Heavenly Restriction (Jujutsu Kaisen Supplement)
From D&D Wiki
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
The two strongest Heavenly Restriction users to date, [1] |
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: 2d8 per Heavenly Restriction level
Hit Points at 1st Level: 2d8 + Constitution modifier
Hit Points at Higher Levels: 2d8 (or 9) + 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.
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 | +20 ft. | 3 + Con |
4th | +2 | 2d6 | Ability Score Improvement | +30 ft. | 4 + Con |
5th | +3 | 2d6 | Semi-Awakened Body, Extra Attack | +30 ft. | 5 + Con |
6th | +3 | 2d6 | Ability Score Improvement | +30 ft. | 6 + Con |
7th | +3 | 2d6 | Resistant, Uncanny Mindset (2) | +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 (3) | +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 (4) | +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 (5) | +70 ft. | 18 + Con |
19th | +6 | 2d12 | Ability Score Improvement | +80 ft. | 19 + Con |
20th | +6 | 2d12 | Awakened Body | +80 ft. | 20 + Con |
Restrained Body
Starting at 1st level, your body is simply built differently than others. You have supernatural strength, speed, and durability. You gain the following traits:
Supernatural Body. You gain a +2 in your Strength, Dexterity, Constitution, Intelligence, or Wisdom scores. You can pick another score to increase by +2 at 5th, 9th, 13th, and 17th.
In addition, your Strength, Dexterity, Constitution, Intelligence, and Wisdom maximums increase to 22. These maximums increase to 24 at 5th level, to 26 at 11th level, and to 30 at 17th level.
Invisible. You cannot be tracked by magical means. Abilities that sense ki, cursed energy, magic, or anything of the sort don't work for you.
Pure Body. Your body has no traces of any kind of mystical energy, meaning you can't multiclass or learn magic or cursed energy, and if you already had abilities that use magic or cursed energy somehow, you lose them (Ex: You can not multiclass into the Jujutsu Sorcerer class).
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.
Whenever you finish a long rest, you may change your fighting style for another one of your choice.
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, you gain an Ability Score Improvement. However, you can only use it to raise scores and not for picking feats. 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. 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 maneuvers utilize stamina points. You have a number of stamina points equal to your level + your Constitution modifier.
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.
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 phisique now absorving more of the restriction. You gain a +2 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 aready proficient in both saving throws, you gain proficiency with one other saving throw you weren't proficient with before.
Extra Attack
At 5th level, you can now attack twice instead of once when you take the Attack action. This increases to three times instead of twice 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.
At 11th and 17th levels, you can choose one additional saving throw.
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.
Heavenly Undetection
At 11th level, your body is like a divine object none shall harm, not even the gods themselves. You cannot be targeted by the sure hit effect of a Domain Expansion, and cannot be detected by one while inside one (Ex: If you are trapped inside a domain that forces you to make a Constitution saving throw as its sure hit, you won't have to make the saving throw). You may also freely pass through barriers made of cursed energy of any kind, suffering no ill effects for doing so.
This, however, doesn’t work on sure-hit effects which target objects, or creatures without cursed energy, such as Malevolent Shrine.
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.
If you obtain more than one fighting style, it will also count as its improved version.
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 +4, or you may pick 2 scores to increase by +2.
In addition, you gain proficiency in all saving throws.
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.
- Powerful Arm
Prerequisites: 13 or more Strength score.
You have always trained your arms so they never fail you in battle. Whenever you make an unarmed strike with one of your arms, you can choose to shove the creature as part of the same attack. This shove action adds half your Strength modifier (rounded down) to the result of the check.
- 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 them 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.
- Overwhelming Intensity
Prerequisites: 9th level, 17 or more Strength score.
Strength fills your whole being, making standing near you a very intense experience. Whenever you roll initiative, you can force all hostile creatures in a 30 foot radius of you to make a Wisdom saving throw. This DC is equal to your Battle Maneuvers DC.
