Base Class: Fighter
A lone figure basks in the light of dawn as he walk into town. His trinkets and baubles clink together against the katana's sheath as he walks into the tavern; His black kimono is tattered and laden with soot, dirt, and dried blood, the faint symbol of a clan on their back barely visible from the mess. A face shrouded in the shadow of a wide rice hat, the warrior sits down at the bar and orders a lemonade as three hooligans surround him, before one of them can pull a dagger on the stranger, his sword whistles through the air and three heads drop to the floor coating the wood in a spectacular red. The ronin sheaths his blade and walks out of the tavern without even getting to drink his lemonade for such is the misfortune of the ronin.
The ronin may come from all walks of life whether that be a disgraced orc seeking redemption after he was overthrown or a Hoturian Demon interested in modern weaponry but has no master because of his imposing nature but one thing's the same with all of them: they despise the samurai yet follow the Bushido Code. This rivalry stems from the mutual hatred between the groups but ronin rarely start the conflicts. Rather, samurai make fun of the ronin for being a masterless wanderer without purpose sometimes even convincing them to commit seppuku. Either way, they both understand the importance of a code, specifically, the Bushido Code that was taught to them while training so many ronin are lawful but others have abandoned civilness completely and have been changed due to their years in exile.
Once again, the ronin are a diverse and interesting class that stem from anywhere.
Honed Strike
3rd Level
"Harness your concentration before a towering foe and double the hit die for your next attack roll"
For 1 turn as an action, concentrate with your hand on the hilt of any bladed melee weapon within touching range of your person, and roll to hit on your next attack: If you hit then act like the attack is critical but if you don't roll the damage without modifiers. This effect applies to both weapons if you are dual-wielding but additional attacks such as the Fighter's Extra Attack do not count, yet. If concentration is or can be broken before an attack can be made, then the next attack is normal (with modifiers).
Example: 2d6 +3 -> 4d6 +3
6th Level: Any enemies within 5 feet of the one you're striking also get hit.
10th Level: The hit and damage modifier gain +1, any enemies within 10 feet of the victim also get hit (unless it is bigger than medium size) and Fighter’s Extra Attack and other additional attacks now have the effect applied.
15 Level: The hit and damage modifier gains +2.
Note: This action can be done twice per long rest
Swift Assault
10th Level
"Lunge towards opponents and briskly draw your sword in a dazzling arc of sparks, fury, and death to dismember them ."
As an action, move (at most) your full movement speed towards an enemy and roll to hit, if it misses then roll a regular attack. If you hit, then attack with the most damage your weapon can do. Also, any enemy within 10 feet of the monster you're striking also gets hit. Critical gives you another attack with the max damage effect applied and the splash damage still works. Fighter's Extra Attack also has the same property applied granted you hit the enemy with the second attack.
Example: 1d8 +5 could be 7. With the action, it's a guaranteed 12
17th Level: You can now attack twice instead of once per turn. Extra Attack still works so all three attacks have this effect applied
Note: This action can be done twice per long rest.
Enhanced Agility
3rd Level
"Cross pitfalls or run up walls with your heightened agility to escape bad situations or jump back into combat."
Enhanced Agility can have multiple effects that can be decided by you and your DM however, they may only pertain to movement and not combat or attacking. As a bonus action, you can run up a 10-foot incline without a head start (10 feet of walking speed) and can climb a 20 feet incline with a head start (20 feet of walking speed) by making an Athletics (STR) or Acrobatics (DEX) roll. The incline's height does not count towards your walking speed but uses your climbing speed (If your climbing speed is 30 ft. then you cannot scale a 40 ft. incline or if your climbing speed is 30 ft. but your walking speed is 20 ft. you cannot scale that incline even with a headstart). You may also react to a pit trap without needing to make a DEX save as a reaction or jump across a gap without needing to roll.
7th Level: You can use this action three per short rest. +5 to movement speed
10th: Level: You can use this action four times per short rest. +5 to movement speed
Note: This action can only be done twice per short rest.
Heightened Awareness
7th Level
"Some may call it paranoia, but a true warrior knows when a battle is about to unfold. While on the battlefield the ronin can predict when an enemy will strike before the thought even crosses their brain."
The Ronin are keen of their surroundings because of their past samurai training while even outside and inside of combat giving a passive +1 to Perception. You can now parry attacks as a reaction; 1d6 +CON or STR modifier is the damage reduced to any incoming attack on that turn. If a six is rolled then roll your weapon's damage as a counter to that opponent (this does not count as your turn) while also keeping the 1d6 roll to determine how much damage is negated.
10th Level: The die is increased to a d8. DEX gains +1
15th Level: The die is increased to a d12. DEX increase is now +2
18th Level: The die is increased to a d20. DEX increase is now +3
Note: This action can be used three times per long rest
Blood Laden Soldier
15th Level
There's always a significant point in a ronin's career where they must choose which path they truly walk: The Way of The Blade or the Way of The Shield. Some ronin, more maniacal than others choose bloodshed to lay waste to their enemies or even gain the strength to avenge a fallen loved one or respected combatant but essentially to gain more power than they already had. Other ronin decide they have a duty to protect the team they have served on and focused their efforts on protection to make sure that no more allies die or simply to increase and show their own mettle. Either way, the ronin must make this decision alone to decide their fate...
