{"name":"Discordant ","overview":"Like the mix of a monk and a wizard. A discordant is a magic user that gets up in the faces of their opponents. Most of their magic relies on dexterity, because they cast magic through body movements as if it were a language. They learn the language from a very powerful entity, as a discordant you now serve that deity or owe it a debt.\r\n\r\nDiscordants use discord points to do extra things.\r\nDiscordants can only cast a learned spell once per long rest. However they can spend discord points equivalent to the spells level to use it again.\r\nFor example a 9th level spell would cost 9 discord points.\r\nA level 1 discordant starts with 1d4 discord points. As you level up your maximum increases equivalent to your dex modifier -2, you must gain at least one point per level.\r\n\r\nA discordant can only have a maximum of 4 memorized spells per spell level at a time. The spells can be traded out after a long rest","hitdice":"d10","hitpointsfirstlevel":"10 + constitution modifier ","hitpointsathigherlevels":"1d10 + con","armorproficiencies":"Medium armor","weaponproficiences":"Martial weapons ","tools":"Alchemist supplies ","savingthrows":"Dexterity and constitution ","skills":"Choose two from Arcana, Acrobatics, Athletics, History, Investigation, and Religion}","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n(a) a short sword and a boomerang or (b) two martial weapons\r\n(a) leather armor or (b) scale mail or (c) chain mail\r\n(a) dungeoneer's pack or (b) explorer's pack\r\nalchemist's supplies, component pouch, and two daggers.","spellcasting":"Cantrips\r\nSee weakness\r\nAcid splash\r\nChill touch\r\nCreate bonfire\r\nGust\r\nLight\r\nMage hand\r\nDancing lights\r\nSpare the dying\r\n\r\n1st level spells\r\nFurious barrage\r\nFire hornet\r\nMental configuration\r\nCharm person\r\nShield\r\nBurning hands\r\nIce knife\r\n\r\n2nd level spells\r\nLaunch\r\nBlindness\/deafness\r\nBlur\r\nArcane lock\r\nContinual flame\r\nKnock\r\nMisty step\r\nMirror image\r\nSee invisibility\r\nSuggestion\r\nAid\r\nLesser restoration\r\n\r\n3rd level spells\r\nCharm of the beast\r\nBedlam\r\nVigilant deflection\r\nBarbed wire\r\nBlink\r\nErupting earth\r\nProtection from energy\r\n\r\n4th level spells\r\nEnhance, Empower.\r\nConfusion\r\nPolymorph\r\nStone shape\r\nStone skin\r\nElemental bane\r\n\r\n5th level spells\r\nGeas\r\nLegend, lore\r\nMislead\r\nWall of force\r\nGreater restoration\r\n\r\n6th level spells\r\nChain lightning\r\nInstant summons\r\nMove earth\r\nErgonic weapon.\r\n\r\n\r\n7th level spells\r\nForcecage\r\nProject image\r\nTeleport\r\n\r\n8th level spells\r\nPower word stun\r\nDominate monster\r\nDestroy travel\r\n\r\n9th level spells\r\nPower word kill\r\nConsuming Blow\r\nEye of the storm\r\n\r\n\r\n1st level\r\nFurious barrage:\r\nCasting time: 1 bonus action\r\nRange: 8 feet\r\nComponents: S, V\r\nDuration: 4 round\r\n\r\n4 fists or blue energy form around you and do a flurry of blows to the enemy in front of you.\r\nRoll to hit with dexterity modifiers added 4 times. if the attack roles beat the armor class of the enemy then role (1d4+6) damage for each blow.\r\n\r\nadd an extra die every third level\r\n\r\n1st level cantrip\r\nSee weakness\r\nCasting Time: 1 Reaction\r\nRange: within sight\r\nComponents: S\r\nDuration: Instantaneous\r\n\r\nAs a reaction you roll a dc15 dex role. If you succeed you immediately know of any weaknesses or immunities the creature has\r\n\r\n2nd level spell\r\nLaunch\r\nCasting Time: 1 action\r\nRange: 120 feet\r\nComponents: V S M (an object held in hand)\r\nDuration: Instantaneous\r\n\r\nThis spell launches an object you are holding at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes damage equivalent to the objects, heaviness (bludgeoning), size (slashing), and sharpness (peircing), or a mix of the three: add an additional 1d12 if it is within 30 feet of you, 1d10 if it is between 30 and 60 feet, 1d8 if it is between 60 and 90, and 1d6 between 90 and 120.\r\n\r\nThis spell\u2019s damage increases by 1 die when you reach 5th level (two dice), 11th level (three dice), and 17th level (four dice). The dice are all the same type.