On a success, they can sense your strength but are not affected by it. On a failure, they are frightened for 1 minute and have the following detriments:
- They are scared and cannot act due to your presence. Their ability checks, saving throws, attack rolls, and their Spell Save DC, Maneuver Save DC, and Cursed Energy Save DCs are reduced by your Strength modifier (to a maximum of 5).
- They are not able to focus on their abilities. They cannot concentrate.
- Your strength makes them become paralyzed in fear. They have disadvantage on your saving throws, and you have advantage on saving throws against their features.
A creature remakes this saving throw at the end of each of their turns.
If the creature's CR or level is equal to or higher than your Heavenly Restriction level, they make this saving throw with advantage. If the creature's CR or level is 3 or more below your level, they make this saving throw with disadvantage. Once a creature passes this saving throw, it becomes immune to it for 24 hours, unless its CR or level is at least 3 or more below your level.
- 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 score to any Charisma (Persuasion) or Charisma (Deception) 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.
Speed Mindsets
- Careful Runner
Prerequisites: 13 or more Dexterity score.
You know not to get too ahead of yourself while running. You do not suffer from any difficult terrain as long as you're dashing.
- 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, you can take the hide action as a bonus action, 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.
- Untraceable
Prerequisites: 13 or more Dexterity score.
You've learned that when you're running, it is incredibly hard to attack you. Whenever you are dashing, you do not generate opportunity attacks and ranged attack rolls cannot gain advantage against you until the beginning of your next turn.
- 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 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.
- 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.
Endurance Mindsets
- Hemophobia
Prerequisites: 13 or more Constitution score.
Your body is very good at not letting the parts inside of it out. You have advantage on Constitution saving throws to avoid Bleeding.
- Hardened Body
Prerequisites: 13 or more Constitution score.
Your body is as hard as a rock, this helped you become overral 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 non-hostile creatures within 5 feet of you is increased by your proficiency bonus.
- Prepared Body
Prerequisites: 13 or more Constitution score.
Whenever you get ready to dodge, your body is prepared for the worst. Whenever you take the dodge action, you also gain advantage on Constitution saving throws.
- 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.
- 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, you can make all attack rolls made against them be with disadvantage while attack rolls made against you are made with advantage (no action required).
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.
- Hardcore Hardener
Prerequisites: 11th level, 19 or more Constitution score.
You have learned that despite the hardness of your body, you can always get harder with effort. Whenever you receive damage, you can double your current damage reduction until the end of the turn.
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 seen to know how to exploit an opening. Whenever you make a 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.
Finally, you have advantage on Constitution saving throws to mantain concentration.
- Perfectionist
Prerequisites: Quick Thinker improvement, 13 or more Intelligence score.
You do not allow one miniscule detail go unoticed 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 turn, you can deal an additional xd12 damage to one creature you hit with an attack, if you have advantage on the attack roll. The attack must be made with either a finesse or ranged weapon. The value of X is equal to your Heavenly Restriction level.
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.
- Readied Mind
Prerequisites: 5th level, 15 or more Intelligence score.
Once you make your body ready, your mind follows. Whenever you take the dodge action, you also gain advantage in Intelligence saving throws for the duration.
- 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. You can take the hide action as a bonus action while you're in a slightly obscured location.
- Stalker
Prerequisites: 9th level, 17 or more Intelligence score.
You have developed yourself into stalking your prey, being more than happy to spy on them to find out about their weak spots. You can spend a week studying a creature, during each day of this week you can make 3 Investigation checks based on your target. In order to make these checks you must have a steady and reliable source of information about your target (Determined sufficient by your GM). The DC for these Investigation checks is equal to the class level (or CR if they have no levels) of the creature you are learning about. If you succeed at least once a day during this week, you gain the following benefits against said creature:
- Your attack and damage rolls gain a bonus equal to X.
- You gain a bonus against saving throws they force equal to X.
- The creature’s attack rolls have a penalty against you equal to X.
