Base Class: Fighter
With regards to the way of death, if you are prepared to die at any time, you will be able to meet your release from life with equanimity. As calamities are usually not as bad as anticipated beforehand, it is foolhardy to feel anxiety about tribulations not yet endured. Just accept that the worst possible fate for a man in service is to become a rōnin, or death by seppuku. Then nothing will faze you.
― Yamamoto Tsunetomo, Hagakure: The Book of the Samurai
A ronin is a samurai who serves no master. Maybe they dishonored themselves and were removed from their service. Perhaps they failed to protect their masters from a deadly threat. Whatever the reason, they now roam the lands looking for a worthy cause to put their skills behind. Ronin are often looked down upon by samurai and the nobility as failures. The common people are often more sympathetic as ronin are more likely to pick up their blade to defend a town of commoners (for a small fee) than a Samurai of a noble house. Ronin lack the heavy armor and titles of their samurai brethren, forcing them to make do with light armor or simple clothes to get by. They make up for this with amazing swordsmanship, honed after not only years of training but also from having to survive in a harsh world that not only no longer needs them, but doesn't want them either.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Gain proficiency in Dexterity saving throws, but suffer disadvantage on Strength saving throws.
Ronin Language Proficiency
Choose one Language to learn
Ronin Skill Proficiency (History)
Gain Proficiency in the History skill
Ronin Skill Proficiency (Insight)
Gain Proficiency in the Insight Skill
Ronin Skill Proficiency (Performance)
Gain Proficiency in the Performance Skill
Ronin Skill Proficiency (Persuasion)
Gain Proficiency in the Persuasion Skill
Way of the Ronin
You've sacrificed heavy armor for mobility. When unarmored, gain +1 to AC. This bonus increases again at level 10. May treat longswords as katanas, which have the finesse property when unarmored. Due to your humble clothing, you can blend in with a crowd better. When unarmored, add your WIS modifier to your Stealth skill.
Gain access to a pool of Focus points allowing you to use special abilities. You gain 1 focus each time you could take an attack but don't. After a long rest you start the day with 1 focus point.
Your Focus Save DC = 8 + your wisdom modifier + your Proficiency Bonus.
Shoshinsha
At 3rd level you may pick 3 Shoshinsha abilities. You may switch one out for another any time you level up. You will learn more over time, and gain access to more advanced abilities as you progress.
Your Shoshinsha abilities use your Focus Save DC: 8 + your wisdom modifier + your Proficiency Bonus
Blade Defense
You learn to wield your weapon not only as an instrument of death, but also as a shield to protect yourself or your allies.
You may use a reaction or 1 Focus point to add your proficiency bonus to the AC of either yourself or an ally within 5 feet, causing the attack to potentially miss.
This can only be used when you are not wearing any armor. You may still use a shield.
Chūdan
You adopt a balanced stance, gaining a bonus of +1 to attack and +1 to AC. You must be holding a versatile weapon with two hands. Gain 1 focus at the start of each of your turns.
Can only have one stance active at a time. Can only change your stance at the beginning of your turn as a free action. Requires holding a versatile weapon with two hands.
Counterstrike
You have learned to bide your time and wait for the perfect moment to strike. If a creature makes an attack against you and misses, you may use your reaction and spend 3 focus to make a follow up attack if they are within melee range, or 2 Focus when used after Blade Defense.
You cannot use Counterstrike while wearing heavy armor.
Cruel Barb
As a Bonus Action you may spend 3 focus to challenge another creature to honorable combat, or slander their name to provoke their rage. Pick an enemy creature capable of hearing and understanding your language within 30 feet of you. That creature must make a Wisdom saving throw versus your Focus Save DC or becomes taunted. A taunted creature loses concentration on their spells and must target the taunter for all attacks, harmful abilities, and magical effects. All actions, attacks, spells, features and abilities that the creature uses must target the taunter or they cannot be used. The taunter has disadvantage on any ability check to interact socially with the creature. This effect lasts until the beginning of your next turn, and only one creature may be taunted at a time.
Disarm
Rather than hurt a foe outright, you aim to disable them. On a successful weapon attack, you may spend 3 focus and attempt to disarm the foe, forcing it to drop an item of your choice that it's holding. Add your Wisdom modifier to the attack's damage roll, and the target must make a Strength saving throw versus your Focus Save DC. On a failed save, it drops the object you choose. The object lands at it's feet.
