw it back dealing 2d6 + gōken technique modifier. 3rd
Big Dipper Eight Pains Nine Hells Strike to the head of a prone foe on the ground. On a fail the creature takes 1d6 + gōken technique modifier and knocks the enemy prone. 3rd
Big Dipper Twin Execution Grabs two opponents by either side of the head and slams them together. On a fail, both creatures take 3d6 + gōken technique modifier. 3rd
7 LEVEL
Big Dipper Skull Crusher This is a flying knee kick to the face. On a fail the creature takes 3d6 + gōken technique modifier and launches the enemy 5 ft away. 7th
Exploding Five Finger Strike causes fingers to explode. On a fail, the creature takes 4d6 + gōken technique modifier and disables their hand. 7th
Big Dipper Channeling Point Strikes the bottom of their chin and then hits them with two slaps across their face. On a fail, the creature takes 2d6 + gōken technique modifier. 7th
Big Dipper Crucifying Strike Slams the opponent against the wall and stabs them, pinning them to the wall. On a fail, the creature takes 2d6 + gōken technique modifier And is knocked proneto the wall. 7th
Big Dipper Whirlwind Strike Launch up in the air spinning hitting Every Creature within 5ft of you. On a fail Every Creature within a space of 5ft takes 3d6 + gōken technique modifier. 7th
Hundred Crack Fist A series of 100 blows striking as many of the opponent's pressure points as possible. On a fail, the creature takes d6 + gōken technique modifier. How many d6s you roll is determined by the pressure points you hit and you can hit as many pressure points equal to your proficiency modifier. 7th
Heaven Breaking Stance When entering said stance you can hit pressure points that you aren't usually able to such as inanimate objects or creatures that are Immune to piercing for a minute. You can also use Heavenly destruction for free But this ends the stance. 7th
14 LEVEL
Big Dipper Hordebreaker Strike Grabs one opponent and throws them around hitting every opponent within the length of the opponent you grab. On a fail the creature takes 2d6 + gōken technique modifier And is considered an improvised weapon to hit every single Enemy Within the length of the creature Dealing damage equal to 3d6 + gōken technique modifier, the creature also takes an extra d6 for every creature hit 14th
Big Dipper Bone Crusher Strike Causes the victim's skeleton to leap out the back of their body. On a fail the creature takes 6d6 + gōken technique modifier On death their skeleton launches out of the corpse 14th
Big Dipper Steel Shredding Clench breaks through flesh with the sheer power drawn from the fingers. On a fail, the creature takes 5d6 + gōken technique modifier slashing. 14th
Big Dipper Rising Force Knocks the enemy up and pounds them from underneath on their way down. On a fail, the creature takes 3d6 + gōken technique modifier and launches the enemy 15 ft away. 14th
18 LEVEL
Big Dipper Flash Sending a circle of energy towards the opponent stealing life force from them. On a fail, the creature takes 6d6 Radiant + gōken technique modifier And you recover hit points equal to 1d4 + gōken technique modifier. 18th
Big Dipper Phantom Destruction Freezes and silences the attacker, who dies when he sees the Hokuto stars. On a fail, the creature takes 8d6 + gōken technique modifier Necrotic damage and the creature is paralyzed. 18th
Big Dipper Spirit Lightning Bolt You launch off the opponent and duplicate yourself with illusions until you dive down to strike the opponent. Leaping up 15 ft in the air On a fail, the creature takes 8d6 + gōken technique modifier Lightning damage, overcomes things that are immune to lightning, and makes them unable to spend resources until the end of their next turn. 18th

Talismans[edit]