The value of X depends on how many times you succeeded the check during the week. If you passed 7 or more times x is equal to half of your Intelligence modifier (rounded down). If you passed 14 or more it is equal to your Intelligence modifier. And finally if you passed 21 times it is equal to your Intelligence modifier + half of your Intelligence modifier (rounded down).
The benefits against said creature end once combat ends. If you want to gain them again you must spend 2 days doing the same checks. You can only be learning about an amount of creatures equal to your Intelligence modifier (minimum of 1).
- Ambusher
Prerequisites: 11th level, 19 or more Intelligence score.
When you take the attack action after successfully hiding from a creature, they will count as surprised until the end of your current turn.
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 reduce all stamina point cost by half your Wisdom modifier (rounded down, minimum of 1). This cannot reduce a cost to 0 stamina points or lower.
- 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.
- 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 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. You can switch one of your battle maneuvers for another in the middle of battle as a bonus action.
- Natural Intellect
Prerequisites: 9th level, 17 or more Wisdom score.
Your sharp instincts help you a lot when it comes to problem solving. Whenever you make a Intelligence (Investigation) or Intelligence (Nature) check, you may use your Wisdom modifier instead of Intelligence.
- Creative Fighter
Prerequisites: 9th level, 17 or more Wisdom score.
While in the rush of battle you can switch out your style of fighting in a moment's notice. You can switch out your fighting style 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.
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.
- You have advantage on Strength checks and saving throws.
- 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 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 three.
- You have advantage on Strength checks and saving throws.
- 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 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.
- Idomitable 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 is lower than your Strength score, you can spend 2 stamina points to use your Strength score instead.
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, 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:
- Your movement speed is increased by 40 feet (+60 feet total).
- 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:
- Your movement speed is increased by 60 feet (+120 feet total).
- 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:
- Your movement speed is increased by 80 feet (+200 feet total).
- 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 1 stamina point to grant yourself advantage on the saving throw. If you already had advantage, you add half your Dexterity modifier (rounded down) to the result.
- 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 equal or 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.
- 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 have advantage in the Dexterity (Acrobatics) check caused by Sonic Reflexes.
Additionally, 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. You can spend 2 stamina points as a reaction to being forced to make a saving throw or being targeted by an attack roll to instantly move up to three times your movement speed in any direction you can see. There must be an unobstructed path to the destination. During this movement you do not provoke opportunity attacks.
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 a immensely powerful exterior. You reduce all damage but psychic equal by 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 equal by your Heavenly Restriction level + 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 reduce all damage but psychic equal by your Heavenly Restriction level added twice + your Constitution modifier.
- You are considered resistant against all non-magical damage but psychic.
- Whenever damage is reduced because of resistance, you reduce it to 1/3 instead of half.
- 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 reduce all damage but psychic equal by your Heavenly Restriction level added twice + your Constitution modifier added twice.
- You are considered resistant against all damage types except psychic and magical bludgeoning, slashing, and piercing damage.
- Whenever damage is reduced because of resistance, you reduce it to 1/4 instead of half.
- Whenever you take half as much damage because of a saving throw, you instead take 1/4 as much damage.
- Efficient Body
Prerequisites: 15 or higher Constitution score.
Body Points Cost: 1 body point.
Your body is always at its peak, needing small amounts of energy to sustain itself. Whenever you make a Constitution check or saving throw, you can spend 1 stamina point to grant yourself on the roll. If you already had advantage, you add half your Constitution modifier (rounded down) to the roll.
- Tireless Body
Prerequisites: 5th level, Efficient Body, 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.
- Natural Reconstruction
Prerequisites: 11th level, 24 or higher Constitution score.
Body Points Cost: 3 body points.
Your body can naturally reconstruct itself after it has been damaged. Whenever you spend a turn without moving or taking any type of action, you regain xd12 (with X being your Heavenly Restriction level) + your Constitution modifier hit points, up to your hit point maximum.
While outside combat, you gain the benefits of this feature for every 1 minute that passes, however the healing is halved, and can only heal up to half your maximum hit points (rounded up).
