Heavenly Restriction
Restrictions
The Heavenly Restriction only happens to living beings with physical bodies, although even if someone meets those standards it's still extremely rare. When making a character for this class, make sure it's not one of the following creature types: Undead, construct or elemental.
Pure Bodies
Creatures born with the 'perfect' Heavenly Restriction have been denied access to cursed energy or spellcasting, possessing no affinity for either. However, in exchange for that, they have been blessed with an extreme physique. Due to having no jujutsu talent, they are generally shamed by most of jujutsu society and suffer during childhood. Perfect Heavenly Restrictions tend to develop unique personalities due to the ostracism and hardships they've encountered in life.
Creating a Heavenly Restriction
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The two strongest Heavenly Restriction users to date, [1]
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When creating a Heavenly Restriction, think about how were you treated because of it. Did your clan exile you? Have you been shamed for your condition by others? Did you just leave everything behind to live on your own?
- Quick Build
You can make a Heavenly Restriction quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Sorcerer Family background.
Class Features
As a Heavenly Restriction you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Heavenly Restriction level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Heavenly Restriction level after 1st
- Proficiencies
Armor: None
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength or Dexterity, Constitution
Skills: Choose two between the following: Acrobatics, Athletics, Insight, Intimidation, Perception, Stealth, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two simple weapons of your choice or (b) a martial weapon of your choice
- (a) one dagger or (b) one Handgun
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- If you are using starting wealth, you have 5d4x10 in funds.
Table: The Heavenly Restriction
Level |
Proficiency Bonus |
Martial Arts |
Features |
Unarmored Movement |
Stamina Points
|
1st |
+2 |
2d4 |
Restrained Body, Unarmored Mastery, Martial Arts |
+20 ft. |
-
|
2nd |
+2 |
2d4 |
Fighting Style, Body Improvements, Battle Master |
+20 ft. |
2 + Con
|
3rd |
+2 |
2d4 |
Uncanny Mindset, Enhanced Senses |
+20 ft. |
3 + Con
|
4th |
+2 |
2d6 |
Ability Score Improvement |
+30 ft. |
4 + Con
|
5th |
+3 |
2d6 |
Semi-Awakened Body, Extra Attack, Uncanny Mindset (2) |
+30 ft. |
5 + Con
|
6th |
+3 |
2d6 |
Ability Score Improvement |
+30 ft. |
6 + Con
|
7th |
+3 |
2d6 |
Resistant, Uncanny Mindset (3) |
+40 ft. |
7 + Con
|
8th |
+3 |
2d6 |
Ability Score Improvement |
+40 ft. |
8 + Con
|
9th |
+4 |
2d8 |
Faster Recovery |
+40 ft. |
9 + Con
|
10th |
+4 |
2d8 |
Uncanny Mindset (4) |
+50 ft. |
10 + Con
|
11th |
+4 |
2d8 |
Heavenly Undetection, Extra Attack(2) |
+50 ft. |
11 + Con
|
12th |
+4 |
2d10 |
Ability Score Improvement |
+50 ft. |
12 + Con
|
13th |
+5 |
2d10 |
Uncanny Mindset (5) |
+60 ft. |
13 + Con
|
14th |
+5 |
2d10 |
Ability Score Improvement |
+60 ft. |
14 + Con
|
15th |
+5 |
2d10 |
Perfected Fighting Style |
+60 ft. |
15 + Con
|
16th |
+5 |
2d10 |
Ability Score Improvement |
+70 ft. |
16 + Con
|
17th |
+6 |
2d12 |
Mastered Physicals, Extra Attack(3) |
+70 ft. |
17 + Con
|
18th |
+6 |
2d12 |
Uncanny Mindset (6) |
+70 ft. |
18 + Con
|
19th |
+6 |
2d12 |
Ability Score Improvement |
+80 ft. |
19 + Con
|
20th |
+6 |
2d12 |
Awakened Body |
+80 ft. |
20 + Con
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Restrained Body
Starting at 1st level, your body is simply built differently than others. You have supernatural strength, speed, and durability. You gain a +1 in your Strength, Dexterity, Constitution, Intelligence, or Wisdom scores. You can pick another score to increase by +1 at 5th, 9th, 13th, and 17th.
In addition, your Strength, Dexterity, and Constitution maximums increase to 22. These maximums increase to 24 at 5th level, to 26 at 11th level, and to 30 at 17th level.
Unarmored Mastery
Also at 1st level, due to your enhanced body and senses, you have mastered the art of fighting wearing next to nothing. You gain the listed benefits as long as you are unarmored:
Unarmored Defense. As long as you are not wearing armor or wielding a shield, your AC becomes 10 + your Dexterity modifier + your Constitution modifier.
Unarmored Movement. Your speed increases by 20 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Heavenly Restriction levels, as shown in the Heavenly Restriction table.
In addition, you gain the ability to move and run along vertical surfaces and across liquids on your turn without falling during the move.
Martial Arts
Also at 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes, melee martial, and simple weapons.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, melee martial, and simple weapons.
- You can roll a 2d4 in place of the normal damage of your unarmed strikes, melee martial, and simple weapons. This die changes as you gain Heavenly Restriction levels, as shown in the Martial Arts column of the Heavenly Restriction table.
- When you use the Attack action with an unarmed strike, melee martial, or simple weapon on your turn, you can make one unarmed strike as a bonus action (For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.).
- You gain access to Sorcerer Weapons. You may use your martial arts damage die instead of the sorcerer weapon damage die if you choose so.
Fighting Style
At 2nd level, you have acquired your very own fighting style. You gain one of the following fighting styles of your choice:
Blind Warrior. You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Classical Swordplay. While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and AC so long as you are not wearing Armor or wielding a Shield.
Deadeye. You gain a +2 bonus to attack rolls you make with ranged weapons.
Dual Wielding. When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack.
Great Weapon Fighting. You add your proficiency bonus to damage rolls with Heavy Weapons.
Heavyweight Fighting. While you are wielding a heavy melee weapon, you gain a +1 bonus to damage rolls and you have advantage on Strength (Athletics) checks to Shove.
Improved Unarmored Defense. You gain a +1 bonus to your AC while not wearing any kind of armor or shield.
Lightfoot Fighter. While wielding a light melee weapon, you gain a +10 to your walking speed and do not take opportunity attacks from the last creature you attacked on your turn as long as it was made with a light weapon.
Point-Blank Shooter. When you make a ranged attack against a target within 5 feet of you, you do not have disadvantage in the attack roll. When you make an opportunity attack, you can replace its one melee attack with one ranged attack.
Protector. When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.
Sharpened Shot. You gain a bonus to damage rolls you make using ranged weapons equal to your proficiency bonus.
Improvised Fighting. You are considered proficient with improvised weapons, and can treat them as Sorcerer Weapons.
Whenever you finish a long rest, you may change your fighting style for another one of your choice.
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Body Improvements
At 2nd level, your body is constantly growing and improving, becoming better by the day.
Body Points. You gain a number of body points equal to your Heavenly Restriction level. They are used to obtain body improvements, and are spent whenever you pick a body improvement with them.
Obtaining Body Points. You gain another body point whenever you gain a level in the heavenly restriction class.
Spending Body Points. These points can be used to obtain body improvements, all listed down at the Body Improvements List section. They are spent whenever you pick a body improvement.
You cannot switch a body improvement once chosen.
Improved Body. Whenever you reach 3 body improvements for a category (Strength, Speed, Endurance, Mind, Instinct), you gain a +2 to the respective ability score of that category. This bonus may only be applied once for each Body Improvement category.