WIP list of all talismans you can make
Requirements to make Destiny Talismans INFO cooldown
At least one Creature that is at least in one level of artificer and no other class Artificer Talisman When you use this Talisman you gain 1 spell slot and access to 2 cantrips and 1 spell from the artificer spell list for 1 minute. 30 minutes
At least one Creature that is at least in one level of barbarian and no other class Barbarian Talisman When you use this Talisman you activate Barbarian rage and you can use Reckless attack as long as you're in this rage. 30 minutes
At least one Creature that is at least in one level of bard and no other class, Bard Talisman When you use this Talisman you can use the bardic inspiration feature on yourself the power of which is determined by the level of the bard you did the ritual with. 30 minutes
At least one Creature that is at least in one level of cleric and no other class Cleric Talisman When you use this Talisman you can use the channel Divinity of whatever cleric you did the ritual with. 30 minutes
At least one Creature that is at least in one level of druid and no other class Druid Talisman When you use this Talisman you can Wild shape to an animal that is picked by the druid you did the ritual with. 30 minutes
At least one Creature that is at least in one level of fighter and no other class Fighter Talisman When you use this Talisman you activate Action Surge and Second Wind. 30 minutes
At least one Creature that is at least in one level of monk and no other class Monk Talisman When you use this Talisman you do 2 pressure point strikes attacks. 30 minutes
At least one Creature that is at least in one level of paladin and no other class Paladin Talisman When you use this Talisman you gain access to a use of Divine Sense and you heal hit points equal to 5 x the level of the Paladin you did the ritual with. 30 minutes
At least one Creature that is at least in one level of ranger and no other class Ranger Talisman When you use this Talisman you gain access to the Favored Enemy or Favored Foe and the Natural Explorer or Deft Explorer Features for 1 minute. Which feature, Enemy and Terrain you get is depending on the Ranger you did the ritual with 30 minutes
At least one Creature that is at least in one level of rogue and no other class Rogue Talisman When you use this Talisman you gain one use of Cunning Action. 30 minutes
At least one Creature that is at least in one level of sorcerer and no other class Sorcerer Talisman When you use this Talisman you gain 1 spell slot and 1 spell from the sorcerer spell list you gain Font of Magic and Metamagic feature for 1 minute. You only have 1 sorcery point and the metamagic you get is dependent on the Sorcerer you did the ritual with 30 minutes
At least one Creature that is at least in one level of warlock and no other class Warlock Talisman When you use this Talisman you gain 1 Eldritch Invocations from the Warlock you did the ritual with for 1 minute 30 minutes
At least one Creature that is at least in one level of wizard and no other class Wizard Talisman When you use this Talisman you gain 2 spell slots and 2 spells from the wizard you did the ritual with for 1 minute and 1 use of Arcane recovery 30 minutes
??? Aberration Talisman Example ???
??? Animal Talisman Example ???
??? Celestial Talisman Example ???
??? Construct Talisman Example ???
??? Dragon Talisman Example ???
??? Elemental Talisman Example ???
??? Fey Talisman Example ???
??? Fiend Talisman Example ???
??? Giant Talisman Example ???
??? Humanoid Talisman When you use this Talisman you gain a +2 of your choice to Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma for 1 minute. (Your maximum for those scores is now 22 for the duration) ???
??? Magical Talisman Example ???
??? Monstrous Talisman Example ???
??? Ooze Talisman Example ???
??? Plant Talisman Example ???
??? Undead Talisman Example ???
??? Vermin Talisman Example ???


