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Poing Mystique (HB)
Points de vie
DV : 1d8 par niveau de poing mystique
pv au niveau 1 : 8 + votre modificateur de Constitution
pv aux niveaux suivants : 1d8 (ou 5) + votre modificateur de Constitution
Maîtrises
Armures : aucune
Armes : aucune
Outils : un outil d'artisan ou un instrument de musique de votre choix
Jets de sauvegarde : Force, Sagesse
Compétences : choisissez deux compétences parmi Acrobaties, Athlétisme, Arcane, Histoire, Nature et Religion
Équipement
Vous commencez avec l'équipement suivant, en plus de l'équipement accordé par votre historique :
- (a) une épée courte ou (b) n'importe quelle arme courante
- (a) un outil d'artisan ou (b) un instrument de musique
- Une bourse contenant 5 po
Niv | Bonus | Poing de Fer | Chakra | Dharmas connus | Capacités |
---|---|---|---|---|---|
1 | +2 | 1d6 | - | - | Défense sans armure, Poing de Fer |
2 | +2 | 1d6 | 2 | 2 | Chakra, Dharma, Magie Dharma (Niveau 1) |
3 | +2 | 1d6 | 3 | 2 | Voie du Poing Mystique |
4 | +2 | 1d6 | 4 | 2 | Amélioration de caractéristique |
5 | +3 | 2d6 | 5 | 3 | Magie Dharma (Niveau 2) |
6 | +3 | 2d6 | 6 | 3 | Capacité de la voie du poing mystique |
7 | +3 | 2d6 | 7 | 4 | Posture de la montagne |
8 | +3 | 2d6 | 8 | 4 | Amélioration de caractéristique |
9 | +4 | 3d6 | 9 | 5 | Magie Dharma (Niveau 3) |
10 | +4 | 3d6 | 10 | 5 | Capacité de la voie du poing mystique |
11 | +4 | 3d6 | 11 | 6 | Chakra purificateur |
12 | +4 | 3d6 | 12 | 6 | Amélioration de caractéristique |
13 | +5 | 4d6 | 13 | 6 | Magie Dharma (Niveau 4) |
14 | +5 | 4d6 | 14 | 6 | Capacité de la voie du poing mystique |
15 | +5 | 4d6 | 15 | 7 | Chakra Éternel |
16 | +5 | 4d6 | 16 | 7 | Amélioration de caractéristique |
17 | +6 | 5d6 | 17 | 7 | Magie Dharma (Niveau 5) |
18 | +6 | 5d6 | 18 | 7 | Capacité de la voie du poing mystique |
19 | +6 | 5d6 | 19 | 8 | Amélioration de caractéristique |
20 | +6 | 5d6 | 20 | 8 | Chakra Kundalini |
Défense sans armure
Dès le niveau 1, tant que vous n'êtes équipé ni d'une armure, ni d'un bouclier, votre CA est égale à 10 + votre modificateur de Dextérité + votre modificateur de Sagesse.
Poing de fer
Au niveau 1, vous pratiquez un style d'art martial qui se concentre sur un seul et unique coup qui détruit tout sur votre passage. Une fois par tour, lorsque vous touchez une créature avec une attaque à mains nues en utilisant votre Force, vous pouvez choisir d'infliger 1d6 dégâts supplémentaire. La quantité de dégâts supplémentaire infligée augmente lorsque vous montez en niveau dans cette classe, comme cela est indiqué dans la colonne Poing de Fer.
Pour utiliser cette capacité, vous ne devez tenir aucune arme et ne porter ni armure, ni bouclier.
Chakra
Starting at 2nd level, you can channel the innate energy through strict trainings, which is harnessed through the mystic energy of chakra. Your access to this energy is represented by a number of chakra points. Your mystic fist level determines the number of points you have, as shown in the Chakra Points column of the Mystic Fist table.
You can spend these points to fuel various chakra features, such as Dharma Magic. You learn more chakra features as you gain levels in this class or as you gain dharmas as descripted below.
When you spend a chakra point, it is unavailable until you finish a short rest or long rest, at the end of which you draw all of your expended chakra back into yourself. You must spend at least 30 minutes of the rest meditating to regain your chakra points.
Dharma
At 2nd level, you gain two dharmas of your choice from the dharma list at the end of the class description. When you gain certain mystic fist levels, you gain additional invocations of your choice, as shown in the Dharmas Known column of the Mystic Fist table.
Additionally, when you gain a level in this class, you can choose one of the dharmas you know and replace it with another dharma that you could learn at that level.
Dharma Magic
Also starting at 2nd level, you can channel your chakra to manifest a variety of magical power from your dharma. Dharma Spells and Dharma Spell Slots. Some mystic fist features and dharmas grants you a list of spells, which are hereafter referred as the dharma spells.
To cast one of the spell of 1st level and higher from your dharma spell list, you must spend a number of chakra to temporarily create a spell slot of a given level, which is hereafter referred as the dharma spell slot, and then use that slot to cast a spell. When you cast a spell this way, you use its casting time and other rules, but you do not need to provide material components for it.
The chakra cost of each spell slot is detailed on the table below. You must reach a certain level in this class to create a dharma spell slot of a certain level or higher.
Dharma Spell Slot Level | Chakra Cost | Level Prerequisite |
---|---|---|
1st | 2 | 2nd and higher |
2nd | 3 | 5th and higher |
3rd | 5 | 9th and higher |
4th | 6 | 13th and higher |
5th | 7 | 17th and higher |
Spellcasting Ability. Wisdom is your spellcasting ability for dharma spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a dharma spell you cast and when making an attack roll with one.
Dharma spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Dharma spell attack modifier = your proficiency bonus + your Wisdom modifier
Mystic Fist Training
At 3rd level, you can choose the direction of your advanced training of your Mystic path: Training of Bodhi, Training of Naraka, or Training of Sunyata, all detailed at the end of the page. Your choice grants you features at 3rd level, and again at 6th, 10th, 14th, and 18th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
Indomitable Stance
Starting at 7th level, you cannot be shoved or knocked prone by creatures no more than one size larger than you, and you have advantages on Strength (Atheltics) checks to avoid or escape being grappled.
Cleansing Chakra
When you reach 11th level, your body is cleansed by the flow of chakra within you. You are resistant to disease and poison.
Eternal Chakra
At 15th level, your chakra sustains you so that you suffer none of the frailty of old age, and you cannot be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Kundalini Chakra
At 20th level, you have full control of your kundalini, the coiled flow of chakra that flows within your body. When you roll for initiative and have no chakra remaining, you regain 4 chakra.