Battle Master
At 2nd level, due to the immense training you have done with your body, you have learned how to use battle maneuvers.
Battle Maneuvers. You have a number of battle maneuvers equal to half your Heavenly Restriction level (Rounded down). At the end of a long rest, you may change out one of your battle maneuvers for another you meet the requirements of.
Stamina. Some features utilize stamina points. You have a number of stamina points equal to your level + your Constitution modifier. You will recover stamina on a long rest.
Effort Dice. Some maneuvers utilize effort dice. Your effort dice starts out as a d6.
Your effort dice is increased to a d8 at 5th level, to a d10 at 11th level and to a d12 at 17th level.
Some of your battle maneuvers will force a creature to make a saving throw. The saving throw DC is calculated as follows:
Battle maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Uncanny Mindset
At 3rd level, with the constant increase of your own body, your mind has evolved too. You developed a lot of uncanny mindsets, which aid you through battle in many different ways.
You gain two Uncanny Mindsets of your choice that you meet the requirements of.
You gain two more uncanny mindsets at 5th level, 7th, 10th, 13th and 18th level.
Versatile Mind. Whenever you gain a level in this class, you may change one of your mindsets for another mindset you qualify for.
Body Training. Whenever you pick two mindsets of different types (such as picking one Strength mindset and one Speed Mindset), you gain a number of body points equal to half your proficiency bonus (rounded down). If you choose two mindsets of the same type, you gain a number of body points equal to your proficiency bonus, but these Body Points may only be spent on Body Improvements that match the type of Mindset you chose. This only works when you gain mindsets, not when you switch them. This applies at the level you gain the body points, so when your proficiency bonus increases, the body points gained do not increase.
Enhanced Senses
At 3rd level, your Heavenly Restriction has made your senses way more powerful than a regular person's.
- Smell. Your sense of smell is far beyond human, being more comparable to that of trained dogs and other animals. You can easily tell different sources of smells from each other, such as foliage, people, water and other substances, in a range equal to 20 times your Wisdom modifier feet (minimum 10 ft).
- Sight. Your sense of sight is much more attentive to detail, like those of birds of prey. You can see twice as far as a normal person with fine detail, making it so that even the smallest things don't go past you.
- Hearing. Your hearing is, contrary to most humans, just as reliable if not even more than your other senses. Even when you can't rely on sight, your hearing is enough to maintain you aware of your surroundings. If for any reason you are not able to see, you can still make Perception checks without fault in a range equal to 20 times your Wisdom modifier feet (minimum 10 ft).
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. You can't increase an ability score above your ability score limit using this feature.
You may also ignore this increase to instead gain a Cursed Feat.
Semi-Awakened Body
At 5th level, your body has grown stronger, its physique now absorbing more of the restriction. You gain a +1 in your Strength, Dexterity, Constitution, Intelligence, or Wisdom scores, up to your maximum.
Additionally, you receive proficiency in Strength or Dexterity saving throws, you cannot choose a saving throw you're already proficient with. If you were already proficient in both saving throws, you gain proficiency with one other saving throw you weren't proficient with before.
At 5th level, you can now attack twice instead of once when you take the Attack action. This increases to three times at 11th level, and to four at 17th level.
Resistant
At 7th level, your newfound abilities and body has allowed you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:
- Brawn - Strength
- Evasion - Dexterity
- Endurance - Constitution
- Discernment - Intelligence
- Intuition - Wisdom
- Repulsion - Charisma
When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Faster Recovery
At 9th level, your stamina recovers much faster than it used to. While in combat, you regain 1 stamina point at the beginning of your turn, up to your maximum. The combat must be one where your life is at risk.
In combat, if you have not taken any form of actions or moved on your turn, haven’t taken any reactions this round, and there are no hostile creatures within 500ft of you that you are aware of, you will regain hit points equal to your Constitution modifier added twice at the end of your turn. You can regain limb hit points with this feature, unless they were removed.
Additionally, you regain half your stamina points on a short rest.
Things Only You Can See
At 11th level, your senses have reached a new level. You are now able to see more of the world than you thought was possible. You gain 1 Object Awareness and whenever you gain Object Awareness, the amount you gain is doubled. You no longer have disadvantage on the check to gain Object Soul Awareness. If you gain Object Outline Awareness then you also gain Soul Outline Awareness as well.
Perfected Fighting Style
At 15th level, you have mastered your fighting style, creating a new personal improved version.
Perfected Blind Warrior. You have blindsight with a range in feet equal to 10 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Perfected Classical Swordplay. While wielding a finesse weapon and no other weapons, you gain a +2 bonus to your attack rolls and AC so long as you are not wearing Armor or wielding a Shield.
Perfected Deadeye. You gain a +3 bonus to attack rolls you make with ranged weapons.
Perfected Dual Wielding. When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack. This attack is made with advantage.
Perfected Great Weapon Fighting. You add your proficiency bonus twice to damage rolls with Heavy Weapons.
Perfected Heavyweight Fighting. While you are wielding a heavy melee weapon, you gain a +2 bonus to damage rolls and you have advantage on Strength (Athletics) checks to Shove.
Perfected Improved Unarmored Defense. You gain a +2 bonus to your AC while not wearing any kind of armor or shield.
Perfected Lightfoot Fighter. While wielding a light melee weapon, you gain a +20 to your walking speed and do not take opportunity attacks from the last creature you attacked on your turn as long as it was made with a light weapon.
Perfected Point-Blank Shooter. When you make a ranged attack against a target within 5 feet of you, you have advantage in the attack roll. When you make an opportunity attack, you can replace its one melee attack with one ranged attack.
Perfected Protector. When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus +1 to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.
Perfected Sharpened Shot. You gain a bonus to damage rolls you make using ranged weapons equal to your proficiency bonus added twice.
Perfected Improvised Fighting. When wielding an improvised weapon, you increase it's damage die tier by 2.
If you obtain more than one fighting style, it will also count as its improved version.
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Mastered Physicals
At 17th level, you have mastered one of the three aspects of the body. You gain one of the following mastered physicals:
Mastered Might. Your Strength score increases by 4, up to your maximum. Additionally, you gain proficiency in all Strength skills. For any skills that you were already proficient in, you gain expertise instead.
Mastered Speed. Your Dexterity increases by 4, up to your maximum. Additionally, you gain proficiency in all Dexterity skills. For any skills that you were already proficient in, you gain expertise instead.
Mastered Endurance. Your Constitution score increases by 4, up to your maximum. Additionally, you now add your proficiency bonus to Constitution checks.
Awakened Body
Finally at 20th level, your supernatural body has reached its pinnacle. Your Strength, Dexterity, or Constitution scores increase by +2, or you may pick 2 scores to increase by +1.
Uncanny Mindsets
Strength Mindsets
- Athletic
Prerequisites: 13 or more Strength score.
A healthy body helps with almost anything, and you know that. When you are prone, standing up only uses 5 feet of your movement and climbing doesn't cost you extra movement.
Also, you can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10.
- Brute Appearance
Prerequisites: 13 or more Strength score.
You learned that your strength helps you when it comes to intimidating others. You add your Strength modifier to any Charisma (Intimidation) checks.
- Cruel Brute
Prerequisites: 13 or more Strength score.
When someone's at their worst, is when you have the most fun. Whenever you hit with a melee weapon attack that uses Strength against a creature that is suffering from the grappled, incapacitated, stunned, paralyzed or prone conditions, you roll one additional die in the damage roll.
- Perfect Leg Strength
Prerequisites: 13 or more Strength score.