Subtalismans
Requirements Destiny Talismans INFO cooldown
??? Alchemist Talisman When you use this Talisman you gain temporary hit points equal to 12 + the Intelligence modifier of the artificer you did the ritual with. 30 minutes
??? Armorer Talisman When you use this Talisman your pressure point strikes deal an extra 1d8 thunder damage and movement speed is increased by 5 for 1 minute. 30 minutes
??? Artillerist Talisman When you use this Talisman each creature of your choice within 10 feet of it has a number of temporary hit points equal to 1d8 + the Intelligence modifier of the artificer you did the ritual with. 30 minutes
??? Smith Talisman When you use this Talisman your Strained attacks deal an extra 2D6 force damage at the beginning of the creature turn for 1 minute. 30 minutes
??? Ancestral Talisman When you use this Talisman you can reduce damage by d6s. The number of d6s you roll is determined by the level of the Barbarian you did the ritual with. 30 minutes
??? Battlerager Talisman When you use this Talisman your arms become spiked for 1 minute and as a bonus action you can use this armor as a melee weapon that deals 1d4 piercing damage. You use your Wisdom modifier for the attack and damage rolls. Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds. 30 minutes
??? Beast Talisman When you use this Talisman a target of your choice must succeed on a Wisdom saving throw or take 2d12 psychic damage. 30 minutes
??? Berserker Talisman When you use this Talisman you make a melee weapon attack against that creature. this Talisman is automatically used when you take damage from a creature within 5 feet of you 30 minutes
??? Astral Talisman When you use this Talisman you gain a reach of 10 ft with your pressure point strikes for 1 minute. 30 minutes
??? Drunken Talisman When you use this Talisman you automatically disengage and increase your movement speed by 10 ft. 30 minutes
??? Elements Talisman When you use this Talisman you activate 1 elemental discipline chosen by the monk you did the ritual with. 30 minutes
??? Kensei Talisman When you use this Talisman you gain a +2 bonus to AC until the start of your next turn. 30 minutes
??? Long Death Talisman When you use this Talisman you return to 1 hit point instead of 0. this Talisman automatically activates when you are reduced to 0 hit points. 30 minutes
??? Mercy Talisman When you use this Talisman you restore a number of hit points or add damage to your pressure point strike equal to the Martial Arts die + Wisdom modifier of the monk you did the ritual with 30 minutes
??? Hand Talisman When you use this Talisman you activate the Quivering Palm Feature 30 minutes
??? Shadow Talisman When you use this Talisman you activate Shadow Step Feature 30 minutes
??? Soul Talisman When you use this Talisman you activate the Sun Shield Feature 30 minutes
??? Ascendant Talisman When you use this Talisman you gain a flying speed equal to your movement for 1 minute 30 minutes

Fist Disciplines[edit]

Raging River[edit]

A discipline meant for those who want strength Above All Else. less focus on Status effects but instead destroying your enemy with brutal force. it uses immense physical power to destroy everything in its path, and the greater its opponent is, the stronger the practitioner becomes.

Destructive Rage[edit]

When you select this discipline at 3rd level, Your knowledge of pressure points allows you to Imbue yourself with the power of the war god. As a bonus action, you magically gain the following benefits, which last for 1 minute:

  • Your size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category.
  • You have advantage on Strength checks and Strength saving throws.
  • You add your Strength modifier to the DC of your pressure point strikes (a minimum of 1)
  • Your pressure point strike attacks deal an extra 1D12
  • You can not use hikō pressure points in this state

You can use this feature a number of times equal to your Strength modifier (a minimum of 1), and you regain all expended uses of it when you finish a long rest.

Arhat Deva King[edit]

at the 3rd level, your strength is so great that even the heaviest garb can't hinder your speed. you gain proficiency with heavy armor.

Raging Strikes[edit]

Big dipper level Secret techniques INFO
3rd Unconscious Shadow Kill An instinctive counter-attack, As a reaction, you can do a pressure point strike to an enemy trying to attack you from behind. On a fail, the creature takes 1d4 + gōken technique modifier.
7th Heaven's Command Charge A rotating hand charge which fires a large wave of Energy. This Gōken strike Has a range of 20ft and an area of 15ft and On a fail, any creature caught in the blast takes 2d4 + gōken technique modifier.
14th Heaven Shaking Thunder projects a destructive dome of energy around the user. On a fail, Each creature in a 30-foot-radius takes 4d4 + gōken technique modifier And each creature's health is permanently Blocked by 20% (Stackable) This effect can be recovered after a long rest.
18th Grasp-Heaven Demolition Fist Put one's life force into a single blow. On a fail, the creature takes 2d4 + gōken technique modifier And you Must at least sacrifice Half your hit points but for every 25 you sacrifice you add an extra D4.