You can regain limb hit points with this feature, unless they were removed.
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).
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 your heavenly restriction level + your Intelligence modifier.
- You have resistance against psychic damage.
- 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 added twice + your Intelligence modifier.
- You have resistance against psychic damage.
- You have advantage in Intelligence saving throws.
- 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 added twice + your Intelligence modifier added twice.
- You have resistance against psychic damage.
- You have advantage in Intelligence saving throws.
- Whenever you would take half as much damage from psychic damage in a saving throw, you take ¼ as much damage instead.
- 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.
Instinct Improvements
Instinct improvements serve to improve your senses.
- Enhanced 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 had proficiency it becomes expertise. You also add half your proficiency bonus (rounded down) to your passive perception.
- 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 have advantage in Wisdom (Perception) checks. You now add your proficiency bonus to your passive perception instead of only half.
- Your blindsight is increased to 10 times your proficiency bonus.
- Attack rolls can't get advantage against you due to not been seen by you. You gain advantage against Dexterity saving throws you can see, as long as your movement speed is not 0.
- 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:
- You have advantage in Wisdom (Perception) checks. You also add your proficiency bonus to your passive perception instead of only half.
- Your blindsight is increased to 10 times your proficiency bonus.
- Attack rolls can't get advantage against you due to not been seen by you. You gain advantage against Dexterity saving throws you can see, as long as your movement speed is not 0.
- Attack rolls can't get advantage against you as long as you can see the attacker.
- 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.
Also, you have advantage in the Insight check if the targets Dexterity score is lower than your passive perception.
- 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 benefitting from Precognition against a creature, they receive a penalty for their attacks against you reduced by half your Wisdom modifier (rounded up).
Also, the DC of the Insight check is reduced to 15 + their Strength or Dexterity modifier (whichever is higher).
- 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. Your precognition now lasts for 1 minute. Also, you gain one additional reaction just for using Precognition.
Finally, the DC of the Insight check is reduced to 10 + their Strength or Dexterity modifier (whichever is higher).
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.
Effort. Maneuvers that forcefully enhance other maneuvers by using your own vitality. You can only use one effort maneuver 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 1 stamina point, you use your savagery to unleash a barrage of strikes. Make three unarmed strikes against a creature within range.
- 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 until the beginning of your next turn.
- 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 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.
- Pocket Sand
As a bonus action, you can spend 1 stamina point to attempt to blind a creature with debris. A creature you can see within 10 feet of you must make a Constitution saving throw. On a failure, they take piercing damage equal to a number of effort dice rolls equal to your proficiency bonus and are blinded until the beginning of your next turn. On a success, they take half as much damage and are not blinded.
- 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 for 1 minute.
- 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, 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 and choose any number of creatures 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.
Novice Effort Maneuvers
- Harmful Defense
Sometimes its better to strain your body then to take a full blown hit. Whenever a maneuver increases your AC or grants disadvantage in attack rolls against you, you can spend 4 hit points to add half your proficiency bonus (rounded down) to your AC for the duration of the maneuver.
- Increased Power
You can increase the power of your maneuvers by forcing your body. Whenever a maneuver adds your modifier to the damage roll, you can spend hit points equal to the modifier to add your modifier one more time.
- Speed Limit Break
Prerequisites: 5th level.
You can go beyond the normal speed your body can handle for a moment. Whenever a maneuver increases your speed or makes you move, you can double the increase or movement by spending 2 hit points per 10 feet increased.
- Relentless Barrage
Prerequisites: 5th level.
You can enhance your own body beyond its normal capabilities for a moment to make more attacks than you are normally capable of. Whenever a maneuver allows you to make an attack roll or allows you to make additional attacks, you can spend hit points equal to two times all attack rolls you have made on this turn to make one additional attack roll as part of the maneuver.
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 1 minute:
- You have advantage in either Strength, Dexterity or Constitution checks and saving throws (your choice upon activation).