You know not to skip leg day, making your leg strength top notch. Whenever you take the dash action, you can gain a bonus to speed equal to 5 times your Strength modifier.
Whenever you jump, you can double the distance or height of which you can jump.
- Tough Grappler
Prerequisites: 5th level, 15 or more Strength score.
You became very skilled at grappling others, knowing they won't be able to squeeze their way out. Whenever a creature is grappled by you, attack rolls against it are made with advantage. Also, they have disadvantage on Dexterity (Acrobatics) checks to escape the grapple.
- Superior Size
Prerequisites: 5th level, 15 or more Strength score.
Size is what matters to you, no matter what. Whenever a creature is or counts as smaller than yourself, you deal additional damage equal to your Strength modifier with melee weapon attack rolls against said creature.
- Persuasive Might
Prerequisites: 9th level, 17 or more Strength score.
Your power may be used as a tool of fear, however it can also be used as a tool of peace. You can add your Strength modifier to any Charisma (Persuasion) or Charisma (Intimidation) checks.
- Adrenaline Addict
Prerequisites: 11th level, 19 or more Strength score.
To enjoy battle to its fullest potential is your objective, and nothing will stop you from doing so. Whenever you are below half of your maximum hit points (rounded up), you gain the following benefits:
- You gain a +2 to melee weapon attack and damage rolls that use Strength.
- Your walking speed increases by 10.
- You can make one melee weapon attack as a bonus action.
You lose all benefits after combat ends, or you take a short or long rest.
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Speed Mindsets
- Disappearance
Prerequisites: 13 or more Dexterity score.
Sometimes, the best way to deal with a fight is to run from it. Whenever you take the dash action, the action cost of hiding will be lowered by 1 step, and you have advantage in the roll.
- Speed Evasionist
Prerequisite: 13 or more Dexterity score.
While in high speed, your reflexes are the best. If you take the Dash, Disengage, or Dodge action, you gain a +1 to your AC until the beginning of your next turn.
- Speedster
Prerequisites: 13 or more Dexterity score.
Strength lies in speed, so you always keep that in mind. The bonus movement you gain from the Unarmored Movement feature is doubled. In addition, you no longer suffer from difficult terrain when dashing.
- Quick Footed
Prerequisites: 5th level, 15 or more Dexterity score.
Your feet are quick, and you have learned how to use them to their maximum potential when running. Whenever you take the dash action, you gain double your movement speed instead of just your speed.
- Charger
Prerequisites: 5th level, 15 or more Dexterity score.
You are a specialist at blitzing your targets. Whenever you take the dash action, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 times your proficiency bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 times your proficiency bonus feet away from you (if you chose to shove and you succeed).
- Uncatchable
Prerequisites: 9th level, 17 or more Dexterity score.
You became an expert at using your flexibility to escape trouble. You have advantage on rolls to avoid being grappled or restrained, and also on rolls to end those conditions. You only get advantage on rolls to not be restrained if they are Dexterity based rolls.
- Unstoppable
Prerequisites: 9th level, 17 or more Dexterity score.
Even with detriments to yourself, you can still run at incredible speeds. Whenever a feature reduces your speed by any amount, the amount is halved (rounded down). This does not work if the feature reduces your movement speed to 0.
- Relentless Attacker
Prerequisites: 11th level, 19 or more Dexterity score.
You have noticed how fast your attacks truly are, being able to send multiple blows in mere seconds. You can make one additional attack during your attack action, however it must be made with a melee weapon or unarmed strike.
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Endurance Mindsets
- Hardened Body
Prerequisites: 13 or more Constitution score.
Your body is as hard as a rock, this helped you become overall more durable. If you have a damage reduction of any kind, its amount is increased by your Constitution modifier.
This can be done only for one source of reduction. For example, if you have a reduction equal to your level + a reduction equal to your proficiency bonus, you would only add your Constitution modifier once instead of twice.
- Final Barrier
Prerequisites: 13 or more Constitution score.
You are the final barrier between an ally and death. As a reaction to an ally you can see being targeted by an attack, you can move up to your movement speed towards them. If you end within 5 feet of them, you are the new target of the attack.
- Human Defender
Prerequisites: 13 or more Constitution score.
You realized your powerful frame serves as a way to defend yourself and your allies. At the start of your turn, you can use a free action to reduce your movement speed to 0 and automatically fail any Dexterity saving throws until the beginning of your next turn. However, for the duration your AC and the AC of one non-hostile creature within 5 feet of you is increased by your proficiency bonus.
At 17th level, you can select another non hostile creature within 5ft of you gain the benefits of this maneuver.
- Survivalist
Prerequisites: 5th level, 15 or more Constitution score.
Your body always manages to somehow cling on to life. You add half your Constitution modifier (rounded down) to your Death Saves. In addition, Whenever you take the dodge action, you also gain advantage on Constitution saving throws.
- Walking Target
Prerequisites: 5th level, 15 or more Constitution score.
You are always the center of attention for attacks, making your frailer allies stand out less in the process. Whenever you are within 10 feet of an ally as a reaction, you can make all attack rolls made against them be with disadvantage while attack rolls made against you are made with advantage. This lasts until the end of your next turn.
You may do this once per round.
- Limit Breaker
Prerequisites: 9th level, 17 or more Constitution score.
You can push your body beyond its limits for just a moment, ignoring your fatigue. Whenever you are suffering from any levels of exhaustion, you can spend a bonus action to ignore a number of them equal to half your proficiency bonus until the end of your turn.
After doing this, you must make a Constitution saving throw. The DC is 5 +5 per level of exhaustion you currently have. On a failure, you receive one level of exhaustion. If receiving this level of exhaustion would kill you, you're reduced to 0 hit points and fall unconscious instead. You roll death saves as normal at your next turn.
- Regenerator
Prerequisites: 9th level, 17 or more Constitution score.
Your body is always mending, so you decided to invest in this ability. Whenever you regain hit points from any source, the amount is increased by your Constitution modifier. This will only be half of your Constitution modifier for Faster Recovery.
- Unlimited Body
Prerequisites: 11th level, 19 or more Constitution score.
Your body has reached a limit of regenerative properties that allow you to recover much faster. You will regain half of your hit dice on a short rest, and all of your hit dice on a long rest. Additionally, you will take half the time to take rests. You also reduce levels of exhaustion when you take a short rest.
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Mind Mindsets
- Hit and Runner
Prerequisites: 13 or more Intelligence score.
Landing a single hit is enough for you, staying for more is risky. Whenever you hit a creature with a weapon attack, you don't generate opportunity attacks from them until the end of your turn.
- Opportunist
Prerequisites: 13 or more Intelligence score.
You always seem to know how to exploit an opening. Whenever you make an opportunity attack, you do so with advantage.
- Patient
Prerequisites: 13 or more Intelligence score.
Being patient is a virtue few have, and you are one of those few. You have advantage on your first attack roll against a creature if you haven't taken the attack action on your last turn. Also, you can add your Intelligence modifier to Dexterity (Stealth) checks.
- Efficient Economist
Prerequisites: 5th level, 17 or more Intelligence score.
Your precision in battle and ability to discern an opponent's weakness has increased to match your combat maneuvers. You may pick 1 maneuver that you reduce the stamina point cost by half your Intelligence modifier (rounded up, minimum of 1). This cannot reduce the cost to 0 stamina points or lower. You may change the maneuver you reduce the cost of every long rest.
- Perfectionist
Prerequisites: 13 or more Intelligence score.
