Limit Power unyielding; Limit is an ancient, powerful technique fueled by blood, sweat, and the pure desire to overcome all odds. It allows users to turn a fight in their advantage, or end one before it begins. Limit Breaks are powerful actions, and having full Limit is a boon unto itself. This power is unlocked starting at level 5, and all classes have access to the precursor to Limit Breaks: Limit Gauge. Limit Gauge Your Limit Gauge is equal to 150% times your maximum health. Dealing damage fills your Limit Gauge by ⅓ of damage dealt, taking damage fills the Gauge by the amount of damage taken. Healing others fills the Limit Gauge for 2 times the amount of healing given. All rounded down. Damage taken to temporary HP does not fill the Limit Gauge. While transformed into another creature besides your natural form, damage taken does not fill the Limit Gauge, and damage dealt fills the Limit Gauge for ¼ percent damage dealt. Damage dealt and received numbers are calculated after applying resistances, vulnerabilities, and immunities. Examples of gaining Limit Example 1: If a target is immune to fire damage, and you deal 10 slashing damage and 5 fire damage, you gauge only fills 5 points from the 10-slashing damage. Example 2: If you have 100 maximum health, your Limit Gauge is 150. Dealing 50 damage would fill 17 points of Limit, taking 50 damage would fill 50 Limit, and healing 50 points would fill 125 Limit. While the Limit Gauge is full, characters gain an increase to their attack modifier, initiative, AC, and damage equal to ½ their proficiency modifier, rounded up. Limit Gauges reset back to 0 after a short rest. Limit Breaks The culmination and representation of fighting at and beyond one's physical limits. You break through the realm of possibility and expand possible actions from simply sword play into battle-field changing abilities. Gaining the upper-hand at the pivotal moment fighting the Lich King of an undying army, or slaying an angel in a single attack. Limit Actions While the Limit Gauge is full, characters have access to powerful actions known as Limit Breaks. Using one of these actions consumes a full Limit Gauge. Limit Breaks come in 4 levels, each level unlocking at corresponding Character Levels. Limit Levels Limit Level Character Level Uses per day 1st 5th Unlimited 2nd 7th 3 uses per day 3rd 11th 2 use per day 4th 15th 1 use per day Limits at higher levels put higher strain on the users body, as such, stronger limits have a finite amount of uses a day. Learning Limit Breaks Requiring a level of excellence that cannot be gained through simple drills, Limit Breaks require a mentor or manual to learn. As Wizards may copy spells from others, Limit Breaks can be passed down from master onto pupil. Some mentors may do it out of the kindness of their heart, or require tasks/payment for their teaching, and Limit manuals may be hoarded in ancients troves. Once you first learn Limit Break, you learn your first 1st level Limit Break as well. At each level of advancement; 7th, 11th, 15th, you can choose another limit of levels 1-2. You can only learn level 3-4 Limit Breaks through mentorship or manuals. There are rare occurances, however, where someone breaks through their own limit in the heat of combat, and a new, or previously lost Limit, is rediscovered. Limit Saves Some Limit Breaks require a target or targets to make a saving throw. Each Limit Break's saving throw varies depending on its variety. Melee Limit Breaks: 10+Strength/Dexterity+Proficiency Ranged Limit Breaks: 10+Dexterity+Proficiency Unarmed Limit Breaks: 10+Strength/Dexterity+Proficiency Healing Limit Breaks: 10+Spellcasting Modifier+Proficiency Limit Breaks Backlash 1st-level Limit Break Action Used: 1 reaction

1 reaction Range: Touch

Touch Requirements: Level 5

Level 5 Duration: Instant After taking damage from a creature within range, you can use this Limit Break immediately as a reaction. you can make one attack against the enemy with advantage, dealing normal weapon damage and the damage-dice dealt to you back to the enemy. Ball of Ki 3rd-level Unarmed Limit Break Action Used: 1 action

