Astonishing Disciplines
Astonishing Disciplines Beastly-Powers Innate Magic Mystic Wielding Super-Powers Tech-Wonders

You are so incredibly skilled that you seem nearly inhuman. You might be a martial arts master, a super-scientist, an elite field agent, or some combination of all of these.

See the list of powers in the Powers section for the general rules of using powers.

Astonishing Disciplines by Level

Level Knacks Known Powers Known 1st* 2nd* 3rd* 4th* 5th* 6th* 7th* 8th* 9th*
1st 2 4 2
2nd 2 5 3
3rd 2 6 4 2
4th 3 7 4 3
5th 3 8 4 3 2
6th 3 9 4 3 3
7th 3 10 4 3 3 1
8th 3 11 4 3 3 2
9th 3 12 4 3 3 3 1
10th 4 14 4 3 3 3 2

*Power Slots per Power Level

Using Astonishing Disciplines


You are so adept that you seem nearly inhuman. You can select an Astonishing Discipline power-suite at 1st level, but you can only include powers which could be explained by your training. Every character level that you gain expands these powers.

These powers are not magic but a result of years of training and natural aptitude. Therefore, they are not treated as magical attacks. However, you can add your ability modifier to your damage rolls.

When using an attack power you can add either your Strength, Dexterity, or Wisdom to the attack roll. These powers can be treated as weapon attacks, allowing you to apply the benefits such as the Rogue's Sneak Attack or the Fighter's Archery fighting style feature. However, unless stated in its description, you cannot make multiple attacks with a power.

Your ranged attack powers have a short and long range, as detailed in the power's description. Attacks at long range have disadvantage.

Power Ability


Select any logical ability as your power ability with the GM's approval. In fact, your power ability can change from power to power. You use your power ability whenever a power refers to one and when setting the saving throw DC for a power you activate. When making an attack roll with a power you may also use this ability modifier, or your Strength or Dexterity.

Power Save DC = 8 + your proficiency bonus + your power ability modifier
Power Attack Modifier = your proficiency bonus + your power ability modifier
Power Check = d20 roll + your proficiency bonus + your power ability modifier

Knacks


You know two knacks of your choice from the powers list. You learn additional knacks of your choice at higher levels, as shown in the Knacks Known column of the Astonishing Discipline by Level table.

Preparing and Activating Powers


The Astonishing Disciplines by Level table shows how many power slots you have to activate your powers of 1st level and higher. To activate one of these powers, you must expend a slot of the power's level or higher. You regain all expended slots when you finish a short or long rest.

For example, if you know the 1st-level power passive attention and have a 1st-level and a 2nd-level power slot available, you can activate passive attention using either slot.

You don't need to prepare a select number of powers from your Power Suite. Your entire Power Suite is prepared.

There are no Astonishing Discipline powers above 2nd level. However, you can activate many of these powers with higher level power slots and gain additional benefits.

Powers Known of 1st Level and Higher


You know two 1st-level powers of your choice from the power list.

The Powers Known column of the Astonishing Discipline by Level table shows when you learn more powers of your choice. Each of these powers must be of a level for which you have power slots. For instance, when you reach 3rd level in this class, you can learn one new power of 1st or 2nd level.

When you gain a level, you can choose one of the powers you know and replace it with another power, which also must be of a level for which you have power slots.

Utility Activation


You can activate any power you know as a utility power if that power has the utility tag and you have the power in your power suite. You don't need to have the power prepared.

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