You do not allow one miniscule detail go unnoticed whenever you are on the case. If you roll a number lower than a 10 when making a Intelligence (Investigation) check, you can treat the roll as if it was a 10 instead.
- Smart Jack of all Trades
Prerequisites: 13 or more Intelligence score.
You tend to be good at most things you try, due to your mind always helping you to execute said skill. Whenever you make a check with a skill that uses Intelligence, Wisdom or Charisma that doesn't add your proficiency bonus, you may add half your proficiency bonus to the skill.
- Exploit Distraction
Prerequisites: 5th level, 15 or more Intelligence score.
You know how to watch your prey and strike efficiently. Once per round for 2 stamina points, if you have advantage on the attack roll, before making the attack, you can choose to deal an additional xd12 damage to one creature you hit with the attack. The attack must be made with either a finesse or ranged weapon. The value of X is equal to your proficiency bonus.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
At 11th level, the value of X increases to double your proficiency bonus.
- Shadow Master
Prerequisites: 5th level, 15 or more Intelligence score.
Being in the shadows has become something natural to you, a place that brings safety to you. The action cost of hiding will be lowered by 1 step while you're in a slightly obscured location.
- Ambusher
Prerequisites: 11th level, 19 or more Intelligence score.
When you make a melee weapon attack after successfully hiding from a creature, they will count as surprised against the first attack you make against them.
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Instinct Mindsets
- Instinctual Researcher
Prerequisites: 13 or more Wisdom.
When searching for something, your instincts make such a task much quicker. You can take the search action as a free action.
- Technique Collector
Prerequisites: 13 or more Wisdom score.
Your instincts made you wish for more ways to defeat your foes in battle, and that's what you went after. You add your Wisdom modifier when calculating the amount of battle maneuvers you currently have.
- Alert
Prerequisites: 5th level, 15 or more Wisdom score.
You learned that being ready at all times is essential in battle. You gain a +5 to your passive perception, and you cannot be surprised while conscious.
- Efficient Economist
Prerequisites: 5th level, 15 or more Wisdom score.
You honed your instincts to such a level that your body is now only using necessary energy when attacking. You may pick 1 maneuver that you reduce the stamina point cost by half your Wisdom modifier (rounded up, minimum of 1). This cannot reduce the cost to 0 stamina points or lower. You may change the maneuver you reduce the cost of every long rest.
- Sight Attacker
Prerequisites: 5th level, 15 or more Wisdom score.
You attack others on sight, following your instincts to the maximum. Whenever a creature enters your reach, you can make an opportunity attack against them as a reaction.
- Natural Defender
Prerequisites: 5th level, 15 or more Wisdom score.
Your body developed a natural defense mechanism. When calculating AC through Unarmored Mastery, you may add half your Wisdom modifier (rounded up) to the final result.
- Adaptable Warrior
Prerequisites: 9th level, 17 or more Wisdom score.
Your instincts allow you to adapt mid-battle, changing styles for a surprise attack. Once per short or long rest, you can switch one of your battle maneuvers for another in the middle of battle as a bonus action.
- Reactive
Prerequisites: 11th level, 19 or more Wisdom score.
Your instincts are always ready for a fight, making your reaction time superior. You gain one additional reaction that may only be spent on using battle maneuvers.
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Body Improvements List
Strength Improvements
Strength improvements serve to increase one's body might.
- Powerful Build
Prerequisites: 15 or higher Strength score.
Body Point Cost: 1 body point.
Your body strength is very powerful, to the point you can compete with creatures twice your size. You count as one size larger for the purposes of grappling, shoving, disarming, and the weight you can carry, push, drag or lift.
- Superior Build
Prerequisites: 5th level, Powerful Build, 18 or higher Strength score.
Body Point Cost: 2 body points.
The strength of your body is very above others, being able to compete with opponents three times your size. You gain the following benefits:
- You now count as two sizes larger for the purposes of grappling, shoving, disarming, and for the weight you can carry, push, drag or lift.
- Whenever you attack with an unarmed strike using your Strength modifier, its damage dice increases by one.
- Monstrous Build
Prerequisites: 11th level, Superior Build, 24 or higher Strength score.
Body Point Cost: 3 body points.
Your body has monstrous strength, making facing enemies four times your size feel like a walk in the park. You gain the following benefits:
- You now count as three sizes larger for the purposes of grappling, shoving, disarming, and for the weight you can carry, push, drag or lift.
- Whenever you attack with an unarmed strike using your Strength modifier, its damage dice increases by two.
- Whenever you make a Strength check, you can give yourself advantage on the roll. You can do this a number of times equal to your proficiency bonus, regaining all uses upon taking a long rest.
- Divine Build
Prerequisites: 17th level, Monstrous Build, 26 or higher Strength score.
Body Point Cost: 4 body points.
Your body has achieved the pinnacle of strength that even the most well trained sorcerers with cursed energy reinforcement couldn't reach. You gain the following benefits:
- You now count as four sizes larger for the purposes of grappling, shoving, disarming, and for the weight you can carry, push, drag or lift.
- Whenever you attack with an unarmed strike using your Strength modifier, its damage dice increases by three.
- You have advantage on Strength checks.
- You deal twice as much damage to objects and structures.
- Beyond Athletic
Prerequisites: 15 or higher Strength score.
Body Point Cost: 1 body point.
Doing athletic abilities has become an easy task for your trained body. Whenever you're about to make a Strength (Athletics) check, you can spend 1 stamina point to grant yourself advantage on the roll. If you already had advantage, you add half your Strength modifier (rounded down) to the roll.
- Physical Worker
Prerequisites: 5th level, Beyond Athletic, 18 or higher Strength score.
Body Point Cost: 2 body points.
Your body can do any type of physical labor with ease. Whenever you make a Strength check or saving throw, you can spend 3 stamina points to grant yourself advantage on the roll.
- Indomitable Might
Prerequisites: 11th level, Physical Worker, 24 or higher Strength score.
Body Point Cost: 3 body points.
Some things have become so easy for you to do that you always do it perfectly. If you fail a Strength saving throw by 3 or less, you can spend 2 stamina points to count as if you have succeeded for the purposes of damage, however you’ll still be affected by the effects if any.
- True Strength
Prerequisites: 17th level, Indomitable Might, 26 or higher Strength score.
Body Point Cost: 4 body points.
When it comes to raw might, you are unmatched. Whenever you roll for a Strength check and it fails, you can spend 2 stamina points to make it count as if you had rolled a 10.
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Speed Improvements
Speed improvements increase your reflexes and velocity.
- Athletic Velocity
Prerequisites: 15 or higher Dexterity score.
Body Point Cost: 1 body point.
Your speed is at the top of athletes. Your movement speed is increased by 20 feet.
- Superhuman Velocity
Prerequisites: 5th level, Athletic Velocity, 18 or higher Dexterity score.
Body Point Cost: 2 body points.
Your speed becomes superhuman, beyond what the people can see. You gain the following benefits:
- You now instead increase your movement speed by 40 feet.
- You can take the dash action as a bonus action.
- Sight Velocity
Prerequisites: 11th level, Superhuman Velocity, 24 or higher Dexterity score.
Body Point Cost: 3 body points.
Even the most well trained people can't see you. You gain the following benefits:
- You now instead increase your movement speed by 60 feet.
- You can take the dash action as a bonus action.
- You can calculate your jump distance and height with Dexterity instead of Strength.
- Sonic Velocity
Prerequisites: 17th level, Sight Velocity, 26 or higher Dexterity score.
Body Point Cost: 4 body points.
