Base Class: Fighter
A Ronin was a samurai without a lord or master, usually occurring upon their master’s death but could have also fallen out of their master’s favor and banished. The Bushido (Code of the Warrior) clearly states a samurai is supposed to commit seppuku upon the loss of his own master. The status “Ronin” is given to those who chose not to honor this code and is to suffer a great shame, usually being discriminated against by samurai warriors and feudal clan lords.
Ronin warriors are trained in the samurai fighting style of Iaijutsu, a combative sword-drawing art, not necessarily aggressive, but is counterattack-oriented. This fighting style is used to wage a pre-emptive surprise attack against an unsuspecting enemy. Usually caring a Daisho, or a pair of swords, one being a katana (long sword) and the other a Wakizashi (short sword) trained in the art of nitojutsu, the use of two swords, but traditionally only use one blade at a time. Their sword training consists of Kawashite Sutoraiku, a dodge strike technique, Nukistuke, an intimidating sword stance, Iaijutsu strike, a swift multi attack, and those who become proficient through hard work and patience become Kensei warriors, or sword saint warriors. Warriors of the Bushido Code also learn to center oneself to find a spiritual balance called Toukon, or fighting soul/spirit.
Former samurai usually did not take up a new trade, whether it be due to legal reason or self-pride, Ronin warriors looked for other ways to make a living with their sword techniques. Most became mercenaries or adventurers looking for legal employment guarding trade caravans, or bodyguards for wealth merchants. Other became criminals, operating as bandits and highwaymen, or joining organized crime groups in towns and cities. Ronin are known to operate or serve as hired muscle for gangs that run gambling rings, brothels, protection rackets, and the like. Because of this, the Ronin status gave a reputation of disgrace, with an image of being thugs, bullies, cutthroats, and wandering vagrants.
Image credit: dikeruan on DeviantArt "Samurai".
Bonus Proficiency
When you choose this archetype at 3 level, you gain +1 in dexterity due to this technique’s agile fighting style. You are allowed to choose an additional proficiency from the following: History, Intimidation, Insight, Perception, and Persuasion. Alternatively, you can learn one language of your choice.
Additional Language
You can learn one language of your choice.
History
Proficiency bonus to History checks.
Insight
Proficiency bonus to Insight checks.
Intimidation
Proficiency bonus to Intimidation checks.
Perception
Proficiency bonus to Perception checks.
Persuasion
Proficiency bonus to Persuasion checks.
Kawashite Sutoraiku (Dodge, Strike) Sword Stance
Starting at 3rd level, your reflexes in battle grants you the ability to block and counterattack effectively. As a bonus action on your turn, spend a Sutoraiku point to ready your blade for an attack made against you. When an opponent misses a melee attack targeting you and within 5 feet, roll a 1d10+Dex modifier to perform a reflex attack against them. The number of times you can use this feature increases when you reach certain levels in this class, starting at 1 Sutoraiku point and increasing by 1 at 7 level, 10 level, and 15 level.
You regain all expended uses when you finish a long rest.
Kagenoayumi (Shadow Step)
Starting at 7th level, you can spend a Sutoraiku point to not trigger an attack of opportunity while moving away from an enemy. You can do so only once per turn.
Nukistuke (cutting while drawing) Sword Technique
Starting at 7th level, your fighting stance has a chance to intimidate your foe. After you roll initiative, and your weapon is still sheathed, all enemies who rolled a higher initiative then you must make a Charisma (intimidation) saving throw. On a fail, the target becomes frightened against you.
Nukistuke save DC = 8 + your proficiency bonus + your charisma modifier
Iaijutsu Strike
Starting at 10th level, you learn to trade accuracy for swift strikes. If you take the attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll. Roll to attack, if you hit add a d6 to that damage roll, as part of the same action. You can do so no more than once per turn.
Toukon (Fighting Spirit)
Starting at 15th level, your spiritual balance begins to take form and grant you an edge in battle. If your second wind or action surge ability has been expended, you may use either feature once more without needing a long rest.
This ability resets after a long rest.
Kensei (Sword Saint)
At level 18th, you have come to master the blade in a way very few have, making your weapon an extension of your body. If your sutoraiku stance gets triggered you can “dodge, strike” an additional enemy making a melee attack against you. If you trigger a successful strike twice you may make an immediate melee reaction attack against the last foe you hit. If the target was killed this effect does not activate.
Previous Versions
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