Iron Palm Wave[edit]

Once you reach 7th level, Your signature Secret Technique, at the cost of your extra Attack you fire a concentrated blast of energy at a creature to destroy the Creature From a Distance. This Gōken strike has a range of 30ft and On a fail, the creature takes 5d4 + gōken technique modifier and must make a Strength saving throw, or the creature is launched 20 ft away. You also gain access to the Find Steed spell. You can cast this spell a number of times equal to your proficiency modifier.

Heavenly Fissure[edit]

Starting at 14th level, your aura is so strong that any creature that gets within 5 feet of you must make a Dexterity saving throw to dodge a barrage of punches on a failed they take 2d4 + gōken technique modifier.

Power of the Heavens[edit]

Beginning at the 17th level, your gōken technique modifier now is quadruple your level

Still Pond[edit]

A discipline meant for those who want to help and heal those who cannot. More focus on healing and defense than damage. This style uses deft movement and agility to turn an opponent's power against them.

Humane Skills[edit]

When you select this discipline at the 3rd level, you can add an extra dice equal to half your wisdom to any pressure point strikes that heal hit points. Also, all Point Strikes now have the victims experience great pleasure before they die.

Nil-Thought Flow[edit]

at the 3rd level, When you have a meridian die and movement, as a reaction, you can move out of the way of an Attack or spells that you can see. If a melee Attack tries to hit you, you can use your reaction to deflect the Attack. When you do so, the damage you Would have taken from the attack is negated and you can spend a meridian die to redirect half the damage + gōken technique modifier back to the opponent.

Still Strikes[edit]

Big dipper level Secret techniques INFO
3rd Compassionate Swift Thrashing A drunken dance that thrusts the user In a Straight line. You use your movement to go into a line and Every Creature within 5ft of the line On a fail takes 1d4 + gōken technique modifier.
7th Celestial Hundred Crack Fist An aerial variant of Hundred Crack Fist inflicts countless blows upon the enemy while flying gracefully through the air. On a fail, The creature has launched 15 ft into the air And you unleash A Rush of blows That deal d4 + gōken technique modifier. The number of d4s you roll is equal to the number of pressure points you hit which is equal to half your medicine modifier.
14th Joint Dual Palms gathers balls of energy in both hands and as you lower yourself, your hands clap together and fire a powerful beam forward. This Gōken strike Has a range of 40ft and On a fail, Every creature takes 4d4 + gōken technique modifier.
18th Humane Vast Gliding Destruction levitates the body upright 10ft in the air. While your hands fire beams of energy downward, gradually rotating as you fire foes below him. On a fail, Each creature in a 50-foot-radius takes 3d4 + gōken technique modifier.

Sattva Face Breaking Fist[edit]

Once you reach the 7th level, Your signature Secret Technique, You emit beams of energy from Your forearms which strike the pressure points of any creature within 15ft of you. On a fail saving throw Every Creature within 15ft of you takes 3d4 + gōken technique modifier necrotic damage and the creature is charmed. On death, The creature's body contorts as they experience great pleasure

Puppet Enhancement[edit]

Starting at the 14th level, You can add you're Gōken strike modifier to pressure point strikes that heal. your knowledge of pressure points allows you to enhance certain people with strength and vigor that they would never have achieved on their own without knowledge of pressure points. You can spend a meridian die to enhance the creature and when you do so you can choose one of the following Effects:

  • Phoenix Soar: The target gains 2d6 + gōken technique modifier temporary hit points after a long rest and It doesn't take damage from Falling 30 feet or less if it isn't Incapacitated.
  • Eagle Pressure: The target gains an increase to their damage equal to 1d6 + gōken technique modifier, and the creatures carrying capacity doubles.
  • Waterfowl Flow: The target gains an increase to their movement speed equal to your pressure point strike die multiplied by 10 and +3 to melee attack rolls (+5 at 18th level)
  • Flamingo Cunning: The target gains a bonus to their intelligence-related checks equal to your pressure point strike die and gains advantage on Persuasion checks
  • White Heron Sight: The target gains advantage on Perception and Insight checks and Range attacks have a bonus to accuracy equal to your pressure point strike die

These effects last for 1d4 multiplied by your gōken technique modifier days and a creature can only have one at a time and automatically ends when you give them a new enhancement.