Your velocity while running can even reach the speed of sound. You gain the following benefits:
- You now instead increase your movement speed by 80 feet.
- You can take the dash action as a bonus action.
- You can calculate your jump distance and height with Dexterity instead of Strength. Also, you can choose to double your jump distance and height whenever you jump with Dexterity.
- You may choose to instead of using Constitution, you simply add your Dexterity modifier twice to your AC with unarmored defense.
- Superhuman Reflexes
Prerequisites: 15 or higher Dexterity score.
Body Point Cost: 1 body point.
Your reflexes are superhuman, being able to react to the most absurd things. Whenever you make a Dexterity check or saving throw, you can spend 3 stamina points to grant yourself advantage on the roll.
- Sonic Reflexes
Prerequisites: 5th level, Superhuman Reflexes, 18 or higher Dexterity score.
Body Point Cost: 2 body points.
You can now even react to things at the speed of sound. Whenever you are targeted by an attack roll, you can spend 1 stamina point as a reaction to roll a Dexterity (Acrobatics) check. If you roll higher than the attack roll, the attack misses you and the creature has disadvantage in attack rolls against you until the end of their turn.
This feature does not work on critical hits.
- Hypersonic Reflexes
Prerequisites: 11th level, Sonic Reflexes, 24 or higher Dexterity score.
Body Point Cost: 3 body points.
Your reaction time has now surpassed the speed of sound. You gain one additional reaction.
- Divine Reflexes
Prerequisites: 17th level, Hypersonic Reflexes, 26 or higher Dexterity score.
Body Point Cost: 4 body points.
Your divine reaction speed allows you to react to anything. Once per round, when you fail a dexterity saving throw, you can spend 2 stamina points to reroll one of the dice, and must take the new result.
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Endurance Improvements
Endurance improvements improve the raw durability of your body, such as enhancing your regenerative capabilities.
- Hardened Exterior
Prerequisites: 15 or higher Constitution score.
Body Point Cost: 1 body point.
Your skin has become hardened, now granting you an immensely powerful exterior. You reduce all damage but psychic by an amount equal to your Constitution modifier.
- Iron-Hard Exterior
Prerequisites: 5th level, Hardened Exterior, 18 or higher Constitution score.
Body Point Cost: 2 body points.
Your skin grows harder, being similar to iron in durability. You gain the following benefits:
- You now reduce all damage but psychic by an amount equal to half your Heavenly Restriction level (rounded up) + your Constitution modifier.
- You are considered resistant against non-magical bludgeoning, slashing and piercing damage.
- Steel-Hard Exterior
Prerequisites: 11th level, Iron-Hard Exterior, 24 or higher Constitution score.
Body Point Cost: 3 body points.
Your skin has grown even harder, being similar to steel in durability. You gain the following benefits:
- You now instead reduce by an amount equal to your Heavenly Restriction level + your Constitution modifier.
- You are considered resistant against all non-magical damage but psychic.
- Adamantine-Hard Exterior
Prerequisites: 17th level, Steel-Hard Exterior, 26 or higher Constitution score.
Body Point Cost: 4 body points.
Your skin has been hardened to the absolute maximum, becoming as hard as adamantine. You gain the following benefits:
- You now instead reduce by an amount equal to your Heavenly Restriction level + your Constitution modifier added twice.
- Tireless Body
Prerequisites: 5th level, 18 or higher Constitution score.
Body Points Cost: 2 body points.
Your body is known for its incredible durability in every aspect possible. You can hold your breath for twice as long, suffocate for twice as long without dropping to 0 hit points, you can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur. In addition, the number of exhaustion levels required for each effect of exhaustion are doubled.
- Shock Absorption
Prerequisites: 5th level, Hardened Exterior, 18 or higher Constitution score.
Body Points Cost: 2 body points.
Your hardened body allows you to take the shock of more simple attacks with little issue. When a melee weapon attack hits you, you may spend 1 stamina to halve its damage. You cannot use this feature if you are incapacitated.
- Natural Reconstruction
Prerequisites: 11th level, 24 or higher Constitution score.
Body Points Cost: 3 body points.
You can overload your body to force its healing into overdrive. As a bonus action or reaction, you may sacrifice an amount of hit dice up to your proficiency bonus in order to regain hp equal to the amount rolled.
You cannot regain limb hit points with this feature.
You cannot receive the benefits of this body improvement while unconscious.
- Energy Restoration
Prerequisites: 17th level, Natural Reconstruction, 26 or higher Constitution score.
Body Points Cost: 4 body points.
Whenever your body is regenerating, you also regain energy. Whenever you benefit from Natural Reconstruction, you also regain stamina points equal to half your Constitution modifier (rounded down).
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Mind Improvements
Mind Improvements improve your intellect and thinking skills.
- Strong Mind
Prerequisites: 14 or higher Intelligence score.
Body Points Cost: 1 body point.
Your brain is strong, enduring what would make most human brains rot. You reduce all psychic damage by your Intelligence modifier.
- Reinforced Mind
Prerequisites: 5th level, Strong Mind, 16 or higher Intelligence score.
Body Points Cost: 2 body points.
Your brain has been reinforced by your body. You gain the following benefits:
- You now reduce all psychic damage by half your heavenly restriction level (rounded up) + your Intelligence modifier.
- Shielded Mind
Prerequisites: 11th level, Reinforced Mind, 18 or higher Intelligence score.
Body Points Cost: 3 body points.
Your brain is shielded by your heavenly body, being ready for any adversities. You gain the following benefits:
- You now reduce all psychic damage by your heavenly restriction level + your Intelligence modifier.
- Perfect Mind
Prerequisites: 17th level, Shielded Mind, 20 or higher Intelligence score.
Body Points Cost: 4 body points.
Your brain has reached its peak, no matter what you can resist with power. You gain the following benefits:
- You now reduce all psychic damage by your heavenly restriction level + your Intelligence modifier added twice.
- Spark of Genius
Prerequisites: 14 or higher Intelligence score.
Body Points Cost: 1 body point.
Your mind has a great thought process, which you can push beyond its limits just for a moment. Whenever you make an Intelligence skill check, you can spend 1 stamina point to become proficient in said skill until the beginning of your next turn. If you are already proficient, you gain expertise instead. If you already have expertise, you add half your proficiency bonus (rounded down) to the skill.
- Lasting Intellect
Prerequisites: 5th level, Spark of Genius, 16 or higher Intelligence score.
Body Points Cost: 2 body points.
Your intellect now lasts far longer. Your spark of Genius body improvement now lasts for 10 minutes.
- Beyond Genius
Prerequisites: 11th level, Lasting Intellect, 18 or higher Intelligence score.
Body Points Cost: 3 body points.
You can force your mind even beyond what's above your limits, however this takes extreme focus. You can spend 1 additional stamina point when using spark of genius to start concentrating. This makes it so if you are not proficient in a skill you gain expertise instead. If you are proficient, you gain expertise and add half your proficiency bonus to the check. If you already have expertise, you add your proficiency bonus to the check.
You are concentrating as if you were concentrating on a spell for the duration of this body improvement. The DC for the concentration is as follows: 10 or ¼ of the total damage (rounded down).
- Unrestricted Intellect
Prerequisites: 17th level, Beyond Genius, 20 or higher Intelligence score.
Body Point Cost: 4 body points.
Your intellect has absolutely no restrictions, with little effort needed to utilize it. You now don't need concentration to use Beyond Genius.
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Instinct Improvements
Instinct improvements serve to improve your senses.
- Improved Senses
Prerequisites: 14 or higher Wisdom score.
