Base Class: Barbarian
True quickness lies in the mind, not the body. A student of the Diamond Mind discipline seeks to hone their perceptions and discipline their thoughts so that they can act in slivers of time so narrow that others cannot even perceive them. A corollary of this speed of thought and action is the concept of the mind as the battleground. An enemy defeated in his mind must inevitably be defeated in the realm of the physical as well.
Bloodied Blade
Starting when you choose this path at 3rd level, while raging, you are able to benefit from the weakness of your wounded foes. You have advantage on all creatures missing hit points, and when reducing a creature to below half of their hit points, you gain temporary hit points equal to your barbarian level.
Emerald Razor
This technique is granted at 3rd level.
When you initiate this technique as a bonus action, each melee attack you make this turn is made differently. Rather than you rolling an attack versus the creature's AC, the creature makes a Dexerity saving throw (DC = 8 + your constitution modifier + your proficiency bonus). On a failure, the attack hits, and on a success, the attack misses. You can reckless attack to give the enemy disadvantage on the Dexterity save.
This technique may be used a number of times equal to your proficiency bonus, and uses are restored on a long rest.
Sapphire Nightmare Blade
This technique is granted at 3rd level.
When you initiate this technique as an action, you exploit the enemy's defenses to deal a powerful blow. Make an Intelligence (Investigation) or Wisdom (Insight) check against the target’s AC. On a success, you make a melee weapon attack against the enemy that automatically hits and deals an extra 3d6 damage. On a failure, the attack misses. You can reckless attack to make the Investigation or Insight check with advantage.
At higher levels, the amount of extra damage changes: at level 6, this technique deals an extra 4d6 damage rather than 3d6. Level 8 = 5d6, level 10 = 6d6, level 12 = 7d6, level 14 = 8d6, level 16 = 9d6, level 18 =10d6. This technique may be used a number of times equal to your proficiency bonus, and uses are restored on a long rest.
Mind Strike
This technique is granted at 6th level.
When you initiate this technique as an action, you make a single melee weapon attack roll against a creature. This attack overloads the senses. In addition to the melee weapon attack's normal damage, the creature must make a Wisdom saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failure, the creature has disadvantage on attack rolls and Dexterity saving throws for one minute. At the end of the creature’s turns it can make a Wisdom saving throw, ending the technique on a success. This technique may be used once per short or long rest.
Rapid Counter
This technique is granted at 6th level.
When a creature provokes an opportunity attack from you, you can initiate this technique as a reaction. You make an opportunity attack against the provoking creature and, until your next turn, you may make additional opportunity attacks against creatures that provoke opportunity attacks from you without using a reaction. This technique may be used twice per short or long rest.
Ruby Nightmare Blade
This technique is granted at 6th level.
When you initiate this technique as an action, you exploit the enemy's defenses to deal a powerful blow. Make an Intelligence (Investigation) or Wisdom (Insight) check against the target’s AC. On a success, you make a melee weapon attack against the enemy that automatically hits and deals triple damage. On a failure, the attack misses. You can reckless attack to make the Investigation or Insight check with advantage.
This technique may be used once per short or long rest.
Diamond Defense
This technique is granted at 10th level.
When you must make an Intelligence, Wisdom, or Charisma saving throw, you may initiate this technique as a reaction to revert to the motions embedded into your body from hours of practice. Roll a Strength (Athletics) check or a Dexterity (Acrobatics) check against the saving throw DC instead of rolling the saving throw. On a success you succeed on the saving throw. This technique may be used a number of times equal to your proficiency bonus, and uses are restored on a long rest.
Avalanche of Blades
This technique is granted at 10th level.
When you initiate this technique as an action, you take the Attack action, except that after you make your normal number of attacks you can make additional attacks. The first additional attack has a -2 penalty on the attack roll, and for each attack roll after that the penalty worsens by another -2. So it starts at -2, then -4, then -6, then -8 and so on. Once one of the penalized attacks miss you stop making additional attacks. All attacks must be made against the same target. This technique may be used once per short or long rest.
Diamond Nightmare Blade
This technique is granted at 14th level.
When you initiate this technique as an action, you exploit the enemy's defenses to deal a powerful blow. Make an Intelligence (Investigation) or Wisdom (Insight) check against the target’s AC. On a success, you make a melee weapon attack against the enemy that automatically hits and deals quadruple damage. On a failure, the attack misses. You can reckless attack to make the Investigation or Insight check with advantage.
This technique may be used once per short or long rest.
Time Stands Still
This technique is granted at 14th level.
When you initiate this technique as an action, you move at such speed that time seems to stop for you. Until the end of your turn you can not be seen or heard by other creatures, your speed is doubled, you are immune to difficult terrain and you can take two extra actions. These extra actions can only be used to initiate a technique, take the Attack action, Dash, Disengage, Hide, or Use an Object action. This technique may be used once per short or long rest.
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