\r\n\r\n3rd level spell\r\nCharm of the beast\r\nCasting Time: 1 actions\r\nRange: 5 feet\r\nComponents: V S\r\nDuration: 1 round\r\n\r\nChoose a Medium-size or smaller beast you can touch. The beast makes a dexterity saving throw. If it fails, it uses its next action to attack an ally.\r\n\r\n\r\n1st-level spell\r\nFire hornet\r\nCasting Time: 1 action\r\nRange: 30 feet\r\nComponents: V S M (a vial of poison)\r\nDuration Instantaneous\r\n\r\nYou conjure a small wasp that hates one specific enemy, the wasp stings one enemy creature randomly within range. The stung creature must make a Constitution saving throw against poison. If the saving throw fails, the creature takes 1d4 poison damage and becomes poisoned until the end of your next turn. If the save succeeds, the creature takes half damage and is not poisoned. The creature will have to use an action to remove and destroy the wasp.\r\n\r\nAt Higher Levels: When you cast hornet using a spell slot of 2nd level or higher, you do an additional 1d4 damage for each slot level above 1st.\r\n\r\n\r\n1st level spell\r\nMental configuration\r\nCasting Time: 1 action\r\nRange: a creature, or person in range\r\nComponents: V S\r\nDuration: 2 hours\r\n\r\nIf a creature or person fails a dc17 dex throw you temporarily suppress a memory, sealing it away from their mind. You can choose either one period of time, a single person, group, or activity, or any other singular thing, such as a plan or proficiency in a single skill. When the spell ends, the memory returns and springs to their mind, almost as vivid as when it happened.\r\n\r\n\r\n\r\n3rd level\r\nBedlam\r\nCasting time: 1 action\r\nRange: 10 feet\r\nComponents: S, V\r\nDuration: 1 round\r\n\r\n\"bedlam\"\r\n\r\n*your fingers twirl and a small glowing red runic symbol forms behind your back*\r\n\r\nUser must pass a dc14 stealth check to cast.\r\nDeals 1 point of fire, 1 point of frost, 1 point of psychic, 2 points of force, and 2 points of slashing.\r\n\r\nAdd 1d6 damage for every 2nd level\r\n\r\n3rd level spell\r\nVigilant deflection\r\nCasting Time: 1 Reaction\r\nRange: n\/a\r\nComponents: S M (must have sword in hand)\r\nDuration: Instantaneous\r\n\r\nTwice every long rest if you have a weapon in your hand, As a reaction you roll a dc18 dex role. If you succeed you are able to redirect an incoming projectile at a 50\u00b0 angle to the right with your weapon. Deals 1d6 psychic damage to yourself. This is effective on all things projectile some notable exception are unseen magic and magic dealt in a cone like breath weapons\r\n\r\n\r\nEnhance, Empower.\r\nConcentration\r\n\r\nLEVEL\r\n4th\r\n\r\nCASTING TIME: 1 Action\r\nRANGE\/AREA: 30 feet\r\nCOMPONENTS: V, S\r\nDURATION: Concentration 1 Minute\r\nATTACK\/SAVE: None\r\nDAMAGE\/EFFECT: Additional\r\n\r\nGiven Strength and Dexterity to empower. Until the spell ends, the target gains the following benefits:\r\n\r\nThe target has advantage on ability checks that use the two ability score and on saving throws to maintain concentration.\r\nThe target's speed increases by 10 feet.\r\nThe target has advantage on weapon attacks.","features":"Dexterous. Starting at 1st level if a spell would have you add charisma, Wisdom, or intelligence modifier, or have you role a check for any of the three you can choose to add your dexterity modifier instead.\r\n\r\nLanguage Origin. At 2nd level you get to choose 1 of 6 \"signs\" to branch into\r\n\r\nReuse. When you reach level 2 you can once every 2 days use reuse, reuse allows you to copy the ability of a monster you've killed.\r\nAt second level you can mimic cr 1-2, at 3rd level cr 3-4, 4th level 6-7, and so on.\r\n\r\nGrapple. At 3rd level Choose a humanoid that you can see within range. The target must succeed on a dc14 Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.\r\n\r\nAbility Score Increase\r\nWhen you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\n\r\nForcestrike\r\nStarting at 5th level, upon declaring you will make an attack, you may make it a forcestrike hit adding 1d6 force damage if successful. This ability takes up 2 discord points. Force damage increases at 10th level (1d8). At 15th level, the force damage is 1d10. At 19th level, force damage becomes 1d12\r\n\r\nArcane knowledge.