Gentle Awakening[edit]

Beginning at the 18th level, the ultimate power of gentleness requires Your Patient to Suffer great pain. This ability extends one's life, gives them great strength and if the creature has hair makes the hair white. The creature must make 3 death saving throws and you can stop the procedure before they make a third one, If they fail all 3 they die from the shock but if they succeed they gain the following benefits:

  • The creature gains a permanent +2 to any three stats of their choice and increases the maximum of the chosen stats by 2.
  • 15ft extra movement.
  • If the target can do pressure point strikes, the creature deals an extra 1d12 with their pressure points strikes, and you add 1/3 of the time they have to them.

you can only do this once per creature and you have to wait a number of days equal to your Medicine modifier to use this feature again

Wicked Inferno[edit]

A discipline meant for those who want Win Above All Else. More focus on Status effects and Scheming. This style uses underhanded and cheap tactics To burn its opponents.

Nuclear Fire[edit]

When you select this discipline at the 3rd level, whenever you hit a creature with a gōken technique, it leaves them with a charge of the nuclear fire that spends and then deals that creatures hit die + gōken technique modifier fire damage at the beginning of the creature's turn. The creature gains a charge for every dice rolled in a gōken technique. each charge is expended at the beginning of the creature's turn

Hateful Whisper[edit]

At the 3rd level, you also gain proficiency with Persuasion or Deception your choice and proficiency with firearms. You can use your pressure point strike attack with firearms but instead of a skill check it is a range attack roll.

Wicked Strikes[edit]

Big dipper level Secret techniques INFO
3rd Arhat Blow An improved version of Arhat Attack, a series of rapid hand thrusts, which you also use to mask your spitting needle attack. On a fail, the creature takes 1d4 Piercing damage + 1d4 Poison damage + gōken technique modifier And the creature is poisoned.
7th Shadow Sun Murder You jump Over the Opponent's head and place your hand on the side of their head and twist your body in an attempt to break their neck, Landing on the other side of the Opponent. On a fail, the creature takes 2d4 + gōken technique modifier and You automatically Disengage with that person.
14th South Dipper Evil Wolf Blow Stab into your foe And lift them off their feet with one hand. And You spin your fist before punching with all of your might into the victim's lifted torso. On a fail, the creature takes 3d4 + gōken technique modifier.
17th Blazing Extreme Wind You leap up 10ft into the air And you unleash Blazing energy in a 60 ft area. On a fail, Each creature in 60-foot-radius takes 3d4 Fire damage + gōken technique modifier and the area around you is Burning.

Thousand Hand Kill[edit]

Once you reach 7th level, Your signature Secret Technique, you jump up 5 ft in the air hit them with a barrage of strikes. On a fail, the creature takes 3D6 + gōken technique modifier and is stunned, even if the creature succeeds you automatically Disengage.


Scars of Hatred[edit]

Starting at 14th level, Using the scars of past battles they are lit ablaze by your hatred for your enemy as a bonus action. Whenever a creature hits you with a melee attack they gained a charge of nuclear fire. if you are reduced to 0 hit points by a creature with a charge of nuclear fire you are instead reduced to 1 hit point and cannot be reduced to 0 hit points by creatures with charges of nuclear fire until the start of your next turn. Once it is the start of your next turn and you are at 1 hit point your scars no longer burn. You can use this feature equal to your Constitution modifier or you can expand a meridian die to keep it up but once you run out of uses you must take a short rest in order to use this feature again

Blaze of the Burning Field[edit]

Beginning at the 17th level, your fire-related techniques and nuclear fire now overcomes fire immunity. your nuclear fire ability now spreads so creatures within 10 ft of a creature with the nuclear fire condition gain a charge of nuclear fire. Your gōken technique modifier is now quadruple your level on creatures that have charges of nuclear fire. You become immune to any fire effects caused by you.