Fighting Spirit
Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can spend 4 Focus to give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 1 temporary hit point per level.
Focused Strike
Focus your mind and body. As a Bonus Action spend 1 Focus and roll an additional damage dice and add half of what you rolled rounded down (minimum 1) to the damage modifier for your next attack.
Lightning Sprint
Casting aside defense and offense, you focus on raw speed. At the start of your turn you may spend focus points to move an additional 5 feet for every 2 points of focus you spend. Moving in this way does not provoke attacks of opportunity. If you have moved at least 25 feet in this manner, gain advantage on the first attack you make this turn. You cannot use this ability while wearing heavy armor or a shield.
Sweeping Arc
When you hit a creature with a melee weapon attack, you can attempt to damage another creature with the same attack for 2 Focus. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the damage modifier from the first attack. The damage is of the same type dealt by the original attack.
Bushido Code
Starting at 7th level, you start to remember what it was to be a Samurai. You can choose from additional aspects of the Bushido code at levels 10, 15, and 18.
Rectitude: By concentrating your mind, you may spend at least one hour meditating to focus on what's to come. Once a day you may meditate to gain 1d4+Wisdom modifier Focus points. These points reset after a long rest. In addition, any time you would fail an attack roll, gain 1 focus.
Self-Control: Gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
If a weapon attack would miss, you gain 1 Focus.
Benevolence and Loyalty
You show honor and loyalty to your allies. If a friendly creature has been incapacitated or has to make death saving throws this round and is within 30ft, then using any ability that boost your AC will boost the AC of your ally as well.
Honor and Courage
You do what you believe is right, and act with bravery. In combat, if an enemy is within 30 feet of you but an ally isn't, gain +5 initiative, add +1 to your AC, and gain 2 Focus each turn. These effects end if a friendly creature is within 30 feet of you, unless it is incapacitated.
Politeness and Honesty
You know how to treat others with respect and kindness. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. You may also add 1 point to your Wisdom score.
Shūjuku
Your skill with a blade has become so remarkable that many cannot even see it move. Starting at 10th level you gain access to more advanced versions of the your abilities. You may switch one out for another when you level up, but keep in mind that you must have the previous ability in the tree in order to access the Shūjuku enhancements.
Disgrace
You don't always have to kill your enemies to win the battle. On a successful melee attack you may choose to withhold any damage. You may proceed to cut apart their armor until there is nothing left. Light armor is sliced open, heavy armor is removed at the joints, scales are slashed off the flesh and carapace's are peeled off.
You may spend 4 Focus to reduce their AC by 1 point, 3 Focus for a second point, 2 for the third point, and 1 focus for each point beyond that. If you previously succeeded with the Disarm ability, the first three points of AC damage only costs 2 Focus each, and each point beyond that costs 1.
If their AC would go below 10, the armor breaks and falls off. If this happens they are considered unarmored, and their AC will be calculated as 10+Dexterity Modifier unless they have additional spells or abilities to bring it back up. They must also make a WIS saving throw, vs your Focus DC, or be frightened of you until the end of the turn and have disadvantage on (CHA) checks until they put some clothes on, providing they wore clothes in the first place.
If they were wearing magical armor, their AC cannot be reduced below an amount equal to 10 + 5X, where X is the difference in rarity between your weapon and their armor. For example, if you use a common weapon against uncommon magic armor, their score cannot go below 15 as there is 1 level in difference. If you have an uncommon magic weapon and they have legendary magic armor, their AC cannot be brought below 25 (unless it already was) as there are 3 levels of difference. Any AC loss down to that level is still counted, however, and if another spell or ability would bring their AC down to 10 on the same turn then the armor will still break.
If your weapon is of a higher rarity than their armor then the armor can be destroyed as normal.
Gedan
Adopt a more defensive posture. Suffer -1 to all attack rolls, but gain +2 to AC and generate 2 focus each turn.
Can only have one stance active at a time. Can only change your stance at the beginning of your turn as a free action. Requires holding a versatile weapon with two hands.
Hassō
Adopt an offensive posture. Gain +2 to attack rolls and generate 1 focus each turn.
Can only have one stance active at a time. Requires holding a versatile weapon with two hands. Stance can be changed at the beginning of your turn as a free action.
Magical Deflection
Your blade shines with a mystic aura.
