Fighter
Base Class: Fighter

Ronin fighter subclass that embodies the spirit of the wandering warrior, a masterless samurai who treads a solitary path. These fighters have honed their skills to perfection, wielding a single blade with deadly precision. They eschew the trappings of a traditional warrior's code, seeking freedom and independence above all else. Through their relentless training and unmatched discipline, they have become unparalleled masters of the blade.

The Way of the Warrior

Beginning at the 3rd level, you have learned to gather Sen and Kenki charges inside your body. You may spend these charges to use a variety of ronin features. Some ronin features require other creatures to make a saving throw, which is contested by your Sword Art DC as calculated below.

Sword Arts. You learn three Sword Arts of your choice, which are detailed under “Sword Arts” below. Many arts enhance an attack in some way.

You learn two additional arts of your choice at 7th, 10th, and 15th level. Each time you learn new Sword Arts, you can also replace one Sword Art you know with a different one.

Kenki Charges. You can store a maximum number of Kenki charges equal to three + half your proficiency bonus (round down). A Kenki charge is expended when you use it. You regain all of your expended Kenki charges when you finish a long rest.

Saving Throws. Some of your Sword Arts require your target to make a saving throw to resist the Sword Art’s effects. The saving throw DC is calculated as follows:

Sword Art save DC = 8 + your proficiency bonus + Wisdom modifier.

Sword Arts

The Sword Arts are presented in alphabetical order.

Artful Combat

Prerequisite: 7th level

When wielding a versatile weapon with two hands, you can spend 1 Sen charge. For the next minute. Your weapon attacks score a critical hit on a roll of 19 or 20. Starting at 17th level, your weapon attacks score a critical hit on a roll of 18-20.

You can end this effect on your turn as part of any other action. If you fall unconscious, or until you lose your concentration (as if you were concentrating on a spell) this effect ends.

Body of Steel

As an action you may spend 1 Kenki charges. For the next minute, 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.

You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.

Code of Honour

When performing Charisma ability checks on intelligent creatures, which you know have an organized martial background, you can spend 1 Kenki charge to have advantage on the check.

Enpi

As an action you may spend one Sen charge to make a ranged weapon attack with a range of 30ft. using blades of wind. Make this attack and damage roll as though you are making a melee weapon attack. Attacks made in this way deal thunder damage.

Beginning at 5th level, when you use the Attack action with the Extra Attack feature, you may spend one Sen charge to make two ranged weapon attacks when you use Enpi. Three ranged weapon attacks when you reach 11th level in this class, and four ranged weapon attacks when you reach 20th level in this class.

For Honour

As an action you can spend 1 Sen charge to attempt to compel a creature into a duel. One creature that you can see within 30 ft. range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your honorable demand. For the duration of 1 minute, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you.

If you make an attack, casts a spell that affects an enemy, or deals damage to another creature, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target. This challenge ends.

You can end this effect on your turn as part of any other action, if you fall unconscious, or until you lose your concentration (as if you were concentrating on a spell), this effect ends.

Higanbana

You have learned to perform the sword art Higanbana. As an action, you spend one Sen charge to use Higanbana. You make a melee weapon attack against a creature, if you hit, the target creature makes a Constitution saving throw against your Sword Art DC.

On a failure, the creature is grieviously wounded by your attack and at the start of each of their turns for the next minute, they take 1d4 slashing damage. As an action they may attempt to stop the bleeding by attempting the Constitution saving throw again. The extra damage increases when you reach certain levels in this class: to 1d6 at 7th level and to 1d8 at 15th level.

At 5th level, when you use the Attack action with the Extra Attack feature, you may spend one Sen charge to replace the one attack with Higanbana.

Hissatsu: Chiten

While you have a stowed versatile weapon, when a creature makes a melee weapon attack against you, you can spend 1 Sen charge, and use your reaction to attempt to parry that blow, drawing your stowed versatile weapon to impose disadvantage on the attack roll.

If the attack misses, you can make one melee weapon attack against that creature using the stowed versatile weapon as part of the same reaction.

Hissatsu: Gyoten

As an action you may spend one charge of your Sen to charge a target creature with lightning speed. Select a creature within 30ft. of you and move in a straight line towards them, stopping if you come in contact with an obstacle. This movement does not provoke attacks of opportunity. After doing so, you may make one melee weapon attack with advantage.

You must travel at least 10ft. to gain advantage on the attack.

At 5th level, when you use the Attack action with the Extra Attack feature, you may spend one Sen charge to replace one attack with Hissatsu: Gyoten.

Hissatsu: Kaiten

Prerequisite: 7th level

As a bonus action you may spend one Sen charge. Until the start of your next turn you add your Wisdom modifier to all weapon damage rolls you make.

Hissatsu: Kyuten

Prerequisite: 10th level

You can channel destructive waves of energy, honed from years of training. Immediately after you take the Attack action on your turn, you can spend 2 Sen chrages to replace one of the attacks with a sweeping attack around yourself. Make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Hissatsu: Yaten

As an action you may spend one Sen charge to deliver a parting blow on a creature. You make a melee weapon attack with advantage. After making your attack you move straight backwards 10ft. without provoking an attack of opportunity.

