Praxis of Willpower

Praxis of Willpower #

Items: Helmet, Headband, Circlet.
Training: Engage in long tactical games with others. Practice resisting a mental probe from a telepath.
Experience: Stood up for an ideal against significant social pressure and/or a real threat.

Standard Augmentation #

Once per turn, you may spend 1 Power as a free action on or outside your turn to give 1 Disadvantage to an attack against your MD. This can be performed after being attacked but before the attack is resolved as a miss, hit, or crit. If you can already do this, insteadthe first time you do it per encounter costs 0 Power.

Signature Augmentations #

Approachability
Adventurer, 9+ Recharge
You may use this outside or inside combat. Outside combat, you gain 1 advantage on skill rolls to seem like you belong in a situation until the next Quick Rest. Inside combat, you may force an enemy to reroll an attack against you.

Undaunted
Adventurer, 11+ Recharge
You may use this at the start of your turn. You may immediately roll a save against a save ends effect.

Clarity
Adventurer, 11+ Recharge
You may use this anytime during an encounter. Anytime you would gain a condition that applies Dazed, Softened, Weakened, or Shaken, you may attempt a 13+ save. If it succeeds, the effect doesn’t work.

Awareness
Champion, 11+ Recharge
You may use this anytime during an encounter. For the rest of the encounter, all Opportunity Attacks against you gain 2 Disadvantage.

Glorious Deeds
Epic, 13+ Recharge
You may use this during your turn at Escalation 3+. Your next Daily ability used, if it’s normally a standard action, is a quick action instead.

Ancestral Guidance
Epic, 13+ Recharge
You may use this when you fail a death save. Reroll it with 1 Advantage.