1 action Range: 60-feet

60-feet Requirements: Martial Arts, Level 11

Martial Arts, Level 11 Duration: Instant 1

When you use your action to use this Limit Break, a ball of energy flies out of your hands at a point of your choice within range. All targets within a 30-feet sphere of that point make a Dexterity save and take 8d6 force damage and are knocked prone on a failed save and half as much and are not knocked prone on a success. Big Shot 1st-level Ranged Limit Break Action Used: 1 action

1 action Range: 30-feet

30-feet Requirements: Ranged Weapon, Level 5

Ranged Weapon, Level 5 Duration: Instant When you use your action to use this Limit Break, you make one ranged attack against an enemy dealing extra damage die equal to half your ranged-attack modifer. This attack cannot critical. Blade Beam 2nd-level Melee Limit Break Action Used: 1 action

1 action Range: 60 feet

60 feet Requirements: Bladed Melee Weapon, Level 7

Bladed Melee Weapon, Level 7 Duration: Instant When you use your action to use this Limit Break, you perform a single melee-attack at one enemy or object you see within range. This attack cannot be modified or critically hit. If the beam hits, it deals 3x your weapon damage-dice in force damage. This ability can also be used as a reaction to nullify certain abilities. DMs discretion. Bloody Assualt 1st-level Melee Limit Break Action Used: 1 action

1 action Range: Touch

Touch Requirements: Melee Weapon, Level 5

Melee Weapon, Level 5 Duration: Instant When you use your action to use this Limit Break, you perform a single standard attack with your weapon against one enemy. The damage dealt because of this ability restores ½ the amount back to you in hp. Rolling a natural 20 on the attack roll for this Limit Break results in critical damage as normal. Breath of Life 1st-level Healing Limit Break Action Used: 1 action

1 action Range: 30-feet

30-feet Requirements: Healing ability or Spell feature, Level 5

Healing ability or Spell feature, Level 5 Duration: Instant When you use your action to use this Limit Break, you cure one target within range of two of the following conditions: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, and stunned. Cross Slash 1st-level Melee Limit Break Action Used: 1 action

1 action Range: Touch

Touch Requirements: Bladed Melee Weapon, Level 5

Bladed Melee Weapon, Level 5 Duration: Instant When you use your action to use this Limit Break, you perform three attacks against a single enemy. They then make a constitution saving throw or are stunned until the end of your next turn. Rolling a crit on the attack roll for this Limit Break results in critical damage as normal. Crushing Blow 3rd-level Melee Limit Break Action Used: 1 action

1 action Range: Touch

Touch Requirements: Bludgeoning Melee Weapon, Level 5

Bludgeoning Melee Weapon, Level 5 Duration: Instant When you use your action to use this Limit Break, you perform a single attack against one target. You deal normal damage with your weapon and they make a Constitution saving throw at disadvantage. On a failure, they are paralyzed until the end of your next turn. Whenever the paralyzed target takes damage, they may repeat the saving throw. After this limit break is used, you may take a free attack action against the target of this limit break as a reaction. Fear of the Dark 3rd-level Limit Break Action Used: 1 action

1 action Range: Touch

Touch Requirements: Stealthed, Level 5

Stealthed, Level 5 Duration: Instant When you use your action to use this Limit Break, you come out of stealth and deal 3 times your weapon damage dice to a single target. All allies of that target must make a Wisdom saving throw, 10+Intimidation+Proficiency, and become frightened of this Limit Break’s user for 1 minute on a failure. They can remake the saving throw at the end of their turn if they cannot see the user of this Limit Break. Finishing Touch 3rd-level Melee Limit Break Action Used: 1 action

1 action Range: self

self Requirements: Melee Weapon, Level 11

Melee Weapon, Level 11 Duration: Instant When you use your action to use this Limit Break, all targets in a 30-foot cone must make a Dexterity saving throw. They take 8d8 force damage and are knocked prone on a failure, half the damage and are not knocked prone but knocked 10 feet back on a success. Creatures benefitting from half-cover or more are protected from this Limit Break. Full Heart 3rd-level Healing Limit Break Action Used: 1 action

1 action Range: Touch

Touch Requirements: Healing ability or Spell feature, level 11

Healing ability or Spell feature, level 11 Duration: Instant When you use your action to use this Limit Break, the target immediately regains all of their hit-dice. As a reaction, the target can use half of their hit dice to heal for free. 2

