Fighter
Base Class: Fighter

Samurai begin their profession in service to a lord or master. When that service ends the Samurai has three options: find another master to serve, commit ritual suicide, or dishonor themselves and leave in poverty and disgrace with nothing but their weapon and the clothes on their back.

Most Ronin become wandering vagrants looking for trouble and libation. Some become peasant workers. Some continue the warrior profession as mercenaries, hired goons, or seek the life of an adventurer. The Ronin subclass is about these masterless warriors struggling to survive in a dangerous and unforgiving world.

Disgraced

The word Ronin means "wave man", or one who is adrift, a vagrant. Upon taking the Ronin subclass you are looked down upon by everyone, including other Ronin. As such you have disadvantage on Persuasion attempts you initiate, but have learned to more effectively intimidate and deceive to get what you want. You have a +2 bonus to Deception and Intimidation checks.

Focused Defence

At 3rd level, you learned to survive with little protection from the environment upon losing your station in society and becoming a Ronin. Your desire to reclaim your honor has given you a new way of defending yourself. When not wearing armor or a shield, you have an Armor Class equal to 10 + your dexterity modifier + your wisdom modifier. 

You also learned to exploit the vulnerabilities in one's armor, allowing you to add your wisdom bonus to attack and damage rolls against Armored Foes while wielding a Longsword, Shortsword or Dagger. (Excluding Natural Armor)

Sword Arts

You've given up the ability to wear armor, in exchange for training your sword skills exclusively. A longsword now counts as having the Fineness and Light property when wielded by you. You also learn three Sword Arts of your choice. Many Sword Arts enhance an attack in some way. You can use only one Sword Art per attack. You learn two additional Sword Arts of your choice at 7th, 10th, and 15th level. Each time you learn new Sword Arts, you can also replace one Sword Art you know with a different one.

You also gain four Skill Points, which are expended when you use a Sword Art. Your Skill Points count as D8's when a roll is needed. You regain all of your expended skill dice when you finish a short or long rest. You gain another skill die at 7th level and one more at 15th level.

Anticipating Dodge

As a Bonus Action, when you take the dodge action, you can expend 2 uses of your Skill Points to add your Wisdom modifier to your AC until the end of your next turn. You cannot benefit from this if you are unarmed, wearing armor, or wielding a shield. 

Armor Crusher

Once per turn, while you wield a greatsword, you can expend a skill point to gain a +2 bonus to attack and damage against an armored foe. 

Blade Flurry

Once per turn as a bonus action, when you attack with a Longsword, Shortsword or Dagger, you can expend a skill point to attack a number of times equal to your attacks per action with you off-hand weapon. You can only perform this if you are wielding a one-handed weapon in both of your hands. Enemies suffer the normal damage of your weapons. 

Crippling Strike

Once per turn as a bonus action, when you attack a creature, you can expend a use of your skill points. If the attack hits, that creature's speed is halved until the end of it's next turn. 

Elegant Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one skill point to make a melee weapon attack against the creature. If you hit, you add the skill die to the attack's damage roll.

Intercepting Blade

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can expend one skill point and use your reaction to reduce the damage the target takes by 1d8 + your proficiency bonus (to a minimum of 0 damage). 

Parrying Strike

When another creature damages you with a melee attack, you can use your reaction and expend one skill point to reduce the damage by the number you roll on your skill die + your Dexterity modifier.

Precise Strikes

Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can expend a skill point to give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

Protective Blade

When a creature you can see attacks a target other than you, that is within 5ft of you, you can use expend one skill point and your reaction to impost disadvantage on the attack roll. 

Rapid Strike

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 expend a skill point, and forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Sword Charge

When you perform an attack, you can expend 1 skill point to dash forwards through your target's space without provoking opportunity of attack. Hit or miss, you appear to draw your blade at inconceivable speeds, and appear up to 10ft behind your target. 

Unbalancing Strike

Once per turn, as a bonus action when you perform the attack action, you can expend two uses of your Skill Points. If the attack hits, the creature must choose whether it gets an action, bonus action, or reaction on it's next turn. It only gets one of the three. 

Fleet of Foot

At 7th level your shift in training has made you more agile than the average warrior. Your movement speed increases by 10ft, you gain proficiency in dexterity saving throws, and when you take the Dash action and move at least 10ft in a straight line, you have advantage on your next melee weapon attack until the start of your next turn.

You also perfected the technique of striking as you pass your enemy. If you move at least 30ft in a straight line, as an action, you can make a melee weapon attack against a creature that was within 5ft of you during the last 20ft of this movement. You can use this ability a number of times equal to your wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. If you use this technique and kill a creature with the attack, you regain one use.

Adrenaline Rush

At 10th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

At 18th level, you instead regain 13 + your constitution modifier.

Your fighting spirit can also delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. 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.

Wise Warrior

At 15th level you have learned about the weak points of many different enemies and can take advantage of any drops in your opponent's guard, especially when they strike you. You can add your Wisdom modifier to all attack and damage rolls made with a Longsword, Shortsword, or Dagger. 

Also, when you take damage from a melee attack dealt by a creature within 5ft of you, you can use your reaction to make a melee weapon attack against that creature. On a hit, you deal additional weapon damage equal to the amount of damage you took from the triggering attack. You can use this ability a number of times equal to your wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.

W.i.P

W.i.P

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