\r\nAt 5th level, Has a +6 to hit with anything magical\r\n\r\nExtra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nempower, engrave.\r\nStarting at 6th level, you can carve markings on your body, increasing your physical prowess. You can add your dexterity modifier to your Strength and Constitution checks.\r\n\r\n\r\nlight on your feet.\r\nat 7th level if you succeed on a dexterity save and if you were to take half damage you can choose to take no damage or you can choose to half the damage again for you and one other creature that succeeded.\r\n\r\nMental sprinter\r\nStarting at 10th level, once per long rest (unless spend a discord point), you can make a dexterity saving throw were a wisdom or intelligence saving throw is required.\r\n\r\nhot knife.\r\nWhen you reach 13th level, a permanent magical aura engulfs your weapon. When you make an attack, you deal additional damage equal to your dexterity modifier to your damage rolls.\r\n\r\ntrained mind.\r\nonce you reach 16th level you gain resistance to psychic damage\r\n\r\nWill power.\r\nAt 17th level, you simply refuse to die. once per long rest, When you are reduced to 0 hit points, you may instead drop to 1 an additional time.\r\n\r\nDiscord Leach.\r\nOnce you reach 18th level, you can convert vital life of other creatures into discord power, in the same way you do with your own life force. When you reduce a creature to 0 hit points, you regain all your discord points.\r\nOnce you use this feature, you can't do it again until you finish a long rest.\r\n\r\nArcane knowledge.\r\nAt 19th level, Has a +12 to hit with anything magical\r\n\r\nLegend.\r\nAt level 20, once per long rest, if you were to fail to a check, you can instead choose to pass it","subclasses":"[b]Sign of the inferno[\/b]\r\nWhen taking up the sign of the inferno you make a pact directly with a devil lord. You are granted these bonuses\r\nResistance to fire\r\nAn additional +1 to charisma\r\nAdvantage on deception\r\n\r\nInfernal Heart. as you draw power from the inferno your fire brightens. starting at 3rd level, once per long rest if an enemy misses an attack on you, you can deal 1d4 + dexterity mod to the creature. add an additional damage die every 2nd level.\r\n\r\n\r\nAt 6th level, You may hone your expertise in your chosen style of training\r\n\r\nthe arrow: Increase normal range of thrown weapons by 20ft. and normal range of bows and crossbows by 60ft.. These range increases do not effect long range and only effect what is considered normal range of the weapons. (Addition, if using guns and firearms, one-handed firearms gain 20ft and two-handed firearms gain 60ft.)\r\n\r\nthe runner: Your Movement bonus increases to 10 feet as long as you are not wearing Heavy Armor. Gain +1 Perception.\r\n\r\nthe Shield: As a Reaction you may grant your shield bonus to an adjacent ally until the start of your turn. You lose the AC gained from your shield while protecting your ally. If your ally moves away from you they lose this bonus and you regain it.\r\n\r\nthe Spear: You gain an extra attack that can only be used if you are wielding a Polearm.\r\n\r\nthe blade: You may use the pommel of your sword to deal 1d4+Your Attack Modifier of Bludgeoning Damage.\r\n\r\n\r\nBigbys hand (appears as cracked and boiled red skin with magma leaking from the wounds)\r\nAt 1st Hellish rebuke\r\nAt 1st Control flames\r\nAt 2nd Silent image\r\nAt 3rd Pyrotechnics\r\nAt 4th Haste\r\nAt 7th Plane shift\r\nAt 9th shape change\r\n\r\n\r\n\r\n\r\n[b]Sign of the Mordyr[\/b]\r\nWhen taking up the sign of the mordyr you make a pact with the evil entity himself. You are granted these bonuses\r\nResistance to necrotic\r\nAn additional +1 to dexterity\r\nAdvantage on stealth\r\n\r\nBlood sacrifice. Starting at 3rd level, you have a dark power bestowed upon you by the Mordyr. With that power, you can enchant your melee weapons with the carnage of an all-powerful, ancient, sleeping entity. you deal 1d6 damage of your choice to yourself, then for the next minute whenever you hit a creature with a melee weapon attack, you can choose to deal additional damage with the attack equal to 1d6 + dexterity modifier. the type of damage dealt is chosen by the user based on the damage they did to themselves.