You may now use Blade Defense to deflect ranged magic attacks for 1 additional focus.
If you successfully block a spell, you may spend 2 focus to gain damage resistance to it's type until the start of your next turn.
Grants protection from Magic Missile.
Raiden Strike
You leap forth with such unfathomable speed that your enemies don't even see you coming. You may make an attack against each creature you pass through while using Lightning Sprint for 2 Focus each. They do not have time to take a reaction, and cannot add their Dexterity modifier to their AC. You may only make one attack against each target in this way.
Rally
As a Bonus Action you give a rallying cry, inspiring allies within range to fight on. For 4 focus points, nearby allies who can understand you gain temporary hit points equal to your Proficiency and Wisdom Modifier.
Rapid Assult
Sacrifice precise strikes in favor of a series of rapid blows. If you have advantage on a weapon attack, you may use 2 Focus to make an additional attack without rolling for advantage instead.
Sheathe Strike
If you could make an attack this turn you may instead stow your blade in it's sheathe and end your turn, gaining 2 focus and entering a state of heightened readiness. You may roll one extra attack and damage dice on your next turn. Additionally, your next ability costs 0 focus. You may choose to make your attack as a reaction if an enemy creature within range makes an attack on you or an ally.
If you take the reaction attack before your next turn, add the extra damage dice for that attack, but you lose all benefits you would have for your next turn.
Skilled Counter
You show great patience, waiting for the perfect moment to strike. If you would make a weapon attack with Counterstrike, you may spend an additional 2 focus to gain advantage on your attack.
Sustained Defense
Any time you would cause an attack to miss with Blade Defense, restore 1 focus.
Increase Blade Defense's bonus to AC by an additional half of your proficiency, rounded down (minimum 1).
Sweeping Slash
You've perfected your Sweeping Arc to the point where you hit everything around you. For an additional 2 focus, the second creature takes the same damage as the first unless they make a DEX saving throw vs your Focus DC. If they fail they take full damage and are knocked back 10 feet. If they succeed then they avoid all damage but must still move back 10 feet to avoid your attack.
Tatsujin
You've come so far, and your skills are unparalleled. You may pick from the final tier of abilities offered. You may switch one out for another each time you level up, but remember that you need to have the Shūjuku ability in order to access the most advanced abilities.
After-Image
When using Raiden Strike or Lightning Sprint, create up to 3 mirror images behind you for 1 focus each. You may only create 1 mirror image for every 5 feet traveled.
Until the beginning of your next turn, each time a creature targets you with an attack during the spell's Duration, roll a d20 to determine whether the Attack instead Targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an Attack hits a duplicate, the duplicate fades away. A duplicate can be destroyed only by an Attack that hits it. It ignores all other damage and Effects. The effect ends when all three duplicates are destroyed or your next turn begins.
Enemies within 5 feet of the mirror image when you create it must make a WIS saving throw, vs your Focus DC, or become confused, attacking the nearest target until your next turn.
A creature is unaffected by this spell if it can't see, if it relies on Senses other than sight, such as Blindsight, or if it can perceive illusions as false, as with Truesight.
Cherry Blossom Typhoon
After performing Sweeping Slash, you may activate one or both of the following effects, each one lasting three turns:
-4 focus: A wall of wind forms around you in a 10 foot radius that is 5 feet thick. Sound cannot pass through the wall, and any creatures beside you who try to move through the wind must make a STR saving throw or be lifted into the air at a rate of 10 feet each turn until the effect ends. Creatures knocked back by Sweeping Slash who are in the wind when the effect starts gain disadvantage toward resisting it. If any creature is lifted into the air, it suffers disadvantage on attack rolls until they touch the ground again. Any non-magical fires are snuffed out and enemies within 10 feet of the wind must make DEX saving throws or suffer 2d4 bludgeoning damage from rocks and dirt. Enemies inside the wall suffer an additional 1d4 damage as they are assaulted from all sides.
-4 focus: Cherry blossoms swirl around you in a 20 foot radius. Any hostile creatures gain disadvantage on STR saving throws inside the blossoms and must make a CON saving throw or fall asleep until they can succeed at a CON saving throw on their turn. Allies within the blossoms gain an additional 10 ft of movement on their turns as well as gaining an additional 1d4 on any attack rolls they make.