- You gain resistance to bludgeoning, slashing and piercing damage.
- You deal additional damage with melee weapon attacks equal to your effort dice added a number of times equal to your proficiency bonus.
- 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 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 saving throw you can see, you can spend up to your Proficiency Bonus in stamina points. The damage you receive from that attack is reduced by your Constitution modifier times the amount of stamina points you spend. Your movement speed is halved until the end of your next turn.
- 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.
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. 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 + a number of rolls of your Effort Dice equal to your proficiency bonus added thrice and must succeed a Strength saving throw or be knocked prone and have their movement speed reduced to 0 until the beginning of your next turn.
If they fail by 5 or more, they automatically fail Dexterity saving throws for the duration.
- Limb Break
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 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).
If this reduces the arm’s hit points to 0, it instantly sends them to the broken state, unless it was going to be removed.
- 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.
- Opening
Prerequisites: 9th level, 16 or higher Wisdom score.
You can find an opening in a opponent easily. As a bonus action for 3 stamina points, you can ignore any AC increases a creature is receiving that doesn't come from unarmored defense or wearing armor until the end of your turn.
- Air Storm
Prerequisites: 13th level, 24 or higher Strength score.
You can utilize momentum and body strength to create a storm of air by moving your weapon on the ground. As an action for 4 stamina points, you force all creatures in a 30 foot cone to make a Strength saving throw. On a failure, they take bludgeoning damage equal to a number of rolls of your Effort Dice equal to your proficiency bonus added four times, are pushed back 30 times your Strength modifier number of feets. On a success, they take half as much damage and are pushed half as much.
If they collide with any object or creature they both take damage equal to your Effort Dice.
- 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.
- Haymaker
Prerequisites: 13th level, 24 or higher Constitution score.
You can prepare your body to take damage by increasing your sympathetic response, which dulls pain receptors via epinephrine and also increases your strength. As a reaction to a creature hitting a melee attack roll against you, you can spend 4 stamina points to gain temporary hit points equal to your Constitution score times your proficiency bonus. Right after being hit, you then make a melee weapon attack against them. On a hit, said attack deals additional damage equal to a number of rolls of your effort dice equal to ⅛ of the total damage dealt.
The temporary hit points last until the beginning of your next turn.
- 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 3 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.
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.
- Whirlwind
Prerequisites: 13th level, 24 or higher Strength or Dexterity score.
As an action, you can spend 4 stamina points to spin your body alongside your weapon, generating a great force of wind. Make a melee weapon attack roll. Compare that roll to all creatures’ AC of the creatures within 5 feet of you. If the attack is equal or lower, they take your weapon damage die + a number of rolls from your Effort Dice equal to your proficiency bonus added five times, and are knocked prone.
Adept Effort Maneuvers
- Breathing Efficiency
Prerequisites: 9th level, 21 or higher Constitution score.
You developed a special method of breathing that helps blood circulate, regaining energy in exchange for forcing your body to work overtime. As a bonus action, you regain 1d12 + your Constitution modifier stamina points up to your maximum. You lose an amount of hit points equal to the stamina gained.
- Over the top Power
Prerequisites: 9th level, 21 or higher Strength score.
You can put way more force than your body can handle into an attack, increasing its power. Whenever you roll a maneuver that adds any number of effort dice above one, you can add a number of effort dice to it equal to your proficiency bonus. You lose a number of hit points equal to the total amount of effort dice rolled.
- Forced Technique Enhancement
Prerequisites: 13th level, 18 or higher Wisdom score.
By straining your muscles, you can enhance a technique's efficiency beyond its limit. Whenever you use a maneuver, you can lose a number of hit points up to your proficiency bonus. The maneuver's DC is increased by the amount spent.
- Overworked Precision
Prerequisites: 13th level, 21 or higher Dexterity score.
You can force your eyes by making them focus on an opponent, enhancing your vision. Whenever you use a maneuver with an attack roll, you can lose a number of hit points up to your proficiency bonus. The manuever's attack roll is increased by the amount spent.
