Fighter
Base Class: Fighter

Ronin are typically a former samurai without a master, by choice or due to their master’s death. They travel the land as adventurers seeking purpose, riches or a way to reclaim their honour. A Ronin can follow any alignment. The Ronin serves no lord, but they do follow the code of bushido, with one exception. A samurai is supposed to commit seppuku upon the loss of his master, however, a Ronin has chosen a path of dishonour instead.

Dojo Training

When you choose this archetype at 3rd level, the Ronin gains Dojo Training. Pick one dojo from the list.

Boundless Strike Dojo

The Ronin is trained in the Boundless Strike. They are able to penetrate even the thickest of armours. When rolling to attack, the Ronin may strike at double the Ronin’s attack bonus, the Boundless Strike ignores all damage resistances. This must be declared before any dice are rolled. This can be done a number of times equal to half the Ronin's proficiency modifier, and the uses are restored after a short rest.

Motionless Sword Dojo

As a reaction, after an attack has been rolled against them, the Ronin may make any normal hit against them miss, and any critical hit into a normal hit. This can be done a number of times equal to half the Ronin's proficiency modifier, and the uses are restored after a long rest.

The Dragon Blade Dojo

The Dragon Blade Dojo specialises in emulating dragon fire and utilising it in their attacks. The Ronin can  light their blade on fire and hit a target within melee range. On a hit, the primary target suffers the weapon attack’s normal effects, and causes the fire to leap from the primary target to a secondary target creature of your choice that you can see within 5 feet of it. The secondary target creature takes fire damage equal to your fighter level. This can be done a number of times equal to half the proficiency modifier. The uses are reset at short rests.

At Higher Levels: The melee attack against the primary target deals additional fire damage, equal to 1d8 at 5th level, 2d8 at 11th level and 3d8 at 17th level. Damage for the secondary creature remains constant with the Ronin’s fighter level.

Volatile River Dojo

The Volatile River Ronin moves in such an erratic manner that their movement becomes unpredictable to their opponents. As a bonus action the Ronin can activate the Volatile River Dojo ability, as long as the Ronin continues to move they may roll a d6 each round, and add the result of this roll to either their attack bonus or AC until the start of their next round. This must be declared at the start of the Ronin’s turn (before any action), otherwise it will remain the same as the last turn. This ability lasts for one minute unless cancelled. This ability can be used a number of times equal to half the Ronin's proficiency modifier, and the uses reset at a short rest.

Exotic Weapon Proficiency

Starting at 3rd level, the Ronin gains weapon proficiency in Exotic weapons. Having trained in a Dojo for many years, the Ronin has learnt to use many different exotic weapons.

Katana

You gain proficiency in the use of a katana.

Kyoketsu-shoge

You gain proficiency in the use of a kyoketsu-shoge.

Nodachi

You gain proficiency in the use of a nodachi.

Shuriken

You gain proficiency in the use of a shuriken.

Wakizashi

You gain proficiency in the use of a wakizashi.

Yari

You gain proficiency in the use of a yari.

Yumi

You gain proficiency in the use of a yumi.

Battle Aura

Starting at 7th level, you gain Battle Aura. Battle experience is something few have, and the Ronin seems to radiate with it. As a bonus action, each enemy creature within 30 feet of the Ronin that can see them must succeed on a (DC 8 + Proficiency Bonus + Higher Level Bonus + Charisma modifier) Wisdom saving throw or be frightened of the Ronin for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Battle Aura for the next 24 hours.

The Ronin can use this ability up to the Ronin’s Charisma modifier per long rest.

At Higher Levels: The Battle Aura DC increases by a total of +1 at 10th level, this is replaced with +2 at 15th level.

Sword Master

Starting at 10th level, the Ronin gains Sword Master. The Ronin’s weapon attacks score a critical hit on a roll of 19 or 20. The Ronin has spent many years training with the blade, and now can be considered a master of the blade.

Without Honour

Starting at 15th level, the Ronin gains Without Honour. Living on the outskirts of society has led you down less honourable roads. The Ronin gains advantage on any Intimidation or Deception checks it makes.

Tremendous Horse Cut Technique

Starting at 18th level, the Ronin gains knowledge of the Tremendous Horse Cut Technique. The Ronin has fought many foes, and developed a technique to end fights with a single strike. When rolling damage on a critical hit, roll damage 3 times instead of two, in addition to this, the target must make a constitution save (DC 10 + the Ronin’s Strength modifier) or be decapitated, if the creature has only one head, this means instant death.

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