Fighter
Base Class: Fighter

A drifter, wanderer or a person of the waves was a type of samurai who had no lord or master and in some cases, had also severed all links with his family or clan. A samurai becomes a ronin upon the death of his master, or after the loss of his master's favor or legal privilege. Samurai see ronin as as a walking disgrace to samurais way of life because when a samurais master dies, they are disgraced, or when their master loses their position they are supposed to commit seppuku as a show of loyalty. Many samurai attack ronin on sight while others refuse to aid them in any endeavor. 

The only way for a Ronin to reclaim that which was lost to him is to either be pardoned by a Shogun which is no easy task or to commit the ritualistic act of seppuku in the presence of a samurai who has agreed to the ritual and believes you are worthy of dieing a samurai.

Lay Of The Land

Starting at 3rd level you gain proficiency in Survival and one language of your choice.

You also gain proficiency in either Insight or Perception.

Ringing Ears

Gain Proficiency In Insight.

Wavering Eyes

Gain Proficiency In Perception.

Forgotten Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 9th level and 15 at 15th level.

You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

Calm Mind

Throughout your journey you have learned quite a bit in terms of wisdom and combat.

Starting at 7th level you gain a saving throw proficiency in either Wisdom or Dexterity.

Fast Step

Dexterity Saving Throw Proficiency.

Ronins Resolve

Wisdom Saving Throw Proficiency.

Sekiro

Starting at 10th level, when you roll initiative and have no uses of Forgotten Spirit remaining, you regain one use.

Eyes of The Wolf

At 15th level you can use an action you can attempt to frighten a creature that can see you causing them to make a Wisdom saving throw. If the creature fails then they are frighting and can make a repeated Wisdom save at the end of each of their turns, also you can move up to half of your movement towards the frightened creature regardless if you know where they are when they fail their first save. If they succeed then they are not frightened and have advantage the next time this is used on them in the next 24 hours. 

This can only be used three times per long rest.

Sheathed Blade Stance

At 18th level you can use a bonus action you ready your melee weapon and end your turn preparing to strike. During this readied stance you cannot move, be moved, cast a spell, interact with objects, make a ranged attack or use another weapon other than the readied one to attack. If you do then your stance if broken and you do not gain the benefit from it.  If your next melee weapon attack is successful then it is always counted as a critical hit regardless of resistances or immunity. Also you add and extra two weapons dice to the critical attack. this ends your Sheathed Blade Stance.

This can only be done three times per long rest. The use of this ability is used upon entering the stance not attacking from it. 

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