Great Word 4th-level Healing Limit Break Action Used: 1 action

1 action Range: 30-feet

30-feet Requirements: Healing ability of Spell feature, Level 15

Healing ability of Spell feature, Level 15 Duration: Instant When you use your action to use this Limit Break, you completely heal and restore all abilities, features, and spell slots of a single creature you can see that is within range. You suffer from 5 levels of exhaustion after using this ability, and have a 33% chance to never be able to use this Limit Break again. Healing Wish 1st-level Healing Limit Break Casting Time: 1 action

1 action Range: 30-feet

30-feet Requirements: Healing ability or Spell feature, level 5

Healing ability or Spell feature, level 5 Duration: Instant When you use your action to use this Limit Break, you heal a single target within range for 4d6. Howling Moon 1st-level Limit Break Action Used: 1 action

1 action Range: Self

Self Requirements: Level 5

Level 5 Duration: 1 minute When you use your action to use this Limit Break, you give you and your allies within a 30-foot sphere advantage on all attack rolls for the duration. Life Brand 4th-level Healing Limit Break Action Used: 1 action

1 action Range: Touch

Touch Requirements: Healing ability or Spell feature, Level 15

Healing ability or Spell feature, Level 15 Duration: Instant When you use your action to use this Limit Break, you revive one dead willing creature who still has a physical body, regenerating lost limbs. If they are not willing, they make a Wisdom saving throw, and are brought back on a failure, or immune to this effect indefinitely on a success. Upon using this Limit Break, you suffer 8d8 necrotic damage and have a 33% chance to never be able to use this Limit Break again. Light Strikes 1st-level Melee Limit Break Action Used: 1 action

1 action Range: Self

Self Requirements: Melee Weapon, Level 5

Melee Weapon, Level 5 Duration: Instant When you use your action to use this Limit Break, you attack a number of enemies’ equal to your proficiency bonus rolling attacks against each target within range with advantage. Every target after that must be within 30 ft. of the previous target. You deal normal weapon damage to each target, ending behind the last target hit. Every target hit must make a Constitution saving throw or be stunned until the end of your next turn. If your proficiency bonus is higher than the number of enemies, you may choose to attack one or more targets multiple times, following the above criteria. Critical damage applies. Metaphysical Aura 4th-level Unarmed Limit Break Action Used: 1 action

1 action Range: Self

Self Requirements: Martial Arts, Level 15

Martial Arts, Level 15 Duration: 30 minutes When you use your action to use this Limit Break, for the duration you deal one extra damage-dice per normal unarmed attack, gain resistance to non-magical bludgeoning, piercing, slashing, and thunder damage, and gain one ki point each time you hit an enemy with an unarmed attack (if you have no ki points you do not gain any ki points), but lose any bonuses to your movement speed from all sources. None of your attacks under this effect may critical. Omnislash 4th-level Melee Limit Break Action Used: 1 action

1 action Range: 15-feet

15-feet Requirements: Bladed Melee Weapon, Level 15

Bladed Melee Weapon, Level 15 Duration: Instant When you use your action to use this Limit Break, perform one attack against an enemy within range. You launch your target into the air and perform 12 attacks dealing normal weapon damage, then one final attack dealing 4d8 + your strength modifier. The target then falls 100 feet and is stunned until the start of your next turn, and enemies within a 10-ft radius must succeed a Constitution saving throw or are stunned until the end of your next turn. If the target has less than 50 HP it instantly dies. If this attack scores a critical and the target has less than 100 HP it also instantly dies. Inside a structure or underground, this ability does not launch the enemy into the air, and as such, they do not fall 100 feet, rather, they are then sent 30 feet flying in any one direction. If they hit an object they suffer 6d6 force damage. If they hit another creature, they both take 6d6 force damage. This direction is chosen by the user of this Limit Break. Perfect Anatomy 1st-level Unarmed Limit Break Action Used: 1 action

1 action Range: Self

Self Requirements: Martial Arts, Level 5

Martial Arts, Level 5 Duration: Intant 3