The Blood Stained Blade
Warning: This feature recommends an Evil alignment
"Pure and unending fury is the only way to solve a dispute and The Blood-Stained Blade promotes this ideology to the fullest extent"
The disgraced Ronin all go their own ways but some focus on revenge and the hate that festers within their souls; eventually, such hate and malice boils over and is manifested as pure blood lust. Pick one weapon to become cursed by the malicious Oni which must be attuned to; this weapon can be the Katana, Uchigatana, Longsword, or weapons in that same vein. The Oni grants these effects unto the now cursed weapon of your choice: +2 to hit and damage rolls as a bonus to the base weapon damage and hit DC but +5 if an innocent person is killed within the day; the effect lasts for 24 hours.
18th Level: If an innocent person is killed within the day, then +7 to hit and damage rolls; the effect lasts for 48 hours
Nidorudasshu: Pick three enemies within the range of 100 feet. Roll to hit for each enemy. Starting from the first enemy you choose and ending with the last enemy you deal your normal attack damage +DEX mod if you hit the enemy moving along to hit each victim. You will end within melee distance of the third enemy even if you didn't hit. If you crit on any of the hits, then critical attack on that enemy.
18th Level: Increases to four enemies and +DEX modifier to hit rolls
This action can only be used once per short rest.
The Blood Tarnished Cloth
"Bent and worn metal cover the body of a true warrior; a sheen of dark blood around the edges showing the hell they've trudged through."
With no kingdom to go back to and no shogun to turn to, the more benevolent ronin trust the gods to guide their way to a warrior's death. Others trust in their own mind and soul to lead them to their own fate; whatever the reason for the choice the warrior gains the golden heart. Golden Heart grants the following passive effects: +1 to AC and +1 to CON.
Golden Heart also grants the ability Radial Slash: Hit all enemies within 10 feet of you once with the weapon's attack damage, twice if it's a critical hit
Note: This action can be used three times per long rest
Golden Heart also grants the ability Unending Guard: Constitution saving throw, DC 12 +WIS and CON mod; if the enemy fails the check they must reroll to hit but even if they do succeed on the check, the attack's damage is reduced by 1d12 +CON modifier +WIS modifier, all as a reaction
Note: This reaction can only be used twice per long rest
Sodai Tsuiho
18th Level
"They say that all journeys begin with a single step, but they also neglect to mention that all journeys must end with that same single step."
The way of Sodai Tsuiho is one completely comprised of ronin; supreme ronin to be specific as they have surpassed the normal limitations of humanoids. They have gone so far beyond that fear no longer runs within their veins. This insane tenacity grants immunity to Intimidation rolls, Turned, Frightened, Surprised, and +3 to saving throws always. This mastery also grants a specialty "takedown". If an enemy has 20% or below of their health, then spend an action to instantly kill them, stealth does not affect this, there is no roll. The creature you are targeting cannot be one or more sizes bigger than you, when playing a Goliath, you count as one size larger.
Superior Soul. If you pick the Blood-Stained Blade path, you get the ability: Death Blow. If you picked the Blood Tarnished Metal path, you get the ability Superiority.
Death Blow: Roll a flat 1d100. If the number is lower than your AC then whatever enemy you're targeting dies instantly, the target must be within at least 10 feet of you and cannot be of 'huge' or larger size, less the creature is reduced to half of its health and the attack connects.
Note: This action can be used three times per long rest
Superiority: Roll a flat 1d100. If the number is more than 50 then block all incoming damage for 1 turn. This can be used as an action or a reaction. Also, you gain advantage on all death saves.
Note: This action can only be used once per long rest
Liquid Solace
7th Level
"Only the truly foolish carry around a bottle of sake wherever they go", that's what they used to say in your hometown, but now? Now, you're on your own and can do whatever you want to do.
You carry around a one-liter bottle of whatever beverage you want but if your character does not drink alcohol then choose any beverage. There are two charges to start. Each use decreases your AC by -4 but increases your hit die by +2 and attack by +5 for a duration of one hour. You also have disadvantage on all CHA and INT rolls or saves within the time limit and a 1d6 to heal each use. You gain the Exiled Ronin's Gourd (Exiled Ronin's Gourd in homebrew marketplace) and this ability is to be used in conjunction with the item and not as an addition.
Your DM/GM may decide if you get addicted to this drink and the disadvantages because of it or not.
Note: This action can be done twice and is refilled by visiting a tavern and paying for a refill granted the tavern has the liquid or finding one liter of the same beverage elsewhere.
Exodus' Rewards
3rd Level
After being ejected from your homeland you can't bear to look at the emblem inscribed on your samurai gear; casting them aside you begin your exodus with a simple kimono or some robes and a sheath to hold your blade. When unarmored your AC is equal to 10 + full DEX mod and CON mod to a max of 2. Shields do not count as armor but provide a -1 to DEX when used.
On your journey you become proficient in a type of weapon; Pick from Katana, Uchigatana, Shortsword, Longsword, Greatsword, Glaive, or Longbow to add your proficiency modifier to hit and attack rolls to that specific type of weapon (This can be chosen whenever but the choice is final and cannot be changed. However, If the weapon is turned into the Blood-Stained Blade, then the bonus carries over).
You also have the choice of gaining the Katana of Atsushi instead of a longsword or the Uchigatana of Atsushi instead of a greatsword as your starting weapon on this journey.
Previous Versions
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