Dishonor
You outclass your opponent and they know it. If you would land a killing blow on a creature, or you have removed their armor completely with the Disgrace ability, you may use 4 focus.
Instead of killing them, you put on a dexterous show from your weapon, making precise cuts designed to astonish.
Roll a performance check. Anybody who witnessed your finesse must make a Wisdom saving throw against it vs your Focus DC. If a creature's maximum total HP was equal to or less than that of the creature you performed this ability on, they roll with disadvantage.
On a fail, allies are awed by you and gain disadvantage against any Charisma-based skills you make for the next hour. Enemies are completely demoralized, gaining disadvantage on all Wisdom saving throws for the next hour and will remove themselves from the battle.
Selecting this ability adds your Wisdom modifier to your Performance skill.
Duel
It's time for a one-on-one duel.
As an Action target an enemy that can understand a language you speak who has had either social or physical interactions with you and issue a challenge for 5 Focus.
They must make a WIS saving throw against either your (CHA) Persuasion or (CHA) Deception.
If they fail, they are taunted to attack you one-on-one. If they have any followers or allies, they will stand aside and allow the two of you to fight.
Each of you gains advantage on your next attack and damage rolls and can score a critical on a roll of 18 or 19.
You may still follow initiative order, but the results from each of your first attacks will be calculated at the same time.
If you both survive the first attack, you may battle on as normal.
The duel only ends when one of you is dead, runs away, surrenders, or their allies interfere, though the duel will last at least one round.
If you win, any of their followers or allies with a maximum health equal to or less than your opponent must roll a WIS save, vs your Focus DC, or be frightened of you until the end of the turn.
You now have proficiency on Intimidation checks.
Jōdan
Adopt an aggressive stance. Roll an extra 1d4 for damage rolls and score a critical hit on a 19. Suffer -2 to AC.
Can only have one stance active at a time. Can only change your stance at the beginning of your turn as a free action.
Lethal Strike
Sacrifice speed for power. If you could have made an attack on your previous action but chose not to, you may spend 6 Focus.
If you do, roll an extra damage dice for each attack you didn't take. Take the highest rolled value and add that as a damage modifier to the next attack you make before the end of your next turn. Increase the critical strike range of the attack by 2 points. For example, if you would land a critical on a 19 or 20, you instead could get a critical on 17, 18, 19 or 20.
Gain advantage on Strength saving throws.
Magic Eater
When blocking a spell with Magical Deflection, you may instead choose to store the spell within your weapon for 3 Focus.
Your weapon gains +1 to attack and damage rolls, and damage is changed to whatever elemental property the spell had.
If the spell was elemental, your weapon gains visual flairs of whichever element you absorbed. It may be wreathed in flames, crackle with electricity, or maybe even have water streaming down it.
You may choose to cast the spell at any time by using 3 focus during your turn. You use Dexterity as a modifier, and add any bonuses the spell had at the time when the enemy cast it against you.
Patient Observer
You have a keen eye. By watching your enemy and analyzing it's weaknesses, you can find a hole in it's defenses. If you do not use any attacks during your turn, you may use your action to analyze a target creature by spending 4 focus. Make an opposed insight check against it's Deception. If you succeed you find a weakness, gaining both +4 AC against it and subtracting your proficiency bonus from it's AC value. This effect lasts until the creature takes a bonus action to protect itself, but you can spend an additional 3 focus to refresh the effect.
You gain advantage on insight checks.
Strength before Death
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn so long as you have at least 1 Focus. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
The Best Offense
If you cause an attack to miss you with Blade Defense, you may redirect that damage to another nearby target for 3 focus.
If you stopped a melee attack, target must be within 5 weapon range.
If you stopped a ranged attack, enemy may be within 15 feet. If you know Spell Deflection you may redirect magical attacks up to 30 feet.
Waki
Adopt a stance that's hard for enemies to read. If you would make only one attack on your turn, gain advantage on attack and damage rolls. You may also use an additional reaction each round.
Gain 2 focus per turn.
Can only use 1 stance at a time. Requires holding a versatile weapon with two hands. May change stance as a free action at the beginning of your turn.
Your Own Master Now
You have fully mastered using your blade as a weapon and a shield. You may add your WIS modifier to your AC while you are unarmored. You do not gain these benefits if you are using a shield.
You may use Focus to increase the AC of you or an ally by 1 point for each Focus you spend.







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