Body Points Cost: 1 body point.
Your senses became enhanced because of your restriction. You have advantage in Wisdom (Perception) checks.
- Superhuman Senses
Prerequisites: 5th level, Enhanced Senses, 16 or higher Wisdom score.
Body Points Cost: 2 body points.
Your senses are heightened beyond the human limit. You gain the following benefits:
- You have proficiency in Wisdom (Perception) checks. If you already have proficiency, it becomes expertise.
- You gain blindsight equal to 5 times your proficiency bonus.
- Otherworldly Senses
Prerequisites: 11th level, Superhuman Senses, 18 or higher Wisdom score.
Body Points Cost: 3 body points.
Your senses are otherworldly, granting you instincts not even animals have. You gain the following benefits:
- You gain expertise in Wisdom (Perception) checks.
- Your blindsight is increased to 10 times your proficiency bonus.
- Perfected Senses
Prerequisites: 17th level, Otherworldly Senses, 20 or higher Wisdom score.
Body Points Cost: 4 body points.
Your senses have reached heights not even you were expecting them to reach. You gain the following benefits:
- Your blindsight is increased to 15 times your proficiency bonus.
- Attack rolls can't get advantage against you due to not being seen by you. You gain advantage against Dexterity saving throws you can see, as long as your movement speed is not 0.
- Precognition
Prerequisites: 14 or higher Wisdom score.
Body Point Cost: 1 body point.
By reading your opponents, you can get away unharmed from almost any battle. Whenever a creature within 60 feet of you makes a weapon attack roll against you, you can spend 1 stamina point as a reaction to make a DC 20 + their Strength or Dexterity modifier (whichever is higher) Wisdom (Insight) check.
On a success, any weapon attack rolls they make against you are made with disadvantage against you until the beginning of their next turn.
Every time you use this against the same creature, the DC is increased by 1. The DC cannot grow higher than the creature's proficiency bonus.
- Supernatural Precognition
Prerequisites: 5th level, Precognition, 16 or higher Wisdom score.
Body Point Cost: 2 body points.
Your precognition has improved, now being able to deflect even the supernatural. You can now use precognition against any attack roll.
- Heightened Precognition
Prerequisites: 11th level, Supernatural Precognition, 18 or higher Wisdom score.
Body Point Cost: 3 body points.
Your precognition is beyond supernatural, predicting even the unpredictable. Whenever you are benefiting from Precognition against a creature, they receive a penalty for their attacks against you equal to half your Wisdom modifier (rounded down).
- Perfect Precognition
Prerequisites: 17th level, Supernatural Precognition, 20 or higher Wisdom score.
Body Point Cost: 4 body points.
You have perfected your precognition, becoming something you don't even need focus for. You gain one additional reaction just for using Precognition.
Also, the DC of the Insight check is reduced to 15 + their Strength or Dexterity modifier (whichever is higher).
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Heavenly Maneuvers
The maneuvers are separated in the following categories:
Battle. Maneuvers that aid your attacks or with other things during battle. You may only use one battle maneuver per attack unless otherwise stated, and may only apply a battle maneuver onto one attack per turn.
Supplementary. Maneuvers that boost your already powerful capabilities. You can only benefit from one supplementary maneuver that lasts for 1 minute at once.
Novice Maneuvers
Novice Battle Maneuvers
- Barrage of Strikes
As a bonus action for 2 stamina points, you use your savagery to unleash a barrage of strikes. Make two unarmed strikes against a creature within range. At 11th level, you can instead spend 3 stamina points to make 3 unarmed strikes.
- Deafening Strike
Whenever you hit a creature with a melee weapon attack, you can spend 1 stamina point to force the creature to make a Constitution saving throw. On a failure, they take additional damage equal to a number of effort dice rolls equal to your proficiency bonus and are deafened until the beginning of your next turn. On a success, they take half as much damage and are not deafened.
- Defensive Block
When a creature targets you with a weapon attack, you can spend 1 stamina point as a reaction to add your proficiency bonus to your AC against that attack.
- Disarming Attack
When you hit a creature with a melee weapon attack, you can spend 1 stamina point to force it to make a Strength or Dexterity saving throw. On a failed save, it drops one item of your choice that it is currently holding on the ground at its feet.
- Perfect Counter
When a creature you can see misses a melee weapon attack against you, you can spend 1 stamina point as a reaction to make a melee weapon attack against them.
- Quick Sweep
As a bonus action for 1 stamina point before making an unarmed strike, you may force the targeted creature to make a Strength saving throw. On a failure, the creature is knocked prone.
- Tactical Feint
As a bonus action for 1 stamina point, you can feint an attack. A creature that can see you within 15 feet must make a Wisdom saving throw. On a failure, you have advantage on your attacks against it until the end of your current turn.
- Brute Slam
Prerequisites: 5th level, 18 or higher Strength score.
As an action, you can spend 2 stamina points and strike the ground at your feet, forcing all creatures in an adjacent 20-foot cube to make a Dexterity saving throw. On a failed save, they take your martial arts die + a number of rolls of your Effort Dice equal to your proficiency bonus added twice and are knocked prone. On a success, they take half as much damage and don't fall prone. Objects in this area take the maximum amount of damage.
The area of the 20-foot cube becomes difficult terrain until a creature takes 1 minute to clear it.
- Disorienting Blow
Prerequisites: 5th level, 14 or higher Wisdom score.
Once per turn when you hit a creature with a melee weapon attack, you can spend 2 stamina points to force them to make a Constitution saving throw. On a failure, the creature takes additional damage equal to your Strength or Dexterity modifier added twice and the creature has disadvantage on ability checks and attack rolls until the end of their turn. On a success, they take half as much damage and don’t have disadvantage.
- Exploit Weakness
Prerequisites: 5th level, 14 or higher Intelligence score.
As a bonus action, you can spend 2 stamina points to analyze an opponent’s weakness. A creature you can see within 15 feet of you must make a Performance check contested by your Investigation check. If you succeed, your attacks score a critical on a 19-20 against that creature until the start of your next turn.
- Monster Throw
Prerequisites: 5th level, 18 or higher Strength score.
As an action, you can spend 2 stamina points and touch one creature at least one size smaller than you and attempt to throw it utilizing your monster strength. It must succeed on a Strength saving throw or be thrown at a space that you can see within your Strength modifier times 10 feet. A creature can willingly choose to fail this Strength saving throw.
If the creature lands in an unoccupied space it falls prone. But, if it hits another creature, that creature must succeed on a Dexterity saving throw or take bludgeoning damage equal to a number of rolls of your Effort Dice equal to your proficiency bonus added twice + your Strength modifier.
If a feature causes you to count as one size larger for your carrying capacity or the size of targets you can grapple, you also count as one size larger for the creatures you can throw.
- Murderous Jump
Prerequisites: 5th level, 18 or higher Strength or Dexterity score.
As an action for 2 stamina points, you can make a running high jump without the need to run. If you fall on a creature on this turn, you can make a melee weapon attack against them. On a hit, they take additional damage from the amount of fall damage you would have taken (before any reductions) + a number of rolls from your Effort Dice equal to your proficiency bonus added twice.
- Thunderous Blow
Prerequisites: 5th level, 18 or higher Strength score.
When you hit a creature with a melee weapon attack, you can spend 2 stamina points to empower your attack with immense force. The creature must succeed on a Strength saving throw or take additional damage equal to a number of Effort Dice rolls equal to your proficiency bonus added twice and be knocked back in a straight line number of feet equal to 10 times your Strength modifier. If a creature hits an object, structure or creature as they are thrown, they take 1d4 bludgeoning damage.
