Base Class: Rogue
When a samurai or other noble warrior is exiled from the service of their feudal lord, they may become a ronin - a masterless warrior cast adrift in the world, but still clinging to the remnants of their former life. Blades at the ready, a ronin wanders from job to job, trying to stay one step ahead of their enemies - and the shame of their past.
Feudal Profiencies
You gain proficiency in medium armor and all martial weapons as well as gaining the Two-Weapon Fighting Style if you don't already have it.
Banzai Warrior
You can use your Sneak Attack on attacks with a melee weapon as long as you begin your turn or take the Attack action while within your reach of the enemy, even if you don't have advantage and as long as you don't have disadvantage. You can also perform a selfless charge. You can take a -2 to your AC, you get a +1 to your attack and damage rolls, and you gain the benefits of the Dash action (no action required). If you take this special charge, you must end your turn closer to your enemies than you did before. You can use this charge a number of times equal to your Charisma Bonus and regain all uses after a short or long rest.
Dual Slash
You can now use two-weapon fighting even with one-handed or versatile melee weapons that aren't light if you use a light weapon in the other hand. When you take the Attack action against a target your Sneak Attack would apply to, you may apply your Sneak Attack to your off-hand attack with a melee weapon. If you choose to split your Sneak Attack, the Sneak Attack deals half damage for each attack, rounding down.
Staredown
At 13th level, your stare compels a dishonorable dual. As an action, you can choose a number of creatures up to half your Charisma modifier, and you can make a Charisma (Intimidation) check contested by their Wisdom (Insight) checks. The creatures must be able to see you. If you succeed on the check, the creature has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. Once you and the creature move into each other's melee reach, you can only move 5 feet away from who's ever reach is greater (if your reach is 5 ft and the enemy's is 10, then both of you can only be 15ft away from each other). This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. You can use this feature a number of times equal to your Charisma Bonus and regain all uses after a long rest.
Executioner's Presence
When you get a critical hit, kill an enemy, or as an action on the first turn of combat, each creature of your choice that is within 30 feet of you and aware of you must succeed on a DC (10 + Proficiency Bonus + Charisma Bonus) saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Executioner's Presence for the next 24 hours.
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