Maxims are the core efforts of that profession to improve themselves, refining their self-discipline, and training the mind and body. Maxims are gained at 4th, 8th, 12th, 16th, and 20th levels. Some classes start out with one to two disciplines. Disciplines do not require the expenditure of Mana to use.

Additionally, some capabilities are able to be learned that feed into the work of a given profession, and require the same degree of focus, intent, and desire.

Dedicated (4th)

Implement of Peace

You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

Danger Sense

You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Darkened Eyes

You gain the ability to quickly adjust when light sources change.

Fast Hands

You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Speedy

Starting at 4th level, you can travel twice your speed in an action. Only usable once per day per degree of mastery. This discipline improves over time.

High speed

Starting at 12th Level, you can travel three times your speed in an action. Only usable once per day per degree of mastery.

Super speed

Starting at 20th level, you can travel four times your speed in an action. Only usable once per day per degree of mastery.

Steel Will

You have advantage on saving throws against being frightened.

Persistent (8th)

Expertise

At 8th level, choose two of your skill proficiencies. Your proficiency bonus gains a +1 for any ability check you make that uses either of the chosen proficiencies.

Elegant Courtier

Starting at 8th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Feral Instinct

By 8th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Indomitable

Beginning at 8th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Instinctive Pounce

8th-level barbarian feature

As part of the bonus action you take to enter your rage, you can move up to half your speed.

Intimidating Presence

Beginning at 8th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Remarkable Athlete

Starting at 8th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Ruin Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace doesn’t impose the normal −5 penalty on your passive Wisdom (Perception) score.

Spirit Walker

At 8th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Supreme Sneak

Starting at 8th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Wholeness of Body

At 8th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your CON Modifier. You must finish a long rest before you can use this feature again.

Zealous (12th)

Hide in Plain Sight

Starting at 12th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Reliable Talent

By 12th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Tongue of the Sun and Moon

Starting at 12th level, you learn to touch other minds so that you can communicate even without spoken languages. Moreover, any creature that can understand a language can understand what you say.

Unyielding (16th)

Feral Senses

At 16th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Survivor

At 16th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Thief’s Reflexes

When you reach 16th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Vanish

Starting at 16th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Indomitable Might

Beginning at 16th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Absolutist (20th)

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Unearthly Recovery

At 20th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can’t use it again until you finish a long rest.

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