Creatures more than one size larger than you have advantage on their saving throw. Any features which make you count as larger for the purposes of grappling and shoving also make you count as larger for the purposes of this maneuver.
- Uncontrollable Charge
Prerequisites: 5th level, 18 or higher Dexterity score.
As an action, you can spend 2 stamina points to move up to your walking speed in a straight line, and choose any number of creatures equal to your proficiency bonus added twice.that are within your reach for the move. Make one weapon attack, and compare it to the ACs of all of the creatures within the range. They take damage as normal if they are hit, adding your Strength or Dexterity modifier twice to the total damage roll. An attack made this way does not provoke opportunity attacks when moving to the next target.
A creature can take damage only once per use of this maneuver.
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Novice Supplementary Maneuvers
- Adrenaline Rush
You have learned how to push your body to the point of utilizing adrenaline at will, now being able to utilize your maximum for a short amount of time. As a bonus action for 3 stamina points, you gain the following benefits for the duration:
- You can use your reaction before you make a Strength, Dexterity or Constitution checks or saving throw, to gain advantage in that saving throw.
- You gain resistance to bludgeoning, slashing and piercing damage.
- You deal additional damage with melee weapon attacks equal to your Strength modifier..
This state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end this maneuver on your turn as a bonus action.
- Body Force
Prerequisites: 15 or higher in the Strength, Dexterity and Constitution scores.
You have learned that by putting in more effort than normal, you can achieve greater results with physical activities. Whenever you are forced to make a Strength, Dexterity or Constitution check or skill check, you can use a reaction and 2 stamina points to roll an Effort Dice and add the total to the roll.
You can do it after rolling the dice, but before knowing if it succeeds or not.
- Brace for Impact
Prerequisites: 5th level, 18 or higher Constitution score.
You can brace yourself for impact by focusing your body into a still position. As a reaction to receiving damage from an attack roll or making a Constitution saving throw you can see, you can spend 2 stamina points. The damage you receive from that attack is reduced by your Constitution modifier and if it was a saving throw you can add +2 to the result.
- Instinctual Repulsion
Prerequisites: 14 or higher Wisdom score.
You can use your instinct to properly adapt to a situation. As a reaction whenever you are targeted by a saving throw, you can spend 2 stamina points to gain advantage in said saving throw. This maneuver will only function if you have seen the cause of this saving throw previously. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a short or long rest.
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Adept Maneuvers
Adept Battle Maneuvers
- Facebreaker
Prerequisites: 9th level, 21 or higher Strength or Dexterity score.
As an action for 3 Stamina points, you may target up to 2 creatures within 5 feet of you and deliver a very powerful blow to their heads. Make an attack roll against both creatures. On a hit, they are forced to make a Constitution saving throw. On a failure, they take damage equal to one roll of your Unarmed Strike dice + your Strength or Dexterity modifier added thrice and are Confused for 1 minute. On a success, they take half damage and are not Confused.
The targets can make a Constitution saving throw at the end of their turns to end the Confused condition.
If the two targets are on exactly opposite sides of you in relation to one another they make their Constitution saves with disadvantage and their speeds are reduced to 0 until the beginning of your next turn on a failure.
- Knock Down
Prerequisites: 9th level, 21 or higher Strength score.
Once per turn as part of making a melee weapon attack, you can spend 3 stamina points to knock a person to the ground. On a hit, the creature takes additional damage equal to your martial arts die and must succeed a Strength saving throw or be knocked prone and have their movement speed reduced to 0 until the end of their next turn.
- Limb Break
Prerequisites: 9th level, 21 or higher Strength score.
Once per round as part of making a melee weapon attack, you can spend 3 stamina points to add immense force to the attack, trying to break the creature’s Limb. On a hit, the creature takes additional damage equal to your Strength modifier added thrice, which also goes directly into one of their limbs of your choice (you cannot choose the Torso, Skull or Jaw).
This cannot remove a limb, if it would reduce it to 0 hit points, the limb will instead remain at number of hit points equal to the maximum amount it could possess while still being broken.
- Surprise Attack
Prerequisites: 9th level, 16 or higher Intelligence score.
After taking the attack action and using all of your attacks against a single creature, you can spend 3 stamina points to make a surprise attack a few seconds later. When your turn ends, you can make a melee weapon attack with advantage against that creature at the beginning of the next turn in initiative.
Creatures that have already seen this maneuver will not be attacked with advantage.
- Debilitating Strike
Prerequisites: 13th level, 18 or higher Wisdom score.
Once per turn as part of making a melee weapon attack, you can spend 4 stamina points to aim it for the creature’s head. On a hit, the creature takes additional damage equal to your Strength or Dexterity modifier added four times and must succeed a Constitution saving throw or be Confused until the beginning of your next turn.
If they fail by 5 or more, they are Confused for 1 minute instead, being able to remake the Constitution saving throw at the beginning of their turns to leave early.
- Yield to Overcome
Prerequisites: 13th level, 24 or higher Constitution score.
You can prepare your body to take damage and use your attacker’s momentum against them. As a reaction to a creature hitting a melee attack roll against you, you can spend 4 stamina points to reduce the damage by your Constitution modifier. Additionally, you can then attempt to grapple them using their momentum against them. This grapple check will be made with advantage due to this.
- Perfect Block and Counter
Prerequisites: 13th level, 18 or higher Wisdom score.
As a reaction to being targeted by a melee attack or being hit by a ranged attack, you may spend 5 stamina points to make a contested weapon attack to parry, and you succeed if your roll is higher. Successfully parrying a melee attack causes it to miss, and you may make a melee weapon attack against said creature as part of the reaction. This cannot be used to negate a critical hit.
Successfully parrying a ranged attack reduces the damage you take by your weapon damage die + your Strength or Dexterity modifier added four times.
If you reduce the damage of a bludgeoning, piercing, or slashing ranged attack to 0, you can choose to redirect it at a creature within 60 feet using your initial attack roll and half the initial damage of the ranged attack.
- Superhuman Combatant
Prerequisites: 13th level, 24 or higher Strength or Dexterity score.
You may select one Superhuman Combat feature from the Taijutsu Master Sorcerer Path. You may use this selected feature expending stamina points instead of Cursed Energy. Whenever you finish a long rest, you may change your Superhuman Combat option. Any feature that mentions using the Charisma stat for a Sorcerer uses your Constitution stat instead (this is not for things such as calculating DCs for features or maneuvers).
- Technique Adept
Prerequisites: 13th level, 24 or higher Strength or Dexterity score.
You may select 2 Secret Technique features from the Weapon Master Sorcerer Path. You may use this selected feature expending stamina points instead of Cursed Energy. Whenever you finish a long rest, you may change your options. Any feature that mentions using the Charisma stat for a Sorcerer uses your Constitution stat instead (this is not for things such as calculating DCs for features or maneuvers).
You may not choose the following techniques:
Cursed Smite,
Extending Weapon, or
Slash of Energy.
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Adept Supplementary Maneuvers
- Comet Velocity
Prerequisites: 9th level, 21 or higher Dexterity score.
As a bonus action, you can spend 3 stamina points to increase your speed to astronomical heights for 1 minute. For the duration, you gain the following benefits:
- Your walking speed increases by your Dexterity modifier times 10.
- Creatures with a passive perception below your Dexterity score cannot make attacks of opportunity against you.
- Mind Force
Prerequisites: 9th level, 16 or higher Intelligence and Wisdom scores.