Blue Sky[edit]

A discipline meant for those who are dedicated to the arts. More focus on The mastery of the style. This style uses unrestricted and fast movements to defeat opponents.

Loyalty to the Dipper[edit]

When you select this discipline at 3rd level, the manipulation of the energy in your body now makes it so that you have no need for armor. While you are wearing no armor and not wielding a shield, your AC equals 12 + your Constitution modifier + your Wisdom modifier, and your speed increases by 15ft.

Destiny's Doorstep[edit]

at 3rd level, your will to master the style Prevents you from dying an early death. When you are reduced to 0 hit points, you can expend a meridian die (no action required) to have 1 hit point. You may use this feature equal to the max number of meridian die you have, once those uses are up you cannot use this feature again until after a long rest

Sky Strikes[edit]

Big dipper level Secret techniques INFO
3rd Thunder Violent God Leg An imperceptibly fast leaping kick technique that leaves a footprint. A long jump Landing behind the opponent and on a fail the creature takes 1d10 + gōken technique modifier
7th Gate-shattering Finger Strikes You lift the opponent up and send a barrage of fists to their torso breaking their bones, On a fail, the creature takes 2d20 + gōken technique modifier and You inflict paralyzed for 2 rounds. if the creature already has paralyzed deals an extra 1d10.
14th Big Dipper Swift Strike Your fist becomes light as a feather as you strike the forehead of your opponent. You add a +3 to the saving throw dc and on a fail the creature takes 3d10 + gōken technique modifier You add a plus 3 to the saving throw
18th Heaven Silk Finisher The big punch. Only activated in Blue Dragon Heaven Silk, on a fail the creature takes 2d10 + gōken technique modifier and Deals an extra d10 for Every point of The creature AC after 12

Hundred Rending Fists[edit]

Once you reach 7th level, Your signature Secret Technique, you flick your wrist summoning 50 radiant fists and you run towards your opponent. on a fail saving throw you deal 4d10 radiant damage + gōken technique modifier and at the cost of one of your extra Attacks you can summon 50 more fists that deal an extra 2d10 without it costing meridian die.

Thousand Hands Training[edit]

Starting at 14th level, you gain an extra Attack

The True Successor[edit]

Beginning at the 18th level, you can transport yourself and your opponent to a world of absolute nothingness called Blue Dragon Heaven Silk. In this world, all defenses, auras, and barriers are rendered null and void, forcing both fighters to use only their bare hands. When someone dies within Blue Dragon Heaven Silk, they are erased, leaving nothing of their existence. while in this world, your gōken technique modifier is now quadruple your level

Lost Thunder[edit]

A discipline meant for those who Want to make something new out of the old world. More focus on collecting power and striking vital points to attack the brain instead of the entire body. This style uses an ancient martial art reincorporated into your style.

Destiny Talismans[edit]

When you select this discipline at 3rd level, You gain access to Destiny talismans. These talismans can be used to do various effects depending on whose essence you incorporate into them. You can incorporate essence into a talisman by spending an hour with a creature sacrificing some of their max hit points and other resources depending on the ability while doing this process, they heal from this condition after a long rest. The different talismans you can get are based on the class of the creature or the type of creature they are, you can even get subclass talismans that help you expand your list of abilities. Each talisman has a cooldown on how long you can use it you can negate the cooldown by spending a meridian die but this will increase the cooldown until you can use it again.