\r\n\r\nYou may use this feature a number of times equal to your Dexterity modifier (minimum of one) and you regain all uses of this feature after you finish a long rest.\r\n\r\n\r\nBeginning at 6th level, a sign of mordyr may use their dexterity modifier instead of their strength modifier for attack and damage rolls\r\n\r\nBeginning at 6th level, When a creature you can see affects you with a magical effect that requires you to make a Saving Throw, you can choose to fail the throw but doing so increases your discord point by 1 + The enemies spell level. You can use this ability several times. if the total number of discord points gained is more then the maximum it increases the maximum for 8 hours, at which point the number will go back to normal.\r\n\r\nBigbys hand (appears as charred bone, entangled with dead vines, and clouded with black mist)\r\nAt 1st red vision\r\nAt 1st mordyrs assistant\r\nAt 2nd darts of mordyr\r\nAt 3rd slow\r\nAt 4th dimension door\r\nAt 7th eye of mordyr\r\nAt 9th weird\r\n\r\n\r\n\r\n\r\n[b]Sign of the eldritch[\/b]\r\nWhen taking up the sign of the Eldritch you make a pact with a incorporeal horror from either underground, deep in the oceans depths, or deep in space. You are granted these bonuses\r\nResistance to poison\r\nAn additional +1 to intelligence\r\nAdvantage on history\r\n\r\nEldritch Aberration. Beginning at 3rd level, Your very body becomes a weapon as toothy spikes sprout from your knees, elbows, and knuckles. all unnarmed strikes now count as a melee weapon attack, Your attacks deal bludgeoning, necrotic, slashing, or poison damage. it takes 1 action to switch to a different type of damage. your unnarmed strikes do 1d6+4, have a +7 to hit, and the damage increases by one die every 3rd level.\r\n\r\nWhen you reach 6th level, you can reach into creatures' minds and reveal their nightmares. As an action, you can target one enemy within 40 ft., forcing them to make a Wisdom saving throw (DC = 8 + proficiency bonus + dexterity modifier). On a failed save, the target takes 2d8 psychic damage and becomes frightened of you. On a successful save, the targeted creature takes half that, and does not become frightened of you. The damage for this feature increases to 2d10 at 11th level, to 2d12 at 16th level.\r\n\r\nBigbys hand (appears as a purple-blue, slimy, toothy tentacle, that forks into two branches at the end)\r\nAt 1st hideous laughter\r\nAt 1st fog cloud\r\nAt 2nd see invisibility\r\nAt 3rd fear\r\nAt 4th black tentacles\r\nAt 7th symbol\r\nAt 9th time stop\r\n\r\n\r\n\r\n\r\n[b]Sign of the celestial[\/b]\r\nWhen taking up the sign of the celestial you make a pact directly with a celestial creature or god. You are granted these bonuses\r\nResistance to radiant\r\nAn additional +1 to Wisdom\r\nAdvantage on religion\r\n\r\nRadiant absorber. At 3rd level when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Dexterity modifier + your Discordant level (minimum of 1). These temporary hitpoints may be used by you or half the value can be granted to another creature of your choosing within 30ft.\r\n\r\nAt the 6th Level, you have learned how to use your coat of arms as a symbol of inspiration for your allies and companions. As long as your banner is clearly visible, you and allied creatures within 60 feet of you gain advantage on saving throws against being charmed and frightened and gain a bonus on their attack rolls equal to half your dexterity modifier, rounded down. The banner must be at least Small or larger and must be carried or displayed by the celestial discordant or its mount to receive these benefits.\r\n\r\n\r\nBigbys hand (appears as a radiant set of talons that glisten and glow a bright yellow)\r\nAt 1st detect magic\r\nAt 1st false life\r\nAt 2nd levitate\r\nAt 3rd magic circle\r\nAt 4th polymorph\r\nAt 7th prismatic spray\r\nAt 9th wish\r\n\r\n\r\n\r\n\r\n[b]Sign of the abyss[\/b]\r\nWhen taking up the sign of the abyss you make a pact with a demon prince, the demon prince is aware of the pact. You are granted these bonuses\r\nAn additional +1 to strength\r\nAdvantage on intimidation\r\nResistance to acid\r\n\r\nStarting at 3rd level, you emanate an aura of dread and terror. You can add twice your proficiency bonus in all your Charisma (Intimidation) checks.