You have learned that you can force your mind to work more, achieving better results. Whenever you make a Intelligence or Wisdom check or skill check, you can spend 3 stamina points to add your Effort Dice to the roll.
You can do this after the roll, but before you know if you succeed or not.
- Defense Breaker
Prerequisites: 13th level, 18 or higher Intelligence score.
As a bonus action while a creature is within 30 feet of you, you can spend 4 stamina points to enhance your tactical skills, analyzing the enemy. Your critical hit range is reduced by 1 when making weapon attacks against the creature for a number of rounds equal to your Intelligence modifier.
- Strength of the Colossus
Prerequisites: 13th level, 24 or higher Strength score.
As a bonus action, you can spend stamina points up to your proficiency bonus(maximum of 6) to enhance your strength to a mythic level, however, you are concentrating. This lasts for 10 minutes. For the duration, or until you lose concentration, the amount of weight you can push, drag, pull, or lift becomes 500 per point spent times your Strength score.
For each size category you are above Medium for the purposes of carry weight, the amount of weight you can move as part of this maneuver is doubled.
For example, a Medium-sized Heavenly Restricted user with 27 Strength could spend 3 stamina points to use this heavenly maneuver, multiplying their 27 Strength by 150, to lift up to 4,050 pounds. If they were Large(or counted as large), they would double this weight to 8,100 pounds.
You must succeed on a DC 10 Constitution saving throw or suffer a number of levels of exhaustion equal to the number of stamina points you spent, to a maximum of 5 levels. For every stamina point spent above 2, the DC increases by 5.
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Master Maneuvers
Battle Maneuvers
- Back Breaker
Prerequisites: 17th level, 26 or higher Strength.
You can quickly grab a creature and put their back against your leg, giving a powerful kick. You can make a Strength (Athletics) check contested by the Strength (Athletics) or Dexterity (Acrobatics) check of a creature within reach as an action for 5 stamina points. On a success, you kick their back, dealing your martial arts die + your Strength modifier added five times.
Also, they are forced to make a Constitution saving throw. On a failure, they are stunned until the start of their next turn or until the next time they take damage. On a success, they are not stunned.
- Combo
Prerequisites: 17th level, 26 or higher Dexterity score.
Once you hit an attack, you can start an incredible sequence. As part of making the first attack in your turn, you can spend 5 stamina points to start a combo. However, each attack you make is harder to land than the next as you push yourself beyond your normal limits. The next attack has a -2 to hit, if you hit said attack the next attack has a -4 to hit, and so on. However, you are able to keep making attacks until you miss, to a maximum of your proficiency bonus times.
These penalties to attack rolls last until the end of your current turn.
- Clean Strike
Prerequisites: 17th level, 20 or higher Intelligence score.
Once per round when you make a melee weapon attack, you can spend 4 stamina points to target one of the creature’s limbs. The attack roll penalty will be reduced by a quarter(rounded down). You cannot target the skull, neck, or torso with this maneuver.
- Executioner's Blow
Prerequisites: 17th level, 26 or higher Strength or Dexterity score.
You can take advantage of a creature's unfortunate position to give a death blow. Whenever a creature is knocked prone within your reach, you can spend 4 stamina points as a reaction to make a melee weapon attack against said creature. On a hit, you deal extra damage equal to a number of effort dice rolls equal to your proficiency bonus.
- Godly Strikes
Prerequisites: 17th level, 26 or higher Strength score.
You learn to apply your godlike strength better into your strikes, creating thunderous shockwaves. When you hit a creature with an unarmed strike using Strength, you can spend 5 stamina points to compare the attack roll result to the AC of every creature of your choice within 5 times half your Strength modifier (rounded up) feet of the target other than the target. If the attack roll hits, you deal a quarter of the damage of the attack to the creatures that were hit.
- Instant Multi-Strike
Prerequisites: 17th level, 26 or higher Dexterity score.
As an action, you can spend 5 stamina points to flourish a melee weapon then vanish. Choose up to five targets that you can see within your walking speed range and make one melee attack against each one.
Your attacks are made with advantage if the creatures have a passive perception lower than your battle maneuver save DC.
You then appear in an unoccupied space of your choice you can see within 5 feet of the last creature you hit using this maneuver.
- Meteor Breaker
Prerequisites: 17th level, 26 or higher Strength score.
As an action for 4 stamina points, you can give an attack so powerful it might even be capable of destroying meteors. Make a melee weapon attack roll against an object or structure. On a hit, the object takes additional damage equal to your Strength or Dexterity modifier added five times, and this damage is then doubled.
- Penetrate
Prerequisites: 17th level, 20 or higher Wisdom score.
As part of making a melee weapon attack, you can spend 2 stamina points to focus on the opponent’s weak spots. If the opponent is wearing armor, you can ignore the bonus to the target’s AC granted to them by wearing the armor for this 1 attack.
- Throw Building
Prerequisites: 17th level, 26 or higher Strength score.
In place of an attack, for 5 stamina points, you can choose a creature or object of a size up to 1 size category larger than you within your unarmed strike reach, and make an Athletics check contested by their Athletics or Acrobatics (their choice). On a success, you can throw the creature up to 60 feet, dealing Xd6 bludgeoning damage (where X is your Strength modifier added five times) to them and anyone in the path they’re thrown in who fails a Dexterity saving throw.
The d6s become D8s if the target is large, d10s if they’re huge, and d12s if they’re gargantuan.
You may also use this maneuver with objects, having a set DC instead of a contested check:
- 5 for tiny
- 7 for small
- 10 for medium
- 15 for large
- 20 for huge
- 25 for gargantuan
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Supplementary Maneuvers
- Allied Tactics
Prerequisites: 17th level, 20 or higher Intelligence score.
As a bonus action for 5 stamina points, you can choose a number of allied creatures up to your proficiency bonus to become completely connected to for 1 minute.
For the duration, whenever one of these allies hits an attack against a creature within your reach you can use a reaction make a melee weapon attack against the same target.
- Heavenly Defense
Prerequisites: 17th level, 26 or higher Strength, Dexterity and Constitution scores.
Your body has a divine defense mechanism, which you can bring the full potential of for just a moment. Whenever you are forced to make a Strength, Dexterity or Constitution saving throw, you can spend 5 stamina points to add a bonus to the save equal to half of an Effort Dice roll (minimum of 1).
You can do this after the dice roll, but before of knowing if you succeed or not.
- Meat Shield
Prerequisites: 17th level, 26 or higher Constitution score.
Once per round, when being forced to make a Strength or Dexterity saving throw, you can spend 4 stamina points to fail the save and take the damage. However, this protects creatures if you manage to take all the damage. Any creature that’s not at least one size bigger than yourself that’s at least 5 feet behind you is not affected by the saving throw, even if they are within range if you manage to take all the damage.
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Multiclassing
You cannot multiclass in or out of this class.
Variant Rule: Equal Power
The current Heavenly Restricted Class is roughly equal in power equal to a Jujutsu Sorcerer using the Sorcerer Path + Innate Technique rule. If you wish for a character to play a full Heavenly Restricted with zero cursed energy as seen in Jujutsu Kaisen, but without the need of the Physically Gifted Heavenly Restriction feat or use of the Sorcerer Path + Innate Technique rule, use the following variant rule.
When using this rule, you will gain the benefits of having zero cursed energy in the Physically Gifted Heavenly Restriction feat. When leveling in the Heavenly Restriction Class, you will only gain one Uncanny Mindset at 3rd, 5th, 7th, 10th, 13th, and 18th level, as opposed to two. In addition, you will gain a body point at every even level, as opposed to every level.
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