Base Class: Fighter
Ronin.
A warrior who has lost thier way by the death of thier lord. Each ronin must either avenge or pay heed for the death of each transgression that lined up to the death of thier lord. Either it being slaughtering the murder or hunting down a monster who took the live of thier lord.
The ronin mainly come from the eastern countries as the beliefs state that one soldier must pledge alliengence and themself to thier lord and master and defend them with thier lives. In death and life the Ronin serves thier lord even if thier lord dies.
If the lord dies of natural causes the ronin are not created however if the lord is murdered a vengeful ronin is born. Most races whom follow the Samurai edict can become ronin.
Remember what’s lost
The Ronin becomes immune for a turn to all damage and when is hit by a attack , counters the attack with a strike of thier own (auto crit) can only be used 1 per Long Rest
No Lord, No Honor
When The ronin meets someone of royalty or nobility they can activate this skill where they can intimidate the target instantly (players flare advised – twice per Long rest (cannot be intimidated to kill self or harm self or other important npc
Lord's vengeance,
The Ronin’s anger boils to tje top of its blade/blades and each of them is infused with the fury of the ronin (3d8 damage added to normal attack – once per Long rest
Seishin-tekina sutansu (Spiritual stance)
The ronin in thier Long sorrowful quest has taken time to meditate and has begun to unlock spiritual magic.
Spirit slash.
1d6 damage for each attack (rolls a d4 for how many slashes you do, each slash also add a counter onto the enermy. This skill creates skill counters onto a single enermy these counters stack and are used for other skills.
Soul counter
Once 3 counter have been added to the enermy you can counter 1 attack during the enemies turn and interrupt that attack canceling it out.
Spiritual dance
You move with motion and perfection and become invisible for 1 turn but cannot attack or use other skill while invisible.
Spiritual rend.
You must have upto 6 counters on the enermy to use this skill. The ronin proforms a slashing motion with thier blade slashing the soul of the enermy. (3d10 spirit damage)
Lords Sentence
You must have 10 counters on the enermy to use this skill. The ronin places his blade onto the ground and then teleports behind the target slamming it's blade through the spine. This is a instant hit move. (5d8 spiritual damage and the target must make a CON save or be paralysed)
Double edge
The ronin stands tall and begins to dash forward towards the nearest enermy without thinking of its own safety. (Dash to nearest enermy and roll to hit +2 and 5d8 damage. Half damage goes to the ronin and the enemy.
Hound Of War
You are in tune with the spiritual side of the ronin and can summon a spiritual hound to aid you in battle. (The hound has 5d8 health and attacks at the same time the ronin does. Its attacks do 3d6 damage and can cause bleeding on a d6 [1 - 4 no 5 - 6 yes]
Curse Scroll Expert
The ronin have trained themselves to use curses and subterfuge to gain a head I'm battle and have developed scrolls that can imbue thier swords with dangerous curses to afflict the enermy or allies. (These scrolls can be used inside and outside of battle)
Curse of the blind-deer
- In battle: the curse makes the target blind for upto 3 turns or until they pass a CON save
- Out of battle: this can be used on npcs to cause them to lose sight for a short period.
Curse of the Drunken Sloth
- In battle: this curse causes the effected to vomit and become dazed (2d8 disease damage)
- Out Of battle: this curse can cause drunkeness symptoms and can also cause other to fall over due to being dazed
Curse of the Troll
- In battle: this causes the effected to gain raged status and attack the nearest person for 2 round. However once 2 round are over they became confused.
- Out of battle: this can be used to gain strength of a troll however causes confusion on the effected once ran its course.
Curse of the honey badger
- In battle: all damage taken by the effected is held in a pool until they havnt taken damage for a turn. Once that has been settle roll a d6, on a 1 - 3 the damage is halfed, on a 4 - 5 the damage gain 50 more and on a 6 the damage is doubled.
Curse of the duck.
- in battle: the effected quacks and cannot communicate to other in thier group and this causes mass confusion and causes each person to roll a WIS save to not become confused.
- Out of battle: the effected quacks like a duck and seems to gain a hint if bad luck
Curse of the Turtle
- In Battle: The effected is slowed for 3 turns or till they pass a WIS save
Curse of the Bloodhound
- Out of battle: this increases perception by +2 for 1 hour
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