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 score times 10.
- Your attack rolls made against creatures which passive perception is lower than your Dexterity score are made with advantage.
- Creatures with a passive perception below your Dexterity score make attacks against you with disadvantage.
- 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 radius is reduced to 17 when making melee weapon attacks against the creature for 1 minute.
- 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 50 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.
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 end of their next turn. On a success, they are not stunned.
If they fail by 5 or more, half of the damage dealt (rounded down) goes to their Torso.
- Combo
Prerequisites: 17th level, 26 or higher Dexterity score.
Once you hit an attack, you can start an incredible sequence. As part of hitting an attack, you can spend 5 stamina points to start a combo. The next attack has a +2 to hit, if you hit said attack the next attack has a +4 to hit, and so on.
These bonuses 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 half (rounded up). On a hit, the creature takes additional damage equal to your Strength or Dexterity modifier added five times and receives twice as much damage to the targeted limb.
- 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 5 stamina points as a reaction to make a melee weapon attack. On a hit, they take twice as much damage as they normally would + your Strength or Dexterity modifier added five times.
- 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 your Strength modifier feet of the target other than the target. If the attack roll hits, you deal the damage of the attack to the creatures that were hit and deal additional damage to the original target equal to a number of Effort Dice rolls equal to your proficiency bonus added five times.
- Instant Multi-Strike
Prerequisites: 17th level, 26 or higher Dexterity score.
When you take the attack action, you can spend 5 stamina points to replace an attack and 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.
On a hit, they take your melee weapon damage die + your Strength or Dexterity modifier added five times.
You then appear in an unoccupied space of your choice you can see within 5 feet of one of the targets of 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 multiplied by your Strength modifier.
- Mountain Slash
Prerequisites: 17th level, 26 or higher Strength score.
You use all of your might into one attack with a weapon, so much so every creature in the line of attack feels it. You can spend 5 stamina points to make a melee weapon attack roll against all creatures in a 5 foot wide 10 times your Strength modifier long line. On a hit, they take the weapon damage dice + a number of rolls from your Effort Dice equal to your proficiency bonus added five times and are knocked prone. Also, they make an additional saving throw depending on the damage type of the weapon:
Bludgeoning. They make a Constitution saving throw. On a failure, they are Confused until the beginning of your next turn.
Slashing/Piercing. They make a Constitution saving throw. On a failure, they are Bleeding.
- Penetrate
Prerequisites: 17th level, 20 or higher Wisdom score.
As part of making a melee weapon attack, you can spend 5 stamina points to focus on the opponent’s weak spots. On a hit, it deals additional damage equal to your Strength or Dexterity modifier added five times and ignores the target’s damage reduction or threshold.
- 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
Effort Maneuvers
- Maximum Damage
Prerequisites: 17th level, 20 or higher Wisdom score.
As part of hitting a melee weapon attack against a creature, you can choose to maximize the damage dealt to the creature. The attack’s damage is increased to its maximum damage, including its additional damage from maneuvers if any.
You lose hit points equal to ¼ of the damage dealt.
- Sure Hit
Prerequisite: 17th level, 26 or higher Dexterity score.
You have learned how to use the full speed of your body to make an attack hit. Once per round, you can make a melee weapon attack instantly hit, only rolling for damage.
You receive damage equal to the attacks damage roll, not counting any additional damage from maneuvers.
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 immediatly make a melee weapon attack against the same target.
- Careless Assault
Prerequisites: 17th level, 20 or higher Wisdom score.
As a bonus action for 5 stamina points, you throw precision out of the window in exchange for extra attack power. All of your melee weapon attack rolls on your turn will be made with disadvantage, however, they deal twice as much damage (this includes additional damage from maneuvers).
- 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 your Effort Dice to the roll.
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.
As a reaction to being forced to make a Strength or Dexterity saving throw, you can spend 4 stamina points to make a Constitution saving throw instead, as you simply resist the attack. 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.