At 5th level, when you use the Attack action with the Extra Attack feature, you may spend one Sen charge to replace one attack with Hissatsu: Yaten.

Ichi no Kata: Hekireki Issen

Prerequisite: 10th level

As an Action, you can spend 3 Sen charges to unsheathes your melee weapon and dash forward at blinding speeds to decapitates the opponent faster than they can react, before sheathing it back. Choose a number of creatures equal to your proficiency bonus that you can see within 30 ft of you. Make a melee weapon attack against each target. On a hit, a target takes 4d8 weapon damage. You can then move to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. This movements does not provoke attacks of opportinity. You must have a stowed versatile weapon in order to use this feature.

Keen Awareness

In Keen Awareness, you are calmer and more observant. You can spend 1 Kenki charge to roll a 1d8 and add that to your Wisdom (Insight), a Wisdom (Perception), or a Wisdom (Survival) check. You can wait until after you roll the d20 before deciding to use the Keen Awareness die, but must decide before the DM says whether the roll succeeds or fails.

Mind's Eye

As an Action, you can spend 1 Kenki charge to gain blindsight with a range of 30 feet for 1 minute. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. You are blind beyond that range.

You can end this effect on your turn as part of any other action. If you fall unconscious, or until you lose your concentration (as if you were concentrating on a spell), this effect ends.

Mountain Stance

Prerequisite: 7th level

As a bonus action you can spend 1 Sen charge to gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. For 1 minute. Additionally, you have advantage on strength saving throws, but have disadvantage on Dexterity Saving throws.

You can end this effect on your turn as part of any other action. If you fall unconscious, or until you lose your concentration (as if you were concentrating on a spell), this effect ends.

Nothing Ventured

Your defensive fighting style and cool head have helped you learn how to best discern the location of traps. As an action, you can spend 1 Kenki charge to have advantage while making Wisdom (Perception) and Intelligence (Investigation) checks while looking for traps and hidden passages. This effect lasts for 1 minute.

You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.

Tenka Goken

Prerequisite: 7th level

As an action you may spend 2 Sen charge to deliver a series of attacks with incredible speed and focus. You take melee weapon attack against all creatures in a 15ft. cone in front of you.

Third Eye

As a bonus action you may spend a number of Sen charges to enter a state of fierce focus. For the next minute, your weapon damage rolls gain a bonus equal to the number of Sen charges expended to activate Third Eye.

You can end this effect on your turn as part of any other action. If you fall unconscious, or until you lose your concentration (as if you were concentrating on a spell), this effect ends.

Wind Stance

When you hit a creature with a melee weapon attack, You can spend 1 Sen charge to attempt to drive the target back. and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Yokai Shift

Prerequisite: 7th level

As an action, you can spend 1 Sen charge and choose one creature within 30 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened.

On a failed save, the creature is frightened for 1 minute. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. The creature can repeat the save at the end of each of its turn, ending the effect on a success.

On a successful save, the creature’s speed is halved until the end of your next turn.

You can end this effect on your turn as part of any other action. If the creature drops to 0 hit points, or if you fall unconscious, or until you lose your concentration (as if you were concentrating on a spell), this effect ends.

Yukikaze

You've learned to discern holes in your opponents guard, allowing you to make more effective strikes. As a bonus action, you may spend one Sen charge to add your Wisdom modifier to your weapon attack rolls until the start of your next turn.

Zato-ichi

Prerequisite: 7th level

Immediately after you take the Attack action on your turn, you can spend 1 Sen charge to make one additional Attack as part of the same action.

Lone Blade

At 3rd level, once per turn, you can draw or stow one weapon, provided you have one free hand, the weapon can be weilded with one-hand and you aren’t incapacitated (no action required).

Meikyo Shisui

Beginning at the 3rd level, you gain the bonus action Focus. When you use focus, you gain 1 charge of Sen. If you are currently holding a charge of Sen, you double the number of Sen charges you currently have and then gain 1 Sen charge. You can store a maximum number of Sen charges equal to your proficiency bonus. Your Sen charges fade after spending 1 minute outside of combat.

Masterless

At 7th level, You are a solitary warrior, shackled by no code or authority beyond your own. Whenever you make a saving throw to avoid or end the charmed condition on yourself, roll a d6 and add the number rolled to the saving throw.

Iaijutsu

At 10th level. You have mastered the art of striking with sudden, explosive power at any moment. You have advantage on the first melee weapon attack using a versatile weapon you drew that turn.

In addition, the first time each turn that you hit a creature with a melee weapon attack using a versatile weapon you drew that turn, the attack deals an extra 1d6 damage of that weapon’s type. This extra damage increases to 1d8 when you reach 15th level in this class.

Calm Thoughts

At 15th level, You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Relentless Onslaught

At 18th level. The speed and ferocity of your onslaught is legendary. When you take the Attack action, each time you score a critical hit or reduce a creature to 0 hit points as part of that action, you can make one additional weapon attack. You can make up to three additional attacks with this feature per turn.

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