Although you can make a somewhat unlimited amount of talismans depending on your resources you can only prepare four and talismans can only be used a number of times equal to your proficiency bonus, once these uses are up you cannot use the Talisman until after a long rest

Pluto Lighting[edit]

At 3nd level, your pressure point strikes now deal lightning damage insert a piercing as you are now using their channel points to attack their brain instead of just the channeling point. When doing pressure, instead of a Strength saving throw it's a Wisdom saving throw, instead of Strained it is now Fried and instead of Encumbered it is now Electrified

  • Fried: the creature takes 1D6 Lightning damage for every Fried attack at the beginning of the creature's turn. If the creature is incapacitated deals 2d6 instead
  • Electrified: On a fail the creature is incapacitated. Doing this attack again automatically does a Fried attack if the creature is already incapacitated

Lost Strikes[edit]

Big dipper level Secret techniques INFO
3rd Lightning Kick You rushed towards your energy releasing lightning with every step you take until you unleash the energy into a burst of lightning On a fail the creature takes 1d4 + gōken technique modifier Lightning damage this bypasses Immunity to lightning and if the creature is paralyzed lowers their resistance to lightning until the end of your next turn
7th Lighting Flash You strike the ground sending a bolt of lightning towards the person hitting any creature caught in the 15ft path. On a fail any creature caught takes 2d4 + gōken technique modifier Lightning damage and if the creature has stunned or paralyzed make the condition last for an extra turn and increases the DC to get out of the condition by your proficiency bonus
14th Rising Thunder Kick You jump on the opponent's shoulder and kick them over the side of their head. On a fail the creature takes 3d4 + gōken technique modifier Lightning damage also reduces the AC of the creature by 3 (To a minimum of 10 AC).
18th Pluto's Thunder fist As Lightning courses through your veins you can convert the extra Vitality you have into a punch frying your opponent. On a fail, the creature takes 2d4 + gōken technique modifier Lightning damage and you can add damage equal to the number of temporary hit points you gain from lightning damage. We're doing this attack you gain temporary hit points equal to half the damage dealt

Seven Star Burst[edit]

Once you reach 7th level, Your signature Secret Technique, You Launch 5 ft into the air lunging 10 ft at the opponent attacking them with a barrage of kicks. On a fail, the creature takes d6 + gōken technique modifier. How many d6s you roll is determined by how many allies are around within 30 ft up to a Max of 7

Harbinger of Discordance[edit]

Starting at 14th level, You convert lightning damage to Temporary hit points every time you take lightning damage neutralizing it and you gained immunity to stunned and paralyzed. Every time you get back from 0 hit points you become immune to all damage until the start of your turn. You can use this feature number of times equal to your wisdom modifier, regaining all expended uses after a long rest.

Pursuit of Love[edit]

Beginning at the 18th level, you can make one Talisman of your choice without the need to meet the requirements

Sorrowful Storm[edit]

A discipline meant for those who know the true meaning of sorrow. More focus on Adapting other techniques and features into its own style. This style uses Its Unique Arts and Aura To overcome its opponents.

Reflection Spirit[edit]

When you select this discipline at the 3rd level, you have the ability to replicate other class features you have seen. The only requirements are you need to see it once and you have the resources required for it. To gain the ability, you must roll a perception skill check. The DC of the skill check is equal to 10 + The level or challenge rating of the creature + their proficiency modifier (if it's a spell add the spell’s level to the DC).

War God Rush[edit]

Once you reach 7th level, Your signature Secret Technique, You unleash a small ounce of the war Gods power into a punch. On a fail saving throw you deal 7d6+1 + gōken technique modifier and the creature is frightened.

Sorrowful God Aura[edit]

Starting at the 14th level, as a bonus action you can produce the aura of the God of War. When produced every creature that can see it has to roll a Charisma saving throw or be frightened. when summoning this you gain +2 to Armor Class and your gōken technique modifier is now quadruple your level.

True Sorrow[edit]

Beginning at 18th level, as a reaction, you can get a glimpse of the ultimate technique gaining +2 to Armor Class and +4 Dexterity saving throws and when you are targeted by an attack you can move to a space within 10 feet of you this can happen even if the attack hits or misses.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Big Dipperclass, you must meet these prerequisites: Constitution and Wisdom 13.


Proficiencies. When you multiclass into the Big Dipper class, you gain the following proficiencies: Medicine.




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