\r\n\r\nAt 3rd level, you gain the ability to unleash the dark energy of the abyss upon your enemies. Once in each of your turns, you can deal additional damage equal to 1d4. This damage increases to 1d8 if you are possessed. You can choose either poison, fire or necrotic as the damage type.\r\nBoth damage dice increase at 7th level (d6 and d10) and at 15th level (d8 and d12).\r\n\r\nYou can't deal additional damage if you are out of Discord points.\r\n\r\nAt 6th level, when you strike a target with a melee attack and hit, you may expend a level 1 spell slot to give the target a disease of your choice. If the target is immune to disease, this ignores that immunity, instead substituting it with a Constitution saving throw against your spell save DC. For example diseases to choose from, you can refer to page 256 of the DMG.\r\n\r\n\r\nBigbys hand (appears as a rotting furry hand with unkept, long, sharp nails)\r\nAt 1st catapult\r\nAt 1st grease\r\nAt 2nd enlarge\/reduce\r\nAt 3rd animate dead\r\nAt 4th phantasmal killer\r\nAt 7th finger of death\r\nAt 9th shapechange\r\n\r\n\r\n\r\n\r\n[b]Sign of the elemental[\/b]\r\nWhen taking up the sign of the elemental you make a pact directly with a powerful elemental spirit. You are granted these bonuses\r\nResistance to cold and thunder\r\nAn additional +1 to constitution\r\nAdvantage on nature checks\r\n\r\nElemental Infusion\r\nStarting at 3rd level, you can transform magic energies and infuse your weapons with raw elemental power as a bonus action. Only one infusion per weapon you have readied is allowed. Storing a weapon, being disarmed, or otherwise losing control of the weapon dispels the infusion.\r\n\r\nFire Infusion: You can use a bonus action and expend a spell slot to deal extra fire damage on your next successful melee attack. Roll one elemental die per level of spell slot expended and add your wisdom modifier to determine the extra fire damage done.\r\n\r\nIce Infusion: You can use a bonus action and expend a spell slot to deal cold damage equal to your wisdom modifier and slow the move speed of the target of your next successful melee attack by 10 + 5 feet per level of spell slot expended. This effect lasts until the end of the target\u2019s next turn.\r\n\r\nWind Infusion: You can use a bonus action to expend a spell slot and imbue your weapon with the fury of the wind, granting an attack bonus equal to the level of the spell slot expended. Your next successful melee attack crits on a 19 or 20 and knocks the target back by 5 feet per spell slot expended, strength check vs your spell DC to negate the knock back.\r\n\r\nEarth Infusion: You can use a bonus action and expend a spell slot and gain temporary hit points equal to four times the spell slot expended plus your wisdom modifier when you hit on your next melee attack.\r\n\r\n\r\nFrom 6th level, whenever you deal damage with a cantrip that doesn\u2019t add your spellcasting modifier to the damage, add your spellcasting modifier to the damage of a single target.\r\n\r\nWhen you reach 6th level, you gain the ability to spitefully rebuke somebody who cuts you down. If an attacker you can see within 60 feet reduces you to 0 HP, you can immediately force them to make a Wisdom saving throw. On a failure, the attacker receives force damage equal to half the damage dealt to you + half your revenant level (rounded down). On a success they instead take no damage. Once you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n\r\n\r\n\r\nBigbys hand (appears as a swirl of water, fire, earth, and air)\r\nAt 1st earth tremor\r\nAt 1st absorb elements\r\nAt 2nd dust devil\r\nAt 3rd gaseous form\r\nAt 4th conjure minor elementals\r\nAt 7th whirlwind\r\nAt 9th meteor swarm","tabledata":"","tags":"Monk-warlock-sorcerer","isShared":"on","templateId":"25","blockId":"709180","world":"5990ce16-18f6-432b-a6d9-6370703fa397","folder":""}